WorldWideScience

Sample records for video inspire engage

  1. 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."

  2. Engaging Students through Astronomically Inspired Music

    Science.gov (United States)

    Whitehouse, M.

    2011-09-01

    This paper describes a lesson outline in which astronomically inspired musical compositions are used to teach astronomical concepts via an introductory activity, close listening, and critical/creative reflection.

  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. Video Games and Civic Engagement

    Science.gov (United States)

    Perkins-Gough, Deborah

    2009-01-01

    According to a national telephone survey by the Pew Internet Project, 99 percent of boys and 94 percent of girls ages 12-17 play computer, Web, portable, or console games; and 50 percent play such games daily. The survey report, Teens, Video Games, and Civics, examines the extent and nature of teens' game playing and sheds some light on the…

  5. 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.

  6. "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…

  7. Motivational Engagement and Video Gaming: A Mixed Methods Study

    Science.gov (United States)

    Hoffman, Bobby; Nadelson, Louis

    2010-01-01

    A mixed methods design was used to identify factors associated with motivational engagement in video gaming. Self-report instruments were administered to 189 video game players to assess goal orientations, affect, need for cognition, and perceptions of engagement and flow. Simultaneously, a sub-set of 25 participants were interviewed and results…

  8. 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…

  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. 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...... 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...

  11. The engagement equation leadership strategies for an inspired workforce

    CERN Document Server

    Rice, Christopher; Masarech, Mary Ann

    2012-01-01

    Create a culture of engagement and build high-performance culture The Engagement Equation explains the drivers of employee engagement, and how you can use improved engagement to execute strategy, reduce costs, and meet your organizational goals. This book describes a unique engagement model that focuses on individuals'' contribution to a company''s success and personal satisfaction in their roles. Aligning employees'' values, goals, and aspirations with those of the organization is the best method for achieving the sustainable employee engagement. The Engagement Equation is designed to provide

  12. 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) played a Dance Dance Revolution 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 relationship between engagement and energy expenditure (indirect effect = .138, p = .028), but other mediated effects were not significant. Engagement, enjoyment, and BMI affect energy expended during active 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.

  13. Can Direct Measurement Videos Inspire Lab-like Learning?

    Science.gov (United States)

    Vonk, M.; Bohacek, P. H.

    2014-12-01

    Hands-on labs can offer students a rare opportunity to confront the laws of physics first hand and to gain experience using science practices. As such, hands-on labs are an important learning tool which have played a foundational role in science education since the time of Galileo. But labs also have features that make them difficult to implement in practice. They are often time consuming for the instructor to plan and setup, time consuming for students to perform, expensive to implement, and fraught with potential missteps that can send confused students into a spiral of misunderstanding. Our Direct Measurement Video team is working to create several series' of videos with an interface that allows students to interact with them in a way that (we hope) will start to feel lab-like, but with fewer of the impediments that tend to undermine lab-learning in the real world. We hope that lab-like videos will soon provide a needed complement to traditional hands-on labs in science classrooms across the nation. In this talk, I will present our vision of the pedagogical possibilities of video and highlight our progress toward the goal. This work is supported by NSF TUES award #1245268

  14. 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 ...

  15. 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).

  16. 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.

  17. 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.

  18. 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

  19. Exploring University Students' Engagement with Online Video Lectures in a Blended Introductory Mechanics Course

    CERN Document Server

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

    2016-01-01

    The advent of MOOCs 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 blended 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 percent throughout the semester while the percentage of students accessing lecture videos dropped to less than 40 percent by the end of the term. Moreover, students were more likely to access the entirety of a laboratory video than a lecture video. Our 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 students appear to consider the lecture vid...

  20. A bio-inspired system for spatio-temporal recognition in static and video imagery

    Science.gov (United States)

    Khosla, Deepak; Moore, Christopher K.; Chelian, Suhas

    2007-04-01

    This paper presents a bio-inspired method for spatio-temporal recognition in static and video imagery. It builds upon and extends our previous work on a bio-inspired Visual Attention and object Recognition System (VARS). The VARS approach locates and recognizes objects in a single frame. This work presents two extensions of VARS. The first extension is a Scene Recognition Engine (SCE) that learns to recognize spatial relationships between objects that compose a particular scene category in static imagery. This could be used for recognizing the category of a scene, e.g., office vs. kitchen scene. The second extension is the Event Recognition Engine (ERE) that recognizes spatio-temporal sequences or events in sequences. This extension uses a working memory model to recognize events and behaviors in video imagery by maintaining and recognizing ordered spatio-temporal sequences. The working memory model is based on an ARTSTORE1 neural network that combines an ART-based neural network with a cascade of sustained temporal order recurrent (STORE)1 neural networks. A series of Default ARTMAP classifiers ascribes event labels to these sequences. Our preliminary studies have shown that this extension is robust to variations in an object's motion profile. We evaluated the performance of the SCE and ERE on real datasets. The SCE module was tested on a visual scene classification task using the LabelMe2 dataset. The ERE was tested on real world video footage of vehicles and pedestrians in a street scene. Our system is able to recognize the events in this footage involving vehicles and pedestrians.

  1. Inspire

    CERN Document Server

    CERN. Geneva

    2008-01-01

    Inspire is the project name of a new High Energy Physics information system which will integrate present databases and repositories to host the entire corpus of the HEP literature and become the reference HEP scientific information platform worldwide. It is a common project between CERN, DESY, FERMILAB and SLAC. It will empower scientists with new tools to discover and access the results most relevant to their research; enable novel text- and data-mining applications; deploy new metrics to assess the impact of articles and authors. In addition, it will introduce the Web2.0 paradigm of user-enriched content in the domain of sciences with community-based approaches to the peer-review process.

  2. An Interactive Assessment Framework for Visual Engagement: Statistical Analysis of a TEDx Video

    Science.gov (United States)

    Farhan, Muhammad; Aslam, Muhammad

    2017-01-01

    This study aims to assess the visual engagement of the video lectures. This analysis can be useful for the presenter and student to find out the overall visual attention of the videos. For this purpose, a new algorithm and data collection module are developed. Videos can be transformed into a dataset with the help of data collection module. The…

  3. 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...

  4. Investigating Real-Time Predictors of Engagement: Implications for Adaptive Video Games and Online Training

    Science.gov (United States)

    Sharek, David J.

    2012-01-01

    Engagement is a worthwhile psychological construct to examine in the context of online training and video games. In this context, previous research suggests that the more engaged a person is, the more likely they are to experience overall positive affect while performing at a high level. This research builds on theories of engagement, Flow Theory,…

  5. 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

  6. 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.

  7. 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.

  8. 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

  9. Deaf children's engagement in an educational video in American Sign Language.

    Science.gov (United States)

    Golos, Debbie B

    2010-01-01

    Over time, children's educational television has successfully modified programming to incorporate research-based strategies to facilitate learning and engagement during viewing. However, research has been limited on whether these same strategies would work with preschool deaf children viewing videos in American Sign Language. In a descriptive study, engagement behaviors of 25 preschool deaf children during multiple viewings of an educational video in ASL were examined. The video incorporated research-based interactive strategies to facilitate engagement while targeting vocabulary through ASL, fingerspelling, and English print. Each of 3 viewing sessions was recorded; videos were transcribed and coded for frequency of children's movements, pointing, fingerspelling, and signing. Behaviors were analyzed for frequency within and across multiple viewings and by level of signing skills. It was found that each of these engagement behaviors occurred frequently throughout viewings and increased across multiple viewings regardless of a child's age or signing skills.

  10. 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

  11. 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…

  12. Is It Still Considered Reading? Using Digital Video Storytelling to Engage Adolescent Readers

    Science.gov (United States)

    Malin, Ginger

    2010-01-01

    In order to comprehend and ultimately enjoy reading a text, a reader must first be engaged in it. However, many high school students have difficulty engaging with texts for a variety of reasons. This study was interested in innovative solutions to this problem and examined the educational and aesthetic value of a particular digital video reading…

  13. 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

  14. 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.…

  15. 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

  16. 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…

  17. 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.

  18. 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…

  19. Leveling up from Player to Designer: Engaging and Empowering Youth through Making Video Games

    Science.gov (United States)

    Gershenfeld, Alan

    2011-01-01

    Over the past few years a growing body of research has highlighted the potential for educational video games to foster highly engaged, effective learning in the classroom. These research reports from organizations such as the Federation of American Scientists, the National Science Foundation, and the Joan Ganz Cooney Center at Sesame Workshop…

  20. 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

  1. Deaf Children's Engagement in an Educational Video in American Sign Language

    Science.gov (United States)

    Golos, Debbie B.

    2010-01-01

    Over time children's educational television has successfully modified programming to incorporate research-based strategies to facilitate learning and engagement during viewing. However, research has been limited on whether these same strategies would work with preschool deaf children viewing videos in American Sign Language. In a descriptive…

  2. 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.

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

    OpenAIRE

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

    2013-01-01

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

  4. 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.

  5. 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.

  6. Using Video Social Stories[TM] to Increase Task Engagement for Middle School Students with Autism Spectrum Disorders

    Science.gov (United States)

    Cihak, David F.; Kildare, Laura K.; Smith, Catherine C.; McMahon, Don D.; Quinn-Brown, Luella

    2012-01-01

    Four middle school students with autism spectrum disorders participated in a brief functional analysis and a video Social Stories[TM] intervention to remediate attention-seeking and task-avoidance behaviors. Results indicated that matching video Social Stories[TM] to specific functions of behaviors increased task-engagement behaviors in the…

  7. 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.

  8. 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.

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

    Science.gov (United States)

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

    2013-01-01

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

  10. 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.

  11. 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

  12. 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…

  13. 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…

  14. 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.

  15. INSPIRE Science Internship Camps at SMVDU; Forum for Engagement of Higher Secondary School Students for Promotion of Innovative Pursuit of Science

    Science.gov (United States)

    Wanchoo, S. K.; Vaishnavi, S.

    2016-12-01

    INSPIRE Science Internship Camps at SMVDU: forum for engagement of higher secondary students for promotion of innovative pursuit of science Samantha Vaishnavi1 and Sunil K. Wanchoo2*1Department of Biotechnology, SMVD University, Katra, INDIA 2Department of Physics, SMVD University, Katra, INDIA AbstractIndia recognizes that, to become a knowledge economy and take advantage of its demographic dividend in years to come, young bright minds need to be attracted to science, and be motivated to take up challenging research problems. Our union government, in the year 2008, launched INSPIRE (Innovation in Science Pursuit for Inspired Research), an initiative by the Department of Science & Technology, Government of India. Under the INSPIRE scheme and as a part of subcomponent called Scheme for Early Attraction of Talent (SEATS) an aim was set forth to attract children to pursue science by inviting 50000 top 1% merit rank holders in 10th boards and pursuing science in class 11th to be part of such camps organized annually by higher education institutions throughout the country. During these camps, students are made to interact with mentors - who are eminent scientists and gifted teachers to experience and reveal the joy of innovation. As a part of this initiative, we have organized 10 fully residential INSPIRE Science Internship Camps so far since April 2010. These have been attended by 3590 students from all over the State of Jammu and Kashmir. Two of these camps have been successfully held in the difficult and challenging terrain of Leh, Ladakh with the help of state administration and Army. In July 2015, we had the distinction of organizing the largest camp in India, attended by 620 students. 11th such camp and 3rd at Leh shall be held in the second week of September, 2016. We shall present the detailed approach adopted in organizing these camps and the feedback received from the attendees and some of the mentors. *Corresponding author (sunilkwanchoo@gmail.com)

  16. Accessing and Engaging with Video Streams for Educational Purposes: Experiences, Issues and Concerns

    Science.gov (United States)

    Bracher, Maggie; Collier, Richard; Ottewill, Roger; Shephard, Kerry

    2005-01-01

    Video streaming has the potential to offer tutors a more flexible and accessible means of incorporating moving images into learning resources for their students than conventional video. Consideration is given to this assertion by drawing upon the experiences of staff and evidence from students at the University of Southampton in the use of a…

  17. Investigating the Impact of Video Games on High School Students' Engagement and Learning about Genetics

    Science.gov (United States)

    Annetta, Leonard A.; Minogue, James; Holmes, Shawn Y.; Cheng, Meng-Tzu

    2009-01-01

    The popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing, there is still a lack of systematic study of this emerging technology's efficacy. This quasi-experimental study evaluated a teacher created video game on genetics in terms of its affective…

  18. Enhancing the Assessment Experience: Improving Student Perceptions, Engagement and Understanding Using Online Video Feedback

    Science.gov (United States)

    West, John; Turner, Will

    2016-01-01

    Individualised video screencasts with accompanying narration were used to provide assessment feedback to a large number (n = 299) of first-year Bachelor of Education students at Edith Cowan University in Western Australia. An anonymous online survey revealed that nearly three times as many respondents (61%) preferred video feedback to written…

  19. Collaboration, Engagement & Fun: How Youth Preferences in Video Gaming Can Inform 21st Century Education

    Science.gov (United States)

    Trespalacios, Jesus; Chamberlin, Barbara; Gallagher, Rachel R.

    2011-01-01

    In this content analysis study, researchers explored middle school students' preference for playing video games and the possible implications for learning environments. During two-week, summer sessions, learners played videos games and answered questions related to their preferences in different settings. Students' preferences and justifications…

  20. Zombies in the classroom. Video games for engagement in a new century of education

    OpenAIRE

    Andreassen, Stig

    2015-01-01

    The use of video games in the classroom is still a controversial topic in the society. In this thesis I show results from a research with a high school in the autumn 2014. In this research I followed several classes which used the video game "The Walking Dead" to learn ethics in the classroom. The thesis focuses on gathering relevant information from a number of research fields and shows a holistic view of the pros and cons of video games in the classroom. The study reveals a positive att...

  1. 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.

  2. 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.

  3. Inspiring climate change literacy through popular culture: The Green Ninja

    Science.gov (United States)

    Cordero, E. C.; Sarrafan, B.; Dallas, B.; Chai, D.

    2010-12-01

    A collaborative project between climate scientists and film and animation artists uses popular culture to produce an effective model for engaging students in areas related to climate change. The Green Ninja is the central film-and-animated superhero who slashes his way into the lives of citizens to change individual decisions. The goal of the videos is to inspire interest and action on climate change and ultimately to improve climate change literacy, through a range of subjects, although the initial videos focus on food and its connection with climate change. The videos are supported by a Web site that provides learning materials for each video to enhance teachers’ abilities and confidence in the classroom. Examples of the videos will be shown during the presentation.

  4. Engaging 21st-Century Adolescents: Video Games in the Reading Classroom

    Science.gov (United States)

    Adams, Megan Glover

    2009-01-01

    Cross-age tutoring, in which older and younger students work together to improve their ELA skills, is not a new concept; Linda D. Labbo and William H. Teale explored it as a tool for poor readers as early as 1990. The author has found that using tutoring with video games also works well. Students have the opportunity to read aloud collaboratively…

  5. 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…

  6. 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

  7. 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

  8. 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.…

  9. Engaging Students: Using Video Clips of Authentic Client Interactions in Pre-Clinical Veterinary Medical Education.

    Science.gov (United States)

    Hafen, McArthur; Siqueira Drake, Adryanna A; Rush, Bonnie R; Sibley, D Scott

    2015-01-01

    The present study evaluated third-year veterinary medical students' perceptions of a communication lab protocol. The protocol used clips of fourth-year veterinary medical students working with authentic clients. These clips supplemented course material. Clips showed examples of proficient communication as well as times of struggle for fourth-year students. Third-year students were asked to critique interactions during class. One hundred and eight third-year students provided feedback about the communication lab. While initial interest in communication proved low, interest in communication training at the end of the course increased substantially. The majority of students cited watching videos clips of authentic client interactions as being an important teaching tool.

  10. 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.

  11. Ethnographic Video as Design Specs

    DEFF Research Database (Denmark)

    Buur, Jacob; Fraser, Euan; Oinonen, Soila

    2010-01-01

    Ethnographic video is used extensively in some industrial corporations to document field studies and to convey an understanding of what is 'out there' to HCI designers and developers of new technologies. The basic assumption is that ethnography through questioning the prevailing conceptions...... and recommendations is surely ideal and appropriate in many cases, there are situations, in which a bolder engagement is called for to ensure an impact on the development process. In this paper we explore how video can function to initiate 'requirement specs' discussions rather than just as inspiration or field data....... We investigate how video specs can support an engineering development process, and help set clear limitations for which solutions might work, and which might not, while retaining some of the richness of the field studies....

  12. 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.

  13. Predictors of valid engagement with a video streaming web study among asian american and non-Hispanic white college students.

    Science.gov (United States)

    Park, Hanjong; Choi, Heeseung; Suarez, Marie L; Zhao, Zhongsheng; Park, Chang; Wilkie, Diana J

    2014-04-01

    The study purpose was to determine the predictors of watching most of a Web-based streaming video and whether data characteristics differed for those watching most or only part of the video. A convenience sample of 650 students (349 Asian Americans and 301 non-Hispanic whites) was recruited from a public university in the United States. Study participants were asked to view a 27-minute suicide awareness streaming video and to complete online questionnaires. Early data monitoring showed many, but not all, watched most of the video. We added software controls to facilitate video completion and defined times for a video completion group (≥26 minutes) and video noncompletion (video noncompletion group, the video completion group included more females, undergraduates, and Asian Americans, and had higher individualistic orientation and more correct manipulation check answers. The video noncompletion group skipped items in a purposeful manner, showed less interest in the video, and spent less time completing questionnaires. The findings suggest that implementing software controls, evaluating missing data patterns, documenting the amount of time spent completing questionnaires, and effective manipulation check questions are essential to control potential bias in Web-based research involving college students.

  14. Video Analysis and Modeling Tool for Physics Education: A workshop for Redesigning Pedagogy

    CERN Document Server

    Wee, Loo Kang

    2012-01-01

    This workshop aims to demonstrate how the Tracker Video Analysis and Modeling Tool engages, enables and empowers teachers to be learners so that we can be leaders in our teaching practice. Through this workshop, the kinematics of a falling ball and a projectile motion are explored using video analysis and in the later video modeling. We hope to lead and inspire other teachers by facilitating their experiences with this ICT-enabled video modeling pedagogy (Brown, 2008) and free tool for facilitating students-centered active learning, thus motivate students to be more self-directed.

  15. Using Video Production in Political Science Courses as an Instructional Strategy for Engaging Students in Active Learning

    Science.gov (United States)

    Florez-Morris, Mauricio; Tafur, Irene

    2010-01-01

    Video production has come into widespread use in various fields of social science. Visual anthropologists (Pink 2006), psychologists (Webster and Sell 2007), historians (Ferro 2000), and visual sociologists (Newman 2006) have used films and videos to document, to preserve, and to analyze social data. There is no reason to think that the use of…

  16. 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…

  17. Do-It-Yourself Whiteboard-Style Physics Video Lectures

    Science.gov (United States)

    Douglas, Scott Samuel; Aiken, John Mark; Greco, Edwin; Schatz, Michael; Lin, Shih-Yin

    2017-01-01

    Video lectures are increasingly being used in physics instruction. For example, video lectures can be used to "flip" the classroom, i.e., to deliver, via the Internet, content that is traditionally transmitted by in-class lectures (e.g., presenting concepts, working examples, etc.), thereby freeing up classroom time for more interactive instruction. To date, most video lectures are live lecture recordings or screencasts. The hand-animated "whiteboard" video is an alternative to these more common styles and affords unique creative opportunities such as stop-motion animation or visual "demonstrations" of phenomena that would be difficult to demo in a classroom. In the spring of 2013, a series of whiteboard-style videos were produced to provide video lecture content for Georgia Tech introductory physics instruction, including flipped courses and a MOOC. This set of videos (which also includes screencasts and live recordings) can be found on the "Your World is Your Lab" YouTube channel. In this article, we describe this method of video production, which is suitable for an instructor working solo or in collaboration with students; we explore students' engagement with these videos in a separate work. A prominent example of whiteboard animation is the "Minute Physics" video series by Henry Reich, whose considerable popularity and accessible, cartoony style were the original inspiration for our own video lectures.

  18. 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...

  19. 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.

  20. 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...

  1. Reflections on "YouTestTube.com": An Online Video-Sharing Platform to Engage Students with Chemistry Laboratory Classes

    Science.gov (United States)

    McClean, Stephen; McCartan, Kenneth G.; Meskin, Sheryl; Gorges, Beronia; Hagan, W. Paul

    2016-01-01

    This paper describes the construction and development of YouTestTube.com, a YouTube clone website to facilitate video-sharing, social networking, and reflections of chemistry laboratory classes for year one students within the School of Biomedical Sciences at Ulster University. The practice was first introduced in the 2008/09 academic year and has…

  2. 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…

  3. Inspired Landscapes

    Science.gov (United States)

    Brandon, Robert; Spruch, Arthur

    2008-01-01

    It has been nearly 400 years since Harvard College was created, and since then, thousands of colleges and universities have been built across the United States. From the classically inspired lines of Thomas Jefferson's University of Virginia to the Spanish architecture at Stanford University, every campus has its own personality. It's not unusual,…

  4. Inspire Day

    Science.gov (United States)

    Bohach, Barbara M.; Meade, Birgitta

    2014-01-01

    The authors collaborated on hosting a "Spring Inspire Day." planned and delivered by preservice elementary teachers as a social studies/science methods project. Projects that have authentic application opportunities can make learning meaningful for prospective teachers as well as elementary students. With the impetus for an integrated…

  5. 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.

  6. 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...

  7. 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.

  8. 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…

  9. 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…

  10. 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

  11. Making good physics videos

    Science.gov (United States)

    Lincoln, James

    2017-05-01

    Online videos are an increasingly important way technology is contributing to the improvement of physics teaching. Students and teachers have begun to rely on online videos to provide them with content knowledge and instructional strategies. Online audiences are expecting greater production value, and departments are sometimes requesting educators to post video pre-labs or to flip our classrooms. In this article, I share my advice on creating engaging physics videos.

  12. Aquariums Inspiring Hope and Action Against Climate Change (Invited)

    Science.gov (United States)

    Vernon, C. L.

    2010-12-01

    The mission of the Monterey Bay Aquarium is to “inspire conservation of the oceans.” We do this by connecting people emotionally with the animals, plants, and habitats of Monterey Bay and beyond, and by giving them tools and encouragement to act on behalf of ocean health. Because of our mission, it would seem natural to talk with visitors about the greatest threat to our ocean: global climate change. But does interpreting climate change conflict with the expectations of most visitors to spend a fun, social time with their friends and family? How do informal science education venues, which are seen as trusted sources of information about natural history and conservation, most effectively convey information that is at best distressing and at worst, downright depressing? This presentation will highlight ways that the Monterey Bay Aquarium is meeting the challenge of engaging and educating visitors about climate change and the ocean through exhibits, auditorium programs, humorous video, musical theater, and conversations.

  13. Kittens! Inspired by Kittens! Undergraduate Theorists Inspired by YouTube

    Science.gov (United States)

    Anderson, Diane Downer; Lewis, Mark; Peterson, Sarah; Griggs, Samantha; Grubb, Gina; Singer, Nicole; Fried, Simone; Krone, Elizabeth; Elko, Leigh; Narang, Jasmine

    2010-01-01

    A professor and students in an undergraduate honors research seminar were inspired to playfully link old and contemporary literacy theories to a 2.0 media artifact, the popular YouTube video Kittens! Inspired by Kittens! (KIbK) starring 6 year-old Maddie. In this article KIbK is theorized drawing on frames of school-based reading instruction,…

  14. Categorizing Video Game Audio

    DEFF Research Database (Denmark)

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

    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...... 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....

  15. The Inspirational Leader

    Science.gov (United States)

    Benigni, Mark D.; Hughes, Mark A

    2012-01-01

    Amid the focus on improved standardized test scores, differentiated instruction, value-added initiatives and improved teacher evaluation, one must not ignore an education leader's need to inspire and be inspired. But how do education leaders inspire their students and teachers during some of the most difficult economic times the nation has ever…

  16. 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.

  17. Fostering Teacher Candidates' Reflective Practice through Video Editing

    Science.gov (United States)

    Trent, Margaret; Gurvitch, Rachel

    2015-01-01

    Recently, interest in using video to promote the reflective practice in preservice teacher education has increased. Video recordings of teaching incidents inspire the reflective practice in preservice teachers by allowing them to analyze instruction and view teaching in an objective light. As an extension of video recording, video editing has…

  18. Mars Public Engagement Overview

    Science.gov (United States)

    Johnson, Christine

    2009-01-01

    This viewgraph presentation reviews the Mars public engagement goal to understand and protect our home planet, explore the Universe and search for life, and to inspire the next generation of explorers. Teacher workshops, robotics education, Mars student imaging and analysis programs, MARS Student Imaging Project (MSIP), Russian student participation, MARS museum visualization alliance, and commercialization concepts are all addressed in this project.

  19. 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…

  20. Social video content delivery

    CERN Document Server

    Wang, Zhi; Zhu, Wenwu

    2016-01-01

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

  1. Physicists get INSPIREd

    CERN Document Server

    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...

  2. 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...

  3. EOS ART: Six Artistic Projects Inspired by Earth Science

    Science.gov (United States)

    Kerlow, Isaac

    2015-04-01

    The six projects produced under the artists' residencies at the Earth Observatory of Singapore (EOS) were inspired by Earth science and by the human experience in naturally hazardous regions. These contemporary artworks were created within an interdisciplinary framework that fostered collaborations between artists and scientists. EOS ART was a pilot program that also facilitated the active engagement of regional artists with issues related to Earth science, sustainable societies, and innovative methods for science outreach. An interdisciplinary jury of art critics, curators and Earth scientists selected art projects proposed by regional artists, and funds were awarded to develop and realize the projects. The artworks-including installations, photographs, and video art-were showcased in the "Unearthed" public exhibit at the Singapore Art Museum from March to July of 2014. A 92-page catalog accompanied the show and public seminars about interdisciplinary connections complemented the event. This was a unique example of collaboration between scientific and artistic institutions in Southeast Asia. The paper provides an overview of the motivations, process and accomplished results. The art projects include "Coastline" by Zhang Xiao (China), "Lupang" by Clara Balaguer and Carlos Casas (Philippines and Spain), "Sound of the Earth" by Chen Sai Hua Kuan (Singapore), "Sudden Nature" by Isaac Kerlow (Mexico/USA), "The Possibility of Knowing" by Robert Zhao Renhui (Singapore), and "When Need Moves the Earth" by Sutthirat Supaparinya (Thailand).

  4. 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…

  5. 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.

  6. Inspiration and the Oulipo

    Directory of Open Access Journals (Sweden)

    Chris Andrews

    2005-01-01

    Full Text Available In the Ion and the Phaedrus Plato establishes an opposition between technique and inspiration in literary composition. He has Socrates argue that true poets are inspired and thereby completely deprived of reason. It is often said that the writers of the French collective known as the Oulipo have inverted the Platonic opposition, substituting a scientific conception of technique—formalization—for inspiration. Some of the group's members aim to do this, but not the best-known writers. Jacques Roubaud and Georges Perec practice traditional imitation alongside formalization. Imitation is a bodily activity with an important non-technical aspect. Raymond Queneau consistently points to an indispensable factor in literary composition that exceeds both formalization and imitation but is inimical to neither. Sometimes he calls this factor "inspiration"; sometimes he speaks of "the unknown" and the "the unpredictable," which must confirm the writer's efforts and intentions. The lack of consensus within the Oulipo on the question of inspiration is not a fault or a weakness, since the group has never claimed to adhere to a unified doctrine. However, to present Queneau as a radical formalist is to distort his poetics.

  7. 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

  8. 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....

  9. Engaging Stakeholder Engagement

    OpenAIRE

    Wilhite, Ryan; Pyrz, Jennifer

    2017-01-01

    The Indianapolis Metropolitan Planning Organization is setting the bar for effective public and stakeholder engagement with its current update of the Long Range Transportation Plan. MPO staff are soliciting feedback at each step of the planning process— from development of goals, objectives, and performance measures to scenario planning. In this session we share strategies and lessons learned for effective engagement throughout the planning process.

  10. 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.

  11. Inspiring Exercises for Undergraduates.

    Science.gov (United States)

    Kuo, Tzee-Char

    1999-01-01

    Inspiring exercises are used to guide students at all levels to rediscover the essential meaning of various individual pieces of mathematics. Presents five sets of examples including Abel's identity, Hensel's lemma, finitely generated Abelian groups, Baire's category theorem, and the Weierstrass preparation theorem. (Author/ASK)

  12. 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…

  13. Haring-Inspired Designs

    Science.gov (United States)

    Corfield, Marie

    2007-01-01

    While exploring Keith Haring's Web site one day, the author discovered two untitled pieces from 1982 that became inspiration pieces for a lesson on symmetry and complementary colors for her second graders. Haring's simple shapes and colors and playful images are very similar to those found in the margins or on the cover of any typical child's…

  14. 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.

  15. 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…

  16. 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.

  17. 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…

  18. Inspiral into Gargantua

    CERN Document Server

    Gralla, Samuel E; Warburton, Niels

    2016-01-01

    We model the inspiral of a compact object into a more massive black hole rotating very near the theoretical maximum. We find that once the body enters the near-horizon regime the gravitational radiation is characterized by a constant frequency, equal to (twice) the horizon frequency, with an exponentially damped profile. This contrasts with the usual "chirping" behavior and, if detected, would constitute a "smoking gun" for a near-extremal black hole in nature.

  19. Inspiral into Gargantua

    Science.gov (United States)

    Gralla, Samuel E.; Hughes, Scott A.; Warburton, Niels

    2016-08-01

    We model the inspiral of a compact object into a more massive black hole rotating very near the theoretical maximum. We find that once the body enters the near-horizon regime the gravitational radiation is characterized by a constant frequency, equal to (twice) the horizon frequency, with an exponentially damped profile. This contrasts with the usual ‘chirping’ behavior and, if detected, would constitute a ‘smoking gun’ for a near-extremal black hole in nature.

  20. 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...

  1. Quantum-Inspired Maximizer

    Science.gov (United States)

    Zak, Michail

    2008-01-01

    A report discusses an algorithm for a new kind of dynamics based on a quantum- classical hybrid-quantum-inspired maximizer. The model is represented by a modified Madelung equation in which the quantum potential is replaced by different, specially chosen 'computational' potential. As a result, the dynamics attains both quantum and classical properties: it preserves superposition and entanglement of random solutions, while allowing one to measure its state variables, using classical methods. Such optimal combination of characteristics is a perfect match for quantum-inspired computing. As an application, an algorithm for global maximum of an arbitrary integrable function is proposed. The idea of the proposed algorithm is very simple: based upon the Quantum-inspired Maximizer (QIM), introduce a positive function to be maximized as the probability density to which the solution is attracted. Then the larger value of this function will have the higher probability to appear. Special attention is paid to simulation of integer programming and NP-complete problems. It is demonstrated that the problem of global maximum of an integrable function can be found in polynomial time by using the proposed quantum- classical hybrid. The result is extended to a constrained maximum with applications to integer programming and TSP (Traveling Salesman Problem).

  2. Biologically inspired intelligent robots

    Science.gov (United States)

    Bar-Cohen, Yoseph; Breazeal, Cynthia

    2003-07-01

    Humans throughout history have always sought to mimic the appearance, mobility, functionality, intelligent operation, and thinking process of biological creatures. This field of biologically inspired technology, having the moniker biomimetics, has evolved from making static copies of human and animals in the form of statues to the emergence of robots that operate with realistic behavior. Imagine a person walking towards you where suddenly you notice something weird about him--he is not real but rather he is a robot. Your reaction would probably be "I can't believe it but this robot looks very real" just as you would react to an artificial flower that is a good imitation. You may even proceed and touch the robot to check if your assessment is correct but, as oppose to the flower case, the robot may be programmed to respond physical and verbally. This science fiction scenario could become a reality as the current trend continues in developing biologically inspired technologies. Technology evolution led to such fields as artificial muscles, artificial intelligence, and artificial vision as well as biomimetic capabilities in materials science, mechanics, electronics, computing science, information technology and many others. This paper will review the state of the art and challenges to biologically-inspired technologies and the role that EAP is expected to play as the technology evolves.

  3. Astronomy. Inspiration. Art

    Science.gov (United States)

    Stanic, N.

    2008-10-01

    This paper speculates how poetry and other kind of arts are tightly related to astronomy. Hence the connection between art and natural sciences in general will be discussed in the frame of ongoing multidisciplinary project `Astronomy. Inspiration. Art' at Public Observatory in Belgrade (started in 2004). This project tends to inspire (better to say `infect') artist with a cosmic themes and fantastic sceneries of the Universe. At the very beginning of the project, Serbian poet and philosopher Laza Lazić (who published 49 books of poetry, stories and novels), as well as writer Gordana Maletić (with 25 published novels for children) were interested to work on The Inspiration by Astronomical Phenomena in Serbian Literature. Five young artists and scientists include their new ideas and new approach to multidisciplinary studies too (Srdjan Djukić, Nenad Jeremić, Olivera Obradović, Romana Vujasinović, Elena Dimoski). Two books that will be presented in details in the frame of this Project, "STARRY CITIES" (http://zavod.co.yu) and "ASTROLIES", don't offer only interesting illustrations, images from the latest astronomical observations and currently accepted cosmological theories -- those books induces, provoking curiosity in a specific and witty way, an adventure and challenge to explore and create.

  4. Digital video.

    Science.gov (United States)

    Johnson, Don; Johnson, Mike

    2004-04-01

    The process of digital capture, editing, and archiving video has become an important aspect of documenting arthroscopic surgery. Recording the arthroscopic findings before and after surgery is an essential part of the patient's medical record. The hardware and software has become more reasonable to purchase, but the learning curve to master the software is steep. Digital video is captured at the time of arthroscopy to a hard disk, and written to a CD at the end of the operative procedure. The process of obtaining video of open procedures is more complex. Outside video of the procedure is recorded on digital tape with a digital video camera. The camera must be plugged into a computer to capture the video on the hard disk. Adobe Premiere software is used to edit the video and render the finished video to the hard drive. This finished video is burned onto a CD. We outline the choice of computer hardware and software for the manipulation of digital video. The techniques of backup and archiving the completed projects and files also are outlined. The uses of digital video for education and the formats that can be used in PowerPoint presentations are discussed.

  5. Engagement beyond critique?

    DEFF Research Database (Denmark)

    Nielsen, Gritt B.; Jørgensen, Nanna Jordt

    2018-01-01

    on anthropological engagement: policy-oriented activist research, feminist inspired collaborative research, and what we have chosen to call research for alterity and alternatives. Each of these approaches engage with the concepts of community and participation, two terms which require cautiousness and critical......In response to academic ideals of neutrality, complexity and cultural relativism promoted in postmodern cultural critique, different attempts have been made to make anthropology more “engaged” in the promotion of social change. In this article, we discuss three contemporary positions...... scrutiny, we argue. While each approach to anthropological engagement is valuable in its own right, their application requires careful consideration and knowledge about the contemporary political climate, which in many places is characterized by growing segregation and antagonism between different groups...

  6. 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.

  7. Inspirals into Gargantua

    Science.gov (United States)

    Warburton, Niels; Gralla, Samuel; Hughes, Scott

    2016-03-01

    We model the inspiral of a compact, stellar mass object into a massive black hole rotating at or just below the theoretical maximum. We find that once the compact object enters the near-horizon regime the gravitational radiation is characterized by a constant frequency, equal to the horizon frequency, with an exponentially damped profile. This contrasts with the usual `chirping' behaviour of a black hole binary system and were such a waveform observed it would constitute a `smoking gun' for a (near) extremal black hole in nature.

  8. #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....

  9. 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.

  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. 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...

  12. Teaching Social Studies with Video Games

    Science.gov (United States)

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

    2015-01-01

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

  13. Student Engagement

    DEFF Research Database (Denmark)

    Conduit, Jodie; Karpen, Ingo; Farrelly, Francis

    2017-01-01

    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...... focal objects (or levels) embedded within the university structure; the lecturer, course and the institution itself. Hence, this paper contributes to the literature by providing a multi-layered consideration of student engagement and demonstrating the nested nature of engagement across the broad service...... 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)....

  14. 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.

  15. The Learning Potential of Video Sketching

    DEFF Research Database (Denmark)

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

    2017-01-01

    This paper introduces a video sketching technique applied to learning settings and investigates what participants learn from creating and redesigning videos while sketching. This process links various sketching techniques and creative reflection processes to video productions. Traditionally......, designers across various disciplines have used sketching as an integrative part of their everyday practice, and sketching has proven to have a multitude of purposes in professional design. The purpose of this paper is to explore what happens when an extra layer of video recording is added during the early...... sketching phases. Using empirical examples, this paper presents and discusses the video recording of sketching sessions. The empirical data is based on workshop sessions with researchers, students and teachers. Inspired by the work of Olofsson and Sjölén (2007), the sketching sessions were organised...

  16. 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...

  17. 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

  18. 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.

  19. Interactive cinema : engagement and interaction

    NARCIS (Netherlands)

    Vosmeer, Mirjam; Schouten, Ben; Mitchell, Alex; Fernández-Vara, Clara; Thue, David

    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

  20. Breakpoint or Binder : Religious Engagement in Dutch Civil Society

    NARCIS (Netherlands)

    dr. Gürkan Çelik

    2013-01-01

    Civil society as a social sphere is constantly subjected to change. Using the Dutch context, this article addresses the question whether religiously inspired engagement is a binder or a breakpoint in modern societies. The author examines how religiously inspired people in the Netherlands involve

  1. 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-generate......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...

  2. Biology-Inspired Autonomous Control

    Science.gov (United States)

    2011-08-31

    AFRL-RW-EG-TR-2011-021 BIOLOGY -INSPIRED AUTONOMOUS CONTROL Multiple Authors – See Table of Contents Appendices Multiple...From - To) (Oct,1,2007)-(May 31,2011) 4. TITLE AND SUBTITLE 5a. CONTRACT NUMBER N/A Biology -Inspired Autonomous Control 5b. GRANT NUMBER N...limitations of conventional approaches by applying principles derived from studying the biology of flying organisms. The research was focused on

  3. 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

  4. Biologically Inspired Modular Neural Networks

    OpenAIRE

    Azam, Farooq

    2000-01-01

    This dissertation explores the modular learning in artificial neural networks that mainly driven by the inspiration from the neurobiological basis of the human learning. The presented modularization approaches to the neural network design and learning are inspired by the engineering, complexity, psychological and neurobiological aspects. The main theme of this dissertation is to explore the organization and functioning of the brain to discover new structural and learning ...

  5. Web-Mediated Augmentation and Interactivity Enhancement of Omni-Directional Video in Both 2D and 3D

    OpenAIRE

    Wijnants, Maarten; Van Erum, Kris; QUAX, Peter; Lamotte, Wim

    2015-01-01

    Video consumption has since the emergence of the medium largely been a passive affair. This paper proposes augmented Omni-Directional Video (ODV) as a novel format to engage viewers and to open up new ways of interacting with video content. Augmented ODV blends two important contemporary technologies: Augmented Video Viewing and 360 degree video. The former allows for the addition of interactive features to Web-based video playback, while the latter unlocks spatial video navigation opportunit...

  6. Akademisk video

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2017-01-01

    Dette kapitel har fokus på metodiske problemstillinger, der opstår i forhold til at bruge (digital) video i forbindelse med forskningskommunikation, ikke mindst online. Video har længe været benyttet i forskningen til dataindsamling og forskningskommunikation. Med digitaliseringen og internettet er...... der dog opstået nye muligheder og udfordringer i forhold til at formidle og distribuere forskningsresultater til forskellige målgrupper via video. Samtidig er klassiske metodologiske problematikker som forskerens positionering i forhold til det undersøgte stadig aktuelle. Både klassiske og nye...... problemstillinger diskuteres i kapitlet, som rammesætter diskussionen ud fra forskellige positioneringsmuligheder: formidler, historiefortæller, eller dialogist. Disse positioner relaterer sig til genrer inden for ’akademisk video’. Afslutningsvis præsenteres en metodisk værktøjskasse med redskaber til planlægning...

  7. Innovations in nature inspired optimization and learning methods

    OpenAIRE

    Corchado Rodríguez, Emilio; Abraham, Ajith P.

    2017-01-01

    The nine papers included in this special issue represent a selection of extended contributions presented at the Third World Congress on Nature and Biologically Inspired Computing (NaBIC2011), held in Salamanca, Spain, October 19–21, 2011. Papers were selected on the basis of fundamental ideas and concepts rather than the direct usage of well-established techniques. This special issue is then aimed at practitioners, researchers and postgraduate students, who are engaged in developing and apply...

  8. Video Analytics

    DEFF Research Database (Denmark)

    This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real...... World Videos. The workshops were run on December 4, 2016, in Cancun in Mexico. The two workshops together received 13 papers. Each paper was then reviewed by at least two expert reviewers in the field. In all, 11 papers were accepted to be presented at the workshops. The topics covered in the papers...

  9. THE EOS ART Projects: Six Art Projects Inspired by Earth Science

    Science.gov (United States)

    Kerlow, I.

    2015-12-01

    The six projects produced under the artists' residencies at the Earth Observatory of Singapore (EOS) were inspired by Earth science and by the human experience in naturally hazardous regions. These contemporary artworks were created within an interdisciplinary framework that fostered collaborations between artists and scientists. The EOS ART 2010-2013 was a pilot program that also facilitated the active engagement of regional artists with issues related to Earth science, sustainable societies, and innovative methods for science outreach. An interdisciplinary jury of art critics, curators and Earth scientists selected art projects proposed by regional artists, and funds were awarded to develop and realize the projects.The artworks-including installations, photographs, and video art-were showcased in the "Unearthed" public exhibit at the Singapore Art Museum from March to July of 2014. A 92-page catalog accompanied the show and public seminars about interdisciplinary connections complemented the event. This was a unique example of collaboration between scientific and artistic institutions in Southeast Asia.The presentation provides an overview of the motivations, process and accomplished results. The art projects include "Coastline" by Zhang Xiao (China), "Lupang" by Clara Balaguer and Carlos Casas (Philippines and Spain), "Sound of the Earth" by Chen Sai Hua Kuan (Singapore), "Sudden Nature" by Isaac Kerlow (Mexico/USA), "The Possibility of Knowing" by Robert Zhao Renhui (Singapore), and "When Need Moves the Earth" by Sutthirat Supaparinya (Thailand). http://art-science-media.com/the-eos-art-projects/

  10. Inspiring to inspire: Developing teaching in higher education

    Directory of Open Access Journals (Sweden)

    Louise Williams

    2016-12-01

    Full Text Available Following a three-year staff development initiative within one faculty in a UK university, the authors reflected on inspiring teaching and the role that staff development can play in enhancing individual practice. Teaching is a core component of Higher Education and is complex and multi-faceted both theoretically and in practice. Through individual reflections to a set of pre-determined questions, a group of Higher Education teachers (n = 5 with a responsibility for the development of learning, teaching and assessment, share their thoughts, feelings and beliefs on inspiring teaching. The interpretive analysis of the data shows from a staff perspective that the notion of inspiring teaching has three main components which are all interrelated, those being; the actual teaching and learning experience; the design of the curriculum and the teacher/student relationship. Staff development initiatives were found to help people explore and develop their own teaching philosophy, to develop new practices and to share and learn from others. However, individual’s mindset, beliefs and attitudes were found to be a challenge. Teachers can frame their development around the different aspects of inspiring teaching and with support from senior leadership as well as a positive culture, teaching communities can work together towards inspiring teaching.

  11. Video Analytics

    DEFF Research Database (Denmark)

    This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real W...

  12. 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.

  13. 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…

  14. 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

  15. 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....

  16. Bio-Inspired Antifouling Strategies

    Science.gov (United States)

    Kirschner, Chelsea M.; Brennan, Anthony B.

    2012-08-01

    Biofouling is a complex, dynamic problem that globally impacts both the economy and environment. Interdisciplinary research in marine biology, polymer science, and engineering has led to the implementation of bio-inspired strategies for the development of the next generation of antifouling marine coatings. Natural fouling defense mechanisms have been mimicked through chemical, physical, and/or stimuli-responsive strategies. This review outlines the detrimental effects associated with biofouling, describes the theoretical basis for antifouling coating design, and highlights prominent advances in bio-inspired antifouling technologies.

  17. Return of the Vision Video

    DEFF Research Database (Denmark)

    Vistisen, Peter; Poulsen, Søren Bolvig

    2017-01-01

    This paper examines the role of corporate vision videos as a possible setting for participation when exploring the future potentials (and pitfalls) of new technological concepts. We propose that through the recent decade’s rise web 2.0 platforms, and the viral effects of user sharing, the corporate...... vision video of today might take on a significantly different role than before, and act as a participatory design approach. This address the changing landscaping for participatory and user-involved design processes, in the wake of new digital forms of participation, communication and collaboration, which...... have radically changed the possible power dynamics of the production life cycle of new product developments. Through a case study, we pose the question of whether the online engagements around corporate vision videos can be viewed as a form of participation in a design process, and thus revitalize...

  18. Video Analytics

    DEFF Research Database (Denmark)

    This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real...... include: re-identification, consumer behavior analysis, utilizing pupillary response for task difficulty measurement, logo detection, saliency prediction, classification of facial expressions, face recognition, face verification, age estimation, super-resolution, pose estimation, and pain recognition...

  19. Video Analytics

    DEFF Research Database (Denmark)

    include: re-identification, consumer behavior analysis, utilizing pupillary response for task difficulty measurement, logo detection, saliency prediction, classification of facial expressions, face recognition, face verification, age estimation, super-resolution, pose estimation, and pain recognition......This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real...

  20. Situating Engagement

    DEFF Research Database (Denmark)

    Korn, Matthias

    everyday lives and the spaces we inhabit. Where email and the telephone have broken down barriers of geography, the relationship of technology with physical locations in people’s lives strengthens. From Occupy to the London riots and the Arab Spring, situated technologies offer new ways through which we......’ civic engagement activities in those spatial contexts that are at stake in land use planning. This approach enables engagement activities to be better integrated with people’s everyday lived experiences through connecting to the places that are personally meaningful and relevant to them. A ’research...... a plethora of different means for citizens to engage with planning issues within a plethora of different contexts and situations. The dissertation makes contributions of two kinds. Conceptually, it offers a richer understanding of what is implicated in the design of technologies for situated engagement...

  1. 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…

  2. London: An Art Teacher's Inspiration

    Science.gov (United States)

    Guhin, Paula

    2012-01-01

    Often overshadowed in people's minds by Paris, London is truly an artist's jewel. The art and architecture, history, gardens and museums are inspiring, yes, but there's so much more to this ancient city. The performances, attractions and markets are a boon to the creative soul. London can be surprisingly inexpensive to visit. Gazing at statues,…

  3. 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...

  4. Lotus-Inspired Nanotechnology Applications

    Indian Academy of Sciences (India)

    Home; Journals; Resonance – Journal of Science Education; Volume 13; Issue 12. Lotus-Inspired Nanotechnology Applications. B Karthick Ramesh Maheshwari. General Article Volume 13 Issue 12 December 2008 pp 1141-1145. Fulltext. Click here to view fulltext PDF. Permanent link:

  5. Felino : the philosophical practice of making an interspecies video game

    OpenAIRE

    Westerlaken, Michelle; Gualeni, Stefano; Philosophy of Computer Games Conference

    2014-01-01

    This paper describes the design process of an interspecies video game that has its foundations in the field of Animal-Computer Interaction (ACI), but is inspired by philosophical notions and approaches including Jos De Mul’s work on biohermeneutics (De Mul 2013), Pierce’s theory of semiotics (Pierce 1931-35), and the work of Helmuth Plessner in the field of philosophical anthropology (Plessner 2006). Our approach serves to better design playful artefacts (video games among them) that take the...

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

    Science.gov (United States)

    Brame, Cynthia J

    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. © 2016 C. J. Brame. CBE—Life Sciences Education © 2016 The American Society for Cell Biology. This article is distributed by The American Society for Cell Biology under license from the author(s). It is available to the public under an Attribution–Noncommercial–Share Alike 3.0 Unported Creative Commons License (http://creativecommons.org/licenses/by-nc-sa/3.0).

  7. 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.

  8. 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.

  9. Suggested Tips and Tricks to Enhance Surgical Video Production.

    Science.gov (United States)

    Fisher, Nina; Kaplan, Daniel; Egol, Kenneth A

    2017-08-01

    Surgical video production is an important skill that can be of valuable use as an educational tool. However, it is important that surgical videos be filmed and edited in a methodological way to maximize its potential. In this video, we describe our preference for producing quality surgical videos. There are many important factors to consider during the filming process, including vantage point of the videographer, lighting, and visualization of instruments. During the editing process, certain techniques can be used to make the video more stimulating and thus more engaging to the viewer. This video presents the filming and editing of a single case. In addition, we provide examples of acceptable and poor footage and editing techniques. Surgical videos can be a valuable educational tool when properly executed. In this video, we describe techniques to ensure quality production.

  10. Co-Located Collaborative Learning Video Game with Single Display Groupware

    Science.gov (United States)

    Infante, Cristian; Weitz, Juan; Reyes, Tomas; Nussbaum, Miguel; Gomez, Florencia; Radovic, Darinka

    2010-01-01

    Role Game is a co-located CSCL video game played by three students sitting at one machine sharing a single screen, each with their own input device. Inspired by video console games, Role Game enables students to learn by doing, acquiring social abilities and mastering subject matter in a context of co-located collaboration. After describing the…

  11. 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...

  12. Interactivity in video-based models

    OpenAIRE

    Wouters, Pieter; Tabbers, Huib; Paas, Fred

    2007-01-01

    textabstractIn this review we argue that interactivity can be effective in video-based models to engage learners in relevant cognitive processes. We do not treat modeling as an isolated instructional method but adopted the social cognitive model of sequential skill acquisition in which learners start with observation and finish with independent, self-regulated performance. Moreover, we concur with the notion that interactivity should emphasize the cognitive processes that learners engage in w...

  13. 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

  14. Photosystem Inspired Peptide Hybrid Catalysts

    Science.gov (United States)

    2017-06-07

    peptide-based hybrid material can be a promising new class of proton conductor. Contrary to the conventional viewpoint on CO2 as a major contributor of... materials (Figure 2) Tyrosine is known to be an important sequence that helps electron transfer and hydrogen ion transfer in the natural world. In...13. SUPPLEMENTARY NOTES 14. ABSTRACT Biological systems can inspire to make new hybrid materials defined at the molecular level. We propose a novel

  15. 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…

  16. Engaging Siblingships

    DEFF Research Database (Denmark)

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

    2015-01-01

    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...... and influence family constitutions and dynamics....

  17. 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…

  18. A Neuromorphic System for Video Object Recognition

    Directory of Open Access Journals (Sweden)

    Deepak eKhosla

    2014-11-01

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

  19. 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

  20. 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.

  1. Interactive Video Games in Physical Education

    Science.gov (United States)

    Trout, Josh; Christie, Brett

    2007-01-01

    As the obesity epidemic in the United States spreads among children and teenagers, due in part to sedentary lifestyles, some physical education programs are using interactive video games to keep students engaged in physical activity. These innovative games make physical activity fun and challenging for both high- and low-skilled students. Although…

  2. Student-Produced Video: Two Approaches

    Science.gov (United States)

    Carney, Nathaniel; Foss, Patrick

    2008-01-01

    This article introduces the idea of using video production to engage second language learners in learner-centered, project-based learning activities to motivate them to learn and participate through writing, directing, acting in, and editing a movie. The authors describe two projects. In the first project, four pairs of students each created a…

  3. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  4. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  5. NEI You Tube Videos: Amblyopia

    Science.gov (United States)

    ... YouTube Videos > NEI YouTube Videos: Amblyopia NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia ... of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: Amblyopia ...

  6. 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.

  7. 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…

  8. 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…

  9. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos was designed ... Activity Role of Body Weight in Osteoarthritis Educational Videos for Patients Rheumatoid Arthritis Educational Video Series Psoriatic ...

  10. Supersymmetry Inspired QCD Beta Function

    CERN Document Server

    Ryttov, Thomas A

    2008-01-01

    We propose an all orders beta function for ordinary Yang-Mills theories with or without fermions inspired by the Novikov-Shifman-Vainshtein-Zakharov beta function of N=1 supersymmetric gauge theories. The beta function allows us to bound the conformal window. When restricting to one adjoint Weyl fermion we show how the proposed beta function matches the one of supersymmetric Yang-Mills theory. The running of the pure Yang-Mills coupling is computed and the deviation from the two loop result is presented. We then compare the deviation with the one obtained from lattice data also with respect to the two loop running.

  11. Supersymmetry Inspired QCD Beta Function

    DEFF Research Database (Denmark)

    Ryttov, Thomas; Sannino, Francesco

    2008-01-01

    We propose an all orders beta function for ordinary Yang-Mills theories with or without fermions inspired by the Novikov-Shifman-Vainshtein-Zakharov beta function of N=1 supersymmetric gauge theories. The beta function allows us to bound the conformal window. When restricting to one adjoint Weyl...... fermion we show how the proposed beta function matches the one of supersymmetric Yang-Mills theory. The running of the pure Yang-Mills coupling is computed and the deviation from the two loop result is presented. We then compare the deviation with the one obtained from lattice data also with respect...

  12. 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.

  13. 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.

  14. 61214++++','DOAJ-ART-EN'); return false;" href="+++++https://jual.nipissingu.ca/wp-content/uploads/sites/25/2014/06/v61214.m4v">61214++++">Jailed - Video

    Directory of Open Access Journals (Sweden)

    Cameron CULBERT

    2012-07-01

    Full Text Available As the public education system in Northern Ontario continues to take a downward spiral, a plethora of secondary school students are being placed in an alternative educational environment. Juxtaposing the two educational settings reveals very similar methods and characteristics of educating our youth as opposed to using a truly alternative approach to education. This video reviews the relationship between public education and alternative education in a remote Northern Ontario setting. It is my belief that the traditional methods of teaching are not appropriate in educating at risk students in alternative schools. Paper and pencil worksheets do not motivate these students to learn and succeed. Alternative education should emphasize experiential learning, a just in time curriculum based on every unique individual and the students true passion for everyday life. Cameron Culbert was born on February 3rd, 1977 in North Bay, Ontario. His teenage years were split between attending public school and his willed curriculum on the ski hill. Culbert spent 10 years (1996-2002 & 2006-2010 competing for Canada as an alpine ski racer. His passion for teaching and coaching began as an athlete and has now transferred into the classroom and the community. As a graduate of Nipissing University (BA, BEd, MEd. Camerons research interests are alternative education, physical education and technology in the classroom. Currently Cameron is an active educator and coach in Northern Ontario.

  15. 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...

  16. Inspiring STEM undergraduates to tackle the AMR crisis.

    Science.gov (United States)

    Hoskisson, Paul A; Aldridge, Philip; Bowater, Laura

    2015-09-01

    To address the growing problem of antimicrobial resistance (AMR), it is necessary to invest in, inspire and attract future generations of scientists to this research area. Undergraduate education should be a focus for attention and efforts should be made to ensure that students are afforded opportunities to actively engage with AMR. We illustrate how as a topic AMR provides opportunities to deliver effective research-led teaching in addition to traditional teaching methods. We have used a selection of case studies to illustrate how students can be engaged with AMR using a variety of research-led approaches to develop the required skills for biology-centric students. In addition, we indicate how these skills map to the UK Quality Assurance Framework and the Vision and Change report developed by the American Association for the Advancement of Science. © FEMS 2015. All rights reserved. For permissions, please e-mail: journals.permissions@oup.com.

  17. 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.

  18. Characterization of social video

    Science.gov (United States)

    Ostrowski, Jeffrey R.; Sarhan, Nabil J.

    2009-01-01

    The popularity of social media has grown dramatically over the World Wide Web. In this paper, we analyze the video popularity distribution of well-known social video websites (YouTube, Google Video, and the AOL Truveo Video Search engine) and characterize their workload. We identify trends in the categories, lengths, and formats of those videos, as well as characterize the evolution of those videos over time. We further provide an extensive analysis and comparison of video content amongst the main regions of the world.

  19. 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

  20. 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...

  1. Video visual analytics

    OpenAIRE

    Höferlin, Markus Johannes

    2013-01-01

    The amount of video data recorded world-wide is tremendously growing and has already reached hardly manageable dimensions. It originates from a wide range of application areas, such as surveillance, sports analysis, scientific video analysis, surgery documentation, and entertainment, and its analysis represents one of the challenges in computer science. The vast amount of video data renders manual analysis by watching the video data impractical. However, automatic evaluation of video material...

  2. 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)…

  3. 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.

  4. NASA and Earth Science Week: a Model for Engaging Scientists and Engineers in Education and Outreach

    Science.gov (United States)

    Schwerin, T. G.; deCharon, A.; Brown de Colstoun, E. C.; Chambers, L. H.; Woroner, M.; Taylor, J.; Callery, S.; Jackson, R.; Riebeek, H.; Butcher, G. J.

    2014-12-01

    Earth Science Week (ESW) - the 2nd full week in October - is a national and international event to help the public, particularly educators and students, gain a better understanding and appreciation for the Earth sciences. The American Geosciences Institute (AGI) organizes ESW, along with partners including NASA, using annual themes (e.g., the theme for 2014 is Earth's Connected Systems). ESW provides a unique opportunity for NASA scientists and engineers across multiple missions and projects to share NASA STEM, their personal stories and enthusiasm to engage and inspire the next generation of Earth explorers. Over the past five years, NASA's ESW campaign has been planned and implemented by a cross-mission/cross-project group, led by the NASA Earth Science Education and Pubic Outreach Forum, and utilizing a wide range of media and approaches (including both English- and Spanish-language events and content) to deliver NASA STEM to teachers and students. These included webcasts, social media (blogs, twitter chats, Google+ hangouts, Reddit Ask Me Anything), videos, printed and online resources, and local events and visits to classrooms. Dozens of NASA scientists, engineers, and communication and education specialists contribute and participate each year. This presentation will provide more information about this activity and offer suggestions and advice for others engaging scientists and engineers in education and outreach programs and events.

  5. Twelve tips for the effective use of videos in medical education.

    Science.gov (United States)

    Dong, Chaoyan; Goh, Poh Sun

    2015-02-01

    Videos can promote learning by either complementing classroom activities, or in self-paced online learning modules. Despite the wide availability of online videos in medicine, it can be a challenge for many educators to decide when videos should be used, how to best use videos, and whether to use existing videos or produce their own. We outline 12 tips based on a review of best practices in curriculum design, current research in multimedia learning and our experience in producing and using educational videos. The 12 tips review the advantages of using videos in medical education, present requirements for teachers and students, discuss how to integrate video into a teaching programme, and describe technical requirements when producing one's own videos. The 12 tips can help medical educators use videos more effectively to promote student engagement and learning.

  6. Writing Prompts: Generating Engagement, Critical Thinking and Discovery

    Science.gov (United States)

    Lieu, Sandi Van

    2015-01-01

    This paper focuses on a pedagogical and instructional approach to engaging students in the classroom with the specific activity of a writing prompt, which utilizes a short video about current events and trends coupled with writing and discussion. This strategy allows active student learning in which the students engage, develop critical thinking…

  7. [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.

  8. MSSM-inspired multifield inflation

    Science.gov (United States)

    Dubinin, M. N.; Petrova, E. Yu.; Pozdeeva, E. O.; Sumin, M. V.; Vernov, S. Yu.

    2017-12-01

    Despite the fact that experimentally with a high degree of statistical significance only a single Standard Model-like Higgs boson is discovered at the LHC, extended Higgs sectors with multiple scalar fields not excluded by combined fits of the data are more preferable theoretically for internally consistent realistic models of particle physics. We analyze the inflationary scenarios which could be induced by the two-Higgs-doublet potential of the Minimal Supersymmetric Standard Model (MSSM) where five scalar fields have non-minimal couplings to gravity. Observables following from such MSSM-inspired multifield inflation are calculated and a number of consistent inflationary scenarios are constructed. Cosmological evolution with different initial conditions for the multifield system leads to consequences fully compatible with observational data on the spectral index and the tensor-to-scalar ratio. It is demonstrated that the strong coupling approximation is precise enough to describe such inflationary scenarios.

  9. 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 ...

  10. 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.

  11. Decrypting SO(10-inspired leptogenesis

    Directory of Open Access Journals (Sweden)

    Pasquale Di Bari

    2015-04-01

    Full Text Available Encouraged by the recent results from neutrino oscillation experiments, we perform an analytical study of SO(10-inspired models and leptogenesis with hierarchical right-handed (RH neutrino spectrum. Under the approximation of negligible misalignment between the neutrino Yukawa basis and the charged lepton basis, we find an analytical expression for the final asymmetry directly in terms of the low energy neutrino parameters that fully reproduces previous numerical results. This expression also shows that it is possible to identify an effective leptogenesis phase for these models. When we also impose the wash-out of a large pre-existing asymmetry NB−Lp,i, the strong thermal (ST condition, we derive analytically all those constraints on the low energy neutrino parameters that characterise the ST-SO(10-inspired leptogenesis solution, confirming previous numerical results. In particular we show why, though neutrino masses have to be necessarily normally ordered, the solution implies an analytical lower bound on the effective neutrino-less double beta decay neutrino mass, mee≳8 meV, for NB−Lp,i=10−3, testable with next generation experiments. This, in combination with an upper bound on the atmospheric mixing angle, necessarily in the first octant, forces the lightest neutrino mass within a narrow range m1≃(10–30 meV (corresponding to ∑imi≃(75–125 meV. We also show why the solution could correctly predict a non-vanishing reactor neutrino mixing angle and requires the Dirac phase to be in the fourth quadrant, implying sin⁡δ (and JCP negative as hinted by current global analyses. Many of the analytical results presented (expressions for the orthogonal matrix, RH neutrino mixing matrix, masses and phases can have applications beyond leptogenesis.

  12. 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

  13. 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…

  14. Acoustic Neuroma Educational Video

    Medline Plus

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

  15. Video Games and Citizenship

    National Research Council Canada - National Science Library

    Bourgonjon, Jeroen; Soetaert, Ronald

    2013-01-01

    ... by exploring a particular aspect of digitization that affects young people, namely video games. They explore the new social spaces which emerge in video game culture and how these spaces relate to community building and citizenship...

  16. Videos, Podcasts and Livechats

    Medline Plus

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

  17. 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 ...

  18. Digital Video in Research

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2012-01-01

    questions of our media literacy pertaining to authoring multimodal texts (visual, verbal, audial, etc.) in research practice and the status of multimodal texts in academia. The implications of academic video extend to wider issues of how researchers harness opportunities to author different types of texts......Is video becoming “the new black” in academia, if so, what are the challenges? The integration of video in research methodology (for collection, analysis) is well-known, but the use of “academic video” for dissemination is relatively new (Eriksson and Sørensen). The focus of this paper is academic...... video, or short video essays produced for the explicit purpose of communicating research processes, topics, and research-based knowledge (see the journal of academic videos: www.audiovisualthinking.org). Video is increasingly used in popular showcases for video online, such as YouTube and Vimeo, as well...

  19. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Back Support Groups Is a support group for me? Find a Group Upcoming Events Video Library Photo ... Support Groups Back Is a support group for me? Find a group Back Upcoming events Video Library ...

  20. Acoustic Neuroma Educational Video

    Medline Plus

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

  1. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... the Team Blog Articles & Stories News Resources Links Videos Podcasts Webinars For the Media For Clinicians For ... Family Caregivers Glossary Menu In this section Links Videos Podcasts Webinars For the Media For Clinicians For ...

  2. Videos, Podcasts and Livechats

    Science.gov (United States)

    ... the Team Blog Articles & Stories News Resources Links Videos Podcasts Webinars For the Media For Clinicians For ... Family Caregivers Glossary Menu In this section Links Videos Podcasts Webinars For the Media For Clinicians For ...

  3. Videos, Podcasts and Livechats

    Medline Plus

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

  4. 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 ...

  5. Video Screen Capture Basics

    Science.gov (United States)

    Dunbar, Laura

    2014-01-01

    This article is an introduction to video screen capture. Basic information of two software programs, QuickTime for Mac and BlueBerry Flashback Express for PC, are also discussed. Practical applications for video screen capture are given.

  6. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... News Resources Links Videos Podcasts Webinars For the Media For Clinicians For Policymakers For Family Caregivers Glossary ... this section Links Videos Podcasts Webinars For the Media For Clinicians For Policymakers For Family Caregivers Glossary ...

  7. Transmission of compressed video

    Science.gov (United States)

    Pasch, H. L.

    1990-09-01

    An overview of video coding is presented. The aim is not to give a technical summary of possible coding techniques, but to address subjects related to video compression in general and to the transmission of compressed video in more detail. Bit rate reduction is in general possible by removing redundant information; removing information the eye does not use anyway; and reducing the quality of the video. The codecs which are used for reducing the bit rate, can be divided into two groups: Constant Bit rate Codecs (CBC's), which keep the bit rate constant, but vary the video quality; and Variable Bit rate Codecs (VBC's), which keep the video quality constant by varying the bit rate. VBC's can be in general reach a higher video quality than CBC's using less bandwidth, but need a transmission system that allows the bandwidth of a connection to fluctuate in time. The current and the next generation of the PSTN does not allow this; ATM might. There are several factors which influence the quality of video: the bit error rate of the transmission channel, slip rate, packet loss rate/packet insertion rate, end-to-end delay, phase shift between voice and video, and bit rate. Based on the bit rate of the coded video, the following classification of coded video can be made: High Definition Television (HDTV); Broadcast Quality Television (BQTV); video conferencing; and video telephony. The properties of these classes are given. The video conferencing and video telephony equipment available now and in the next few years can be divided into three categories: conforming to 1984 CCITT standard for video conferencing; conforming to 1988 CCITT standard; and conforming to no standard.

  8. Desktop video conferencing

    OpenAIRE

    Potter, Ray; Roberts, Deborah

    2007-01-01

    This guide aims to provide an introduction to Desktop Video Conferencing. You may be familiar with video conferencing, where participants typically book a designated conference room and communicate with another group in a similar room on another site via a large screen display. Desktop video conferencing (DVC), as the name suggests, allows users to video conference from the comfort of their own office, workplace or home via a desktop/laptop Personal Computer. DVC provides live audio and visua...

  9. The Students Experiences With Live Video-Streamed Teaching Classes

    DEFF Research Database (Denmark)

    Jelsbak, Vibe Alopaeus; Ørngreen, Rikke; Buus, Lillian

    2017-01-01

    The Bachelor's Degree Programme of Biomedical Laboratory Science at VIA Faculty of Health Sciences offers a combination of live video-streamed and traditional teaching. It is the student’s individual choice whether to attend classes on-site or to attend classes from home via live video-stream. Our...... method inspired from mobile probes (Ørngreen & Jørgensen, n.d.). The research results document a continuous progress in technological transparency, as the live video-streamed classes increasingly support the student’s flexibility in ways of attending and interacting in classes. The analysis shows...... transparency in the live video-streamed teaching sessions during a 5-year period of continuous development of technological and pedagogical solutions for live-streamed teaching. Data describing student’s experiences were gathered in a longitudinal study of four sessions from 2012 to 2017 using a qualitative...

  10. 47 CFR 79.3 - Video description of video programming.

    Science.gov (United States)

    2010-10-01

    ... 47 Telecommunication 4 2010-10-01 2010-10-01 false Video description of video programming. 79.3... CLOSED CAPTIONING AND VIDEO DESCRIPTION OF VIDEO PROGRAMMING § 79.3 Video description of video programming. (a) Definitions. For purposes of this section the following definitions shall apply: (1...

  11. 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,…

  12. Tracing Sequential Video Production

    DEFF Research Database (Denmark)

    Otrel-Cass, Kathrin; Khalid, Md. Saifuddin

    2015-01-01

    With an interest in learning that is set in collaborative situations, the data session presents excerpts from video data produced by two of fifteen students from a class of 5th semester techno-anthropology course. Students used video cameras to capture the time they spent working with a scientist...... video, nature of the interactional space, and material and spatial semiotics....

  13. Developing a Promotional Video

    Science.gov (United States)

    Epley, Hannah K.

    2014-01-01

    There is a need for Extension professionals to show clientele the benefits of their program. This article shares how promotional videos are one way of reaching audiences online. An example is given on how a promotional video has been used and developed using iMovie software. Tips are offered for how professionals can create a promotional video and…

  14. 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.

  15. Berengario's drill: origin and inspiration.

    Science.gov (United States)

    Chorney, Michael A; Gandhi, Chirag D; Prestigiacomo, Charles J

    2014-04-01

    Craniotomies are among the oldest neurosurgical procedures, as evidenced by early human skulls discovered with holes in the calvaria. Though devices change, the principles to safely transgress the skull are identical. Modern neurosurgeons regularly use electric power drills in the operating theater; however, nonelectric trephining instruments remain trusted by professionals in certain emergent settings in the rare instance that an electric drill is unavailable. Until the late Middle Ages, innovation in craniotomy instrumentation remained stunted without much documented redesign. Jacopo Berengario da Carpi's (c. 1457-1530 CE) text Tractatus de Fractura Calvae sive Cranei depicts a drill previously unseen in a medical volume. Written in 1518 CE, the book was motivated by defeat over the course of Lorenzo II de'Medici's medical care. Berengario's interchangeable bit with a compound brace ("vertibulum"), known today as the Hudson brace, symbolizes a pivotal device in neurosurgery and medical tool design. This drill permitted surgeons to stock multiple bits, perform the craniotomy faster, and decrease equipment costs during a period of increased incidence of cranial fractures, and thus the need for craniotomies, which was attributable to the introduction of gunpowder. The inspiration stemmed from a school of thought growing within a population of physicians trained as mathematicians, engineers, and astrologers prior to entering the medical profession. Berengario may have been the first to record the use of such a unique drill, but whether he invented this instrument or merely adapted its use for the craniotomy remains clouded.

  16. 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.

  17. Inspired at a book fair

    CERN Multimedia

    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...

  18. Biologically Inspired Phosphino Platinum Complexes

    Energy Technology Data Exchange (ETDEWEB)

    Jain, Avijita; Helm, Monte L.; Linehan, John C.; DuBois, Daniel L.; Shaw, Wendy J.

    2012-08-01

    Platinum complexes containing phosphino amino acid and amino acid ester ligands, built upon the PPhNR’2 platform, have been synthesized and characterized (PPhNR’2= [1,3-diaza]-5-phenyl phosphacyclohexane, R’=glycine or glycine ester). These complexes were characterized by 31P, 13C, 1H, 195Pt NMR spectroscopy and mass spectrometry. The X-ray crystal structure of one of the complexes, [PtCl2(PPhNGlyester 2)2], is also reported. These biologically inspired ligands have potential use in homogeneous catalysis, with special applications in chiral chemistry and water soluble chemistry. These complexes also provide a foundation upon which larger peptides can be attached, to allow the introduction of enzyme-like features onto small molecule catalysts. This work was supported by the US Department of Energy, Office of Basic Energy Sciences, Division of Chemical Sciences, Geosciences & Biosciences. Pacific Northwest National Laboratory is operated by Battelle for the US Department of Energy.

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

    Directory of Open Access Journals (Sweden)

    Yentl Knossenburg

    2016-12-01

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

  20. 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

  1. 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

  2. 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.

  3. 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.

  4. 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.

  5. Engaging leadership in the job demands-resources model

    NARCIS (Netherlands)

    Schaufeli, Wilmar B.

    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

  6. 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…

  7. STEM Engagement and Robotics Workshops in the Community

    Science.gov (United States)

    Pontius, Nicholas S.

    2013-01-01

    It is my objective to inspire and engage students and the public in science, technology, engineering, and math (STEM) through hands on STEM activities during the City of Palmdale's Thursday Nights on the Square (TNOTS) as well as various robotics workshops throughout the AV and the San Bernardino County.

  8. 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

  9. 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.

  10. 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.

  11. 78 FR 13351 - Submission for OMB Review; Comment Request: Clinical Mythteries: A Video Game About Clinical Trials

    Science.gov (United States)

    2013-02-27

    ... Mythteries: A Video Game About Clinical Trials SUMMARY: Under the provisions of Section 3507(a)(1)(D) of the... currently valid OMB control number. Proposed Collection: Title: Clinical Mythteries: A Video Game About... create an engaging, informational ``serious video game'' for adolescents about clinical studies which: (1...

  12. 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.…

  13. 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.

  14. INSPIRE and SPIRES Log File Analysis

    Energy Technology Data Exchange (ETDEWEB)

    Adams, Cole; /Wheaton Coll. /SLAC

    2012-08-31

    SPIRES, an aging high-energy physics publication data base, is in the process of being replaced by INSPIRE. In order to ease the transition from SPIRES to INSPIRE it is important to understand user behavior and the drivers for adoption. The goal of this project was to address some questions in regards to the presumed two-thirds of the users still using SPIRES. These questions are answered through analysis of the log files from both websites. A series of scripts were developed to collect and interpret the data contained in the log files. The common search patterns and usage comparisons are made between INSPIRE and SPIRES, and a method for detecting user frustration is presented. The analysis reveals a more even split than originally thought as well as the expected trend of user transition to INSPIRE.

  15. 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 h...

  16. Towards gecko-feet-inspired bandages.

    Science.gov (United States)

    Yanik, Mehmet Fatih

    2009-01-01

    A novel bandage inspired by gecko feet might one day be used during emergencies and internal surgeries. The bandage uses a combination of nanofabricated structures, biodegradable materials and adhesive surface chemistry that allows adhesion onto even wet, moving tissue.

  17. 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....

  18. 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

  19. 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 ...

  20. Teaching introductory undergraduate physics using commercial video games

    Science.gov (United States)

    Mohanty, Soumya D.; Cantu, Sergio

    2011-09-01

    Commercial video games are increasingly using sophisticated physics simulations to create a more immersive experience for players. This also makes them a powerful tool for engaging students in learning physics. We provide some examples to show how commercial off-the-shelf games can be used to teach specific topics in introductory undergraduate physics. The examples are selected from a course taught predominantly through the medium of commercial video games.

  1. Teaching introductory undergraduate Physics using commercial video games

    CERN Document Server

    Mohanty, Soumya D

    2011-01-01

    Commercial video games are increasingly using sophisticated physics simulations to create a more immersive experience for players. This also makes them a powerful tool for engaging students in learning physics. We provide some examples to show how commercial off-the-shelf games can be used to teach specific topics in introductory undergraduate physics. The examples are selected from a course taught predominantly through the medium of commercial video games.

  2. Analisa Pengaruh Kepemimpinan Transformasional Terhadap Employee Engagement Di “D'season Hotel” Surabaya

    OpenAIRE

    Suyono, Cindy Charista; Josephine, Josephine; Widjaja, Deborah

    2015-01-01

    Employee engagement merupakan sebuah sarana yang dapat membantu organisasi untuk meraih tujuan organisasi. Dalam penelitian kali ini, peneliti menetapkan model kepemimpinan transformasional sebagai variabel yang mempengaruhi employee engagement. Kepemimpinan transformasional memiliki 4 atribut yang harus dipenuhi, yaitu idealized influence, individualized consideration, intellectual stimulation dan inspirational motivation. Penelitian ini bertujuan untuk mengetahui pengaruh dari kepemimpinan ...

  3. Teaching ecology at university—Inspiration for change

    Directory of Open Access Journals (Sweden)

    Lina Mtwana Nordlund

    2016-07-01

    The paper includes suggestions on how to plan a course or a lecture by setting a good learning environment. Both pre-lecture activities and during lecture activities are included, with a focus on activities to engage students and encourage increased discussion and reflections, as well as what to think about when choosing learning activities and how and why it is important to teach students to think and act like professionals in ecology. While changing teaching methods takes investment of time, time that is limited for many researchers, even small changes in your teaching can make big differences in learning, and the investment will hopefully pay back by making teaching more fun and rewarding. The suggestions presented are understandable without being be conversant in the ‘education literature’, but will provide you with a vocabulary of teaching activities that will be useful if you are inspired to find more information and learn more about teaching.

  4. 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...

  5. 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

  6. 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®

  7. 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

  8. Understanding Video Games

    DEFF Research Database (Denmark)

    Heide Smith, Jonas; Tosca, Susana Pajares; Egenfeldt-Nielsen, Simon

    From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews...... the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider...... larger questions about the medium: * What defines a video game? * Who plays games? * Why do we play games? * How do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping...

  9. Collaborative Video Sketching

    DEFF Research Database (Denmark)

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

    2017-01-01

    This paper introduces to what we define as a collaborative video sketching process. This process links various sketching techniques with digital storytelling approaches and creative reflection processes in video productions. Traditionally, sketching has been used by designers across various...... forms and through empirical examples, we present and discuss the video recording of sketching sessions, as well as development of video sketches by rethinking, redoing and editing the recorded sessions. The empirical data is based on workshop sessions with researchers and students from universities...... and university colleges and primary and secondary school teachers. As researchers, we have had different roles in these action research case studies where various video sketching techniques were applied.The analysis illustrates that video sketching can take many forms, and two common features are important...

  10. 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.

  11. 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.

  12. 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.

  13. The Effect of Online Violent Video Games on Levels of Aggression

    Science.gov (United States)

    Hollingdale, Jack; Greitemeyer, Tobias

    2014-01-01

    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. PMID:25391143

  14. 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.

  15. 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.

  16. 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

  17. Green Power Partnership Videos

    Science.gov (United States)

    The Green Power Partnership develops videos on a regular basis that explore a variety of topics including, Green Power partnership, green power purchasing, Renewable energy certificates, among others.

  18. Gambling with video lottery terminals.

    Science.gov (United States)

    Doiron, J P; Mazer, D B

    2001-09-01

    Semistructured interviews were conducted with 7 persons who had significant involvements with video lottery terminal (VLT) gambling, and themes associated with different phases of the gambling experience were identified. The preinvolvement phase was characterized by lack of meaningful relationships, problematic relationships, and feelings of loss. Early involvement reflected attempts to "fill the void" and the casual innocence of initial VLT playing. The deepening involvement phase indicated themes of the language of relationship, for example, focused engagement, emotional highs and lows, and the escape and competition offered by gambling. Ending involvement themes included the emotional difficulty of quitting and strategies used to break the habit. Implications of these results for models of addiction and for the treatment of gambling problems are explored.

  19. Using video in childbirth research.

    Science.gov (United States)

    Harte, J Davis; Homer, Caroline Se; Sheehan, Athena; Leap, Nicky; Foureur, Maralyn

    2017-03-01

    Conducting video-research in birth settings raises challenges for ethics review boards to view birthing women and research-midwives as capable, autonomous decision-makers. This study aimed to gain an understanding of how the ethical approval process was experienced and to chronicle the perceived risks and benefits. The Birth Unit Design project was a 2012 Australian ethnographic study that used video recording to investigate the physical design features in the hospital birthing space that might influence both verbal and non-verbal communication and the experiences of childbearing women, midwives and supporters. Participants and research context: Six women, 11 midwives and 11 childbirth supporters were filmed during the women's labours in hospital birth units and interviewed 6 weeks later. Ethical considerations: The study was approved by an Australian Health Research Ethics Committee after a protracted process of negotiation. The ethics committee was influenced by a traditional view of research as based on scientific experiments resulting in a poor understanding of video-ethnographic research, a paradigmatic view of the politics and practicalities of modern childbirth processes, a desire to protect institutions from litigation, and what we perceived as a paternalistic approach towards protecting participants, one that was at odds with our aim to facilitate situations in which women could make flexible, autonomous decisions about how they might engage with the research process. The perceived need for protection was overly burdensome and against the wishes of the participants themselves; ultimately, this limited the capacity of the study to improve care for women and babies. Recommendations are offered for those involved in ethical approval processes for qualitative research in childbirth settings. The complexity of issues within childbirth settings, as in most modern healthcare settings, should be analysed using a variety of research approaches, beyond efficacy

  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. Playing for real: video games and stories for health-related behavior change

    National Research Council Canada - National Science Library

    Baranowski, Tom; Buday, Richard; Thompson, Debbe I; Baranowski, Janice

    2008-01-01

    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...

  2. THE CASE AGAINST LEARNING IN SCHOOL WITH EVIDENCE FROM VIDEO GAME STUDIES

    National Research Council Canada - National Science Library

    Izabela USCINSKI

    2013-01-01

    .... Then, she demonstrates that learning principles built into the video games as proposed by James Gee, are more effective in engaging players in skills needed in the 21st century than many activities...

  3. 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.

  4. 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.

  5. 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

  6. Blood Clotting Inspired Polymer Physics

    Science.gov (United States)

    Sing, Charles Edward

    The blood clotting process is one of the human body's masterpieces in targeted molecular manipulation, as it requires the activation of the clotting cascade at a specific place and a specific time. Recent research in the biological sciences have discovered that one of the protein molecules involved in the initial stages of the clotting response, von Willebrand Factor (vWF), exhibits counterintuitive and technologically useful properties that are driven in part by the physical environment in the bloodstream at the site of a wound. In this thesis, we take inspiration from initial observations of the vWF in experiments, and aim to describe the behaviors observed in this process within the context of polymer physics. By understanding these physical principles, we hope to harness nature's ability to both direct molecules in both spatial and conformational coordinates. This thesis is presented in three complementary sections. After an initial introduction describing the systems of interest, we first describe the behavior of collapsed Lennard-Jones polymers in the presence of an infinite medium. It has been shown that simple bead-spring homopolymer models describe vWF quite well in vitro. We build upon this previous work to first describe the behavior of a collapsed homopolymer in an elongational fluid flow. Through a nucleation-protrusion mechanism, scaling relationships can be developed to provide a clear picture of a first-order globule-stretch transition and its ramifications in dilute-solution rheology. The implications of this behavior and its relation to the current literature provides qualitative explanations for the physiological process of vasoconstriction. In an effort to generalize these observations, we present an entire theory on the behavior of polymer globules under influence of any local fluid flow. Finally, we investigate the internal dynamics of these globules by probing their pulling response in an analogous fashion to force spectroscopy. We elucidate

  7. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... a Group Upcoming Events Video Library Photo Gallery One-on-One Support ANetwork Peer Support Program Community Connections Overview ... group Back Upcoming events Video Library Photo Gallery One-on-One Support Back ANetwork Peer Support Program ...

  8. 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

  9. Digital Video Editing

    Science.gov (United States)

    McConnell, Terry

    2004-01-01

    Monica Adams, head librarian at Robinson Secondary in Fairfax country, Virginia, states that librarians should have the technical knowledge to support projects related to digital video editing. The process of digital video editing and the cables, storage issues and the computer system with software is described.

  10. AudioMove Video

    DEFF Research Database (Denmark)

    2012-01-01

    Live drawing video experimenting with low tech techniques in the field of sketching and visual sense making. In collaboration with Rune Wehner and Teater Katapult.......Live drawing video experimenting with low tech techniques in the field of sketching and visual sense making. In collaboration with Rune Wehner and Teater Katapult....

  11. Making Good Physics Videos

    Science.gov (United States)

    Lincoln, James

    2017-01-01

    Online videos are an increasingly important way technology is contributing to the improvement of physics teaching. Students and teachers have begun to rely on online videos to provide them with content knowledge and instructional strategies. Online audiences are expecting greater production value, and departments are sometimes requesting educators…

  12. 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.

  13. Acoustic Neuroma Educational Video

    Medline Plus

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

  14. Personal Digital Video Stories

    DEFF Research Database (Denmark)

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

    2016-01-01

    agenda focusing on video productions in combination with digital storytelling, followed by a presentation of the digital storytelling features. The paper concludes with a suggestion to initiate research in what is identified as Personal Digital Video (PDV) Stories within longitudinal settings, while...

  15. 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)

  16. 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.

  17. Onboard Systems Record Unique Videos of Space Missions

    Science.gov (United States)

    2010-01-01

    Ecliptic Enterprises Corporation, headquartered in Pasadena, California, provided onboard video systems for rocket and space shuttle launches before it was tasked by Ames Research Center to craft the Data Handling Unit that would control sensor instruments onboard the Lunar Crater Observation and Sensing Satellite (LCROSS) spacecraft. The technological capabilities the company acquired on this project, as well as those gained developing a high-speed video system for monitoring the parachute deployments for the Orion Pad Abort Test Program at Dryden Flight Research Center, have enabled the company to offer high-speed and high-definition video for geosynchronous satellites and commercial space missions, providing remarkable footage that both informs engineers and inspires the imagination of the general public.

  18. 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...

  19. Compact and Thermosensitive Nature-inspired Micropump

    Science.gov (United States)

    Kim, Hyejeong; Kim, Kiwoong; Lee, Sang Joon

    2016-10-01

    Liquid transportation without employing a bulky power source, often observed in nature, has been an essential prerequisite for smart applications of microfluidic devices. In this report, a leaf-inspired micropump (LIM) which is composed of thermo-responsive stomata-inspired membrane (SIM) and mesophyll-inspired agarose cryogel (MAC) is proposed. The LIM provides a durable flow rate of 30 μl/h · cm2 for more than 30 h at room temperature without external mechanical power source. By adapting a thermo-responsive polymer, the LIM can smartly adjust the delivery rate of a therapeutic liquid in response to temperature changes. In addition, as the LIM is compact, portable, and easily integrated into any liquid, it might be utilized as an essential component in advanced hand-held drug delivery devices.

  20. 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 ...

  1. 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 was designed to help you learn more about Rheumatoid Arthritis (RA). You will learn how the diagnosis of ...

  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 was designed to help you learn more about Rheumatoid Arthritis (RA). You will learn how the diagnosis of ...

  3. 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 ...

  4. 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…

  5. 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…

  6. 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…

  7. The Conversational Framework and the ISE "Basketball Shot" Video Analysis Activity

    Science.gov (United States)

    English, Vincent; Crotty, Yvonne; Farren, Margaret

    2015-01-01

    Inspiring Science Education (ISE) (http://www.inspiringscience.eu/) is an EU funded initiative that seeks to further the use of inquiry-based science learning (IBSL) through the medium of ICT in the classroom. The Basketball Shot is a scenario (lesson plan) that involves the use of video capture to help the student investigate the concepts of…

  8. Urban Children and Intellectual Emancipation: Video Narratives of Self and Place in the City of Milwaukee

    Science.gov (United States)

    Trafi-Prats, Laura

    2012-01-01

    This study uses an interdisciplinary framework inspired by Ranciere (1991, 2009, 2010) ideas such as "intellectual equality," "redistribution of the sensible," and "aesthetic heterogenesis" to analyze the production of video-narratives of self and place within a group of Latino eight-year-olds attending public school…

  9. 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 f...

  10. Heroes and Zeroes: Predicting the Impact of New Video Games on Twitch.tv

    OpenAIRE

    Jones, Isaac; Liu, Huan

    2017-01-01

    Video games and the playing thereof have been a fixture of American culture since their introduction in the arcades of the 1980s. However, it was not until the recent proliferation of broadband connections robust and fast enough to handle live video streaming that players of video games have transitioned from a content consumer role to a content producer role. Simultaneously, the rise of social media has revealed how interpersonal connections drive user engagement and interest. In this work, ...

  11. Acute Cognitively Engaging Exergame-Based Physical Activity Enhances Executive Functions in Adolescents

    Science.gov (United States)

    Heinks, Theda; Eggenberger, Noëmi; Schmidt, Mirko

    2016-01-01

    The study aimed to elucidate the influence of cognitive engagement comprised in an acute bout of exergame-based physical activity on executive functions (inhibition, cognitive flexibility) in adolescents. Therefore, the level of cognitive engagement and the intensity of physical activity were systematically varied across three experimental conditions. Sixty-five healthy male adolescents (13–16 years) were randomly assigned to one of three conditions: (a) physical activity with high levels of cognitive engagement during active video gaming, (b) physical activity with low levels of cognitive engagement during active video gaming, (c) sedentary with low levels of cognitive engagement during passive video watching. Manipulation checks, including subjective and objective operationalizations of cognitive engagement, were applied. Executive functions were assessed before and after each condition using the D-KEFS design fluency test. Results showed that cognitive engagement, operationalized by subjects’ ratings and heart rate variability, differed between conditions. The physical activity condition with a high level of cognitive engagement resulted in significantly better performance in cognitive flexibility compared to conditions with low levels of cognitive engagement. Regarding benefits for executive functions in male adolescents, the results indicate that acute physical activity with high cognitive engagement could be more efficient than physical activity of the same intensity with low cognitive engagement. Even though further evidence is needed, these results extend previous research and suggest a methodological approach for measuring cognitive engagement. PMID:28030542

  12. 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...

  13. 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…

  14. Video as Text of Teaching: Toward More Deliberate Literacy Field Experience Supervision

    Science.gov (United States)

    Gelfuso, Andrea; Dennis, Danielle V.

    2017-01-01

    In this article, we theoretically explore how the deliberate use of video during literacy field experiences creates a text that can be read by triad members and can ameliorate the problem of relying on memory to engage in reflective conversations about literacy teaching and learning. The use of video, tools, and interactions with knowledgeable…

  15. 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...

  16. 77 FR 60435 - Announcement of Requirements and Registration for Blue Button Video Challenge

    Science.gov (United States)

    2012-10-03

    ... that create awareness of the ``Blue Button'', and encourages others to learn more about it. This is the... Button Video Challenge invites you to create an engaging and entertaining video that creates awareness of... employee of a commercial business whose name, brand name, product or other trademark is mentioned or...

  17. 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....... This work reviews the most effective nature-inspired algorithms and describes learning strategies based on nature oriented thinking. Examples and the benefits obtained from applying nature-inspired strategies in test generation, learners group optimization, and artificial immune systems for learning...

  18. 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...

  19. Revitalizing the Live Lecture Class With Instructor-Created Videos

    Directory of Open Access Journals (Sweden)

    Frank Alpert

    2016-12-01

    Full Text Available Today, the lecture class as a format for higher education is under attack more than ever. This article addresses the research question of how lectures can be modernized and revitalized through new uses of digital technology—in particular, video. Critics of lecturing have for a long time observed that lecture classes can be weak on student engagement and motivation to attend class. This article introduces one way to help modernize and revitalize the live lecture class session, a new conceptualization of the instructor-created video. Instructor-created videos are defined and distinguished from current hybrid and alternative forms of technology integration that are proliferating in higher education such as flipped and blended classrooms. Many, if not most, videos used in lectures are “third party videos” (made by others, whereas instructor-created videos are “first party videos.” The author develops and defines the concept of VIDS (Videos Instructor Designed and Starring. VIDS examples illustrate the concept from the author’s experience in a course with 158 students. Student feedback based on survey results is positive. Suggestions for making better videos are offered based on the implementation experience. The VIDS innovation is discussed within the context of the “crisis of the lecture” and offered as one tool to help modernize and revitalize the live lecture class.

  20. Intervention in Autism: Social Engagement Implemented by Caregivers

    Directory of Open Access Journals (Sweden)

    Adrine Carvalho dos Santos

    2015-04-01

    Full Text Available To become involved in states of social engagement with their caregivers is a core deficit of children with autism. This study verified the effectiveness of an intervention with caregivers for the promotion of social engagement in their children with autism. The interactions of seven dyads were video recorded before, during and after the intervention in order to record the duration of eleven states of the children’ attention engagement, coded as social engagement (SE or non-social engagement (NSE. Eight hours of intervention were divided into meetings with all the caregivers and into individualized monitoring. After the intervention, significant differences were observed regarding the increase of SE and in the decrease of NSE and these gains were maintained at follow-up. The increase in SE was positively associated with the degree of caregivers’ adherence to the treatment. We conclude that short duration interventions can qualify caregivers as competent mediators to increase social engagements.

  1. 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-...

  2. 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.

  3. Interactive video algorithms and technologies

    CERN Document Server

    Hammoud, Riad

    2006-01-01

    This book covers both algorithms and technologies of interactive videos, so that businesses in IT and data managements, scientists and software engineers in video processing and computer vision, coaches and instructors that use video technology in teaching, and finally end-users will greatly benefit from it. This book contains excellent scientific contributions made by a number of pioneering scientists and experts from around the globe. It consists of five parts. The first part introduces the reader to interactive video and video summarization and presents effective methodologies for automatic abstraction of a single video sequence, a set of video sequences, and a combined audio-video sequence. In the second part, a list of advanced algorithms and methodologies for automatic and semi-automatic analysis and editing of audio-video documents are presented. The third part tackles a more challenging level of automatic video re-structuring, filtering of video stream by extracting of highlights, events, and meaningf...

  4. 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.

  5. 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…

  6. Developing Mentoring Practices through Video-Focused Responsive Discourse Analysis

    Science.gov (United States)

    Mosley Wetzel, Melissa; Maloch, Beth; Hoffman, James V.; Taylor, Laura A.; Vlach, Saba Khan; Greeter, Erin

    2015-01-01

    This study is part of a larger longitudinal, multiphase study on the development of literacy mentoring practices that seeks to bring attention to the learning of cooperating teachers. In this paper we concentrate on how cooperating teachers (CTs) engage in responsive Critical Discourse Analysis while viewing and discussing videos of their coaching…

  7. Video Games as a Context for Numeracy Development

    Science.gov (United States)

    Thomas, Troy A.; Wiest, Lynda R.

    2013-01-01

    Troy Thomas and Lynda Wiest share an engaging lesson on statistics involving analysis of real-world data on the top ten video game sales in the United States during a one-week period. Three upper-primary classes completed the lesson, providing insight into the lesson's effectiveness. The lesson description includes attention to the manner in which…

  8. Teaching Introductory Undergraduate Physics Using Commercial Video Games

    Science.gov (United States)

    Mohanty, Soumya D.; Cantu, Sergio

    2011-01-01

    Commercial video games are increasingly using sophisticated physics simulations to create a more immersive experience for players. This also makes them a powerful tool for engaging students in learning physics. We provide some examples to show how commercial off-the-shelf games can be used to teach specific topics in introductory undergraduate…

  9. A Biologically Inspired CMOS Image Sensor

    NARCIS (Netherlands)

    Sarkar, M.

    2011-01-01

    Biological systems are a source of inspiration in the development of small autonomous sensor nodes. The two major types of optical vision systems found in nature are the single aperture human eye and the compound eye of insects. The latter are among the most compact and smallest vision sensors. The

  10. 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.

  11. 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.)

  12. Enzymatically degradable mussel-inspired adhesive hydrogel.

    Science.gov (United States)

    Brubaker, Carrie E; Messersmith, Phillip B

    2011-12-12

    Mussel-inspired adhesive hydrogels represent innovative candidate medical sealants or glues. In the present work, we describe an enzyme-degradable mussel-inspired adhesive hydrogel formulation, achieved by incorporating minimal elastase substrate peptide Ala-Ala into the branched poly(ethylene glycol) (PEG) macromonomer structure. The system takes advantage of neutrophil elastase expression upregulation and secretion from neutrophils upon recruitment to wounded or inflamed tissue. By integrating adhesive degradation behaviors that respond to cellular cues, we expand the functional range of our mussel-inspired adhesive hydrogel platforms. Rapid (adhesion of the proteolytically active, catechol-terminated precursor macromonomer was achieved by addition of sodium periodate oxidant. Rheological analysis and equilibrium swelling studies demonstrated that the hydrogel is appropriate for soft tissue-contacting applications. Notably, hydrogel storage modulus (G') achieved values on the order of 10 kPa, and strain at failure exceeded 200% strain. Lap shear testing confirmed the material's adhesive behavior (shear strength: 30.4 ± 3.39 kPa). Although adhesive hydrogel degradation was not observed during short-term (27 h) in vitro treatment with neutrophil elastase, in vivo degradation proceeded over several months following dorsal subcutaneous implantation in mice. This work represents the first example of an enzymatically degradable mussel-inspired adhesive and expands the potential biomedical applications of this family of materials.

  13. 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…

  14. 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…

  15. 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...

  16. 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....

  17. Critical Advising: A Freirian-Inspired Approach

    Science.gov (United States)

    Puroway, Andrew W.

    2016-01-01

    Advising is not a politically neutral activity. It requires pedagogical grounding that promotes critical reflection and action consistent with praxis. Advisors can turn to literature citing Brazilian educator and critical pedagogue, Paulo Freire, for discussions on praxis, and they can use a Freirian-inspired advising approach to connect the…

  18. 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.

  19. 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…

  20. Brains on video games

    OpenAIRE

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

    2011-01-01

    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 affe...

  1. 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

  2. 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

  3. 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.

  4. 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.

  5. 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.

  6. Thrust producing mechanisms in ray-inspired underwater vehicle propulsion

    Directory of Open Access Journals (Sweden)

    Geng Liu

    2015-01-01

    Full Text Available This paper describes a computational study of the hydrodynamics of a ray-inspired underwater vehicle conducted concurrently with experimental measurements. High-resolution stereo-videos of the vehicle’s fin motions during steady swimming are obtained and used as a foundation for developing a high fidelity geometrical model of the oscillatory fin. A Cartesian grid based immersed boundary solver is used to examine the flow fields produced due to these complex artificial pectoral fin kinematics. Simulations are carried out at a smaller Reynolds number in order to examine the hydrodynamic performance and understand the resultant wake topology. Results show that the vehicle’s fins experience large spanwise inflexion of the distal part as well as moderate chordwise pitching during the oscillatory motion. Most thrust force is generated by the distal part of the fin, and it is highly correlated with the spanwise inflexion. Two sets of inter-connected vortex rings are observed in the wake right behind each fin. Those vortex rings induce strong backward flow jets which are mainly responsible for the fin thrust generation.

  7. 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.

  8. 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.

  9. 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.

  10. 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 ...

  11. Videos, Podcasts and Livechats

    Medline Plus

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

  12. 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 Ronson and Kerri Albany Support ...

  13. Videos, Podcasts and Livechats

    Medline Plus

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

  14. 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 Howard of NJ Gloria hiking ...

  15. 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 ...

  16. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... Disease Types Stories 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. 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 ...

  18. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Educational Video Scott at the Grand Canyon Proton Center load more hold SHIFT key to load all load all Stay Connected with ANA Newly Diagnosed Living with AN Healthcare Providers Acoustic Neuroma Association Donate Now Newly Diagnosed ...

  19. The video violence debate.

    Science.gov (United States)

    Lande, R G

    1993-04-01

    Some researchers and theorists are convinced that graphic scenes of violence on television and in movies are inextricably linked to human aggression. Others insist that a link has not been conclusively established. This paper summarizes scientific studies that have informed these two perspectives. Although many instances of children and adults imitating video violence have been documented, no court has imposed liability for harm allegedly resulting from a video program, an indication that considerable doubt still exists about the role of video violence in stimulating human aggression. The author suggests that a small group of vulnerable viewers are probably more impressionable and therefore more likely to suffer deleterious effects from violent programming. He proposes that research on video violence be narrowed to identifying and describing the vulnerable viewer.

  20. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... a patient kit Keywords Join/Renew Programs Back Support Groups Is a support group for me? Find ... Events Video Library Photo Gallery One-on-One Support ANetwork Peer Support Program Community Connections Overview Find ...

  1. 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 ( ...

  2. Video i VIA

    DEFF Research Database (Denmark)

    2012-01-01

    Artiklen beskriver et udviklingsprojekt, hvor 13 grupper af lærere på tværs af fag og uddannelser producerede video til undervsioningsbrug. Der beskrives forskellige tilgange og anvendelser samt læringen i projektet...

  3. 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 ...

  4. 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 Keck Medicine of USC ANWarriors ...

  5. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... illness: Toby’s palliative care story Access the Provider Directory Handout for Patients and Families Is it Right ... Provider Meet the Team Blog Articles News Provider Directory Donate Resources Links Videos Podcasts Webinars For the ...

  6. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Click to learn more... LOGIN EVENTS DONATE NEWS Home Learn Back Learn about acoustic neuroma AN Facts ... Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video Scott at the Grand Canyon ...

  7. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Is a support group for me? Find a Group Upcoming Events Video Library Photo Gallery One-on-One Support ANetwork Peer Support Program Community Connections Overview Find a Meeting ...

  8. 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...

  9. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... All rights reserved. GetPalliativeCare.org does not provide medical advice, diagnosis or treatment. ... the Team Blog Articles & Stories News Provider Directory Donate Resources Links Videos ...

  10. SEFIS Video Data

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — This is a fishery-independent survey that collects data on reef fish in southeast US waters using multiple gears, including chevron traps, video cameras, ROVs,...

  11. Mathematical Engagement Skills

    Science.gov (United States)

    Ingram, Naomi

    2013-01-01

    In this paper, the mathematical engagement of Colin and Robyn is compared. Through this comparison, and informed by longitudinal research into the mathematical journeys of a group of students in New Zealand, a set of engagement skills emerged. Both students had high levels of engagement in mathematics. However, Colin was a thriving mathematics…

  12. Engaging With Reality

    DEFF Research Database (Denmark)

    Bondebjerg, Ib

    to engage us with reality. Engaging with Reality investigates some of the major global themes as they are reflected in documentaries from the USA, UK and Denmark. Engaging with Reality is a contribution to comparative, transnational studies of documentary in contemporary media culture. By comparing...

  13. Engagement and Institutional Advancement

    Science.gov (United States)

    Weerts, David; Hudson, Elizabeth

    2009-01-01

    Research suggests that institutional commitment to community engagement can be understood by examining levels of student, faculty, and community involvement in engagement; organizational structure, rewards, and campus publications supporting engagement; and compatibility of an institution's mission with this work (Holland, 1997). Underlying all of…

  14. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  15. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  16. 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...... 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 Editing System

    Science.gov (United States)

    Schlecht, Leslie E.; Kutler, Paul (Technical Monitor)

    1998-01-01

    This is a proposal for a general use system based, on the SGI IRIS workstation platform, for recording computer animation to videotape. In addition, this system would provide features for simple editing and enhancement. Described here are a list of requirements for the system, and a proposed configuration including the SGI VideoLab Integrator, VideoMedia VLAN animation controller and the Pioneer rewritable laserdisc recorder.

  18. Video Games and Citizenship

    OpenAIRE

    Bourgonjon, Jeroen; Soetaert, Ronald

    2013-01-01

    In their article "Video Games and Citizenship" Jeroen Bourgonjon and Ronald Soetaert argue that digitization problematizes and broadens our perspective on culture and popular media, and that this has important ramifications for our understanding of citizenship. Bourgonjon and Soetaert respond to the call of Gert Biesta for the contextualized study of young people's practices by exploring a particular aspect of digitization that affects young people, namely video games. They explore the new so...

  19. Android Video Streaming

    Science.gov (United States)

    2014-05-01

    be processed by a nearby high -performance computing asset and returned to a squad of Soldiers with annotations indicating the location of friendly and...is to change the resolution, bitrate, and/or framerate of the video being transmitted to the client, reducing the bandwidth requirements of the...video. This solution is typically not viable because a progressive download is required to have a constant resolution, bitrate, and framerate because

  20. Challenging Teacher Beliefs about Student Engagement in Mathematics

    Science.gov (United States)

    Bobis, Janette; Way, Jennifer; Anderson, Judy; Martin, Andrew J.

    2016-01-01

    This study explored the beliefs about student engagement in mathematics of three Year 5 and 6 teachers, focusing on the shifts that occurred during a 10-week intervention. Data obtained from teacher surveys, interviews, video-recorded workshop observations and artefacts from teachers' classrooms reveal variations in their reactions to the…

  1. A Novel Group Engagement Score for Virtual Learning Environments

    Science.gov (United States)

    Castellanos, Jorge; Haya, Pablo A.; Urquiza-Fuentes, Jaime

    STEM (Science, Technology, Engineering, and Math) education is currently receiving much attention from governments and educational institutions. Our work is based on active learning and video-based learning approaches to support STEM education. Here, we aimed to increase students' engagement through reflective processes that embrace video…

  2. 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…

  3. Robust Adaptable Video Copy Detection

    DEFF Research Database (Denmark)

    Assent, Ira; Kremer, Hardy

    2009-01-01

    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...... 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....

  4. 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).

  5. 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…

  6. 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

  7. 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

  8. 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.

  9. 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.

  10. Notes from the field: Educating, inspiring and activating the next generation of climate leaders

    Science.gov (United States)

    Anderson, R.

    2010-12-01

    Due to the inherent lag time within the climate system, some of the greatest impacts of climate change will be felt in future decades by those who are today too young to control the course of human action (or inaction). Though today’s youth are not in the driver’s seat yet, this does not mean they are powerless to shape their own futures. To do this, students need to be empowered with an understanding of why and how climate change is happening and how it affects their lives. To prevent students from disengaging entirely in the face of such bleak picture, however, this information must be balanced with a more hopeful message of optimism about the future that they themselves can help to create. The Alliance for Climate Education (ACE) is a non-profit organization whose mission is to educate high school students about climate change and to inspire them to take action that makes a difference on this important issue. ACE educators deliver dynamic and engaging multimedia assembly presentations to high schools in 9 regions around the country. During the 2009-2010 school year, ACE educators spoke to over 400,000 high school students at over 900 high schools, educating students about current climate science in a dynamic manner that is meaningful and relevant. The presentation uses animated graphics to explain how humans are causing climate change, providing both a historical and paleoclimate perspective. Educators discuss the consequences of climate change with real-world video footage, showing both current impacts and model-based predictions for the future. The accompanying script has been thoroughly referenced with peer-reviewed articles to back up all information given. ACE’s education model illustrates for students how climate change will and does impact their lives—which can be sobering news to young people—but also imparts to students a sense of hope for the future by giving them tools to take action. ACE strives to form a crucial link between a foundation

  11. 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.

  12. Induced Ellipticity for Inspiraling Binary Systems

    Science.gov (United States)

    Randall, Lisa; Xianyu, Zhong-Zhi

    2018-01-01

    Although gravitational waves tend to erase eccentricity of an inspiraling binary system, ellipticity can be generated in the presence of surrounding matter. We present a semianalytical method for understanding the eccentricity distribution of binary black holes (BHs) in the presence of a supermassive BH in a galactic center. Given a matter distribution, we show how to determine the resultant eccentricity analytically in the presence of both tidal forces and evaporation up to one cutoff and one matter-distribution-independent function, paving the way for understanding the environment of detected inspiraling BHs. We furthermore generalize Kozai–Lidov dynamics to situations where perturbation theory breaks down for short time intervals, allowing more general angular momentum exchange, such that eccentricity is generated even when all bodies orbit in the same plane.

  13. 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.

  14. 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.

  15. Humanizing Instructional Videos in Physics: When Less Is More

    Science.gov (United States)

    Schroeder, Noah L.; Traxler, Adrienne L.

    2017-06-01

    Many instructors in science, technology, engineering, and mathematics fields are striving to create active learning environments in their classrooms and in doing so are frequently moving the lecture portion of their course into online video format. In this classroom-based study, we used a two group randomized experimental design to examine the efficacy of an instructional video that incorporates a human hand demonstrating and modeling how to solve frictional inclined plane problems compared to an identical video that did not include the human hand. The results show that the learners who viewed the video without the human hand present performed significantly better on a learning test and experienced a significantly better training efficiency than the learners who viewed the video with the human hand present. Meanwhile, those who learned with the human hand present in the instructional video rated the instructor as being more humanlike and engaging. The results have implications for both theory and practice. Implications for those designing instructional videos are discussed, as well as the limitations of the current study.

  16. Opportunities for Engaging Patients in Kidney Research.

    Science.gov (United States)

    Demian, Maryam N; Lam, Ngan N; Mac-Way, Fabrice; Sapir-Pichhadze, Ruth; Fernandez, Nicolas

    2017-01-01

    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. 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. (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. The limitations of the current review include the relative scarcity of literature on patient engagement within the field of kidney disease. 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, execution of research projects, and knowledge dissemination and translation.

  17. 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

  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. Bio-Inspired Odor Source Localization

    Science.gov (United States)

    2011-07-01

    pheromone , food • Tracking agents – engineered: UAVs, UGVs, AUVs – natural: moths, cockroaches, fish no strong gradient 4 Distribution A: Approved...Unlimited Bio-Inspired Odor Source Localization Insect Navigation System • no GPS • no dedicated accelerometer • eyes – not distance estimators • too...wind estimation can be performed using insect sensory system – A “drunken stumble” can actually be beneficial Summary 29 Distribution A: Approved

  20. Binary compact object inspiral: Detection expectations

    Indian Academy of Sciences (India)

    For initial LIGO, the most probable detection rates for double neutron star (DNS) inspirals is 1 event/(5{250) yr; at 95% confidence we obtain rates up to 1/1.5 yr. For advanced LIGO, the most probable rates are 20-1000 events/yr. These predictions, for the first time, bring the expectations for DNS detections by initial LIGO to ...

  1. 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 ...

  2. Spider's web inspires fibres for industry

    Science.gov (United States)

    Dacey, James

    2010-03-01

    Spiders may not be everybody's idea of natural beauty, but nobody can deny the artistry in the webs that they spin, especially when decorated with water baubles in the morning dew. Inspired by this spectacle, a group of researchers in China has mimicked the structural properties of the spider's web to create a fibre for industry that can manipulate water with the same skill and efficiency, writes James Dacey.

  3. Transforming Engagement: A Case Study of Building Intrinsic Motivation in a Child with Autism

    Science.gov (United States)

    Dearden, Jackie; Emerson, Anne; Lewis, Tom; Papp, Rebecca

    2017-01-01

    This longitudinal case study of a 10-year-old girl with autism and severe communication impairment measures the impact of the MORE (Means, Opportunities, Reasons and Expectations) approach to enhancing engagement and communication. Through detailed observation of video data over a period of 28 months, engagement behaviours including interaction…

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

    Science.gov (United States)

    Ivashkevich, Olga

    2015-01-01

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

  5. Evaluation of Classroom Active Engagement in Elementary Students with Autism Spectrum Disorder

    Science.gov (United States)

    Sparapani, Nicole; Morgan, Lindee; Reinhardt, Vanessa P.; Schatschneider, Christopher; Wetherby, Amy M.

    2016-01-01

    This study evaluated the classroom measure of active engagement (CMAE), an observational tool designed to measure active engagement in students with autism spectrum disorder (ASD). Participants included 196 students with ASD and their educators (n = 126) who were video-recorded at the beginning of the school year. Findings documented limited…

  6. Young Children Engaging with Technologies at Home: The Influence of Family Context

    Science.gov (United States)

    Stephen, Christine; Stevenson, Olivia; Adey, Claire

    2013-01-01

    This article is about the ways in which young children engage with technological toys and resources at home and, in particular, the ways in which the family context makes a difference to young children’s engagement with these technologies. The data reviewed come from family interviews and parent-recorded video of four case study children as they…

  7. 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.

  8. 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.

  9. 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.

  10. 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......’re Killing the Kids, and Driving Mum and Dad Mad all use video as a prominent element of not only the audiovisual spectacle of reality television but also the interactional therapy, counselling, coaching and/or instruction intrinsic to these programmes. Thus, talk-on-video is used to intervene...

  11. The impact of different dog-related stimuli on engagement of persons with dementia.

    Science.gov (United States)

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

    2010-02-01

    To provide further empirical evaluation of the effectiveness of animal-assisted therapy in nursing home residents with dementia. Participants were 56 residents of 2 suburban Maryland nursing homes and had a diagnosis. Activities of daily living performance was assessed via the minimum data set and cognitive functioning assessed using the Mini-Mental State Examination. Engagement with dog-related stimuli was systematically assessed via the observational measurement of engagement. Mean engagement duration was significantly lower for the small dog. Highest mean engagement duration was found for the puppy video, followed by the real dog and lowest was for the dog-coloring activity. Positive attitudes were found toward the real dogs, robotic dog, the puppy video, and the plush dog. No significant differences were found in engagement duration among our dog-related stimuli. Nursing homes should consider animal-assisted therapy and dog-related stimuli, as they successfully engage residents with dementia.

  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. Scaffolding Online Collaborative Critiquing for Educational Video Production

    Directory of Open Access Journals (Sweden)

    Yiong Hwee Teo

    2009-03-01

    Full Text Available In art, design and media education, learning from examples has been an established way to coach students. To derive greater benefits, teachers should get students to go beyond mere studying of examples. This paper focuses on engaging novice learners in collaborative critiquing of real examples of professional work and past student work in the context of producing an educational video project. While critiquing of such works is not new in art education, there is however scant literature on how to involve students in collaborative critiquing in an online environment involving video projects. A four-step critique model was therefore designed as procedural scaffolding and implemented in an online system, Knowledge Community. A group of Singapore pre-service teachers were engaged in online collaborative critiquing of videos before they embarked on their video projects to illustrate what constitutes good and bad video production. This research points to the value of online collaborative critiquing as a way to facilitate novice designers‟ progress towards expertise. In this environment learners are able to look at problems through multiple perspectives, generate their own solutions and build knowledge that uses the overlapping expertise of the online community.

  14. Video y desarrollo rural

    Directory of Open Access Journals (Sweden)

    Fraser Colin

    2015-01-01

    Full Text Available Las primeras experiencias de video rural fueron realizadas en Perú y México. El proyecto peruano es conocido como CESPAC (Centro de Servicios de Pedagogía Audiovisual para la Capacitación. Con financiamiento externo de la FAO fue iniciado en la década del 70. El proyecto mexicano fue bautizado con el nombre de PRODERITH (Programa de Desarrollo Rural Integrado del Trópico Húmedo. Su componente de video rural tuvo un éxito muy particular a nivel de base.La evaluación concluyó en que el video rural como sistema de comunicación social para el desarrollo es excelente y de bajo costo

  15. A Big Video Manifesto

    DEFF Research Database (Denmark)

    Mcilvenny, Paul Bruce; Davidsen, Jacob

    2017-01-01

    For the last few years, we have witnessed a hype about the potential results and insights that quantitative big data can bring to the social sciences. The wonder of big data has moved into education, traffic planning, and disease control with a promise of making things better with big numbers...... and beautiful visualisations. However, we also need to ask what the tools of big data can do both for the Humanities and for more interpretative approaches and methods. Thus, we prefer to explore how the power of computation, new sensor technologies and massive storage can also help with video-based qualitative...... inquiry, such as video ethnography, ethnovideo, performance documentation, anthropology and multimodal interaction analysis. That is why we put forward, half-jokingly at first, a Big Video manifesto to spur innovation in the Digital Humanities....

  16. Online video examination

    DEFF Research Database (Denmark)

    Qvist, Palle

    courses are accredited to the master programme. The programme is online, worldwide and on demand. It recruits students from all over the world. The programme is organized exemplary in accordance the principles in the problem-based and project-based learning method used at Aalborg University where students......The Master programme in Problem-Based Learning in Engineering and Science, MPBL (www.mpbl.aau.dk), at Aalborg University, is an international programme offering formalized staff development. The programme is also offered in smaller parts as single subject courses (SSC). Passed single subject...... 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...

  17. 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.

  18. 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.

  19. "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.

  20. Cooperative Engagement Capability (CEC)

    Science.gov (United States)

    2015-12-01

    Selected Acquisition Report (SAR) RCS: DD-A&T(Q&A)823-582 Cooperative Engagement Capability (CEC) As of FY 2017 President’s Budget Defense...Program Information Program Name Cooperative Engagement Capability (CEC) DoD Component Navy Joint Participants United States Marine Corps; United...dated June 16, 2004 CEC December 2015 SAR March 17, 2016 12:13:59 UNCLASSIFIED 5 Mission and Description Mission The Cooperative Engagement Capability

  1. 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...... backgrounds, suggesting that multiple and overlapping meanings around PEST are derived from particular histories that have been brought together, through the rubric of public engagement, in assemblages such as the Beacons....

  2. 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

  3. 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...

  4. User aware video streaming

    Science.gov (United States)

    Kerofsky, Louis; Jagannath, Abhijith; Reznik, Yuriy

    2015-03-01

    We describe the design of a video streaming system using adaptation to viewing conditions to reduce the bitrate needed for delivery of video content. A visual model is used to determine sufficient resolution needed under various viewing conditions. Sensors on a mobile device estimate properties of the viewing conditions, particularly the distance to the viewer. We leverage the framework of existing adaptive bitrate streaming systems such as HLS, Smooth Streaming or MPEG-DASH. The client rate selection logic is modified to include a sufficient resolution computed using the visual model and the estimated viewing conditions. Our experiments demonstrate significant bitrate savings compare to conventional streaming methods which do not exploit viewing conditions.

  5. 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.

  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 Multimedia

    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. 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.

  9. 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

  10. Video special effects editing in MPEG-2 compressed video

    OpenAIRE

    Fernando, WAC; Canagarajah, CN; Bull, David

    2000-01-01

    With the increase of digital technology in video production, several types of complex video special effects editing have begun to appear in video clips. In this paper we consider fade-out and fade-in special effects editing in MPEG-2 compressed video without full frame decompression and motion estimation. We estimated the DCT coefficients and use these coefficients together with the existing motion vectors to produce these special effects editing in compressed domain. Results show that both o...

  11. 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.

  12. 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.

  13. A video annotation methodology for interactive video sequence generation

    NARCIS (Netherlands)

    C.A. Lindley; R.A. Earnshaw; J.A. Vince

    2001-01-01

    textabstractThe FRAMES project within the RDN CRC (Cooperative Research Centre for Research Data Networks) has developed an experimental environment for dynamic virtual video sequence synthesis from databases of video data. A major issue for the development of dynamic interactive video applications

  14. 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…

  15. 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.

  16. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... Grants and Funding Extramural Research Division of Extramural Science Programs Division of Extramural Activities Extramural Contacts NEI ... Amaurosis Low Vision Refractive Errors Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded ...

  17. 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 ... was designed to help you learn more about Rheumatoid Arthritis (RA). You will learn how the diagnosis ...

  18. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Our Staff Rheumatology Specialty Centers You are here: Home / Patient Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video ... to take a more active role in your care. The information in these videos should not take ...

  19. 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 ...

  20. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... here. Will You Support the Education of Arthritis Patients? Each year, over 1 million people visit this ... of Body Weight in Osteoarthritis Educational Videos for Patients Rheumatoid Arthritis Educational Video Series Psoriatic Arthritis 101 ...

  1. Videos & Tools: MedlinePlus

    Science.gov (United States)

    ... of this page: https://medlineplus.gov/videosandcooltools.html Videos & Tools To use the sharing features on this page, please enable JavaScript. Watch health videos on topics such as anatomy, body systems, and ...

  2. Health Videos: MedlinePlus

    Science.gov (United States)

    ... page: //medlineplus.gov/ency/anatomyvideos.html.htm Health Videos To use the sharing features on this page, please enable JavaScript. These animated videos show the anatomy of body parts and organ ...

  3. Scanning laser video camera/ microscope

    Science.gov (United States)

    Wang, C. P.; Bow, R. T.

    1984-10-01

    A laser scanning system capable of scanning at standard video rate has been developed. The scanning mirrors, circuit design and system performance, as well as its applications to video cameras and ultra-violet microscopes, are discussed.

  4. Nonscience Majors' Perceptions on the Use of YouTube Video to Support Learning in an Integrated Science Lecture

    Science.gov (United States)

    Eick, Charles Joseph; King, David T., Jr.

    2012-01-01

    The instructor of an integrated science course for nonscience majors embedded content-related video segments from YouTube and other similar internet sources into lecture. Through this study, the instructor wanted to know students' perceptions of how video use engaged them and increased their interest and understanding of science. Written survey…

  5. 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.

  6. A Quantum Inspired GVNS: Some Preliminary Results.

    Science.gov (United States)

    Papalitsas, Christos; Karakostas, Panayiotis; Kastampolidou, Kalliopi

    2017-01-01

    GVNS is a well known and widely used metaheuristic for solving efficiently many NP-Hard Combinatorial Optimization problems. In this paper, the qGVNS, which is a new quantum inspired variant of GVNS, is being introduced. This variant differs in terms of the perturbation phase because it achieves the shaking moves by adopting quantum computing principles. The functionality and efficiency of qGVNS have been tested using a comparative study (compared with the equivalent GVNS results) in selected TSPLib instances, both in first and best improvement.

  7. Wormhole inspired by non-commutative geometry

    Energy Technology Data Exchange (ETDEWEB)

    Rahaman, Farook, E-mail: rahaman@iucaa.ernet.in [Department of Mathematics, Jadavpur University, Kolkata 700032, West Bengal (India); Karmakar, Sreya, E-mail: sreya.karmakar@gmail.com [Department of Physics, Calcutta Institute of Engineering and Management, Kolkata 700040, West Bengal (India); Karar, Indrani, E-mail: indrani.karar08@gmail.com [Department of Mathematics, Saroj Mohan Institute of Technology, Guptipara, West Bengal (India); Ray, Saibal, E-mail: saibal@iucaa.ernet.in [Department of Physics, Government College of Engineering & Ceramic Technology, Kolkata 700010, West Bengal (India)

    2015-06-30

    In the present Letter we search for a new wormhole solution inspired by noncommutative geometry with the additional condition of allowing conformal Killing vectors (CKV). A special aspect of noncommutative geometry is that it replaces point-like structures of gravitational sources with smeared objects under Gaussian distribution. However, the purpose of this letter is to obtain wormhole solutions with noncommutative geometry as a background where we consider a point-like structure of gravitational object without smearing effect. It is found through this investigation that wormhole solutions exist in this Lorentzian distribution with viable physical properties.

  8. Wormhole inspired by non-commutative geometry

    Directory of Open Access Journals (Sweden)

    Farook Rahaman

    2015-06-01

    Full Text Available In the present Letter we search for a new wormhole solution inspired by noncommutative geometry with the additional condition of allowing conformal Killing vectors (CKV. A special aspect of noncommutative geometry is that it replaces point-like structures of gravitational sources with smeared objects under Gaussian distribution. However, the purpose of this letter is to obtain wormhole solutions with noncommutative geometry as a background where we consider a point-like structure of gravitational object without smearing effect. It is found through this investigation that wormhole solutions exist in this Lorentzian distribution with viable physical properties.

  9. 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.

  10. Bio-inspired optofluidic lasers with luciferin

    Science.gov (United States)

    Wu, Xiang; Chen, Qiushu; Sun, Yuze; Fan, Xudong

    2013-05-01

    The authors demonstrate a bio-inspired optofluidic laser with luciferin, a class of light-emitting compounds synthesized by many different organisms, as the gain medium. The laser characteristics under various conditions such as solution pH value and luciferin concentration are investigated. The authors demonstrate an optofluidic fluorescence resonance energy transfer laser by using luciferin and Rhodamine 6G as the donor and the acceptor, respectively, which takes advantage of the large Stokes shift of luciferin to avoid potential cross excitation of the acceptor. Their work leads to the photonic devices using biosynthesized materials as the gain medium and optofluidic intra-cavity bio/chemical sensing.

  11. Astronomy Video Contest

    Science.gov (United States)

    McFarland, John

    2008-05-01

    During Galileo's lifetime his staunchest supporter was Johannes Kepler, Imperial Mathematician to the Holy Roman Emperor. Johannes Kepler will be in St. Louis to personally offer a tribute to Galileo. Set Galileo's astronomy discoveries to music and you get the newest song by the well known acappella group, THE CHROMATICS. The song, entitled "Shoulders of Giants” was written specifically for IYA-2009 and will be debuted at this conference. The song will also be used as a base to create a music video by synchronizing a person's own images to the song's lyrics and tempo. Thousands of people already do this for fun and post their videos on YOU TUBE and other sites. The ASTRONOMY VIDEO CONTEST will be launched as a vehicle to excite, enthuse and educate people about astronomy and science. It will be an annual event administered by the Johannes Kepler Project and will continue to foster the goals of IYA-2009 for years to come. During this presentation the basic categories, rules, and prizes for the Astronomy Video Contest will be covered and finally the new song "Shoulders of Giants” by THE CHROMATICS will be unveiled

  12. Provocative Video Scenarios

    DEFF Research Database (Denmark)

    Caglio, Agnese

    This paper presents the use of ”provocative videos”, as a tool to support and deepen findings from ethnographic investigation on the theme of remote videocommunication. The videos acted as a resource to also investigate potential for novel technologies supporting continuous connection between...

  13. 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.

  14. Video Content Foraging

    NARCIS (Netherlands)

    van Houten, Ynze; Schuurman, Jan Gerrit; Verhagen, Pleunes Willem; Enser, Peter; Kompatsiaris, Yiannis; O’Connor, Noel E.; Smeaton, Alan F.; Smeulders, Arnold W.M.

    2004-01-01

    With information systems, the real design problem is not increased access to information, but greater efficiency in finding useful information. In our approach to video content browsing, we try to match the browsing environment with human information processing structures by applying ideas from

  15. Internet video search

    NARCIS (Netherlands)

    Snoek, C.G.M.; Smeulders, A.W.M.

    2011-01-01

    In this tutorial, we focus on the challenges in internet video search, present methods how to achieve state-of-the-art performance while maintaining efficient execution, and indicate how to obtain improvements in the near future. Moreover, we give an overview of the latest developments and future

  16. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... Donate Resources Links Videos Podcasts Webinars For the Media For Clinicians For Policymakers For Family Caregivers Glossary Sign Up for Our Blog Subscribe to Blog Enter your email address to subscribe to this blog and receive notifications of new posts by email. Email Address CLOSE Home About ...

  17. Scalable Video Coding

    NARCIS (Netherlands)

    Choupani, R.

    2017-01-01

    With the rapid improvements in digital communication technologies, distributing high-definition visual information has become more widespread. However, the available technologies were not sufficient to support the rising demand for high-definition video. This situation is further complicated when

  18. 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....

  19. 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...

  20. Streaming-video produktion

    DEFF Research Database (Denmark)

    Grønkjær, Poul

    2004-01-01

     E-learning Lab på Aalborg Universitet har i forbindelse med forskningsprojektet Virtuelle Læringsformer og Læringsmiljøer foretaget en række praktiske eksperimenter med streaming-video produktioner. Hensigten med denne artikel er at formidle disse erfaringer. Artiklen beskriver hele produktionsf...... E-learning Lab på Aalborg Universitet har i forbindelse med forskningsprojektet Virtuelle Læringsformer og Læringsmiljøer foretaget en række praktiske eksperimenter med streaming-video produktioner. Hensigten med denne artikel er at formidle disse erfaringer. Artiklen beskriver hele...... produktionsforløbet: fra ide til færdigt produkt, forskellige typer af præsentationer, dramaturgiske overvejelser samt en konceptskitse. Streaming-video teknologien er nu så udviklet med et så tilfredsstillende audiovisuelt udtryk at vi kan begynde at fokusere på, hvilket indhold der er velegnet til at blive gjort...... tilgængeligt uafhængigt af tid og sted. Afslutningsvis er der en række kildehenvisninger, blandt andet en oversigt over de streaming-video produktioner, som denne artikel bygger på....

  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. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available Home About Donate Search Search What Is It Definition Pediatric Palliative Care Disease Types FAQ Handout for Patients and Families Is It Right for You How to Get It Talk to your Doctor Find a Provider Meet the Team Blog Articles & Stories News Resources Links Videos Podcasts ...

  3. Mobiele video voor bedrijfscommunicatie

    NARCIS (Netherlands)

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

    2009-01-01

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

  4. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Surgery What is acoustic neuroma Diagnosing Symptoms Side effects ... Groups Is a support group for me? Find a Group Upcoming Events Video Library Photo Gallery One-on-One Support ANetwork Peer Support Program Community Connections Overview Find a Meeting ...

  5. Community-Engaged Scholarship

    DEFF Research Database (Denmark)

    Barinaga, Ester; Parker, Patricia S.

    2013-01-01

    We are pleased to offer this special issue on community-engaged scholarship. As scholar-activists working for social justice alongside youth of color (Pat) and critical arts activists engaging with stigmatized communities (Ester), we began this project with the intent of gathering a collection...

  6. 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…

  7. Experiments in Engagement

    DEFF Research Database (Denmark)

    Selin, Cynthia; Rawlings, Kelly Campbell; Ridder-Vignone, Kathryn de

    2017-01-01

    Public engagement with science and technology is now widely used in science policy and communication. Touted as a means of enhancing democratic discussion of science and technology, analysis of public engagement with science and technology has shown that it is often weakly tied to scientific gove...

  8. 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...

  9. 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.

  10. 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 ...

  11. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Research Research We Fund Parkinson's Outcomes Project Grant Opportunities Science News & Progress Patient Engagement Research Our research ... Travel with PD Expert Briefings: Sleep and Parkinson's Nursing Solutions: Recognizing the Impact of Genitourinary Symptoms in ...

  12. 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 ... raise funds and awareness for the 1 million Americans living with Parkinson’s disease. Learn more Ways to ...

  13. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... We Fund Parkinson's Outcomes Project Grant Opportunities Science News & Progress Patient Engagement Research Our research has led ... Deep Brain Stimulation Subscribe to get the latest news on treatments, research and other updates. Email Address ...

  14. 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 ...

  15. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... 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 Day Walk Parkinson's ...

  16. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... We Fund Parkinson's Outcomes Project Grant Opportunities Science News & Progress Patient Engagement Research Our research has led ... Expert Briefings: Nutrition and Parkinson's Disease NY Nightly News with Chuck Scarborough Expert Briefings: Challenges of Advanced ...

  17. 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 ... How Does Depression Affect the Patient's Family and Social Network? Caregiver Summit 2016: Embracing The Challenge: A ...

  18. Developing a Video Steganography Toolkit

    OpenAIRE

    Ridgway, James; Stannett, Mike

    2014-01-01

    Although techniques for separate image and audio steganography are widely known, relatively little has been described concerning the hiding of information within video streams ("video steganography"). In this paper we review the current state of the art in this field, and describe the key issues we have encountered in developing a practical video steganography system. A supporting video is also available online at http://www.youtube.com/watch?v=YhnlHmZolRM

  19. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... NEI YouTube Videos: Amblyopia NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia Animations Blindness Cataract Convergence Insufficiency Diabetic Eye Disease Dilated Eye Exam Dry Eye For Kids Glaucoma ...

  20. SPECIAL REPORT: Creating Conference Video

    Directory of Open Access Journals (Sweden)

    Noel F. Peden

    2008-12-01

    Full Text Available Capturing video at a conference is easy. Doing it so the product is useful is another matter. Many subtle problems come into play so that video and audio obtained can be used to create a final product. This article discusses what the author learned in the two years of shooting and editing video for Code4Lib conference.

  1. 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

  2. We All Stream for Video

    Science.gov (United States)

    Technology & Learning, 2008

    2008-01-01

    More than ever, teachers are using digital video to enhance their lessons. In fact, the number of schools using video streaming increased from 30 percent to 45 percent between 2004 and 2006, according to Market Data Retrieval. Why the popularity? For starters, video-streaming products are easy to use. They allow teachers to punctuate lessons with…

  3. 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.

  4. Video Analysis of Rolling Cylinders

    Science.gov (United States)

    Phommarach, S.; Wattanakasiwich, P.; Johnston, I.

    2012-01-01

    In this work, we studied the rolling motion of solid and hollow cylinders down an inclined plane at different angles. The motions were captured on video at 300 frames s[superscript -1], and the videos were analyzed frame by frame using video analysis software. Data from the real motion were compared with the theory of rolling down an inclined…

  5. Video Games and Digital Literacies

    Science.gov (United States)

    Steinkuehler, Constance

    2010-01-01

    Today's youth are situated in a complex information ecology that includes video games and print texts. At the basic level, video game play itself is a form of digital literacy practice. If we widen our focus from the "individual player + technology" to the online communities that play them, we find that video games also lie at the nexus of a…

  6. 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 ...

  7. 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.

  8. 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.

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

    Science.gov (United States)

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

    2015-02-01

    Employee engagement is the emotional commitment of the employee towards the organisation. We aimed to analyse baseline work engagement using Utrecht Work Engagement Scale (UWES) at a teaching hospital. We have conducted a cross-sectional study within the National Health Service (NHS) Teaching Hospital in the UK. All participants were working age population from both genders directly employed by the hospital. UWES has three constituting dimensions of work engagement as vigor, dedication, and absorption. We conducted the study using UWES-9 tool. Outcome measures were mean score for each dimension of work engagement (vigor, dedication, absorption) and total score compared with control score from test manual. We found that the score for vigor and dedication is significantly lower than comparison group (Pwork 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.

  10. 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.

  11. Enhanced video display and navigation for networked streaming video and networked video playlists

    Science.gov (United States)

    Deshpande, Sachin

    2006-01-01

    In this paper we present an automatic enhanced video display and navigation capability for networked streaming video and networked video playlists. Our proposed method uses Synchronized Multimedia Integration Language (SMIL) as presentation language and Real Time Streaming Protocol (RTSP) as network remote control protocol to automatically generate a "enhanced video strip" display for easy navigation. We propose and describe two approaches - a smart client approach and a smart server approach. We also describe a prototype system implementation of our proposed approach.

  12. 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

  13. 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.

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

    Science.gov (United States)

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

    2016-01-01

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

  15. Students as Co-Constructors of the Learning Environment: Building Systemic Approaches for Youth Engagement

    Science.gov (United States)

    Academy for Educational Development, 2011

    2011-01-01

    This paper presents inspiring stories of two school districts--Boston and Sacramento--that are changing their high schools through districtwide student engagement initiatives. These stories illustrate years of hard work, dedication and partnership by many young people, advocates, advisors, teachers, principals and district personnel. Each…

  16. 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.

  17. Positive Association of Video Game Playing with Left Frontal Cortical Thickness in Adolescents

    Science.gov (United States)

    Kühn, Simone; Lorenz, Robert; Banaschewski, Tobias; Barker, Gareth J.; Büchel, Christian; Conrod, Patricia J.; Flor, Herta; Garavan, Hugh; Ittermann, Bernd; Loth, Eva; Mann, Karl; Nees, Frauke; Artiges, Eric; Paus, Tomas; Rietschel, Marcella; Smolka, Michael N.; Ströhle, Andreas; Walaszek, Bernadetta; Schumann, Gunter; Heinz, Andreas; Gallinat, Jürgen

    2014-01-01

    Playing video games is a common recreational activity of adolescents. Recent research associated frequent video game playing with improvements in cognitive functions. Improvements in cognition have been related to grey matter changes in prefrontal cortex. However, a fine-grained analysis of human brain structure in relation to video gaming is lacking. In magnetic resonance imaging scans of 152 14-year old adolescents, FreeSurfer was used to estimate cortical thickness. Cortical thickness across the whole cortical surface was correlated with self-reported duration of video gaming (hours per week). A robust positive association between cortical thickness and video gaming duration was observed in left dorsolateral prefrontal cortex (DLPFC) and left frontal eye fields (FEFs). No regions showed cortical thinning in association with video gaming frequency. DLPFC is the core correlate of executive control and strategic planning which in turn are essential cognitive domains for successful video gaming. The FEFs are a key region involved in visuo-motor integration important for programming and execution of eye movements and allocation of visuo-spatial attention, processes engaged extensively in video games. The results may represent the biological basis of previously reported cognitive improvements due to video game play. Whether or not these results represent a-priori characteristics or consequences of video gaming should be studied in future longitudinal investigations. PMID:24633348

  18. Positive association of video game playing with left frontal cortical thickness in adolescents.

    Directory of Open Access Journals (Sweden)

    Simone Kühn

    Full Text Available Playing video games is a common recreational activity of adolescents. Recent research associated frequent video game playing with improvements in cognitive functions. Improvements in cognition have been related to grey matter changes in prefrontal cortex. However, a fine-grained analysis of human brain structure in relation to video gaming is lacking. In magnetic resonance imaging scans of 152 14-year old adolescents, FreeSurfer was used to estimate cortical thickness. Cortical thickness across the whole cortical surface was correlated with self-reported duration of video gaming (hours per week. A robust positive association between cortical thickness and video gaming duration was observed in left dorsolateral prefrontal cortex (DLPFC and left frontal eye fields (FEFs. No regions showed cortical thinning in association with video gaming frequency. DLPFC is the core correlate of executive control and strategic planning which in turn are essential cognitive domains for successful video gaming. The FEFs are a key region involved in visuo-motor integration important for programming and execution of eye movements and allocation of visuo-spatial attention, processes engaged extensively in video games. The results may represent the biological basis of previously reported cognitive improvements due to video game play. Whether or not these results represent a-priori characteristics or consequences of video gaming should be studied in future longitudinal investigations.

  19. Digital Video Teach Yourself VISUALLY

    CERN Document Server

    Watson, Lonzell

    2010-01-01

    Tips and techniques for shooting and sharing superb digital videos. Never before has video been more popular-or more accessible to the home photographer. Now you can create YouTube-worthy, professional-looking video, with the help of this richly illustrated guide. In a straightforward, simple, highly visual format, Teach Yourself VISUALLY Digital Video demystifies the secrets of great video. With colorful screenshots and illustrations plus step-by-step instructions, the book explains the features of your camera and their capabilities, and shows you how to go beyond "auto" to manually

  20. 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