WorldWideScience

Sample records for video interaction project

  1. Exploring the application of interactive video projection in Physical Education

    NARCIS (Netherlands)

    S.I. (Sanne) de Vries; Danica Mast; Jeroen de Krom

    2015-01-01

    This paper describes explorations into related technology and research regarding the application of interactive video projection within physical education and the gym of the future. We discuss the application of exergaming in physical education, spatial augmented reality as a technology and

  2. Review of Interactive Video--Romanian Project Proposal

    Science.gov (United States)

    Onita, Mihai; Petan, Sorin; Vasiu, Radu

    2016-01-01

    In the recent years, the globalization and massification of video education offer involved more and more eLearning scenarios within universities. This article refers to interactive video and proposes an overview of it. We analyze the background information, regarding the eLearning campus used in virtual universities around the world, the MOOC…

  3. Leveraging Healthcare to Promote Responsive Parenting: Impacts of the Video Interaction Project on Parenting Stress.

    Science.gov (United States)

    Cates, Carolyn Brockmeyer; Weisleder, Adriana; Dreyer, Benard P; Johnson, Samantha Berkule; Vlahovicova, Kristina; Ledesma, Jennifer; Mendelsohn, Alan L

    2016-03-01

    We sought to determine impacts of a pediatric primary care intervention, the Video Interaction Project, on 3-year trajectories of parenting stress related to parent-child interactions in low socioeconomic status (SES) families. A randomized controlled trial (RCT) was conducted, with random assignment to one of two interventions (Video Interaction Project [VIP]; Building Blocks [BB]) or control (C). As part of VIP, dyads attended one-on-one sessions with an interventionist who facilitated interactions in play and shared reading through review of videotaped parent-child interactions made on primary care visit days; learning materials and parenting pamphlets were also provided to facilitate parent-child interactions at home. Parenting stress related to parent-child interactions was assessed for VIP and Control groups at 6, 14, 24, and 36 months using the Parent-Child Dysfunctional Interaction subscale of the Parenting Stress Index- Short Form, with 378 dyads (84%) assessed at least once. Group differences emerged at 6 months with VIP associated with lower parenting stress at 3 of 4 ages considered cross-sectionally and an 17.7% reduction in parenting stress overall during the study period based on multi-level modeling. No age by group interaction was observed, indicating persistence of early VIP impacts. Results indicated that VIP, a preventive intervention targeting parent-child interactions, is associated with decreased parenting stress. Results therefore support the expansion of pediatric interventions such as VIP as part of a broad public health strategy to address poverty-related disparities in school-readiness.

  4. 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

  5. Interactive Video, The Next Step

    Science.gov (United States)

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

    2012-12-01

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

  6. 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...

  7. Handheld CAT Video Game Project

    Data.gov (United States)

    National Aeronautics and Space Administration — The proposed project is to design, develop and fabricate a handheld video game console for astronauts during long space flight. This portable hardware runs...

  8. A video of Mixed Interaction Space video

    DEFF Research Database (Denmark)

    Lykke, Olesen, Andreas; Hansen, Thomas Riisgaard; Eriksson, Eva

    Mixed Interaction Space is a new concept that uses the mobile phone to interact with either applications on the phone or in the environment by tracking the position and rotation with the camera in 4 dimmension. Most mobile devices today has a camera onboard. In the project about Mixed Interaction...

  9. 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....

  10. Engaging L2 Undergraduates in Relevant Project Work and Interaction: A Role for Video Conferencing

    Science.gov (United States)

    Colwell O'Callaghan, Veronica

    2013-01-01

    This article reports on two small-scale international projects, both outcomes of a teaching staff exchange, which seek to exploit the potential afforded by new technologies to enrich L2 learning conditions and learners' experience of using the L2 (in this case English) as a lingua franca. Two undergraduate courses, one for professional and one for…

  11. Children's Video Games as Interactive Racialization

    OpenAIRE

    Martin, Cathlena

    2008-01-01

    Cathlena Martin explores in her paper "Children's Video Games as Interactive Racialization" selected children's video games. Martin argues that children's video games often act as reinforcement for the games' television and film counterparts and their racializing characteristics and features. In Martin's analysis the video games discussed represent media through which to analyze racial identities and ideologies. In making the case for positive female minority leads in children's video games, ...

  12. Mobile Video in Everyday Social Interactions

    Science.gov (United States)

    Reponen, Erika; Lehikoinen, Jaakko; Impiö, Jussi

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

  13. Developing Interactive Video Resource Materials for Community Dental Health.

    Science.gov (United States)

    Bartoli, Claire; And Others

    1986-01-01

    Describes the creation of a series of interactive video modules on dental hygiene at Luzerne County Community College. These modules are intended to supplement instruction in a community dentistry and health education course and to guide students in an assignment to develop and implement dental health projects in their community. (MBR)

  14. Discontinuity minimization for omnidirectional video projections

    Science.gov (United States)

    Alshina, Elena; Zakharchenko, Vladyslav

    2017-09-01

    Advances in display technologies both for head mounted devices and television panels demand resolution increase beyond 4K for source signal in virtual reality video streaming applications. This poses a problem of content delivery trough a bandwidth limited distribution networks. Considering a fact that source signal covers entire surrounding space investigation reviled that compression efficiency may fluctuate 40% in average depending on origin selection at the conversion stage from 3D space to 2D projection. Based on these knowledge the origin selection algorithm for video compression applications has been proposed. Using discontinuity entropy minimization function projection origin rotation may be defined to provide optimal compression results. Outcome of this research may be applied across various video compression solutions for omnidirectional content.

  15. Online Interactive Video Vignettes (IVVs)

    Science.gov (United States)

    Laws, Priscilla

    2016-03-01

    Interest in on-line learning is increasing rapidly. A few years ago members of the LivePhoto Physics Group1 received collaborative NSF Grants2 to create short, single-topic, on-line activities that invite introductory physics students to make individual predictions about a phenomenon and test them though video observations or analysis. Each Vignette is designed for web delivery as: (1) an ungraded homework assignment or (2) an exercise to prepare for a class or tutorial session. Sample IVVs are available at the ComPadre website http://www.compadre.org/ivv/. Portions of Vignettes on mechanics topics including Projectile Motion, Circular Motion, the Bullet-Block phenomenon, and Newton's Third Law will be presented. Those attending this talk will be asked to guess what predictions students are likely to make about phenomena in various IVVs. These predictions can be compared to those made by students who completed Vignettes. Finally, research on the impact of Vignettes on student learning and attitudes will be discussed. Co-PI Robert Teese, Rochester Institute of Technology.

  16. 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…

  17. 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...

  18. Research on key technologies in multiview video and interactive multiview video streaming

    OpenAIRE

    Xiu, Xiaoyu

    2011-01-01

    Emerging video applications are being developed where multiple views of a scene are captured. Two central issues in the deployment of future multiview video (MVV) systems are compression efficiency and interactive video experience, which makes it necessary to develop advanced technologies on multiview video coding (MVC) and interactive multiview video streaming (IMVS). The former aims at efficient compression of all MVV data in a ratedistortion (RD) optimal manner by exploiting both temporal ...

  19. Theoretical and Methodological Perspectives on Designing Video Studies of Interaction

    Directory of Open Access Journals (Sweden)

    Anna-Lena Rostvall

    2005-12-01

    Full Text Available In this article the authors discuss the theoretical basis for the methodological decisions made during the course of a Swedish research project on interaction and learning. The purpose is to discuss how different theories are applied at separate levels of the study. The study is structured on three levels, with separate sets of research questions and theoretical concepts. The levels reflect a close-up description, a systematic analysis, and an interpretation of how teachers and students act and interact. The data consist of 12 hours of video-recorded and transcribed music lessons from high school and college. Through a multidisciplinary theoretical framework, the general understanding of teaching and learning in terms of interaction can be widened. The authors also present a software tool developed to facilitate the processes of transcription and analysis of the video data.

  20. Interactive Videos Enhance Learning about Socio-Ecological Systems

    Science.gov (United States)

    Smithwick, Erica; Baxter, Emily; Kim, Kyung; Edel-Malizia, Stephanie; Rocco, Stevie; Blackstock, Dean

    2018-01-01

    Two forms of interactive video were assessed in an online course focused on conservation. The hypothesis was that interactive video enhances student perceptions about learning and improves mental models of social-ecological systems. Results showed that students reported greater learning and attitudes toward the subject following interactive video.…

  1. Spacelabs Innovative Project Award winner--2008. Megacode simulation workshop and education video--a megatonne of care and Code blue: live and interactive.

    Science.gov (United States)

    Loucks, Lynda; Leskowski, Jessica; Fallis, Wendy

    2010-01-01

    Skill acquisition and knowledge translation of best practices can be successfully facilitated using simulation methods. The 2008 Spacelabs Innovative Project Award was awarded for a unique training workshop that used simulation in the area of cardiac life support and resuscitation to train multiple health care personnel in basic and advanced skills. The megacode simulation workshop and education video was an educational event held in 2007 in Winnipeg, MB, for close to 60 participants and trainers from multiple disciplines across the provinces of Manitoba and Northwestern Ontario. The event included lectures, live simulation of a megacode, and hands-on training in the latest techniques in resuscitation. The goals of this project were to promote efficiency and better outcomes related to resuscitation measures, to foster teamwork, to emphasize the importance of each team member's role, and to improve knowledge and skills in resuscitation. The workshop was filmed to produce a training DVD that could be used for future knowledge enhancement and introductory training of health care personnel. Substantial positive feedback was received and evaluations indicated that participants reported improvement and expansion of their knowledge of advanced cardiac life support. Given their regular participation in cardiac arrest codes and the importance of staying up-to-date on best practice, the workshop was particularly useful to health care staff and nurses working in critical care areas. In addition, those who participate less frequently in cardiac resuscitation will benefit from the educational video for ongoing competency. Through accelerating knowledge translation from the literature to the bedside, it is hoped that this event contributed to improved patient care and outcomes with respect to advanced cardiac life support.

  2. Effectiveness of Artistic Interaction through Video Conferencing

    Directory of Open Access Journals (Sweden)

    Suzan Duygu Erişti

    2011-10-01

    Full Text Available This study investigated Turkish and Canadian primary school students’ ways of expressing their perception of interactive art education through video conferencing and that of cultural interaction through pictorial representations. The qualitative research data were collected in the form of pictures and interviews on interactive art education along with cultural components depicted in pictures. The results obtained were analyzed and interpreted based on the quantitative content analysis method. The research results revealed that the majority of the students explained their viewpoints through the effectiveness of the process. The students highlighted the importance of learning a different culture, learning about a different art technique and recognizing new friends in the process. The synchronization regarding interactive art education through videoconferencing was another important experience reflected by the students. Most of the students indicated that interactive art education through videoconferencing encouraged them to learn and understand about different cultures, helped them develop cultural awareness, attracted their attention and increased their motivation.

  3. Effectiveness of Artistic Interaction through Video Conferencing

    Directory of Open Access Journals (Sweden)

    Suzan Duygu Erişti

    2011-04-01

    Full Text Available This study investigated Turkish and Canadian primary school students’ ways of expressing their perception of interactive art education through video conferencing and that of cultural interaction through pictorial representations. The qualitative research data were collected in the form of pictures and interviews on interactive art education along with cultural components depicted in pictures. The results obtained were analyzed and interpreted based on the quantitative content analysis method. The research results revealed that the majority of the students explained their viewpoints through the effectiveness of the process. The students highlighted the importance of learning a different culture, learning about a different art technique and recognizing new friends in the process. The synchronization regarding interactive art education through videoconferencing was another important experience reflected by the students. Most of the students indicated that interactive art education through videoconferencing encouraged them to learn and understand about different cultures, helped them develop cultural awareness, attracted their attention and increased their motivation

  4. Multimodal interaction in image and video applications

    CERN Document Server

    Sappa, Angel D

    2013-01-01

    Traditional Pattern Recognition (PR) and Computer Vision (CV) technologies have mainly focused on full automation, even though full automation often proves elusive or unnatural in many applications, where the technology is expected to assist rather than replace the human agents. However, not all the problems can be automatically solved being the human interaction the only way to tackle those applications. Recently, multimodal human interaction has become an important field of increasing interest in the research community. Advanced man-machine interfaces with high cognitive capabilities are a hot research topic that aims at solving challenging problems in image and video applications. Actually, the idea of computer interactive systems was already proposed on the early stages of computer science. Nowadays, the ubiquity of image sensors together with the ever-increasing computing performance has open new and challenging opportunities for research in multimodal human interaction. This book aims to show how existi...

  5. Interactive video audio system: communication server for INDECT portal

    Science.gov (United States)

    Mikulec, Martin; Voznak, Miroslav; Safarik, Jakub; Partila, Pavol; Rozhon, Jan; Mehic, Miralem

    2014-05-01

    The paper deals with presentation of the IVAS system within the 7FP EU INDECT project. The INDECT project aims at developing the tools for enhancing the security of citizens and protecting the confidentiality of recorded and stored information. It is a part of the Seventh Framework Programme of European Union. We participate in INDECT portal and the Interactive Video Audio System (IVAS). This IVAS system provides a communication gateway between police officers working in dispatching centre and police officers in terrain. The officers in dispatching centre have capabilities to obtain information about all online police officers in terrain, they can command officers in terrain via text messages, voice or video calls and they are able to manage multimedia files from CCTV cameras or other sources, which can be interesting for officers in terrain. The police officers in terrain are equipped by smartphones or tablets. Besides common communication, they can reach pictures or videos sent by commander in office and they can respond to the command via text or multimedia messages taken by their devices. Our IVAS system is unique because we are developing it according to the special requirements from the Police of the Czech Republic. The IVAS communication system is designed to use modern Voice over Internet Protocol (VoIP) services. The whole solution is based on open source software including linux and android operating systems. The technical details of our solution are presented in the paper.

  6. Effectiveness of Interactive Video to Teach CPR Theory and Skills.

    Science.gov (United States)

    Lyness, Ann L.

    This study investigated whether an interactive video system of instruction taught cardiopulmonary resuscitation (CPR) as effectively as traditional instruction. Using standards of the American Heart Association, the study was designed with two randomized groups to be taught either by live instruction or by interactive video. Subjects were 100…

  7. Radiation Tolerant Software Defined Video Processor Project

    Data.gov (United States)

    National Aeronautics and Space Administration — MaXentric's is proposing a radiation tolerant Software Define Video Processor, codenamed SDVP, for the problem of advanced motion imaging in the space environment....

  8. Authentication for Propulsion Test Streaming Video Project

    Data.gov (United States)

    National Aeronautics and Space Administration — An application was developed that could enforce two-factor authentication for NASA access to the Propulsion Test Streaming Video System.  To gain access to the...

  9. Video over DSL with LDGM Codes for Interactive Applications

    Directory of Open Access Journals (Sweden)

    Laith Al-Jobouri

    2016-05-01

    Full Text Available Digital Subscriber Line (DSL network access is subject to error bursts, which, for interactive video, can introduce unacceptable latencies if video packets need to be re-sent. If the video packets are protected against errors with Forward Error Correction (FEC, calculation of the application-layer channel codes themselves may also introduce additional latency. This paper proposes Low-Density Generator Matrix (LDGM codes rather than other popular codes because they are more suitable for interactive video streaming, not only for their computational simplicity but also for their licensing advantage. The paper demonstrates that a reduction of up to 4 dB in video distortion is achievable with LDGM Application Layer (AL FEC. In addition, an extension to the LDGM scheme is demonstrated, which works by rearranging the columns of the parity check matrix so as to make it even more resilient to burst errors. Telemedicine and video conferencing are typical target applications.

  10. (Semi-) Pervasive Gaming Educational and Entertainment Facilities via Interactive Video-to-Video Communication over the Internet, for Museum Exhibits

    OpenAIRE

    Chochliouros, Ioannis; McCall, Roderick; Popleteev, Andrei; Avanesov, Tigran; Kamarauskas, Tomas; Spiliopoulou, Anastasias; Sfakianakis, Evangelos; Georgiadou, Evangelia; Liakostavrou, Nikoletta; Kampourakis, Ioannis; Stephanakis, Ioannis

    2013-01-01

    Part 10: Second Workshop on Intelligent Video-to-Video Communications in Modern Smart Cities (IVC 2013); International audience; Based upon the core concept of the LiveCity Project we focus on the specific City Cultural Experiences v2v Pilot, designed to allow for visitors at two defined locations to interact with one another in a joint experience and to get educational/entertainment benefits, originating directly from the museum content delivery. We discuss a set of semi-pervasive games (the...

  11. Performance of RGB laser-based projection for video walls

    Science.gov (United States)

    Hickl, Peter

    2017-10-01

    The laser phosphor concept is currently the common approach for most applications to introduce laser as a projection light source. However, this concept bears quite some disadvantages for rear-projection video walls. Therefore, Barco has developed a RGB laser design for use in the control room market with tailor-made performance.

  12. Video Shot Boundary Recognition Based on Adaptive Locality Preserving Projections

    Directory of Open Access Journals (Sweden)

    Yongliang Xiao

    2013-01-01

    Full Text Available A novel video shot boundary recognition method is proposed, which includes two stages of video feature extraction and shot boundary recognition. Firstly, we use adaptive locality preserving projections (ALPP to extract video feature. Unlike locality preserving projections, we define the discriminating similarity with mode prior probabilities and adaptive neighborhood selection strategy which make ALPP more suitable to preserve the local structure and label information of the original data. Secondly, we use an optimized multiple kernel support vector machine to classify video frames into boundary and nonboundary frames, in which the weights of different types of kernels are optimized with an ant colony optimization method. Experimental results show the effectiveness of our method.

  13. Analysis of User Requirements in Interactive 3D Video Systems

    Directory of Open Access Journals (Sweden)

    Haiyue Yuan

    2012-01-01

    Full Text Available The recent development of three dimensional (3D display technologies has resulted in a proliferation of 3D video production and broadcasting, attracting a lot of research into capture, compression and delivery of stereoscopic content. However, the predominant design practice of interactions with 3D video content has failed to address its differences and possibilities in comparison to the existing 2D video interactions. This paper presents a study of user requirements related to interaction with the stereoscopic 3D video. The study suggests that the change of view, zoom in/out, dynamic video browsing, and textual information are the most relevant interactions with stereoscopic 3D video. In addition, we identified a strong demand for object selection that resulted in a follow-up study of user preferences in 3D selection using virtual-hand and ray-casting metaphors. These results indicate that interaction modality affects users’ decision of object selection in terms of chosen location in 3D, while user attitudes do not have significant impact. Furthermore, the ray-casting-based interaction modality using Wiimote can outperform the volume-based interaction modality using mouse and keyboard for object positioning accuracy.

  14. Preservice Special Education: Interactive Video Simulation.

    Science.gov (United States)

    Evans, Robert J.

    The paper describes a microcomputer simulation program developed to train preservice special education teachers in the use of basic behavior modification skills. The program was written in SuperPILOT on an Apple IIe using a BCD interface card and a Panasonic NV 8200 video tape recorder. Production suggestions are offered. The incorporation of…

  15. Learned Lexicon-driven Interactive Video Retrieval

    NARCIS (Netherlands)

    Snoek, C.G.M.; Worring, M.; Koelma, D.C.; Smeulders, A.W.M.

    2006-01-01

    We combine in this paper automatic learning of a large lexicon of semantic concepts with traditional video retrieval methods into a novel approach to narrow the semantic gap. The core of the proposed solution is formed by the automatic detection of an unprecedented lexicon of 101 concepts. From

  16. Helping Hands: Designing Video Games with Interpersonal Touch Interaction

    OpenAIRE

    Watts, Cody; Sharlin, Ehud; Woytiuk, Peter

    2010-01-01

    International audience; Increasingly, the movements of players' physical bodies are being used as a method of controlling and playing video games. This trend is evidenced by the recent development of interpersonal touch-based games; multiplayer games which players control by physically touching their partners. Although a small number of interpersonal touch-based games have recently been designed, the best practices for creating video games based on this unconventional interaction technique re...

  17. Using Online Interactive Physics-based Video Analysis Exercises to Enhance Learning

    Directory of Open Access Journals (Sweden)

    Priscilla W. Laws

    2017-04-01

    Full Text Available As part of our new digital video age, physics students throughout the world can use smart phones, video cameras, computers and tablets to produce and analyze videos of physical phenomena using analysis software such as Logger Pro, Tracker or Coach. For several years, LivePhoto Physics Group members have created short videos of physical phenomena. They have also developed curricular materials that enable students to make predictions and use video analysis software to verify them. In this paper a new LivePhoto Physics project that involves the creation and testing of a series of Interactive Video Vignettes (IVVs will be described. IVVs are short webbased assignments that take less than ten minutes to complete. Each vignette is designed to present a video of a phenomenon, ask for a student’s prediction about it, and then conduct on-line video observations or analyses that allow the user to compare findings with his or her initial prediction. The Vignettes are designed for web delivery as ungraded exercises to supplement textbook reading, or to serve as pre-lecture or pre-laboratory activities that span a number of topics normally introduced in introductory physics courses. A sample Vignette on the topic of Newton’s Third Law will be described, and the outcomes of preliminary research on the impact of Vignettes on student motivation, learning and attitudes will be summarized.

  18. The Promise of Interactive Video: An Affective Search.

    Science.gov (United States)

    Hon, David

    1983-01-01

    Argues that factors that create a feeling of interactivity in the human situation--response time, spontaneity, lack of distractors--should be included as prime elements in the design of human/machine systems, e.g., computer assisted instruction and interactive video. A computer/videodisc learning system for cardio-pulmonary resuscitation and its…

  19. Interactive Digital Narratives for iTV and Online Video

    NARCIS (Netherlands)

    Koenitz, H.; Knoller, N.; Nakatsu, R.; Rauterberg, M.; Ciancarini, P.

    2015-01-01

    In iTV and online video, narrative interaction has long been a Holy Grail for both audiences and creators of these digital audiovisual works. On the one hand, interactive digital narrative promises interactors some exciting opportunities: to enter the world of the story, to affect the story and

  20. Utilizing Implicit User Feedback to Improve Interactive Video Retrieval

    Directory of Open Access Journals (Sweden)

    Stefanos Vrochidis

    2011-01-01

    Full Text Available This paper describes an approach to exploit the implicit user feedback gathered during interactive video retrieval tasks. We propose a framework, where the video is first indexed according to temporal, textual, and visual features and then implicit user feedback analysis is realized using a graph-based methodology. The generated graph encodes the semantic relations between video segments based on past user interaction and is subsequently used to generate recommendations. Moreover, we combine the visual features and implicit feedback information by training a support vector machine classifier with examples generated from the aforementioned graph in order to optimize the query by visual example search. The proposed framework is evaluated by conducting real-user experiments. The results demonstrate that significant improvement in terms of precision and recall is reported after the exploitation of implicit user feedback, while an improved ranking is presented in most of the evaluated queries by visual example.

  1. Making Sense of Video Analytics: Lessons Learned from Clickstream Interactions, Attitudes, and Learning Outcome in a Video-Assisted Course

    Directory of Open Access Journals (Sweden)

    Michail N. Giannakos

    2015-02-01

    Full Text Available Online video lectures have been considered an instructional media for various pedagogic approaches, such as the flipped classroom and open online courses. In comparison to other instructional media, online video affords the opportunity for recording student clickstream patterns within a video lecture. Video analytics within lecture videos may provide insights into student learning performance and inform the improvement of video-assisted teaching tactics. Nevertheless, video analytics are not accessible to learning stakeholders, such as researchers and educators, mainly because online video platforms do not broadly share the interactions of the users with their systems. For this purpose, we have designed an open-access video analytics system for use in a video-assisted course. In this paper, we present a longitudinal study, which provides valuable insights through the lens of the collected video analytics. In particular, we found that there is a relationship between video navigation (repeated views and the level of cognition/thinking required for a specific video segment. Our results indicated that learning performance progress was slightly improved and stabilized after the third week of the video-assisted course. We also found that attitudes regarding easiness, usability, usefulness, and acceptance of this type of course remained at the same levels throughout the course. Finally, we triangulate analytics from diverse sources, discuss them, and provide the lessons learned for further development and refinement of video-assisted courses and practices.

  2. NASA Research Being Shared Through Live, Interactive Video Tours

    Science.gov (United States)

    Petersen, Ruth A.; Zona, Kathleen A.

    2001-01-01

    On June 2, 2000, the NASA Glenn Research Center Learning Technologies Project (LTP) coordinated the first live remote videoconferencing broadcast from a Glenn facility. The historic event from Glenn's Icing Research Tunnel featured wind tunnel technicians and researchers performing an icing experiment, obtaining results, and discussing the relevance to everyday flight operations and safety. After a brief overview of its history, students were able to "walk through" the tunnel, stand in the control room, and observe a live icing experiment that demonstrated how ice would grow on an airplane wing in flight through an icing cloud. The tour was interactive, with a spirited exchange of questions and explanations between the students and presenters. The virtual tour of the oldest and largest refrigerated icing research tunnel in the world was the second of a series of videoconferencing connections with the AP Physics students at Bay Village High School, Bay Village, Ohio. The first connection, called Aircraft Safety and Icing Research, introduced the Tailplane Icing Program. In an effort to improve aircraft safety by reducing the number of in-flight icing events, Glenn's Icing Branch uses its icing research aircraft to conduct flight tests. The presenter engaged the students in discussions of basic aircraft flight mechanics and the function of the horizontal tailplane, as well as the effect of ice on airfoil (wing or tail) surfaces. A brief video of actual flight footage provided a view of the pilot's actions and reactions and of the horizon during tailplane icing conditions.

  3. Interactive Music Video Games and Children's Musical Development

    Science.gov (United States)

    Gower, Lily; McDowall, Janet

    2012-01-01

    Interactive music video games are a readily available, mainstream technology but they are not generally seen as educative tools. Nor are they established within school teaching and learning environments. This study investigated children's use of these games from a music education perspective. Nine children, aged 9-11 years, and two specialist…

  4. Instructional Videos for Supporting Older Adults Who Use Interactive Systems

    Science.gov (United States)

    Gramss, Denise; Struve, Doreen

    2009-01-01

    The study reported in this paper investigated the usefulness of different instructions for guiding inexperienced older adults through interactive systems. It was designed to compare different media in relation to their social as well as their motivational impact on the elderly during the learning process. Precisely, the video was compared with…

  5. Violent Interaction Detection in Video Based on Deep Learning

    Science.gov (United States)

    Zhou, Peipei; Ding, Qinghai; Luo, Haibo; Hou, Xinglin

    2017-06-01

    Violent interaction detection is of vital importance in some video surveillance scenarios like railway stations, prisons or psychiatric centres. Existing vision-based methods are mainly based on hand-crafted features such as statistic features between motion regions, leading to a poor adaptability to another dataset. En lightened by the development of convolutional networks on common activity recognition, we construct a FightNet to represent the complicated visual violence interaction. In this paper, a new input modality, image acceleration field is proposed to better extract the motion attributes. Firstly, each video is framed as RGB images. Secondly, optical flow field is computed using the consecutive frames and acceleration field is obtained according to the optical flow field. Thirdly, the FightNet is trained with three kinds of input modalities, i.e., RGB images for spatial networks, optical flow images and acceleration images for temporal networks. By fusing results from different inputs, we conclude whether a video tells a violent event or not. To provide researchers a common ground for comparison, we have collected a violent interaction dataset (VID), containing 2314 videos with 1077 fight ones and 1237 no-fight ones. By comparison with other algorithms, experimental results demonstrate that the proposed model for violent interaction detection shows higher accuracy and better robustness.

  6. Can Interactive Video Overcome the "Couch Potato" Syndrome?

    Science.gov (United States)

    Cennamo, Katherine S.; And Others

    This study investigated learners' preconceptions of interactive video (IV), instructional television (ITV), and television (TV), and compared three treatment groups on learners' perceptions of invested mental effort and achievement on a test of recall and inference. The three treatments consisted of an IV lesson that included practice questions…

  7. Yucca Mountain Project public interactions

    Energy Technology Data Exchange (ETDEWEB)

    Reilly, B.E.

    1990-04-01

    The US Department of Energy (DOE) is committed to keeping the citizens of Nevada informed about activities that relate to the high-level nuclear waste repository program. This paper presents an overview of the Yucca Mountain Project`s public interaction philosophy, objectives, activities and experiences during the two years since Congress directed the DOE to conduct site characterization activities only for the Yucca Mountain site.

  8. Attitudes of postmenopausal women toward interactive video dance for exercise.

    Science.gov (United States)

    Inzitari, Marco; Greenlee, Adam; Hess, Rachel; Perera, Subashan; Studenski, Stephanie A

    2009-08-01

    Although physical activity (PA) is universally recommended, most adults are not regular exercisers. Interactive video dance is a novel form of PA in widespread use among young adults, but interest among adults is not known. Postmenopausal women are an appropriate target for interventions to promote PA because they have an increased risk of health problems related to sedentary behavior. We explored perceived advantages and disadvantages of video dance as a personal exercise option in postmenopausal women. Forty sedentary postmenopausal women (mean age +/- SD 57 +/- 5 years), were oriented in eight small groups to interactive video dance, which uses a force-sensing pad with directional panels: the player steps on the panels in response to arrows scrolling on a screen, synchronized to music. Perceived advantages and disadvantages were elicited through a nominal group technique (NGT) process. Participants generated 113 advantages and 71 disadvantages. The most frequently cited advantages were "it's fun" and "improves coordination" (seven of eight groups), the fact that challenge encourages progress (five of eight groups), the potential for weight loss (four of eight groups), and the flexibility of exercise conditions (three of eight groups). Concerns were the potentially long and frustrating learning process, cost (six of eight groups), and possible technical issues (two of eight groups). The recreational nature of interactive dance exercise was widely appealing to postmenopausal women and might help promote adherence to PA. Initial support to learn basic technical and movement skills may be needed.

  9. Interactive streaming of stored multiview video using redundant frame structures.

    Science.gov (United States)

    Cheung, Gene; Ortega, Antonio; Cheung, Ngai-Man

    2011-03-01

    While much of multiview video coding focuses on the rate-distortion performance of compressing all frames of all views for storage or non-interactive video delivery over networks, we address the problem of designing a frame structure to enable interactive multiview streaming, where clients can interactively switch views during video playback. Thus, as a client is playing back successive frames (in time) for a given view, it can send a request to the server to switch to a different view while continuing uninterrupted temporal playback. Noting that standard tools for random access (i.e., I-frame insertion) can be bandwidth-inefficient for this application, we propose a redundant representation of I-, P-, and "merge" frames, where each original picture can be encoded into multiple versions, appropriately trading off expected transmission rate with storage, to facilitate view switching. We first present ad hoc frame structures with good performance when the view-switching probabilities are either very large or very small. We then present optimization algorithms that generate more general frame structures with better overall performance for the general case. We show in our experiments that we can generate redundant frame structures offering a range of tradeoff points between transmission and storage, e.g., outperforming simple I-frame insertion structures by up to 45% in terms of bandwidth efficiency at twice the storage cost.

  10. Searching for videos : the structure of video interaction in the framework of information foraging theory

    NARCIS (Netherlands)

    van Houten, Ynze Abe

    2009-01-01

    Video plays an important role in our highly visual culture, and we are confronted with it constantly. Given the overabundance of video available, the attention of someone searching for video needs to be allocated efficiently among the video sources. Searching for Videos studies how to support

  11. A Video Technology Program Containing a Complete System of Tactile Communications for Individuals Who Are Deaf-Blind. A Tactile Signing Project: Tactile Interactive Signing and Primitive Signaling (Project TIPS). A Final Narrative Report.

    Science.gov (United States)

    Utah State Univ., Logan. Dept. of Communicative Disorders.

    This report describes the development of two sets of videotapes on early tactile signaling and on interactive signing systems to be used with individuals who are deaf-blind. A tactile signal is defined as a touch cue, tactile gesture, and/or action cue, and these motions help to promote communication for the child who is deaf-blind. The process of…

  12. AniPaint: interactive painterly animation from video.

    Science.gov (United States)

    O'Donovan, Peter; Hertzmann, Aaron

    2012-03-01

    This paper presents an interactive system for creating painterly animation from video sequences. Previous approaches to painterly animation typically emphasize either purely automatic stroke synthesis or purely manual stroke key framing. Our system supports a spectrum of interaction between these two approaches which allows the user more direct control over stroke synthesis. We introduce an approach for controlling the results of painterly animation: keyframed Control Strokes can affect automatic stroke's placement, orientation, movement, and color. Furthermore, we introduce a new automatic synthesis algorithm that traces strokes through a video sequence in a greedy manner, but, instead of a vector field, uses an objective function to guide placement. This allows the method to capture fine details, respect region boundaries, and achieve greater temporal coherence than previous methods. All editing is performed with a WYSIWYG interface where the user can directly refine the animation. We demonstrate a variety of examples using both automatic and user-guided results, with a variety of styles and source videos.

  13. Interactive video dance games for healthy older adults.

    Science.gov (United States)

    Studenski, S; Perera, S; Hile, E; Keller, V; Spadola-Bogard, J; Garcia, J

    2010-12-01

    Physical activity promotes health in older adults but participation rates are low. Interactive video dance games can increase activity in young persons but have not been designed for use with older adults. The purpose of this research was to evaluate healthy older adults' interest and participation in a dance game adapted for an older user. Healthy older adults were recruited from 3 senior living settings and offered three months of training and supervision using a video dance game designed for older people. Before and after the program, data was collected on vital signs, physical function and self reported quality of life. Feedback was obtained during and after training. Of 36 persons who entered (mean age 80.1 + 5.4 years, 83 % female), 25 completed the study. Completers were healthier than noncompleters. Completers showed gains in narrow walk time, self-reported balance confidence and mental health. While there were no serious adverse events, 4 of 11 noncompleters withdrew due to musculoskeletal complaints. Adapted Interactive video dance is feasible for some healthy older adults and may help achieve physical activity goals.

  14. MULTI-CULTURAL INTERACTION THROUGH VIDEO CONFERENCING IN PRIMARY SCHOOLS

    Directory of Open Access Journals (Sweden)

    Suzan DUYGU ERIŞTI

    2012-07-01

    Full Text Available This study investigated Turkish and Canadian primary school students’ ways of expressing their perception of cultural understanding through video conferencing and that of cultural interaction through video conferencing. The qualitative research data were collected in the form of interviews. The results obtained were analyzed and interpreted based on the quantitative content analysis method. The research results revealed that the majority of the students explained their viewpoints through the effectiveness of the process. The students highlighted the importance of learning a different culture, using technology effective and recognizing new friends in the process. Most of the students indicated that videoconferencing encouraged them to learn and understand about different cultures, helped them develop cultural awareness, attracted their attention and increased their motivation.

  15. Interactive floating windows: a new technique for stereoscopic video games

    Science.gov (United States)

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

    2012-03-01

    The film industry has a long history of creating compelling experiences in stereoscopic 3D. Recently, the video game as an artistic medium has matured into an effective way to tell engaging and immersive stories. Given the current push to bring stereoscopic 3D technology into the consumer market there is considerable interest to develop stereoscopic 3D video games. Game developers have largely ignored the need to design their games specifically for stereoscopic 3D and have thus relied on automatic conversion and driver technology. Game developers need to evaluate solutions used in other media, such as film, to correct perceptual problems such as window violations, and modify or create new solutions to work within an interactive framework. In this paper we extend the dynamic floating window technique into the interactive domain enabling the player to position a virtual window in space. Interactively changing the position, size, and the 3D rotation of the virtual window, objects can be made to 'break the mask' dramatically enhancing the stereoscopic effect. By demonstrating that solutions from the film industry can be extended into the interactive space, it is our hope that this initiates further discussion in the game development community to strengthen their story-telling mechanisms in stereoscopic 3D games.

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

    Directory of Open Access Journals (Sweden)

    Richard Grusin

    2008-04-01

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

  17. Interactive Video Usage on Autism Spectrum Disorder Training in Medical Education

    Science.gov (United States)

    Taslibeyaz, Elif; Dursun, Onur Burak; Karaman, Selcuk

    2017-01-01

    This study aimed to compare the effects of interactive and non-interactive videos concerning the autism spectrum disorder on medical students' achievement. It also evaluated the relation between the interactive videos' interactivity and the students' decision-making process. It used multiple methods, including quantitative and qualitative methods.…

  18. 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...

  19. Writing Assignments in Disguise: Lessons Learned Using Video Projects in the Classroom

    Science.gov (United States)

    Wade, P.; Courtney, A.

    2012-12-01

    This study describes the instructional approach of using student-created video documentaries as projects in an undergraduate non-science majors' Energy Perspectives science course. Four years of teaching this course provided many reflective teaching moments from which we have enhanced our instructional approach to teaching students how to construct a quality Ken Burn's style science video. Fundamental to a good video documentary is the story told via a narrative which involves significant writing, editing and rewriting. Many students primarily associate a video documentary with visual imagery and do not realize the importance of writing in the production of the video. Required components of the student-created video include: 1) select a topic, 2) conduct research, 3) write an outline, 4) write a narrative, 5) construct a project storyboard, 6) shoot or acquire video and photos (from legal sources), 7) record the narrative, 8) construct the video documentary, 9) edit and 10) finalize the project. Two knowledge survey instruments (administered pre- and post) were used for assessment purposes. One survey focused on the skills necessary to research and produce video documentaries and the second survey assessed students' content knowledge acquired from each documentary. This talk will focus on the components necessary for video documentaries and the instructional lessons learned over the years. Additionally, results from both surveys and student reflections of the video project will be shared.

  20. Vesalius project: interactive computers in anatomical instruction

    Science.gov (United States)

    McCracken, Thomas O.; Roper, Stephen D.; Spurgeon, Thomas L.

    1991-04-01

    This project is based on an entirely new concept for teaching the structure and function of the human body a concept which combines traditional approaches gained from centuries of study of human anatomy with the most recent sophisticated 3-dimensional computer graphics display systems and laser disc technology. The end-point of the project is a high resolution interactive 3-D atlas of human/animal anatomy stored on a laser video disc and displayed on graphics workstations--an " electronic Gray''s Anatomy" . These displays will be used to teach the structure of the body and to give students and instructors an understanding of their own body in health and disease. To evaluate the software developed undergraduate students from the anatomy courses at CSU wil be allowed to work with the computer-generated images from the earliest stages of development. Feedback from these students will be incorporated into the software development. Furthermore once a relatively complete series of images has been generated groups of students will be selected at random to study anatomy with this new methodology and will be compared with control groups who utilize more traditional techniques. METHODOLOGY This is a complex project that requires many individual facets to be developed simultaneously (figure 1). We have established an important collaboration with the Uniformed Services University in Bethesda that will allow us to utilize a large cryotome with photographic systems and the expertise to operate it already available there. Indeed most of the elaborate apparatus such as graphics workstations needed for the project is currently available either at CSU or through collaborative arrangements with other institutions.

  1. Presence in Video-Mediated Interactions: Case Studies at CSIRO

    Science.gov (United States)

    Alem, Leila

    Although telepresence and a sense of connectedness with others are frequently mentioned in media space studies, as far as we know, none of these studies report attempts at assessing this critical aspect of user experience. While some attempts have been made to measure presence in virtual reality or augmented reality, (a comprehensive review of existing measures is available in Baren and Ijsselsteijn [2004]), very little work has been reported in measuring presence in video-mediated collaboration systems. Traditional studies of video-mediated collaboration have mostly focused their evaluation on measures of task performance and user satisfaction. Videoconferencing systems can be seen as a type of media space; they rely on technologies of audio, video, and computing put together to create an environment extending the embodied mind. This chapter reports on a set of video-mediated collaboration studies conducted at CSIRO in which different aspects of presence are being investigated. The first study reports the sense of physical presence a specialist doctor experiences when engaged in a remote consultation of a patient using the virtual critical care unit (Alem et al., 2006). The Viccu system is an “always-on” system connecting two hospitals (Li et al., 2006). The presence measure focuses on the extent to which users of videoconferencing systems feel physically present in the remote location. The second study reports the sense of social presence users experience when playing a game of charades with remote partners using a video conference link (Kougianous et al., 2006). In this study the presence measure focuses on the extent to which users feel connected with their remote partners. The third study reports the sense of copresence users experience when building collaboratively a piece of Lego toy (Melo and Alem, 2007). The sense of copresence is the extent to which users feel present with their remote partner. In this final study the sense of copresence is

  2. Exploring the relationship between the use of an interactive video website and organizational learning

    OpenAIRE

    Hrastinski, Stefan; Monstad, Therese

    2014-01-01

    In this paper, we explore the impact of the use of an interactive video website, comprising videos promoting a company's core values, on organizational learning. More specifically, we studied how the use of a video website affected the awareness of a company's core values and whether or not this would also influence the behaviour of the employees. Two web surveys were designed for the study. The first survey was conducted prior to introducing the video website. The second survey was a follow-...

  3. Comparison of interactive video test performance to overall class performance in a biomechanics course.

    Science.gov (United States)

    Bennett, Guinevere S

    2017-12-11

    This study compared interactive video test performance and students' overall class performance. The hypothesis was that there would be a difference in video test performance compared to overall class performance. A total of 30 students participated in the pilot study from a master's level biomechanics course. Students completed four interactive video tests using EduCanon; content of videos included base of support, lever systems, scapulohumeral rhythm, and postural analysis. This content was reviewed with class discussion after completion of the interactive video test. The tests administered counted toward the participation portion of the final student grade. Student performance on the EduCanon interactive video test was compared to overall class grade using a paired t-test. All 30 students completed the 4 EduCanon interactive video tests. Final class grades were greater compared to cumulative EduCanon test performance. There was no difference between performance using interactive video testing compared to students' overall class performance (t[29] = -1.43, p = .16). The results of this study did not support improved student assessment performance with incorporation of interactive video testing in the classroom environment. Continued research into new testing strategies is recommended to identify additional effective testing in the classroom.

  4. Optical video projection using laser beam scanning technology

    Science.gov (United States)

    Clynick, Tony J.

    1993-12-01

    Various techniques are currently used to project video images. One of these, described in a previous paper by the author, operates by mechanical scanning of a laser beam with acousto- optic modulation, and has been proven suitable for high definition television and computer display scan rates by use of novel electronic and optical compensation methods. The requirement for improved image intensity with greater efficiency has led to a re-appraisal of the selection of the light source and the relationship between the light source, the form of the modulator, and the method of scanning. The electrical input to visible radiation output ratio of the Argon-ion lasers currently used in the projector shows efficiency to be as low as 0.001%, a factor limiting the commercial exploitation of the projector. Recent developments in acousto- optics can be applied to the projector's optical system allowing alternative light sources to be used. These help to reduce the complexity of both the optical and signal processing stages as well as improve efficiency.

  5. The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall

    Science.gov (United States)

    deHaan, Jonathan; Reed, W. Michael; Kuwada, Katsuko

    2010-01-01

    Video games are potential sources of second language input; however, the medium's fundamental characteristic, interactivity, has not been thoroughly examined in terms of its effect on learning outcomes. This experimental study investigated to what degree, if at all, video game interactivity would help or hinder the noticing and recall of second…

  6. Short-Term Psychological Effects of Interactive Video Game Technology Exercise on Mood and Attention

    Science.gov (United States)

    Russell, William D.; Newton, Mark

    2008-01-01

    Recent interest in interactive video game technology (IVGT) has spurred the notion that exercise from this technology may have meaningful physiological and psychological benefits for children and adolescents. The purpose of this study was to examine the short-term psychological effects of interactive video game exercise in young adults and whether…

  7. A Comparison of Noninteractive and Interactive Video Instruction about Smokeless Tobacco.

    Science.gov (United States)

    Levenson, Phyllis M.; And Others

    1986-01-01

    This study compared undergraduates' cognitive and affective responses to interactive and noninteractive video instruction on smokeless tobacco. The interactive video group demonstrated more accurate and comprehensive recall than the noninteractive and control groups; they were more willing to promote cessation among users; and learner satisfaction…

  8. Interactive Video in Training. Computers in Personnel--Making Management Profitable.

    Science.gov (United States)

    Copeland, Peter

    Interactive video is achieved by merging the two powerful technologies of microcomputing and video. Using television as the vehicle for display, text and diagrams, filmic images, and sound can be used separately or in combination to achieve a specific training task. An interactive program can check understanding, determine progress, and challenge…

  9. Approaches to Interactive Video Anchors in Problem-Based Science Learning

    Science.gov (United States)

    Kumar, David Devraj

    2010-01-01

    This paper is an invited adaptation of the IEEE Education Society Distinguished Lecture Approaches to Interactive Video Anchors in Problem-Based Science Learning. Interactive video anchors have a cognitive theory base, and they help to enlarge the context of learning with information-rich real-world situations. Carefully selected movie clips and…

  10. Using Student Learning and Development Outcomes to Evaluate a First-Year Undergraduate Group Video Project

    Science.gov (United States)

    Jensen, Murray; Mattheis, Allison; Johnson, Brady

    2012-01-01

    Students in an interdisciplinary undergraduate introductory course were required to complete a group video project focused on nutrition and healthy eating. A mixed-methods approach to data collection involved observing and rating video footage of group work sessions and individual and focus group interviews. These data were analyzed and used to…

  11. Using video-based observation research methods in primary care health encounters to evaluate complex interactions

    Directory of Open Access Journals (Sweden)

    Onur Asan

    2014-08-01

    Full Text Available Objective The purpose of this paper is to describe the use of video-based observation research methods in primary care environment and highlight important methodological considerations and provide practical guidance for primary care and human factors researchers conducting video studies to understand patient–clinician interaction in primary care settings.Methods We reviewed studies in the literature which used video methods in health care research, and we also used our own experience based on the video studies we conducted in primary care settings.Results This paper highlighted the benefits of using video techniques, such as multi-channel recording and video coding, and compared “unmanned” video recording with the traditional observation method in primary care research. We proposed a list that can be followed step by step to conduct an effective video study in a primary care setting for a given problem. This paper also described obstacles, researchers should anticipate when using video recording methods in future studies.Conclusion With the new technological improvements, video-based observation research is becoming a promising method in primary care and HFE research. Video recording has been under-utilised as a data collection tool because of confidentiality and privacy issues. However, it has many benefits as opposed to traditional observations, and recent studies using video recording methods have introduced new research areas and approaches.

  12. Using video-based observation research methods in primary care health encounters to evaluate complex interactions.

    Science.gov (United States)

    Asan, Onur; Montague, Enid

    2014-01-01

    The purpose of this paper is to describe the use of video-based observation research methods in primary care environment and highlight important methodological considerations and provide practical guidance for primary care and human factors researchers conducting video studies to understand patient-clinician interaction in primary care settings. We reviewed studies in the literature which used video methods in health care research, and we also used our own experience based on the video studies we conducted in primary care settings. This paper highlighted the benefits of using video techniques, such as multi-channel recording and video coding, and compared "unmanned" video recording with the traditional observation method in primary care research. We proposed a list that can be followed step by step to conduct an effective video study in a primary care setting for a given problem. This paper also described obstacles, researchers should anticipate when using video recording methods in future studies. With the new technological improvements, video-based observation research is becoming a promising method in primary care and HFE research. Video recording has been under-utilised as a data collection tool because of confidentiality and privacy issues. However, it has many benefits as opposed to traditional observations, and recent studies using video recording methods have introduced new research areas and approaches.

  13. Panoramic Stereoscopic Video System for Remote-Controlled Robotic Space Operations Project

    Data.gov (United States)

    National Aeronautics and Space Administration — In this project, the development of a novel panoramic, stereoscopic video system was proposed. The proposed system, which contains no moving parts, uses three-fixed...

  14. Applying the systems engineering approach to video over IP projects : workshop.

    Science.gov (United States)

    2011-12-01

    In 2009, the Texas Transportation Institute produced for the Texas Department of Transportation a document : called Video over IP Design Guidebook. This report summarizes an implementation of that project in the : form of a workshop. The workshop was...

  15. Galatea ¬â€?An Interactive Computer Graphics System For Movie And Video Analysis

    Science.gov (United States)

    Potel, Michael J.; MacKay, Steven A.; Sayre, Richard E.

    1983-03-01

    Extracting quantitative information from movie film and video recordings has always been a difficult process. The Galatea motion analysis system represents an application of some powerful interactive computer graphics capabilities to this problem. A minicomputer is interfaced to a stop-motion projector, a data tablet, and real-time display equipment. An analyst views a film and uses the data tablet to track a moving position of interest. Simultaneously, a moving point is displayed in an animated computer graphics image that is synchronized with the film as it runs. Using a projection CRT and a series of mirrors, this image is superimposed on the film image on a large front screen. Thus, the graphics point lies on top of the point of interest in the film and moves with it at cine rates. All previously entered points can be displayed simultaneously in this way, which is extremely useful in checking the accuracy of the entries and in avoiding omission and duplication of points. Furthermore, the moving points can be connected into moving stick figures, so that such representations can be transcribed directly from film. There are many other tools in the system for entering outlines, measuring time intervals, and the like. The system is equivalent to "dynamic tracing paper" because it is used as though it were tracing paper that can keep up with running movie film. We have applied this system to a variety of problems in cell biology, cardiology, biomechanics, and anatomy. We have also extended the system using photogrammetric techniques to support entry of three-dimensional moving points from two (or more) films taken simultaneously from different perspective views. We are also presently constructing a second, lower-cost, microcomputer-based system for motion analysis in video, using digital graphics and video mixing to achieve the graphics overlay for any composite video source image.

  16. Development of a large-screen high-definition laser video projection system

    Science.gov (United States)

    Clynick, Tony J.

    1991-08-01

    A prototype laser video projector which uses electronic, optical, and mechanical means to project a television picture is described. With the primary goal of commercial viability, the price/performance ratio of the chosen means is critical. The fundamental requirement has been to achieve high brightness, high definition images of at least movie-theater size, at a cost comparable with other existing large-screen video projection technologies, while having the opportunity of developing and exploiting the unique properties of the laser projected image, such as its infinite depth-of-field. Two argon lasers are used in combination with a dye laser to achieve a range of colors which, despite not being identical to those of a CRT, prove to be subjectively acceptable. Acousto-optic modulation in combination with a rotary polygon scanner, digital video line stores, novel specialized electro-optics, and a galvanometric frame scanner form the basis of the projection technique achieving a 30 MHz video bandwidth, high- definition scan rates (1125/60 and 1250/50), high contrast ratio, and good optical efficiency. Auditorium projection of HDTV pictures wider than 20 meters are possible. Applications including 360 degree(s) projection and 3-D video provide further scope for exploitation of the HD laser video projector.

  17. Graphics to H.264 video encoding for 3D scene representation and interaction on mobile devices using region of interest

    Science.gov (United States)

    Le, Minh Tuan; Nguyen, Congdu; Yoon, Dae-Il; Jung, Eun Ku; Jia, Jie; Kim, Hae-Kwang

    2007-12-01

    In this paper, we propose a method of 3D graphics to video encoding and streaming that are embedded into a remote interactive 3D visualization system for rapidly representing a 3D scene on mobile devices without having to download it from the server. In particular, a 3D graphics to video framework is presented that increases the visual quality of regions of interest (ROI) of the video by performing more bit allocation to ROI during H.264 video encoding. The ROI are identified by projection 3D objects to a 2D plane during rasterization. The system offers users to navigate the 3D scene and interact with objects of interests for querying their descriptions. We developed an adaptive media streaming server that can provide an adaptive video stream in term of object-based quality to the client according to the user's preferences and the variation of network bandwidth. Results show that by doing ROI mode selection, PSNR of test sample slightly change while visual quality of objects increases evidently.

  18. MANAGING INTERACTING SOFTWARE PROJECT RISKS

    OpenAIRE

    Dey, Pradip Peter; Khan, Muzibul; Amin, Mohammad; Sinha, Bhaskar Raj; Badkoobehi, Hassan; Jawad, Shatha; Any, Laith Al

    2016-01-01

    Managing risks in a software project can be challenging. There are many risk categories including communication risks, project planning risks, technical risks, budget risks, scheduling risks, legal risks, ethical risks, operational risks, security risks, and personnel risks that require timely attention. Potential risks should be identified, analyzed and evaluated. Appropriate strategies should be developed for managing imminent risks in a timely manner. This paper advocates a strategy that a...

  19. Memory Facilitation effect in Interaction between Video Clips and Music

    OpenAIRE

    吉岡, 賢治; 岩永, 誠

    2007-01-01

    Previous studies examined memories of video clips under the condition of affects combination of pictures and music. Video clips, which were combined with music in same impressions, were easy to remember their contents. The present study aimed to examine the memory facilitation about pictures in two perspectives, the strength of affects and the distribution of the processing recourses. Participants were 39 undergraduate volunteers, who were divided into three experimental conditions randomly. ...

  20. Video Dubbing Projects in the Foreign Language Curriculum

    Science.gov (United States)

    Burston, Jack

    2005-01-01

    The dubbing of muted video clips offers an excellent opportunity to develop the skills of foreign language learners at all linguistic levels. In addition to its motivational value, soundtrack dubbing provides a rich source of activities in all language skill areas: listening, reading, writing, speaking. With advanced students, it also lends itself…

  1. Evolution-based Virtual Content Insertion with Visually Virtual Interactions in Videos

    Science.gov (United States)

    Chang, Chia-Hu; Wu, Ja-Ling

    With the development of content-based multimedia analysis, virtual content insertion has been widely used and studied for video enrichment and multimedia advertising. However, how to automatically insert a user-selected virtual content into personal videos in a less-intrusive manner, with an attractive representation, is a challenging problem. In this chapter, we present an evolution-based virtual content insertion system which can insert virtual contents into videos with evolved animations according to predefined behaviors emulating the characteristics of evolutionary biology. The videos are considered not only as carriers of message conveyed by the virtual content but also as the environment in which the lifelike virtual contents live. Thus, the inserted virtual content will be affected by the videos to trigger a series of artificial evolutions and evolve its appearances and behaviors while interacting with video contents. By inserting virtual contents into videos through the system, users can easily create entertaining storylines and turn their personal videos into visually appealing ones. In addition, it would bring a new opportunity to increase the advertising revenue for video assets of the media industry and online video-sharing websites.

  2. The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall

    National Research Council Canada - National Science Library

    deHaan, Jonathan; Reed, W. Michael; Kuwada, Katsuko

    2010-01-01

    Video games are potential sources of second language input; however, the medium’s fundamental characteristic, interactivity, has not been thoroughly examined in terms of its effect on learning outcomes...

  3. Short-Term Psychological Effects of Interactive Video Game Technology Exercise on Mood and Attention

    National Research Council Canada - National Science Library

    William D Russell; Mark Newton

    2008-01-01

      Recent interest in interactive video game technology (IVGT) has spurred the notion that exercise from this technology may have meaningful physiological and psychological benefits for children and adolescents...

  4. Feasibility of interactive video games for influence on balance in institutionalized elderly people

    OpenAIRE

    Grigorova-Petrova, Kristin; Dimitrova, Antoaneta; Lubenova, Daniela; Zaharieva, Darina; Vasileva, Dance

    2015-01-01

    Purpose: The purpose is related to the assumption that the application of interactive video games will positively affect the functional balance reactions in institutionalized older individuals. Material and Methods: Ten institutionalized elderly people with an average age of 80.6 years ± 7.25, two men and eight women were included. All of them had to meet the inclusion and exclusion criteria. The intervention program included interactive video games, for 5 days per week, for one month. Be...

  5. The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall

    OpenAIRE

    Jonathan DeHaan; W. Michael Reed; Katsuko Kuwada

    2010-01-01

    Video games are potential sources of second language input; however, the medium’s fundamental characteristic, interactivity, has not been thoroughly examined in terms of its effect on learning outcomes. This experimental study investigated to what degree, if at all, video game interactivity would help or hinder the noticing and recall of second language vocabulary. Eighty randomly-selected Japanese university undergraduates were paired based on similar English language and game proficiencies....

  6. Interactive video installations in public spaces: Rafael Lozano-Hemmer's Under Scan

    OpenAIRE

    Papadaki, Elena

    2015-01-01

    Under Scan, described as an ‘interactive video art installation for public space’, was presented in Trafalgar Square, a tourist attraction in central London, from 15 to 23 November 2008 as part of the Relational Architecture series by the artist Rafael Lozano-Hemmer. Apart from its credentials as the largest interactive video installation and the longest-running event to be presented in Trafalgar Square (Vanagan, 2009, p. 86), it constitutes an interesting case study for this chapter in order...

  7. Using Student Learning and Development Outcomes to Evaluate a First-Year Undergraduate Group Video Project

    OpenAIRE

    Jensen, Murray; Mattheis, Allison; Johnson, Brady

    2012-01-01

    Students in an interdisciplinary undergraduate introductory course were required to complete a group video project focused on nutrition and healthy eating. A mixed-methods approach to data collection involved observing and rating video footage of group work sessions and individual and focus group interviews. These data were analyzed and used to evaluate the effectiveness of the assignment in light of two student learning outcomes and two student development outcomes at the University of Minne...

  8. Applying Video Game Interaction Design to Business Performance, Round 2.

    Science.gov (United States)

    Shirinian, Ara; Dickelman, Erik

    2002-01-01

    Discusses software design for enterprise systems and for video games, and describes difficulties with enterprise tools, including interface complexity, training costs, and user frustration. Examines the world of tools and games from the human perspective and suggests ways in which game design can be successfully transferred to the enterprise tool…

  9. Interactive Visualization of Video Data for Fish Population Monitoring

    NARCIS (Netherlands)

    E.M.A.L. Beauxis-Aussalet (Emmanuelle); L. Hardman (Lynda); D. van Leeuwen (Dennis); P.J. Stappers; M. H. Lamers; M.J.M.R. Thissen

    2014-01-01

    htmlabstractThe recent use of computer vision techniques for monitoring ecosystems has opened new perspectives for marine ecology research. These techniques can extract information about fish populations from in-situ cameras, without requiring ecologists to watch the videos. However, they

  10. The roles of vocal and visual interactions in social learning zebra finches: A video playback experiment.

    Science.gov (United States)

    Guillette, Lauren M; Healy, Susan D

    2017-06-01

    The transmission of information from an experienced demonstrator to a naïve observer often depends on characteristics of the demonstrator, such as familiarity, success or dominance status. Whether or not the demonstrator pays attention to and/or interacts with the observer may also affect social information acquisition or use by the observer. Here we used a video-demonstrator paradigm first to test whether video demonstrators have the same effect as using live demonstrators in zebra finches, and second, to test the importance of visual and vocal interactions between the demonstrator and observer on social information use by the observer. We found that female zebra finches copied novel food choices of male demonstrators they saw via live-streaming video while they did not consistently copy from the demonstrators when they were seen in playbacks of the same videos. Although naive observers copied in the absence of vocalizations by the demonstrator, as they copied from playback of videos with the sound off, females did not copy where there was a mis-match between the visual information provided by the video and vocal information from a live male that was out of sight. Taken together these results suggest that video demonstration is a useful methodology for testing social information transfer, at least in a foraging context, but more importantly, that social information use varies according to the vocal interactions, or lack thereof, between the observer and the demonstrator. Copyright © 2017 The Authors. Published by Elsevier B.V. All rights reserved.

  11. Using student learning and development outcomes to evaluate a first-year undergraduate group video project.

    Science.gov (United States)

    Jensen, Murray; Mattheis, Allison; Johnson, Brady

    2012-01-01

    Students in an interdisciplinary undergraduate introductory course were required to complete a group video project focused on nutrition and healthy eating. A mixed-methods approach to data collection involved observing and rating video footage of group work sessions and individual and focus group interviews. These data were analyzed and used to evaluate the effectiveness of the assignment in light of two student learning outcomes and two student development outcomes at the University of Minnesota. Positive results support the continued inclusion of the project within the course, and recommend the assignment to other programs as a viable means of promoting both content learning and affective behavioral objectives.

  12. Lesson Plan Prototype for International Space Station's Interactive Video Education Events

    Science.gov (United States)

    Zigon, Thomas

    1999-01-01

    The outreach and education components of the International Space Station Program are creating a number of materials, programs, and activities that educate and inform various groups as to the implementation and purposes of the International Space Station. One of the strategies for disseminating this information to K-12 students involves an electronic class room using state of the art video conferencing technology. K-12 classrooms are able to visit the JSC, via an electronic field trip. Students interact with outreach personnel as they are taken on a tour of ISS mockups. Currently these events can be generally characterized as: Being limited to a one shot events, providing only one opportunity for students to view the ISS mockups; Using a "one to many" mode of communications; Using a transmissive, lecture based method of presenting information; Having student interactions limited to Q&A during the live event; Making limited use of media; and Lacking any formal, performance based, demonstration of learning on the part of students. My project involved developing interactive lessons for K-12 students (specifically 7th grade) that will reflect a 2nd generation design for electronic field trips. The goal of this design will be to create electronic field trips that will: Conform to national education standards; More fully utilize existing information resources; Integrate media into field trip presentations; Make support media accessible to both presenters and students; Challenge students to actively participate in field trip related activities; and Provide students with opportunities to demonstrate learning

  13. Digital Video Interactive (DVI) Based Authoring Tools for Unit Level Training. Final Technical Report for Period 27 September 1991 - 27 May 1992.

    Science.gov (United States)

    Hyltin, John P.; And Others

    This report describes DVI (Digital Video Interactive) technology, current authoring languages and tools, and the reasons for developing new tools and applications. The work described was performed by Betac Corporation as part of a Phase II Small Business Innovation Research project. Section I provides background information on DVI. DVI technology…

  14. Realization on the interactive remote video conference system based on multi-Agent

    Directory of Open Access Journals (Sweden)

    Zheng Yan

    2016-01-01

    Full Text Available To make people at different places participate in the same conference, speak and discuss freely, the interactive remote video conferencing system is designed and realized based on multi-Agent collaboration. FEC (forward error correction and tree P2P technology are firstly used to build a live conference structure to transfer audio and video data; then the branch conference port can participate to speak and discuss through the application of becoming a interactive focus; the introduction of multi-Agent collaboration technology improve the system robustness. The experiments showed that, under normal network conditions, the system can support 350 branch conference node simultaneously to make live broadcasting. The audio and video quality is smooth. It can carry out large-scale remote video conference.

  15. A descriptive study of the interaction behaviors in a language video program and in live elementary language classes using that video program

    OpenAIRE

    Lopes, Solange Aparecida

    1996-01-01

    The primary purpose of this study was to describe: 1) the predominant types of interaction behaviors encountered in a foreign language video program; and 2) the types of teacher-student interaction features that resulted from use of the instructional video in elementary school classrooms. Based on the findings, the second purpose of the study was to examine how these interaction behaviors shaped amount of teacher and student talk in the two sources of data. The researcher exami...

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

    Directory of Open Access Journals (Sweden)

    Ma, Maggie Jiao

    2011-01-01

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

  17. The music video in an environment of media convergence: regimes of meaning and interaction

    Directory of Open Access Journals (Sweden)

    Ana Sílvia Lopes Davi Médola

    2014-01-01

    Full Text Available The article discusses the changes in the relations between communicationand forms of consumption of the video formats guided by new interactivecontent and enabled by the digital technologies of contemporary medias. In light of sociosemiotics by Eric Landowski, regimes of meaning and interaction in the fruition process present in the music video The Time/Dirty Bit, of Black Eyed Peas, and the respective application for mobile devices BEP 360 are discussed.

  18. Communication Solutions by Improving Interactive Art Projects

    Directory of Open Access Journals (Sweden)

    Gintarė Vainalavičiūtė

    2016-03-01

    Full Text Available The article examines the emergence of new forms of expression in modern society such as technology, which makes the traditional art active and the users are drawn into the processes of creation and dissemination. Interactive art technology gradually integrates more and more people to be interested on it because of its innovative and interesting concept and idea. Interactive art removes traditional boundaries between the artist and “public”. Appearance of the new modern technologies in the art provoked the development of the interactive art which later evolved into some other forms of art as cinema, interactive dance, music and etc. The article is based on Lithuanian and foreign academic works, interactive art definition is provided the theoretical aspect of an interactive art projects is highlighted. The modern theories of marketing communications are defined. To solve examined issues marketing communication model with highlighted key elements is proposed.

  19. Project Relationship: Creating and Sustaining a Nurturing Community [Manual and Video].

    Science.gov (United States)

    Poulsen, Marie Kanne; Cole, Carol K.

    This manual and related 41-minute video was produced by a 5-year federally funded project to foster collaboration between special education and child care staff in early childhood programs. The approach is based on a structured, relationship-based, problem solving framework, "Going Around the Circle." The process involves five steps: (1)…

  20. The Davideon Project: Capitalizing the Possibilities of Streaming Video as Flexible Learning Objects for the Humanities

    Science.gov (United States)

    Rosendaal, Andre; Oomen, Johan

    2005-01-01

    Streaming video is a potentially revolutionary tool in humanities courses. The Davideon project, a large-scale effort conducted by the University of Groningen in conjunction with the University of Amsterdam, Windesheim University, and the Netherlands Institute for Sound and Vision, focused on integrating audiovisual materials into pedagogically…

  1. 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.

  2. Project Cheddarfield: Supporting Co-Curricular Themes through Creative Use of Video Course-Casting

    Science.gov (United States)

    Simpson, Natalie C.; Hancock, Philip G.

    2011-01-01

    This article chronicles the coordination and better integration of existing institutional resources to support "cocurricular" themes embedded in the provision of a large enrollment, video-mediated undergraduate operations management (OM) course. The name Project Cheddarfield refers to a 2008 initiative in which two professors team-taught…

  3. Video-Voice Project (Zambia) | IDRC - International Development ...

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

    This approach requires an informed citizenry, however, at a time when the country is facing increased poverty, an increased disease burden and declining literacy. This project will endeavor to ensure that even disadvantaged communities are empowered to participate in the health care system. It will do so by constructing ...

  4. The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall

    Directory of Open Access Journals (Sweden)

    Jonathan DeHaan

    2010-06-01

    Full Text Available Video games are potential sources of second language input; however, the medium’s fundamental characteristic, interactivity, has not been thoroughly examined in terms of its effect on learning outcomes. This experimental study investigated to what degree, if at all, video game interactivity would help or hinder the noticing and recall of second language vocabulary. Eighty randomly-selected Japanese university undergraduates were paired based on similar English language and game proficiencies. One subject played an English-language music video game for 20 minutes while the paired subject watched the game simultaneously on another monitor. Following gameplay, a vocabulary recall test, a cognitive load measure, an experience questionnaire, and a two-week delayed vocabulary recall test were administered. Results were analyzed using paired samples t-tests and various analyses of variance. Both the players and the watchers of the video game recalled vocabulary from the game, but the players recalled significantly less vocabulary than the watchers. This seems to be a result of the extraneous cognitive load induced by the interactivity of the game; the players perceived the game and its language to be significantly more difficult than the watchers did. Players also reported difficulty simultaneously attending to gameplay and vocabulary. Both players and watchers forgot significant amounts of vocabulary over the course of the study. We relate these findings to theories and studies of vocabulary acquisition and video game-based language learning, and then suggest implications for language teaching and learning with interactive multimedia.

  5. Project - line interaction implementing projects in JPL's Matrix

    Science.gov (United States)

    Baroff, Lynn E.

    2006-01-01

    Can programmatic and line organizations really work interdependently, to accomplish their work as a community? Does the matrix produce a culture in which individuals take personal responsibility for both immediate mission success and long-term growth? What is the secret to making a matrix enterprise actually work? This paper will consider those questions, and propose that developing an effective project-line partnership demands primary attention to personal interactions among people. Many potential problems can be addressed by careful definition of roles, responsibilities, and work processes for both parts of the matrix -- and by deliberate and clear communication between project and line organizations and individuals.

  6. DIALOGISM, DECODING AND INTERACTIVE DIGITAL MARKETING CONCERNING THE BODILY PRACTICES IN THE ON-LINE VIDEO OLYMPIKUS.MOV FESTIVAL

    Directory of Open Access Journals (Sweden)

    Marcos Roberto Godoi

    2010-12-01

    Full Text Available The aim was to understand the meanings associated bodily practices in the videos of the festival OLYMPIKUS.MOV, and also analyze the reception/interaction Internet users on these videos. The methodology consisted the description of the videos, the selection of comments and further analysis based on the notion of dialogic language of Mikhail Bakhtin and the types of decoding Stuart Hall. We concluded that there was a large range of bodily practices and meanings related to them in the videos. Reception/interaction Internet provides a critical dialogue, congratulation, and suggestive questioning on the videos.

  7. Using interactive video technology in nursing education: a pilot study.

    Science.gov (United States)

    Zerr, Daria M; Pulcher, Karen L

    2008-02-01

    A pilot study was conducted to analyze the benefits of using interactive technology with external assessors and graduating senior nursing students during Senior Nurse Leadership Assessment Day at the University of Central Missouri. The primary aim was to determine whether videoconferencing technology would promote recruitment and retention of professional nurse external assessors without compromising student learning. Among the issues discussed are the advantages and disadvantages of using interactive videoconferencing technology in education and the influence of external assessors in nursing education. The study results indicate that interactive videoconferencing is an effective, accepted format for educational opportunities such as Senior Nurse Leadership Assessment Day, based on the lived experiences of the study participants. In addition, the results demonstrate that interactive videoconferencing does not compromise student learning or assessment by external assessors.

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

    Directory of Open Access Journals (Sweden)

    Richard Grusin

    2006-04-01

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

  9. Model-based video segmentation for vision-augmented interactive games

    Science.gov (United States)

    Liu, Lurng-Kuo

    2000-04-01

    This paper presents an architecture and algorithms for model based video object segmentation and its applications to vision augmented interactive game. We are especially interested in real time low cost vision based applications that can be implemented in software in a PC. We use different models for background and a player object. The object segmentation algorithm is performed in two different levels: pixel level and object level. At pixel level, the segmentation algorithm is formulated as a maximizing a posteriori probability (MAP) problem. The statistical likelihood of each pixel is calculated and used in the MAP problem. Object level segmentation is used to improve segmentation quality by utilizing the information about the spatial and temporal extent of the object. The concept of an active region, which is defined based on motion histogram and trajectory prediction, is introduced to indicate the possibility of a video object region for both background and foreground modeling. It also reduces the overall computation complexity. In contrast with other applications, the proposed video object segmentation system is able to create background and foreground models on the fly even without introductory background frames. Furthermore, we apply different rate of self-tuning on the scene model so that the system can adapt to the environment when there is a scene change. We applied the proposed video object segmentation algorithms to several prototype virtual interactive games. In our prototype vision augmented interactive games, a player can immerse himself/herself inside a game and can virtually interact with other animated characters in a real time manner without being constrained by helmets, gloves, special sensing devices, or background environment. The potential applications of the proposed algorithms including human computer gesture interface and object based video coding such as MPEG-4 video coding.

  10. The use of student-driven video projects as an educational and outreach tool

    Science.gov (United States)

    Bamzai, A.; Farrell, W.; Klemm, T.

    2014-12-01

    With recent technological advances, the barriers to filmmaking have been lowered, and it is now possible to record and edit video footage with a smartphone or a handheld camera and free software. Students accustomed to documenting their every-day experiences for multimedia-rich social networking sites feel excited and creatively inspired when asked to take on ownership of more complex video projects. With a small amount of guidance on shooting primary and secondary footage and an overview of basic interview skills, students are self-motivated to identify the learning themes with which they resonate most strongly and record their footage in a way that is true to their own experience. The South Central Climate Science Center (SC-CSC) is one of eight regional centers formed by the U.S. Department of the Interior in order to provide decision makers with the science, tools, and information they need to address the impacts of climate variability and change on their areas of responsibility. An important component of this mission is to innovate in the areas of translational science and science communication. This presentation will highlight how the SC-CSC used student-driven video projects to document our Early Career Researcher Workshop and our Undergraduate Internship for Underrepresented Minorities. These projects equipped the students with critical thinking and project management skills, while also providing a finished product that the SC-CSC can use for future outreach purposes.

  11. What knowledge counts? Insights from an action research project using participatory video with grassroots innovation experiences

    Energy Technology Data Exchange (ETDEWEB)

    Boni, A.; Leivas, M.; Talon, A.; De La Fuente, T.; Pellicer-Sifres, V.; Belda-Miquel, S.; Lopez-Fogues, A.; Arias, B

    2016-07-01

    This paper presents a contribution on a participatory action-research process using Participatory Video (PV) methodology. Duringsix months, a group of 6 facilitators and 9 members of two grassroots innovation initiatives (Solar Dómada and Fuel Poverty Group) took part of the process and produced two videos during a five-st age PV process, from initial definition and planning to public screening and debate of the videos. We present some insightrs from that research using an original framework developed to analyze PV process: the eParc Cube. This framework examines the interaction between knowledge production, participation and communicative spaces that happen during PV. We conclude reflecting on the social relevance of that kind of research considering the impact among of the coresearchers of both process and products. (Author)

  12. Energy Expenditure during Physically Interactive Video Game Playing in Male College Students with Different Playing Experience

    Science.gov (United States)

    Sell, Katie; Lillie, Tia; Taylor, Julie

    2008-01-01

    Objective: Researchers have yet to explore the effect of physically interactive video game playing on energy expenditure, despite its potential for meeting current minimal daily activity and energy expenditure recommendations. Participants and Methods: Nineteen male college students-12 experienced "Dance Dance Revolution" (DDR) players and 7…

  13. Investigating the Magnetic Interaction with Geomag and Tracker Video Analysis: Static Equilibrium and Anharmonic Dynamics

    Science.gov (United States)

    Onorato, P.; Mascheretti, P.; DeAmbrosis, A.

    2012-01-01

    In this paper, we describe how simple experiments realizable by using easily found and low-cost materials allow students to explore quantitatively the magnetic interaction thanks to the help of an Open Source Physics tool, the Tracker Video Analysis software. The static equilibrium of a "column" of permanents magnets is carefully investigated by…

  14. Open-Ended Interaction in Cooperative Pro-to-typing: A Video-based Analysis

    DEFF Research Database (Denmark)

    Bødker, Susanne; Grønbæk, Kaj; Trigg, Randal

    1991-01-01

    on a fine-grained video-based analysis of a single prototyping session, and focuses on the effects of an open-ended style of interaction between users and designers around a prototype. An analysis of focus shifts, initiative and storytelling during the session is brought to bear on the question of whether...

  15. How Interactive Video (ITV) Web-Enhanced Format Affects Instructional Strategy and Instructor Satisfaction

    Science.gov (United States)

    Moody, Catrina V.

    2013-01-01

    This qualitative study explored the quality of technology associated with interactive video (ITV) classes in distance education programs and the resulting satisfaction of the instructors teaching this format. The participants were full time instructors of a rural community college that used the ITV format. Community college ITV instructors are…

  16. Mutually Beneficial Foreign Language Learning: Creating Meaningful Interactions through Video-Synchronous Computer-Mediated Communication

    Science.gov (United States)

    Kato, Fumie; Spring, Ryan; Mori, Chikako

    2016-01-01

    Providing learners of a foreign language with meaningful opportunities for interactions, specifically with native speakers, is especially challenging for instructors. One way to overcome this obstacle is through video-synchronous computer-mediated communication tools such as Skype software. This study reports quantitative and qualitative data from…

  17. Elders' Usability, Dependability, and Flow Experiences on Embodied Interactive Video Games

    Science.gov (United States)

    Hwang, Ming-Yueh; Hong, Jon-Chao; Hao, Yung-wei; Jong, Jyh-Tsorng

    2011-01-01

    Daily physical activities may slow down the deterioration of cognitive aging. This study intended to develop embodiment interactive video games with friendly human-machine interface to break through the elder's literacy, cognitive aging, and psychomotor hindrances toward technology. Another objective was to understand, through field experiments…

  18. 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…

  19. Perspectives on Using Video Recordings in Conversation Analytical Studies on Learning in Interaction

    Science.gov (United States)

    Rusk, Fredrik; Pörn, Michaela; Sahlström, Fritjof; Slotte-Lüttge, Anna

    2015-01-01

    Video is currently used in many studies to document the interaction in conversation analytical (CA) studies on learning. The discussion on the method used in these studies has primarily focused on the analysis or the data construction, whereas the relation between data construction and analysis is rarely brought to attention. The aim of this…

  20. ACM International Conference on Interactive Experiences for Television and Online Video (ACM TVX 2014)

    NARCIS (Netherlands)

    P.S. Cesar Garcia (Pablo Santiago); M. Obrist (Marianna); E.M. Churchill; T. Bartindale

    2014-01-01

    htmlabstractThis article describes the new ACM International Conference on Interactive Experiences for Television and Online Video (ACM TVX) and provides a recap of the 1st ACM TVX, which took place in Newcastle Upon Tyne, UK, from 25-27 June 2014.

  1. The Effects of Variations in Lesson Control and Practice on Learning from Interactive Video.

    Science.gov (United States)

    Hannafin, Michael J.; Colamaio, MaryAnne E.

    1987-01-01

    Discussion of the effects of variations in lesson control and practice on the learning of facts, procedures, and problem-solving skills during interactive video instruction focuses on a study of graduates and advanced level undergraduates learning cardiopulmonary resuscitation (CPR). Embedded questioning methods and posttests used are described.…

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

    Science.gov (United States)

    Saito, Kazuya; Akiyama, Yuka

    2017-01-01

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

  3. The Efficacy of Interactive Video for Teaching Basic Classroom Management Skills to Pre-Service Teachers.

    Science.gov (United States)

    Overbaugh, Richard C.

    1995-01-01

    Describes a study that examined the effects of an interactive video computer-aided simulation program on instructing preservice education majors in classroom management issues. Topics include student achievement, class rank, stages of concern, computer anxiety, learning modality, the Classroom Management Achievement Test, and student reactions.…

  4. Instructional format and segment length in interactive video programs

    NARCIS (Netherlands)

    Verhagen, Pleunes Willem; Breman, Jeroen; Breman, Jeroen; Simonson, Michael R.; Anderson, Mary Lagomarcino

    1995-01-01

    The purpose of this study was to gather further insight into a previous investigation of the relationship between self-chosen and program-controlled segment length of an interactive videodisk program, and performance on post- and retention tests. The initial study by Verhagen, which questioned what

  5. Including Students' Diverse Perspectives on Classroom Interactions into Video-Based Professional Development for Teachers

    Science.gov (United States)

    Vogler, Anna-Marietha; Prediger, Susanne

    2017-01-01

    Video is often used in professional development courses to sensitize mathematics teachers to students' thinking and issues of classroom interaction. This article presents an approach that incorporates students' perspectives on mathematics classroom interactions into video-based professional development in order to enhance teachers' reflection on…

  6. The Video Interaction Guidance approach applied to teaching communication skills in dentistry.

    Science.gov (United States)

    Quinn, S; Herron, D; Menzies, R; Scott, L; Black, R; Zhou, Y; Waller, A; Humphris, G; Freeman, R

    2016-05-01

    To examine dentists' views of a novel video review technique to improve communication skills in complex clinical situations. Dentists (n = 3) participated in a video review known as Video Interaction Guidance to encourage more attuned interactions with their patients (n = 4). Part of this process is to identify where dentists and patients reacted positively and effectively. Each dentist was presented with short segments of video footage taken during an appointment with a patient with intellectual disabilities and communication difficulties. Having observed their interactions with patients, dentists were asked to reflect on their communication strategies with the assistance of a trained VIG specialist. Dentists reflected that their VIG session had been insightful and considered the review process as beneficial to communication skills training in dentistry. They believed that this technique could significantly improve the way dentists interact and communicate with patients. The VIG sessions increased their awareness of the communication strategies they use with their patients and were perceived as neither uncomfortable nor threatening. The VIG session was beneficial in this exploratory investigation because the dentists could identify when their interactions were most effective. Awareness of their non-verbal communication strategies and the need to adopt these behaviours frequently were identified as key benefits of this training approach. One dentist suggested that the video review method was supportive because it was undertaken by a behavioural scientist rather than a professional counterpart. Some evidence supports the VIG approach in this specialist area of communication skills and dental training. © 2015 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  7. Systematic analysis of video data from different human-robot interaction studies: a categorization of social signals during error situations.

    Science.gov (United States)

    Giuliani, Manuel; Mirnig, Nicole; Stollnberger, Gerald; Stadler, Susanne; Buchner, Roland; Tscheligi, Manfred

    2015-01-01

    Human-robot interactions are often affected by error situations that are caused by either the robot or the human. Therefore, robots would profit from the ability to recognize when error situations occur. We investigated the verbal and non-verbal social signals that humans show when error situations occur in human-robot interaction experiments. For that, we analyzed 201 videos of five human-robot interaction user studies with varying tasks from four independent projects. The analysis shows that there are two types of error situations: social norm violations and technical failures. Social norm violations are situations in which the robot does not adhere to the underlying social script of the interaction. Technical failures are caused by technical shortcomings of the robot. The results of the video analysis show that the study participants use many head movements and very few gestures, but they often smile, when in an error situation with the robot. Another result is that the participants sometimes stop moving at the beginning of error situations. We also found that the participants talked more in the case of social norm violations and less during technical failures. Finally, the participants use fewer non-verbal social signals (for example smiling, nodding, and head shaking), when they are interacting with the robot alone and no experimenter or other human is present. The results suggest that participants do not see the robot as a social interaction partner with comparable communication skills. Our findings have implications for builders and evaluators of human-robot interaction systems. The builders need to consider including modules for recognition and classification of head movements to the robot input channels. The evaluators need to make sure that the presence of an experimenter does not skew the results of their user studies.

  8. Systematic Analysis of Video Data from Different Human-Robot Interaction Studies: A Categorisation of Social Signals During Error Situations

    Directory of Open Access Journals (Sweden)

    Manuel eGiuliani

    2015-07-01

    Full Text Available Human-robot interactions are often affected by error situations that are caused by either the robot or the human. Therefore, robots would profit from the ability to recognise when error situations occur. We investigated the verbal and non-verbal social signals that humans show when error situations occur in human-robot interaction experiments. For that, we analysed 201 videos of five human-robot interaction user studies with varying tasks from four independent projects. The analysis shows that there are two types of error situations: social norm violations and technical failures. Social norm violations are situations in which the robot does not adhere to the underlying social script of the interaction. Technical failures are caused by technical shortcomings of the robot. The results of the video analysis show that the study participants use many head movements and very few gestures, when in an error situation with the robot. We also found that the participants talked more in the case of social norm violations and less during technical failures. Finally, the participants use fewer non-verbal social signals (for example smiling, nodding, and head shaking, when they are interacting with the robot alone and no experimenter or other human is present. The results suggest that participants do not see the robot as a social interaction partner with comparable communication skills. Our findings have implications for builders and evaluators of human-robot interaction systems. The builders need to consider including modules for recognition and classification of head movements to the robot input channels. The evaluators need to make sure that the presence of an experimenter does not skew the results of their user studies.

  9. Systematic analysis of video data from different human–robot interaction studies: a categorization of social signals during error situations

    Science.gov (United States)

    Giuliani, Manuel; Mirnig, Nicole; Stollnberger, Gerald; Stadler, Susanne; Buchner, Roland; Tscheligi, Manfred

    2015-01-01

    Human–robot interactions are often affected by error situations that are caused by either the robot or the human. Therefore, robots would profit from the ability to recognize when error situations occur. We investigated the verbal and non-verbal social signals that humans show when error situations occur in human–robot interaction experiments. For that, we analyzed 201 videos of five human–robot interaction user studies with varying tasks from four independent projects. The analysis shows that there are two types of error situations: social norm violations and technical failures. Social norm violations are situations in which the robot does not adhere to the underlying social script of the interaction. Technical failures are caused by technical shortcomings of the robot. The results of the video analysis show that the study participants use many head movements and very few gestures, but they often smile, when in an error situation with the robot. Another result is that the participants sometimes stop moving at the beginning of error situations. We also found that the participants talked more in the case of social norm violations and less during technical failures. Finally, the participants use fewer non-verbal social signals (for example smiling, nodding, and head shaking), when they are interacting with the robot alone and no experimenter or other human is present. The results suggest that participants do not see the robot as a social interaction partner with comparable communication skills. Our findings have implications for builders and evaluators of human–robot interaction systems. The builders need to consider including modules for recognition and classification of head movements to the robot input channels. The evaluators need to make sure that the presence of an experimenter does not skew the results of their user studies. PMID:26217266

  10. The effects of short interactive animation video information on preanesthetic anxiety, knowledge, and interview time: a randomized controlled trial.

    Science.gov (United States)

    Kakinuma, Akihito; Nagatani, Hirokazu; Otake, Hiroshi; Mizuno, Ju; Nakata, Yoshinori

    2011-06-01

    We designed an interactive animated video that provides a basic explanation-including the risks, benefits, and alternatives-of anesthetic procedures. We hypothesized that this video would improve patient understanding of anesthesia, reduce anxiety, and shorten the interview time. Two hundred eleven patients scheduled for cancer surgery under general anesthesia or combined general and epidural anesthesia, who were admitted at least 1 day before the surgery, were randomly assigned to the video group (n = 106) or the no-video group (n = 105). The patients in the video group were asked to watch a short interactive animation video in the ward. After watching the video, the patients were visited by an anesthesiologist who performed a preanesthetic interview and routine risk assessment. The patients in the no-video group were also visited by an anesthesiologist, but were not asked to watch the video. In both groups, the patients were asked to complete the State-Trait Anxiety Inventory and a 14-point scale of knowledge test before the anesthesiologist's visit and on the day of surgery. We also measured interview time. There was no demographic difference between the 2 groups. The interview time was 34.4% shorter (video group, 12.2 ± 5.3 minutes, vs. no-video group, 18.6 ± 6.4 minutes; 95% confidence interval [CI] for the percentage reduction in time: 32.7%- 44.3%), and knowledge of anesthesia was 11.6% better in the video group (score 12.5 ± 1.4 vs. no-video group score 11.2 ± 1.7; 95% CI for the percentage increase in knowledge: 8.5%-13.9%). However, there was no difference in preanesthetic anxiety between the 2 groups. Our short interactive animation video helped patients' understanding of anesthesia and reduced anesthesiologists' interview time.

  11. Human-Robot Interaction Directed Research Project

    Science.gov (United States)

    Sandor, Aniko; Cross, Ernest V., II; Chang, Mai Lee

    2014-01-01

    Human-robot interaction (HRI) is a discipline investigating the factors affecting the interactions between humans and robots. It is important to evaluate how the design of interfaces and command modalities affect the human's ability to perform tasks accurately, efficiently, and effectively when working with a robot. By understanding the effects of interface design on human performance, workload, and situation awareness, interfaces can be developed to appropriately support the human in performing tasks with minimal errors and with appropriate interaction time and effort. Thus, the results of research on human-robot interfaces have direct implications for the design of robotic systems. This DRP concentrates on three areas associated with interfaces and command modalities in HRI which are applicable to NASA robot systems: 1) Video Overlays, 2) Camera Views, and 3) Command Modalities. The first study focused on video overlays that investigated how Augmented Reality (AR) symbology can be added to the human-robot interface to improve teleoperation performance. Three types of AR symbology were explored in this study, command guidance (CG), situation guidance (SG), and both (SCG). CG symbology gives operators explicit instructions on what commands to input, whereas SG symbology gives operators implicit cues so that operators can infer the input commands. The combination of CG and SG provided operators with explicit and implicit cues allowing the operator to choose which symbology to utilize. The objective of the study was to understand how AR symbology affects the human operator's ability to align a robot arm to a target using a flight stick and the ability to allocate attention between the symbology and external views of the world. The study evaluated the effects type of symbology (CG and SG) has on operator tasks performance and attention allocation during teleoperation of a robot arm. The second study expanded on the first study by evaluating the effects of the type of

  12. Maternal mood, video-mediated cognitions, and daily stress during home-based, family interactions.

    Science.gov (United States)

    Ohr, Phyllis S; Vidair, Hilary B; Gunlicks-Stoessel, Meredith; Grove, Allen B; La Lima, Candice

    2010-10-01

    This article presents an in vivo investigation of maternal negative mood, maternal video-mediated cognitions, and daily stressors in families with young children. Specifically, it was hypothesized that greater levels of maternal depressed, anxious, and hostile mood states immediately prior to a daily, reportedly routine, stressful parent-child interaction would be significantly associated with higher percentages of dysfunctional and lower percentages of functional cognitions. Forty-five mothers of 2- to 5-year-old children participated in this study by rating their mood before being videotaped in a daily routine with their child they reported as recurrent and stressful (e.g., mealtime). Using video-mediated recall (VMR) methodology, mothers were instructed to recall their cognitions upon immediate video review. Results indicated that greater levels of negative mood were associated with a greater percentage of dysfunctional cognitions and a smaller percentage of functional cognitions. Levels of maternal depressed mood were significantly and independently associated with greater rates of dysfunctional and lower rates of functional cognitions. Negative mood states were not consistently associated with the amount of maternal self-reported general irrationality, pointing to the utility of the VMR to elicit maternal cognitions specific to the observed interaction, which may have more implications for clinical intervention than more general irrationality measures. Evaluating maternal mood and using video-mediated maternal cognitions regarding daily family stressors can precipitate clinical interventions meant to reduce family-related stress and potentially improve maternal and child mental health outcomes.

  13. THE INFLUENCE OF INTERACTIVITY ON CONSUMER ATTITUDE OF ADVERTISING IN VIDEO GAMES

    Directory of Open Access Journals (Sweden)

    Alina SZUZ‐POP (GHIRVU

    2014-06-01

    Full Text Available Progress of new digital technologies has led to a new type of consumer, more dynamic and difficult to satisfy, which made the efficiency of the old promotion methods to decrease. Marketers who are looking for new ways to reach their audience found in online video games a reliable ally. Previous studies that have been conducted internationally showed that advertising through online games and delivering promotional messages in the virtual space mediated by Internet technology has a high degree of acceptance from the public. In Romania such studies are lacking , and this gap in the literature led to the need to study the potential that promoting in video game has on consumers from this market . In this paper we present some of the results of a larger quantitative research, which has investigated several aspects that influence consumer attitudes towards video games with advertising content, focusing on the factor with the most strongly impact - interactivity . The study used self-administered online questionnaire method to collect primary data that were further analyzed by descriptive statistical methods and factor analysis . The results revealed that in general the consummers from Romania have a positive attitude towards advertising presented in video games and the interactivity given by the game construction that allows the manipulation of branded objects during a play session has a direct and positive influence on the attitude.

  14. ABOUT SOUNDS IN VIDEO GAMES

    Directory of Open Access Journals (Sweden)

    Denikin Anton A.

    2012-12-01

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

  15. A PANACEA FOR TEACHING LISTENING AT ISLAMIC REALM: INTERACTIVE VIDEO VIEWING TECHNIQUE

    Directory of Open Access Journals (Sweden)

    Hesty Puspitasari

    2016-11-01

    Full Text Available This study is designed to solve the classroom problem dealing with the improvement of listening skill of the students of one private Islamic college that also study at pesantren in which they have lack of exposure in learning English. To cater a new way to overcome this issue, a classroom action research focusing on the implementation of interactive video viewing technique was employed. The findings exemplify that the students show better listening achievement after the implementation of second research cycle.

  16. Keys to Successful Interactive Storytelling: A Study of the Booming "Choose-Your-Own-Adventure" Video Game Industry

    Science.gov (United States)

    Tyndale, Eric; Ramsoomair, Franklin

    2016-01-01

    Video gaming has become a multi-billion dollar industry that continues to capture the hearts, minds and pocketbooks of millions of gamers who span all ages. Narrative and interactive games form part of this market. The popularity of tablet computers and the technological advances of video games have led to a renaissance in the genre for both youth…

  17. How Rock Music Videos Can Change What Is Seen when Boy Meets Girl: Priming Stereotypic Appraisal of Social Interactions.

    Science.gov (United States)

    Hansen, Christine H.; Hansen, Ranald D.

    1988-01-01

    Studies the capacity of sex role stereotyped portrayals of men and women found in popular rock music videos to alter viewers' impressions of a man and a woman who subsequently were seen interacting. Concludes that the videos perpetuate traditional sex role stereotypes. (FMW)

  18. Motion interactive video games in home training for children with cerebral palsy: parents' perceptions.

    Science.gov (United States)

    Sandlund, Marlene; Dock, Katarina; Häger, Charlotte K; Waterworth, Eva Lindh

    2012-01-01

    To explore parents' perceptions of using low-cost motion interactive video games as home training for their children with mild/moderate cerebral palsy. Semi-structured interviews were carried out with parents from 15 families after participation in an intervention where motion interactive games were used daily in home training for their child. A qualitative content analysis approach was applied. The parents' perception of the training was very positive. They expressed the view that motion interactive video games may promote positive experiences of physical training in rehabilitation, where the social aspects of gaming were especially valued. Further, the parents experienced less need to take on coaching while gaming stimulated independent training. However, there was a desire for more controlled and individualized games to better challenge the specific rehabilitative need of each child. Low-cost motion interactive games may provide increased motivation and social interaction to home training and promote independent training with reduced coaching efforts for the parents. In future designs of interactive games for rehabilitation purposes, it is important to preserve the motivational and social features of games while optimizing the individualized physical exercise.

  19. Effects of interactive video game cycling on overweight and obese adolescent health.

    Science.gov (United States)

    Adamo, Kristi B; Rutherford, Jane A; Goldfield, Gary S

    2010-12-01

    The purpose of this study was to examine the efficacy of interactive video game stationary cycling (GameBike) in comparison with stationary cycling to music on adherence, energy expenditure measures, submaximal aerobic fitness, body composition, and cardiovascular disease risk markers in overweight and obese adolescents, using a randomized controlled trial design. Thirty overweight (with at least 1 metabolic complication) or obese adolescents aged 12-17 years were stratified by gender and randomized to video game or music condition, with 4 participants (2 per group) failing to complete the twice weekly 60 min sessions of the 10-week trial. The music group had a higher rate of attendance compared with the video game group (92% vs. 86%, p Time spent in minutes per session at vigorous intensity (80%-100% of predicted peak heart rate) (24.9 ± 20 min vs. 13.7 ± 12.8 min, p playing video games at improving fitness, body composition, and cholesterol profiles in overweight and obese teens, and resulted in increased attendance, vigorous intensity of physical activity, and distance pedaled. Therefore, our data support the superiority of cycling to music and indicate investing in the more expensive GameBike may not be worth the cost.

  20. Digital video analysis of health professionals' interactions with an electronic whiteboard

    DEFF Research Database (Denmark)

    Rasmussen, Rasmus; Kushniruk, Andre

    2013-01-01

    and analysis of continuous digital video recordings of naturalistic "live" user interactions. The method developed and employed in the study included recording the users' interactions with system during actual use using screen-capturing software and analyzing these recordings for usability issues....... However, challenges and drawbacks to using the method (including the time taken for analysis and logistical issues in doing live recordings) should be considered before utilizing a similar approach. In conclusion we summarize our findings and call for an increased focus on longitudinal and naturalistic...

  1. Interaction between High-Level and Low-Level Image Analysis for Semantic Video Object Extraction

    Directory of Open Access Journals (Sweden)

    Ebrahimi Touradj

    2004-01-01

    Full Text Available The task of extracting a semantic video object is split into two subproblems, namely, object segmentation and region segmentation. Object segmentation relies on a priori assumptions, whereas region segmentation is data-driven and can be solved in an automatic manner. These two subproblems are not mutually independent, and they can benefit from interactions with each other. In this paper, a framework for such interaction is formulated. This representation scheme based on region segmentation and semantic segmentation is compatible with the view that image analysis and scene understanding problems can be decomposed into low-level and high-level tasks. Low-level tasks pertain to region-oriented processing, whereas the high-level tasks are closely related to object-level processing. This approach emulates the human visual system: what one “sees” in a scene depends on the scene itself (region segmentation as well as on the cognitive task (semantic segmentation at hand. The higher-level segmentation results in a partition corresponding to semantic video objects. Semantic video objects do not usually have invariant physical properties and the definition depends on the application. Hence, the definition incorporates complex domain-specific knowledge and is not easy to generalize. For the specific implementation used in this paper, motion is used as a clue to semantic information. In this framework, an automatic algorithm is presented for computing the semantic partition based on color change detection. The change detection strategy is designed to be immune to the sensor noise and local illumination variations. The lower-level segmentation identifies the partition corresponding to perceptually uniform regions. These regions are derived by clustering in an -dimensional feature space, composed of static as well as dynamic image attributes. We propose an interaction mechanism between the semantic and the region partitions which allows to cope with multiple

  2. Effectiveness of hospital-based video interaction guidance on parental interactive behavior, bonding, and stress after preterm birth : A randomized controlled trial

    NARCIS (Netherlands)

    Hoffenkamp, H.N.; Tooten, A.; Hall, R.A.S.; Braeken, J.; Eliens, M.; Vingerhoets, A.J.J.M.; van Bakel, H.J.A.

    2015-01-01

    OBJECTIVE: This study examined the effectiveness of hospital-based Video Interaction Guidance (VIG; Eliëns, 2010; Kennedy, Landor, & Todd, 2011) for mothers and fathers of infants born preterm (25-37 weeks of gestation). METHOD: VIG is a preventive video-feedback intervention to support the

  3. Feasibility of an Exoskeleton-Based Interactive Video Game System for Upper Extremity Burn Contractures.

    Science.gov (United States)

    Schneider, Jeffrey C; Ozsecen, Muzaffer Y; Muraoka, Nicholas K; Mancinelli, Chiara; Della Croce, Ugo; Ryan, Colleen M; Bonato, Paolo

    2016-05-01

    Burn contractures are common and difficult to treat. Measuring continuous joint motion would inform the assessment of contracture interventions; however, it is not standard clinical practice. This study examines use of an interactive gaming system to measure continuous joint motion data. To assess the usability of an exoskeleton-based interactive gaming system in the rehabilitation of upper extremity burn contractures. Feasibility study. Eight subjects with a history of burn injury and upper extremity contractures were recruited from the outpatient clinic of a regional inpatient rehabilitation facility. Subjects used an exoskeleton-based interactive gaming system to play 4 different video games. Continuous joint motion data were collected at the shoulder and elbow during game play. Visual analog scale for engagement, difficulty and comfort. Angular range of motion by subject, joint, and game. The study population had an age of 43 ± 16 (mean ± standard deviation) years and total body surface area burned range of 10%-90%. Subjects reported satisfactory levels of enjoyment, comfort, and difficulty. Continuous joint motion data demonstrated variable characteristics by subject, plane of motion, and game. This study demonstrates the feasibility of use of an exoskeleton-based interactive gaming system in the burn population. Future studies are needed that examine the efficacy of tailoring interactive video games to the specific joint impairments of burn survivors. Copyright © 2016 American Academy of Physical Medicine and Rehabilitation. Published by Elsevier Inc. All rights reserved.

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

    Science.gov (United States)

    Nussenbaum, Kate; Amso, Dima

    2016-01-01

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

  5. Interactive CT-video registration for the continuous guidance of bronchoscopy.

    Science.gov (United States)

    Merritt, Scott A; Khare, Rahul; Bascom, Rebecca; Higgins, William E

    2013-08-01

    Bronchoscopy is a major step in lung cancer staging. To perform bronchoscopy, the physician uses a procedure plan, derived from a patient's 3D computed-tomography (CT) chest scan, to navigate the bronchoscope through the lung airways. Unfortunately, physicians vary greatly in their ability to perform bronchoscopy. As a result, image-guided bronchoscopy systems, drawing upon the concept of CT-based virtual bronchoscopy (VB), have been proposed. These systems attempt to register the bronchoscope's live position within the chest to a CT-based virtual chest space. Recent methods, which register the bronchoscopic video to CT-based endoluminal airway renderings, show promise but do not enable continuous real-time guidance. We present a CT-video registration method inspired by computer-vision innovations in the fields of image alignment and image-based rendering. In particular, motivated by the Lucas-Kanade algorithm, we propose an inverse-compositional framework built around a gradient-based optimization procedure. We next propose an implementation of the framework suitable for image-guided bronchoscopy. Laboratory tests, involving both single frames and continuous video sequences, demonstrate the robustness and accuracy of the method. Benchmark timing tests indicate that the method can run continuously at 300 frames/s, well beyond the real-time bronchoscopic video rate of 30 frames/s. This compares extremely favorably to the ≥ 1 s/frame speeds of other methods and indicates the method's potential for real-time continuous registration. A human phantom study confirms the method's efficacy for real-time guidance in a controlled setting, and, hence, points the way toward the first interactive CT-video registration approach for image-guided bronchoscopy. Along this line, we demonstrate the method's efficacy in a complete guidance system by presenting a clinical study involving lung cancer patients.

  6. Video-based feedback combined with reflective enquiry – An interactive model for movement awareness among nursing students

    OpenAIRE

    Sofia Backåberg; Mikael Rask; Christina Gummesson; David Brunt

    2015-01-01

    The aim of this study is to describe an interactive model developed for movement awareness in a practical learning situation and to explore the use of video-based digital feedback and reflective enquiry in this model among nursing students. Sixteen students participated in individual interactive video sessions with a facilitator, who encouraged the students to reflect upon their own movements. Qualitative analysis showed that movement patterns were visualized, and that movement awareness and ...

  7. Investigating interactional competence using video recordings in ESL classrooms to enhance communication

    Science.gov (United States)

    Krishnasamy, Hariharan N.

    2016-08-01

    Interactional competence, or knowing and using the appropriate skills for interaction in various communication situations within a given speech community and culture is important in the field of business and professional communication [1], [2]. Similar to many developing countries in the world, Malaysia is a growing economy and undergraduates will have to acquire appropriate communication skills. In this study, two aspects of the interactional communicative competence were investigated, that is the linguistic and paralinguistic behaviors in small group communication as well as conflict management in small group communication. Two groups of student participants were given a problem-solving task based on a letter of complaint. The two groups of students were video recorded during class hours for 40 minutes. The videos and transcription of the group discussions were analyzed to examine the use of language and interaction in small groups. The analysis, findings and interpretations were verified with three lecturers in the field of communication. The results showed that students were able to accomplish the given task using verbal and nonverbal communication. However, participation was unevenly distributed with two students talking for less than a minute. Negotiation was based more on alternative views and consensus was easily achieved. In concluding, suggestions are given on ways to improve English language communication.

  8. A 3D-video-based computerized analysis of social and sexual interactions in rats.

    Science.gov (United States)

    Matsumoto, Jumpei; Urakawa, Susumu; Takamura, Yusaku; Malcher-Lopes, Renato; Hori, Etsuro; Tomaz, Carlos; Ono, Taketoshi; Nishijo, Hisao

    2013-01-01

    A large number of studies have analyzed social and sexual interactions between rodents in relation to neural activity. Computerized video analysis has been successfully used to detect numerous behaviors quickly and objectively; however, to date only 2D video recording has been used, which cannot determine the 3D locations of animals and encounters difficulties in tracking animals when they are overlapping, e.g., when mounting. To overcome these limitations, we developed a novel 3D video analysis system for examining social and sexual interactions in rats. A 3D image was reconstructed by integrating images captured by multiple depth cameras at different viewpoints. The 3D positions of body parts of the rats were then estimated by fitting skeleton models of the rats to the 3D images using a physics-based fitting algorithm, and various behaviors were recognized based on the spatio-temporal patterns of the 3D movements of the body parts. Comparisons between the data collected by the 3D system and those by visual inspection indicated that this system could precisely estimate the 3D positions of body parts for 2 rats during social and sexual interactions with few manual interventions, and could compute the traces of the 2 animals even during mounting. We then analyzed the effects of AM-251 (a cannabinoid CB1 receptor antagonist) on male rat sexual behavior, and found that AM-251 decreased movements and trunk height before sexual behavior, but increased the duration of head-head contact during sexual behavior. These results demonstrate that the use of this 3D system in behavioral studies could open the door to new approaches for investigating the neuroscience of social and sexual behavior.

  9. A 3D-video-based computerized analysis of social and sexual interactions in rats.

    Directory of Open Access Journals (Sweden)

    Jumpei Matsumoto

    Full Text Available A large number of studies have analyzed social and sexual interactions between rodents in relation to neural activity. Computerized video analysis has been successfully used to detect numerous behaviors quickly and objectively; however, to date only 2D video recording has been used, which cannot determine the 3D locations of animals and encounters difficulties in tracking animals when they are overlapping, e.g., when mounting. To overcome these limitations, we developed a novel 3D video analysis system for examining social and sexual interactions in rats. A 3D image was reconstructed by integrating images captured by multiple depth cameras at different viewpoints. The 3D positions of body parts of the rats were then estimated by fitting skeleton models of the rats to the 3D images using a physics-based fitting algorithm, and various behaviors were recognized based on the spatio-temporal patterns of the 3D movements of the body parts. Comparisons between the data collected by the 3D system and those by visual inspection indicated that this system could precisely estimate the 3D positions of body parts for 2 rats during social and sexual interactions with few manual interventions, and could compute the traces of the 2 animals even during mounting. We then analyzed the effects of AM-251 (a cannabinoid CB1 receptor antagonist on male rat sexual behavior, and found that AM-251 decreased movements and trunk height before sexual behavior, but increased the duration of head-head contact during sexual behavior. These results demonstrate that the use of this 3D system in behavioral studies could open the door to new approaches for investigating the neuroscience of social and sexual behavior.

  10. Evaluation of an interactive web-based nursing course with streaming videos for medication administration skills.

    Science.gov (United States)

    Sowan, Azizeh K; Idhail, Jamila Abu

    2014-08-01

    Nursing students should exhibit competence in nursing skills in order to provide safe and quality patient care. This study describes the design and students' response to an interactive web-based course using streaming video technology tailored to students' needs and the course objectives of the fundamentals of nursing skills clinical course. A mixed-methodology design was used to describe the experience of 102 first-year undergraduate nursing students at a school of nursing in Jordan who were enrolled in the course. A virtual course with streaming videos was designed to demonstrate medication administration fundamental skills. The videos recorded the ideal lab demonstration of the skills, and real-world practice performed by registered nurses for patients in a hospital setting. After course completion, students completed a 30-item satisfaction questionnaire, 8 self-efficacy scales, and a 4-item scale solicited their preferences of using the virtual course as a substitute or a replacement of the lab demonstration. Students' grades in the skill examination of the procedures were measured. Relationships between the main variables and predictors of satisfaction and self-efficacy were examined. Students were satisfied with the virtual course (3.9 ± 0.56, out of a 5-point scale) with a high-perceived overall self-efficacy (4.38 ± 0.42, out of a 5-point scale). Data showed a significant correlation between student satisfaction, self-efficacy and achievement in the virtual course (r = 0.45-0.49, p streaming videos for clinical courses is a complex process that should be carefully designed to positively influence the learning experience. However, the learning benefits gained from such pedagogical approach are worth faculty, institution and students' efforts. Published by Elsevier Ireland Ltd.

  11. Developing Project Based Learning E-Module for the Course of Video Editing

    Directory of Open Access Journals (Sweden)

    Ketut Krisnayuni

    2017-04-01

    Full Text Available This study examined the development of an electronic module for the course of video editing and analyzed the students’ response of the e-module. A waterfall model was adopted in the development process of the e-module that consisted of five stages namely (1 analysis; (2 design; (3 implementation; (4 evaluation; and (5 maintenance. The subjects of this study were the students of class XI at SMK Negeri 1 Sukasada. Project Based Learning was used as the basis of the e-module development as the most relevant learning model to meet the students’needs and the schools’ situation. The data of the students’ response about the e-module were collected through a questionnaire. The students’ response was very positive indicated by the mean score of 94,37. It was concluded that the developed e-modul was categorized as very good.

  12. Videos of conspecifics elicit interactive looking patterns and facial expressions in monkeys.

    Science.gov (United States)

    Mosher, Clayton P; Zimmerman, Prisca E; Gothard, Katalin M

    2011-08-01

    A broader understanding of the neural basis of social behavior in primates requires the use of species-specific stimuli that elicit spontaneous, but reproducible and tractable behaviors. In this context of natural behaviors, individual variation can further inform about the factors that influence social interactions. To approximate natural social interactions similar to those documented by field studies, we used unedited video footage to induce in viewer monkeys spontaneous facial expressions and looking patterns in the laboratory setting. Three adult male monkeys (Macaca mulatta), previously behaviorally and genetically (5-HTTLPR) characterized, were monitored while they watched 10 s video segments depicting unfamiliar monkeys (movie monkeys) displaying affiliative, neutral, and aggressive behaviors. The gaze and head orientation of the movie monkeys alternated between "averted" and "directed" at the viewer. The viewers were not reinforced for watching the movies, thus their looking patterns indicated their interest and social engagement with the stimuli. The behavior of the movie monkey accounted for differences in the looking patterns and facial expressions displayed by the viewers. We also found multiple significant differences in the behavior of the viewers that correlated with their interest in these stimuli. These socially relevant dynamic stimuli elicited spontaneous social behaviors, such as eye-contact induced reciprocation of facial expression, gaze aversion, and gaze following, that were previously not observed in response to static images. This approach opens a unique opportunity to understanding the mechanisms that trigger spontaneous social behaviors in humans and nonhuman primates. (PsycINFO Database Record (c) 2011 APA, all rights reserved).

  13. Negotiating ownership: Understanding the cultivation of student ownership in an urban science video project

    Science.gov (United States)

    O'Neill, Tara Breckenridge

    The intention of this study is to define student ownership in an informal science learning setting in a low performing middle school in New York City, to investigate what characterizes such ownership, and to determine how to cultivate it. In addition, I am interested in investigating the effects of the students' sense of ownership on their sense of self, in relation to the study and the practice of science and the role of race in power in framing the context in which ownership is cultivated. This is a qualitative study; specifically I apply a critical ethnography framework for both data collection an analysis. This study is based in an informal science video project lasting three years in which two groups of sixth and seventh grade students, made three movies about their perceptions of science, who they felt knew science, and how science related to their lives. In chapter IV, I explain that students' expression of ownership is visible via five main themes. (1) Students viewed themselves in relation to science in ways that are positive, empowering, and full of self-awareness. (2) Students actively and purposefully chose to expend their capital. (3) Students expressed pride around the multiple contexts. (4) Students used the video project to effect positive changes in their lives. (5) Students expressed positive and realistic vision for the role that science played in their lives. In chapter V, I explain that student agency and student ownership share a dialectic relationship in which student agency must be valued to cultivate student ownership and the cultivation of student ownership expands student agency. Lastly, in chapter VII, I explore the role race and power play in framing the context in which ownership is cultivated. Specifically, I argue that in order to cultivate ownership in high-poverty urban science learning environments, the teacher in this environment must be critically reflective of her/his practice and pay particular attention to issues of race and

  14. 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.

  15. Social interactions of juvenile brown boobies at sea as observed with animal-borne video cameras.

    Directory of Open Access Journals (Sweden)

    Ken Yoda

    Full Text Available While social interactions play a crucial role on the development of young individuals, those of highly mobile juvenile birds in inaccessible environments are difficult to observe. In this study, we deployed miniaturised video recorders on juvenile brown boobies Sula leucogaster, which had been hand-fed beginning a few days after hatching, to examine how social interactions between tagged juveniles and other birds affected their flight and foraging behaviour. Juveniles flew longer with congeners, especially with adult birds, than solitarily. In addition, approximately 40% of foraging occurred close to aggregations of congeners and other species. Young seabirds voluntarily followed other birds, which may directly enhance their foraging success and improve foraging and flying skills during their developmental stage, or both.

  16. Effects of Video-Feedback Interaction Training for Professional Caregivers of Children and Adults with Visual and Intellectual Disabilities

    Science.gov (United States)

    Damen, S.; Kef, S.; Worm, M.; Janssen, M. J.; Schuengel, C.

    2011-01-01

    Background: Individuals in group homes may experience poor quality of social interaction with their professional caregivers, limiting their quality of life. The video-based Contact programme may help caregivers to improve their interaction with clients. Method: Seventy-two caregivers of 12 individuals with visual and intellectual disabilities…

  17. Pre-Service Teachers' Meaning-Making When Collaboratively Analysing Video from School Practice for the Bachelor Project at College

    Science.gov (United States)

    Nielsen, Birgitte Lund

    2015-01-01

    The study follows a group of student teachers (STs) facilitated in collaboratively analysing video recordings of their school practice experiences, required for their bachelor projects. Their meaning-making is examined in terms of what they experienced as outcomes, how they constructed understanding and how their interpretation of classroom…

  18. Pre-service teachers’ meaning-making when collaboratively analysing video from school practice for the bachelor project at college

    DEFF Research Database (Denmark)

    Nielsen, Birgitte Lund

    2015-01-01

    The study follows a group of student teachers (STs) facilitated in collaboratively analysing video recordings of their school practice experiences, required for their bachelor projects. Their meaning-making is examined in terms of what they experienced as outcomes, how they constructed understand...

  19. A protocol for a randomized clinical trial of interactive video dance: potential for effects on cognitive function

    Science.gov (United States)

    2012-01-01

    Background Physical exercise has the potential to affect cognitive function, but most evidence to date focuses on cognitive effects of fitness training. Cognitive exercise also may influence cognitive function, but many cognitive training paradigms have failed to provide carry-over to daily cognitive function. Video games provide a broader, more contextual approach to cognitive training that may induce cognitive gains and have carry over to daily function. Most video games do not involve physical exercise, but some novel forms of interactive video games combine physical activity and cognitive challenge. Methods/Design This paper describes a randomized clinical trial in 168 postmenopausal sedentary overweight women that compares an interactive video dance game with brisk walking and delayed entry controls. The primary endpoint is adherence to activity at six months. Additional endpoints include aspects of physical and mental health. We focus this report primarily on the rationale and plans for assessment of multiple cognitive functions. Discussion This randomized clinical trial may provide new information about the cognitive effects of interactive videodance. It is also the first trial to examine physical and cognitive effects in older women. Interactive video games may offer novel strategies to promote physical activity and health across the life span. The study is IRB approved and the number is: PRO08080012 ClinicalTrials.gov Identifier: NCT01443455 PMID:22672287

  20. A protocol for a randomized clinical trial of interactive video dance: potential for effects on cognitive function.

    Science.gov (United States)

    Jovancevic, Jelena; Rosano, Caterina; Perera, Subashan; Erickson, Kirk I; Studenski, Stephanie

    2012-06-06

    Physical exercise has the potential to affect cognitive function, but most evidence to date focuses on cognitive effects of fitness training. Cognitive exercise also may influence cognitive function, but many cognitive training paradigms have failed to provide carry-over to daily cognitive function. Video games provide a broader, more contextual approach to cognitive training that may induce cognitive gains and have carry over to daily function. Most video games do not involve physical exercise, but some novel forms of interactive video games combine physical activity and cognitive challenge. This paper describes a randomized clinical trial in 168 postmenopausal sedentary overweight women that compares an interactive video dance game with brisk walking and delayed entry controls. The primary endpoint is adherence to activity at six months. Additional endpoints include aspects of physical and mental health. We focus this report primarily on the rationale and plans for assessment of multiple cognitive functions. This randomized clinical trial may provide new information about the cognitive effects of interactive videodance. It is also the first trial to examine physical and cognitive effects in older women. Interactive video games may offer novel strategies to promote physical activity and health across the life span.The study is IRB approved and the number is: PRO08080012ClinicalTrials.gov Identifier: NCT01443455.

  1. A protocol for a randomized clinical trial of interactive video dance: potential for effects on cognitive function

    Directory of Open Access Journals (Sweden)

    Jovancevic Jelena

    2012-06-01

    Full Text Available Abstract Background Physical exercise has the potential to affect cognitive function, but most evidence to date focuses on cognitive effects of fitness training. Cognitive exercise also may influence cognitive function, but many cognitive training paradigms have failed to provide carry-over to daily cognitive function. Video games provide a broader, more contextual approach to cognitive training that may induce cognitive gains and have carry over to daily function. Most video games do not involve physical exercise, but some novel forms of interactive video games combine physical activity and cognitive challenge. Methods/Design This paper describes a randomized clinical trial in 168 postmenopausal sedentary overweight women that compares an interactive video dance game with brisk walking and delayed entry controls. The primary endpoint is adherence to activity at six months. Additional endpoints include aspects of physical and mental health. We focus this report primarily on the rationale and plans for assessment of multiple cognitive functions. Discussion This randomized clinical trial may provide new information about the cognitive effects of interactive videodance. It is also the first trial to examine physical and cognitive effects in older women. Interactive video games may offer novel strategies to promote physical activity and health across the life span. The study is IRB approved and the number is: PRO08080012 ClinicalTrials.gov Identifier: NCT01443455

  2. Enhancing Mother Infant Interactions through Video Feedback Enabled Interventions in Women with Schizophrenia: A Single Subject Research Design Study.

    Science.gov (United States)

    Reddy, Pashapu Dharma; Desai, Geehta; Hamza, Ameer; Karthik, Sheshachala; Ananthanpillai, Supraja Thirumalai; Chandra, Prabha S

    2014-10-01

    It has been shown that mother infant interactions are often impaired in mothers with schizophrenia. Contributory factors include psychotic symptoms, negative symptoms and surrogate parenting by others. This study describes the effectiveness of video feedback in enhancing mother-infant interaction in mothers with schizophrenia who have impaired interaction with their infant. Two women with schizophrenia who were admitted for persistent psychotic symptoms and poor mothering skills, participated in the intervention. Pre intervention parenting assessment was done using video recording of mother infant interaction. Six sessions of mothering intervention were provided using video feedback and a repeat recording was done. Pre-and post-intervention videos were subsequently rated in a blind fashion by an independent expert in perinatal psychiatry using the pediatric infant parent exam (PIPE) scale. Pre and post intervention comparison of PIPE scores indicating significant improvement in several areas of mothering. Video feedback is a simple and inexpensive tool which can be used for improving mothering skills among mothers with postpartum psychosis or schizophrenia even in low resource settings.

  3. Improving student learning via mobile phone video content: Evidence from the BridgeIT India project

    Science.gov (United States)

    Wennersten, Matthew; Quraishy, Zubeeda Banu; Velamuri, Malathi

    2015-08-01

    Past efforts invested in computer-based education technology interventions have generated little evidence of affordable success at scale. This paper presents the results of a mobile phone-based intervention conducted in the Indian states of Andhra Pradesh and Tamil Nadu in 2012-13. The BridgeIT project provided a pool of audio-visual learning materials organised in accordance with a system of syllabi pacing charts. Teachers of Standard 5 and 6 English and Science classes were notified of the availability of new videos via text messages (SMS), which they downloaded onto their phones using an open-source application and showed, with suggested activities, to students on a TV screen using a TV-out cable. In their evaluation of this project, the authors of this paper found that the test scores of children who experienced the intervention improved by 0.36 standard deviations in English and 0.98 standard deviations in Science in Andhra Pradesh, relative to students in similar classrooms who did not experience the intervention. Differences between treatment and control schools in Tamil Nadu were less marked. The intervention was also cost-effective, relative to other computer-based interventions. Based on these results, the authors argue that is possible to use mobile phones to produce a strong positive and statistically significant effect in terms of teaching and learning quality across a large number of classrooms in India at a lower cost per student than past computer-based interventions.

  4. 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.

  5. Feasibility and observed safety of interactive video games for physical rehabilitation in the intensive care unit: a case series.

    Science.gov (United States)

    Kho, Michelle E; Damluji, Abdulla; Zanni, Jennifer M; Needham, Dale M

    2012-04-01

    Early rehabilitation in the intensive care unit (ICU) improves patients' physical function. Despite reports of using commercially available interactive video game systems for rehabilitation, there are few data evaluating feasibility and safety as part of routine in-patient rehabilitation, particularly in the ICU. We conducted an observational study from September 1, 2009, to August 31, 2010, of adults admitted to a 16-bed medical ICU receiving video games as part of routine physical therapy (PT), evaluating use and indications and occurrence of 14 prospectively monitored safety events. Of 410 patients receiving PT in the medical ICU, 22 (5% of all patients; male, 64%; median age, 52 years) had 42 PT treatments with video games (median [interquartile range] per patient, 1.0 [1.0-2.0]). Main indications for video game therapy included balance (52%) and endurance (45%), and the most common activities included boxing (38%), bowling (24%), and balance board (21%). Of 42 treatments, 69% occurred while standing and 45% while mechanically ventilated. During 35 hours of PT treatment, 0 safety events occurred (95% upper confidence limit for safety event rate, 8.4%). Novel use of interactive video games as part of routine PT in critically ill patients is feasible and appears safe in our case series. Video game therapy may complement existing rehabilitation techniques for ICU patients. Copyright © 2011 Elsevier Inc. All rights reserved.

  6. THE ROLE OF THE VIDEO INTERACTION GUIDANCE IN THE ENRICHMENT OF STUDENT TEACHERS’ SOCIAL SKILLS

    Directory of Open Access Journals (Sweden)

    ŠÍROVÁ, Eva

    2011-12-01

    Full Text Available The school is a complicated social organism. The integration in it could be complicated for teacher novices, who have studied theoretically psychological and pedagogical aspects of learning, but have not many opportunities to develop their professional abilities in the real education. The article deals with using of the video interaction guidance (VIG in the education of the teachers to support their professional development – above all in the area of communication skills. The improvement of the communication significantly helps to create a positive, relaxed, but learning centred climate whereby increases the efficiency of the whole teaching process. The investigation of using of the VIG in the preparation of student teachers is presented in the form of quantitative research and an illustrative case-study. Results of the research suggest that the positive video feedback provides a valuable opportunity for personal, professional and social development for both teachers and pupils across the range of contexts. The VIG improves the communication skills of student teachers, therefore enhances effective learning and teaching and minimises negative contact, e.g. misunderstanding, inattention or conflict. As a consequence, the using of the VIG had a positive impact on the self-esteem and mental hygiene of student teachers who have started fully enjoy the teaching, being energized by it.

  7. The low interaction of viewers of video clips on the internet The case study of YouTube Spain

    Directory of Open Access Journals (Sweden)

    Ana Jorge-Alonso, Ph.D.

    2010-01-01

    Full Text Available This research study demonstrates that viewers of video clips on the Internet adopt a viewing attitude that is as passive as the one adopted when watching unidirectional and traditional media. Research on the attitude of the viewer of video clips on the Internet is almost non-existent. The authors dispute the widespread myths and the few studies that suggest that most Internet users exercise the interactive potentiality of this medium. The article focuses on Youtube Spain as the main referent of video consumption over the Internet, and demonstrates the initial hypothesis with quantitative data. Their methodology studies the behaviour of Internet users by analysing 278 videos and 650,884,405 visits registered until the end of 2009. These results shed light on many questions, and open other interesting lines of research.

  8. Video feedback compared to treatment as usual in families with parent-infant interaction problems: a randomized controlled trial.

    OpenAIRE

    Høivik, Magnhild Singstad; Lydersen, Stian; Drugli, May Britt; Onsøien, Ragnhild; Bergum Hansen, Marit; Berg-Nielsen, Turid Suzanne

    2015-01-01

    Background: For the first time to our knowledge, short- and long-term effects of a multi-site randomizedcontrolled trial (RCT) of video feedback of infant–parent interaction (VIPI) intervention in naturalistic settings are published. The intervention targets families with children younger than 2 years old and parent–child interactions problems. Outcome variables were 1) observed parent–child interactions and 2) parent-reported child social and emotional development. Between-group dif...

  9. Native/Non-Native Speaker Interactions through Video-Web Communication: A Clue for Enhancing Motivation?

    Science.gov (United States)

    Jauregi, Kristi; de Graaff, Rick; van den Bergh, Huub; Kriz, Milan

    2012-01-01

    One of the main objectives of the European Networked Interaction in Foreign Language Acquisition and Research (NIFLAR) project is to make foreign language learning and teaching processes more relevant and rewarding for reaching intercultural communicative competence. This is realized by offering foreign language learners and pre-service teachers…

  10. The effectiveness of video interaction guidance in parents of premature infants: A multicenter randomised controlled trial

    Directory of Open Access Journals (Sweden)

    Tooten Anneke

    2012-06-01

    Full Text Available Abstract Background Studies have consistently found a high incidence of neonatal medical problems, premature births and low birth weights in abused and neglected children. One of the explanations proposed for the relation between neonatal problems and adverse parenting is a possible delay or disturbance in the bonding process between the parent and infant. This hypothesis suggests that due to neonatal problems, the development of an affectionate bond between the parent and the infant is impeded. The disruption of an optimal parent-infant bond -on its turn- may predispose to distorted parent-infant interactions and thus facilitate abusive or neglectful behaviours. Video Interaction Guidance (VIG is expected to promote the bond between parents and newborns and is expected to diminish non-optimal parenting behaviour. Methods/design This study is a multi-center randomised controlled trial to evaluate the effectiveness of Video Interaction Guidance in parents of premature infants. In this study 210 newborn infants with their parents will be included: n = 70 healthy term infants (>37 weeks GA, n = 70 moderate term infants (32–37 weeks GA which are recruited from maternity wards of 6 general hospitals and n = 70 extremely preterm infants or very low birth weight infants (i.e. full term infants and their parents, receiving care as usual, a control group (i.e. premature infants and their parents, receiving care as usual and an intervention group (i.e. premature infants and their parents, receiving VIG. The data will be collected during the first six months after birth using observations of parent-infant interactions, questionnaires and semi-structured interviews. Primary outcomes are the quality of parental bonding and parent-infant interactive behaviour. Parental secondary outcomes are (posttraumatic stress symptoms, depression, anxiety and feelings of anger and hostility. Infant secondary outcomes are behavioral aspects such as crying

  11. The effectiveness of video interaction guidance in parents of premature infants: a multicenter randomised controlled trial.

    Science.gov (United States)

    Tooten, Anneke; Hoffenkamp, Hannah N; Hall, Ruby A S; Winkel, Frans Willem; Eliëns, Marij; Vingerhoets, Ad J J M; van Bakel, Hedwig J A

    2012-06-18

    Studies have consistently found a high incidence of neonatal medical problems, premature births and low birth weights in abused and neglected children. One of the explanations proposed for the relation between neonatal problems and adverse parenting is a possible delay or disturbance in the bonding process between the parent and infant. This hypothesis suggests that due to neonatal problems, the development of an affectionate bond between the parent and the infant is impeded. The disruption of an optimal parent-infant bond -on its turn- may predispose to distorted parent-infant interactions and thus facilitate abusive or neglectful behaviours. Video Interaction Guidance (VIG) is expected to promote the bond between parents and newborns and is expected to diminish non-optimal parenting behaviour. This study is a multi-center randomised controlled trial to evaluate the effectiveness of Video Interaction Guidance in parents of premature infants. In this study 210 newborn infants with their parents will be included: n = 70 healthy term infants (>37 weeks GA), n = 70 moderate term infants (32-37 weeks GA) which are recruited from maternity wards of 6 general hospitals and n = 70 extremely preterm infants or very low birth weight infants (parents, receiving care as usual), a control group (i.e. premature infants and their parents, receiving care as usual) and an intervention group (i.e. premature infants and their parents, receiving VIG). The data will be collected during the first six months after birth using observations of parent-infant interactions, questionnaires and semi-structured interviews. Primary outcomes are the quality of parental bonding and parent-infant interactive behaviour. Parental secondary outcomes are (posttraumatic) stress symptoms, depression, anxiety and feelings of anger and hostility. Infant secondary outcomes are behavioral aspects such as crying, eating, and sleeping. This is the first prospective study to empirically evaluate the effect of

  12. 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.

  13. UNDRESSING INTERACTIONS: the effect of interactions on performance in multi-project settings

    OpenAIRE

    Zabrovskaya, Evgenia; Laur, Inesa

    2010-01-01

    Contemporary companies work in complex environment comprising many simultaneous running projects, i.e. multi-project settings. To a large extend those projects are interdependent and are multi-professionally constituted of representatives from customers, suppliers, other business partners and researchers from academia. The success of projects, particularly in the multi-project setting, is dependent of the collaboration and interaction among those actors involved. The aim of this article is to...

  14. 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…

  15. Moving Wallpaper-Digital Interactive Projections.

    OpenAIRE

    Richardson, Andrew

    2009-01-01

    Moving Wallpaper is an computational generative and reactive piece of work which comes from a desire to apply the ethos and design sensibilities of the Arts and Crafts movement within the context of contemporary design. Inspired by the elegant patterns, forms and structure of the Willow and Jasmine wallpaper designs of William Morris, the Moving Wallpaper project seeks to create digital ‘wallpaper’ which introduces the elegance, beauty and humanity of Arts and Crafts design into digital progr...

  16. Understanding interactive knowledge development in coastal projects

    NARCIS (Netherlands)

    Seijger, Chris; Dewulf, Geert P.M.R.; Otter, Henriëtte; van Tatenhove, J.

    2013-01-01

    Various concepts have been developed that refer to interactive modes of knowledge production. Examples such as Mode 2 knowledge and post-normal science highlight the involvement of researchers, decision makers and other societal actors, in order to develop relevant knowledge for decision making.

  17. The Vesalius Project: interactive computers in anatomical instruction.

    Science.gov (United States)

    McCracken, T O; Spurgeon, T L

    1991-01-01

    The goal of the Vesalius Project is a high-resolution, interactive 3-D atlas of human/animal anatomy, stored on a laser videodisc and displayed on graphics workstations--an an "electronic Gray's Anatomy." Students will use this computerized atlas interactively to learn the structure of the body and to understand their own bodies in health and disease. The Human Factors Research Laboratory at Colorado State University has designed and is conducting a comprehensive evaluation program for the project.

  18. Educational integrating projects as a method of interactive learning

    Directory of Open Access Journals (Sweden)

    Иван Николаевич Куринин

    2013-12-01

    Full Text Available The article describes a method of interactive learning based on educational integrating projects. Some examples of content of such projects for the disciplines related to the study of information and Internet technologies and their application in management are presented.

  19. Project InterActions: A Multigenerational Robotic Learning Environment

    Science.gov (United States)

    Bers, Marina U.

    2007-01-01

    This paper presents Project InterActions, a series of 5-week workshops in which very young learners (4- to 7-year-old children) and their parents come together to build and program a personally meaningful robotic project in the context of a multigenerational robotics-based community of practice. The goal of these family workshops is to teach both…

  20. Introducing complexity into project management through multi-stakeholder interactions

    OpenAIRE

    LE GOFF-PRONOST, Myriam; Arzel, Matthieu; BEUGNARD, Antoine; COUPEZ, Jean-Philippe; GALLÉE, François; LASSUDRIE, Claire; Morvan, Michel; Vinouze, Bruno; NAËL, Richard; BAUX, Didier

    2014-01-01

    International audience; Telecom Bretagne is a French graduate engineering school in Information and Communication Technology. One of our ambitions is to train globally competitive technical managers able to cope with complex projects. To this end, we developed project based learning where students are in a practical situation close to their future career as an engineer. In this paper, we describe the project organisation and focus on the interactions between stakeholders (large student groups...

  1. Performance evaluation of real-time video content analysis systems in the CANDELA project

    Science.gov (United States)

    Desurmont, Xavier; Wijnhoven, Rob; Jaspers, Egbert; Caignart, Olivier; Barais, Mike; Favoreel, Wouter; Delaigle, Jean-Francois

    2005-02-01

    The CANDELA project aims at realizing a system for real-time image processing in traffic and surveillance applications. The system performs segmentation, labels the extracted blobs and tracks their movements in the scene. Performance evaluation of such a system is a major challenge since no standard methods exist and the criteria for evaluation are highly subjective. This paper proposes a performance evaluation approach for video content analysis (VCA) systems and identifies the involved research areas. For these areas we give an overview of the state-of-the-art in performance evaluation and introduce a classification into different semantic levels. The proposed evaluation approach compares the results of the VCA algorithm with a ground-truth (GT) counterpart, which contains the desired results. Both the VCA results and the ground truth comprise description files that are formatted in MPEG-7. The evaluation is required to provide an objective performance measure and a mean to choose between competitive methods. In addition, it enables algorithm developers to measure the progress of their work at the different levels in the design process. From these requirements and the state-of-the-art overview we conclude that standardization is highly desirable for which many research topics still need to be addressed.

  2. Develop Solid State Laser Sources for High Resolution Video Projection Systems

    Energy Technology Data Exchange (ETDEWEB)

    Brickeen, B.K.

    2000-10-24

    Magic Lantern and Honeywell FM and T worked together to develop lower-cost, visible light solid-state laser sources to use in laser projector products. Work included a new family of video displays that use lasers as light sources. The displays would project electronic images up to 15 meters across and provide better resolution and clarity than movie film, up to five times the resolution of the best available computer monitors, up to 20 times the resolution of television, and up to six times the resolution of HDTV displays. The products that could be developed as a result of this CRADA could benefit the economy in many ways, such as: (1) Direct economic impact in the local manufacture and marketing of the units. (2) Direct economic impact in exports and foreign distribution. (3) Influencing the development of other elements of display technology that take advantage of the signals that these elements allow. (4) Increased productivity for engineers, FAA controllers, medical practitioners, and military operatives.

  3. Effects of video interaction analysis training on nurse–patient communication in the care of the elderly

    NARCIS (Netherlands)

    Caris-Verhallen, W.M.C.M.; Kerkstra, A.; Bensing, J.; Grypdonck, M.H.F.

    2000-01-01

    This paper describes an empirical evaluation of communication skills training for nurses in elderly care. The training programme was based on Video Interaction Analysis and aimed to improve nurses’ communication skills such that they pay attention to patients’ physical, social and emotional needs

  4. Interactive video gaming compared with health education in older adults with mild cognitive impairment: a feasibility study.

    Science.gov (United States)

    Hughes, Tiffany F; Flatt, Jason D; Fu, Bo; Butters, Meryl A; Chang, Chung-Chou H; Ganguli, Mary

    2014-09-01

    We evaluated the feasibility of a trial of Wii interactive video gaming, and its potential efficacy at improving cognitive functioning compared with health education, in a community sample of older adults with neuropsychologically defined mild cognitive impairment. Twenty older adults were equally randomized to either group-based interactive video gaming or health education for 90 min each week for 24 weeks. Although the primary outcomes were related to study feasibility, we also explored the effect of the intervention on neuropsychological performance and other secondary outcomes. All 20 participants completed the intervention, and 18 attended at least 80% of the sessions. The majority (80%) of participants were "very much" satisfied with the intervention. Bowling was enjoyed by the most participants and was also rated the highest among the games for mental, social, and physical stimulation. We observed medium effect sizes for cognitive and physical functioning in favor of the interactive video gaming condition, but these effects were not statistically significant in this small sample. Interactive video gaming is feasible for older adults with mild cognitive impairment, and medium effect sizes in favor of the Wii group warrant a larger efficacy trial. Copyright © 2014 John Wiley & Sons, Ltd.

  5. Video Interaction Guidance in Collaborative Group Work: Impact on Primary School Pupils' Self-Esteem and Behaviours

    Science.gov (United States)

    Musset, Matthew; Topping, Keith

    2017-01-01

    Video interaction guidance (VIG) is an increasingly recognised evidence-based intervention. VIG was used to enhance pupil responses during a group work programme. Fifteen primary-aged classes across a range of socio-economic status received regular group work over a year. A mixed methods repeated measures design involved nine experimental classes…

  6. A "Journey in Feminist Theory Together": The "Doing Feminist Theory through Digital Video" Project

    Science.gov (United States)

    Hurst, Rachel Alpha Johnston

    2014-01-01

    "Doing Feminist Theory Through Digital Video" is an assignment I designed for my undergraduate feminist theory course, where students created a short digital video on a concept in feminist theory. I outline the assignment and the pedagogical and epistemological frameworks that structured the assignment (digital storytelling,…

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

    Science.gov (United States)

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

    2010-01-01

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

  8. Impact of Interactive Video Communication Versus Text-Based Feedback on Teaching, Social, and Cognitive Presence in Online Learning Communities.

    Science.gov (United States)

    Seckman, Charlotte

    A key element to online learning is the ability to create a sense of presence to improve learning outcomes. This quasi-experimental study evaluated the impact of interactive video communication versus text-based feedback and found a significant difference between the 2 groups related to teaching, social, and cognitive presence. Recommendations to enhance presence should focus on providing timely feedback, interactive learning experiences, and opportunities for students to establish relationships with peers and faculty.

  9. Effects of Video Feedback on Early Coercive Parent–Child Interactions: The Intervening Role of Caregivers’ Relational Schemas

    Science.gov (United States)

    Smith, Justin D.; Dishion, Thomas J.; Moore, Kevin J.; Shaw, Daniel S.; Wilson, Melvin N.

    2013-01-01

    Objective We examined the effect of adding a video feedback intervention component to the assessment feedback session of the Family Check-Up intervention (FCU; Dishion & Stormshak, 2007). We hypothesized that the addition of video feedback procedures during the FCU feedback at child age 2 would have a positive effect on caregivers’ negative relational schemas of their child, which in turn would mediate reductions in observed coercive caregiver-child interactions assessed at age 5. Method We observed the caregiver-child interaction videotapes of 79 high-risk families with toddlers exhibiting clinically significant problem behaviors. A quasi-random sample of families were provided with direct feedback on their interactions during the feedback session of the FCU protocol. Results Path analysis indicated that reviewing and engaging in feedback about videotaped age-2 assessment predicted reduced caregivers’ negative relational schemas of the child at age 3, which acted as an intervening variable on the reduction of observed parent–child coercive interactions recorded at age 5. Video feedback predicted improved family functioning over and above level of engagement in the FCU in subsequent years, indicating the important incremental contribution of using video feedback procedures in early family-based preventive interventions for problem behaviors. Conclusions Supportive video feedback on coercive family dynamics is an important strategy for promoting caregiver motivation to reduce negative attributions toward the child, which fuel coercive interactions. Our study also contributes to the clinical and research literature concerning coercion theory and effective intervention strategies by identifying a potential mechanism of change. PMID:23534831

  10. Exploring the use of computer-mediated video communication in engineering projects in South Africa

    Directory of Open Access Journals (Sweden)

    Meyer, Izak P.

    2016-08-01

    Full Text Available Globally-expanding organisations that are trying to capitalise on distributed skills are increasingly using virtual project teams to shorten product development time and increase quality. These virtual teams, which are distributed across countries, cultures, and time zones, are required to use faster and better ways of interacting. Past research has shown that virtual teams that use computer-mediated communication (CMC instead of face-to-face communication are less cohesive because they struggle with mistrust, controlling behaviour , and communication breakdowns. This study aims to determine whether project practitioners in South Africa perceive virtual teams that use videoconferencing as suffering from the same CMC disadvantages described in past research in other environments; and if they do, what the possible causes could be. This paper reports on a survey of 106 project practitioners in South Africa. The results show that these project practitioners prefer face- to-face communication over CMC, and perceive virtual teams using videoconferencing to be less cohesive and to suffer from mistrust and communication breakdowns, but not from increased conflict and power struggles. The perceived shortcomings of videoconferencing might result from virtual teams that use this medium having less time to build interpersonal relationships.

  11. Sigur Rós and the "Valtari Mystery Film Experiment" project: for an enunciative reflection on music videos

    OpenAIRE

    Liene Nunes Saddi

    2015-01-01

    This paper seeks to propose an enunciative space to analyze music video clips as objects of visual culture incorporated into the universe of contemporary art, through the case study of the project “Valtari Mystery Film Experiment” (2012), created by the post-rock Icelandic band Sigur Rós. To achieve this, it brings together the fields of communication and the theoretical domains of Visual Arts, by tracking observation points that go from the subjectivities of musicians and directors to issues...

  12. Using Research-Based Interactive Video Vignettes to Enhance Out-of-Class Learning in Introductory Physics

    Science.gov (United States)

    Laws, Priscilla W.; Willis, Maxine C.; Jackson, David P.; Koenig, Kathleen; Teese, Robert

    2015-02-01

    Ever since the first generalized computer-assisted instruction system (PLATO1) was introduced over 50 years ago, educators have been adding computer-based materials to their classes. Today many textbooks have complete online versions that include video lectures and other supplements. In the past 25 years the web has fueled an explosion of online homework and course management systems, both as blended learning and online courses. Meanwhile, introductory physics instructors have been implementing new approaches to teaching based on the outcomes of Physics Education Research (PER). A common theme of PER-based instruction has been the use of active-learning strategies designed to help students overcome alternative conceptions that they often bring to the study of physics.2 Unfortunately, while classrooms have become more active, online learning typically relies on passive lecture videos or Kahn-style3 tablet drawings. To bring active learning online, the LivePhoto Physics Group has been developing Interactive Video Vignettes (IVVs) that add interactivity and PER-based elements to short presentations. These vignettes incorporate web-based video activities that contain interactive elements and typically require students to make predictions and analyze real-world phenomena.

  13. Using video-annotation software to identify interactions in group therapies for schizophrenia: assessing reliability and associations with outcomes.

    Science.gov (United States)

    Orfanos, Stavros; Akther, Syeda Ferhana; Abdul-Basit, Muhammad; McCabe, Rosemarie; Priebe, Stefan

    2017-02-10

    Research has shown that interactions in group therapies for people with schizophrenia are associated with a reduction in negative symptoms. However, it is unclear which specific interactions in groups are linked with these improvements. The aims of this exploratory study were to i) develop and test the reliability of using video-annotation software to measure interactions in group therapies in schizophrenia and ii) explore the relationship between interactions in group therapies for schizophrenia with clinically relevant changes in negative symptoms. Video-annotation software was used to annotate interactions from participants selected across nine video-recorded out-patient therapy groups (N = 81). Using the Individual Group Member Interpersonal Process Scale, interactions were coded from participants who demonstrated either a clinically significant improvement (N = 9) or no change (N = 8) in negative symptoms at the end of therapy. Interactions were measured from the first and last sessions of attendance (>25 h of therapy). Inter-rater reliability between two independent raters was measured. Binary logistic regression analysis was used to explore the association between the frequency of interactive behaviors and changes in negative symptoms, assessed using the Positive and Negative Syndrome Scale. Of the 1275 statements that were annotated using ELAN, 1191 (93%) had sufficient audio and visual quality to be coded using the Individual Group Member Interpersonal Process Scale. Rater-agreement was high across all interaction categories (>95% average agreement). A higher frequency of self-initiated statements measured in the first session was associated with improvements in negative symptoms. The frequency of questions and giving advice measured in the first session of attendance was associated with improvements in negative symptoms; although this was only a trend. Video-annotation software can be used to reliably identify interactive behaviors in groups

  14. Note---A Note on Economic Models for R&D Project Selection in the Presence of Project Interactions

    OpenAIRE

    Paula M. Goldstein; Howard M. Singer

    1986-01-01

    In their paper, "Economic Models for R&D Project Selection in the Presence of Project Interactions," Fox, Baker, and Bryant (Fox, G. E., N. R. Baker, J. L. Bryant. 1984. Economic models for R and D project selection in the presence of project interactions. Management Sci. 30 (July) 890--902.) proposed a model that included benefit interactions, called present value (PV) interactions, between R&D projects. Several computational errors in this paper invalidated the illustrative example which so...

  15. Understanding and Managing Process Interaction in IS Development Projects

    DEFF Research Database (Denmark)

    Bygstad, Bendik; Nielsen, Peter Axel

    2005-01-01

    Increasingly, information systems must be developed and implemented as a part of business change. This is a challenge for the IS project manager, since business change and information systems development usually are performed as separate processes. Thus, there is a need to understand and manage......-technical innovation in a situation where the organisational change process and the IS development process are parallel but incongruent. We also argue that iterative software engineering frameworks are well structured to support process interaction. Finally, we advocate that the IS project manager needs to manage...... the relationship between these two kinds of processes. To understand the interaction between information systems development and planned organisational change we introduce the concept of process interaction. We draw on a longitudinal case study of an IS development project that used an iterative and incremental...

  16. Predicting the effect of interactive video bikes on exercise adherence: An efficacy trial.

    Science.gov (United States)

    Rhodes, Ryan E; Warburton, Darren E R; Bredin, Shannon S D

    2009-12-01

    Exercise games that employ video game technology are increasing in the marketplace but have received scant research attention despite their popularity. The purpose of this study was to evaluate the effect of videobike gaming on the constructs of the theory of planned behavior (TPB) and adherence in comparison to a cycling condition where participants listen to self-selected music. Participants were 29 inactive young men assigned randomly to experimental (n = 16) or comparison (n = 13) conditions. The recommended training regime consisted of moderate intensity activity (60-75% heart rate reserve), 3 days/week for 30 min/day for 6 weeks. At the end of the first session, participants were asked to complete TPB measures and these were subsequently measured 6 weeks later. Attendance was used as the measure of adherence. Results showed that affective attitude and adherence across the 6 weeks significantly favored the videobike condition over the comparison condition. Regression analyses suggested partial mediation of the effect of the videobike condition on adherence via affective attitude. This is the first study to provide evidence that interactive videobikes may improve adherence over traditional cycling because the activity produces higher affective attitudes. The results are promising for expanding to community-based evaluation.

  17. Influence of Experience Level on Physical Activity During Interactive Video Gaming.

    Science.gov (United States)

    Kraft, Justin A; Russell, William D; Clark, Nathan; Helm, Jessica; Jackson, Amanda

    2015-06-01

    The ability of interactive video games (IVGs) to individualize physical demands influences their viability as a physical activity option. This study examined the influence of experience level on activity levels and affect resulting from playing a martial arts IVG. Twenty participants completed 3 15-minute trials: (1) walking, (2) IVG with no previous experience (INEXP), and (3) IVG activity after 2 hours of practice (EXP) during which heart rate (HR), step counts, metabolic equivalents of task (METs), ratings of perceived exertion (RPE), session RPE, and affect (positive/negative affect, enjoyment) were measured. Mean HR was lower during walking (107 ± 18 bpm) than during INEXP (131 ± 25 bpm) and EXP (120 ± 20 bpm). Peak HR and session RPE were lower for walking than for INEXP and EXP. No difference in mean HR was observed between IVG conditions, but peak HR and session RPE were lower for EXP than for INEXP. Walking resulted in greater postactivity reduction of negative affect; however, the IVG conditions were perceived as more enjoyable. Although the current IVG provided a greater exercise stimulus than walking, results suggest that user movements become more efficient with greater IVG experience and that exercise outcomes may decrease as a result.

  18. Development of a 3D Flash LADAR Video Camera for Entry, Decent and Landing Project

    Data.gov (United States)

    National Aeronautics and Space Administration — Advanced Scientific Concepts, Inc. (ASC) has developed a 128 x 128 frame, 3D Flash LADAR video camera capable of a 30 Hz frame rate. Because Flash LADAR captures an...

  19. Development of a 3D Flash LADAR Video Camera for Entry, Decent, and Landing Project

    Data.gov (United States)

    National Aeronautics and Space Administration — Advanced Scientific Concepts, Inc. (ASC) has developed a 128 x 128 frame, 3D Flash LADAR video camera which produces 3-D point clouds at 30 Hz. Flash LADAR captures...

  20. Analysis of interactions among barriers in project risk management

    Science.gov (United States)

    Dandage, Rahul V.; Mantha, Shankar S.; Rane, Santosh B.; Bhoola, Vanita

    2017-06-01

    In the context of the scope, time, cost, and quality constraints, failure is not uncommon in project management. While small projects have 70% chances of success, large projects virtually have no chance of meeting the quadruple constraints. While there is no dearth of research on project risk management, the manifestation of barriers to project risk management is a less dwelt topic. The success of project management is oftentimes based on the understanding of barriers to effective risk management, application of appropriate risk management methodology, proactive leadership to avoid barriers, workers' attitude, adequate resources, organizational culture, and involvement of top management. This paper represents various risk categories and barriers to risk management in domestic and international projects through literature survey and feedback from project professionals. After analysing the various modelling methods used in project risk management literature, interpretive structural modelling (ISM) and MICMAC analysis have been used to analyse interactions among the barriers and prioritize them. The analysis indicates that lack of top management support, lack of formal training, and lack of addressing cultural differences are the high priority barriers, among many others.

  1. Interactive video tutorials for enhancing problem solving, reasoning, and meta-cognitive skills of introductory physics students

    CERN Document Server

    Singh, Chandralekha

    2016-01-01

    We discuss the development of interactive video tutorial-based problems to help introductory physics students learn effective problem solving heuristics. The video tutorials present problem solving strategies using concrete examples in an interactive environment. They force students to follow a systematic approach to problem solving and students are required to solve sub-problems (research-guided multiple choice questions) to show their level of understanding at every stage of prob lem solving. The tutorials are designed to provide scaffolding support at every stage of problem solving as needed and help students view the problem solving process as an opportunity for knowledge and skill acquisition rather than a "plug and chug" chore. A focus on helping students learn first to analyse a problem qualitatively, and then to plan a solution in terms of the relevant physics principles, can be useful for developing their reasoning skills. The reflection stage of problem solving can help students develop meta-cogniti...

  2. 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...

  3. Rhesus monkeys (Macaca mulatta) rapidly learn to select dominant individuals in videos of artificial social interactions between unfamiliar conspecifics.

    Science.gov (United States)

    Paxton, Regina; Basile, Benjamin M; Adachi, Ikuma; Suzuki, Wendy A; Wilson, Mark E; Hampton, Robert R

    2010-11-01

    Social animals, such as primates, must behave appropriately in complex social situations such as dominance interactions. Learning dominance information through trial and error would be dangerous; therefore, cognitive mechanisms for rapid learning of dominance information by observation would be adaptive. We used a set of digitally edited artificial social interactions to examine whether rhesus monkeys (Macaca mulatta) can learn dominance relationships between unfamiliar conspecifics through observation. Our method allowed random assignment of stimulus monkeys to ranks in an artificial hierarchy, controlling for nonbehavioral cues that could indicate dominance. Subject monkeys watched videos depicting 1 stimulus monkey behaving dominantly toward another and were rewarded for selecting the dominant individual. Monkeys rapidly learned this discrimination across 5 behavior types in Experiment 1 and transferred performance to novel videos of new individuals in Experiment 2. In addition, subjects selected the dominant individual more often than expected by chance in probe videos containing no behavioral dominance information, indicating some retention of the relative dominance status of stimulus monkeys from training. Together, our results suggest that monkeys can learn dominance hierarchies through observation of third-party social interactions. (PsycINFO Database Record (c) 2010 APA, all rights reserved).

  4. Participant satisfaction with a school telehealth education program using interactive compressed video delivery methods in rural Arkansas.

    Science.gov (United States)

    Bynum, Ann B; Cranford, Charles O; Irwin, Cathy A; Denny, George S

    2002-08-01

    Socioeconomic and demographic factors can affect the impact of telehealth education programs that use interactive compressed video technology. This study assessed program satisfaction among participants in the University of Arkansas for Medical Sciences' School Telehealth Education Program delivered by interactive compressed video. Variables in the one-group posttest study were age, gender, ethnicity, education, community size, and program topics for years 1997-1999. The convenience sample included 3,319 participants in junior high and high schools. The School Telehealth Education Program provided information about health risks, disease prevention, health promotion, personal growth, and health sciences. Adolescents reported medium to high levels of satisfaction regarding program interest and quality. Significantly higher satisfaction was expressed for programs on muscular dystrophy, anatomy of the heart, and tobacco addiction (p Education Program, delivered by interactive compressed video, promoted program satisfaction among rural and minority populations and among junior high and high school students. Effective program methods included an emphasis on participants' learning needs, increasing access in rural areas among ethnic groups, speaker communication, and clarity of the program presentation.

  5. The MIntAct Project and Molecular Interaction Databases.

    Science.gov (United States)

    Licata, Luana; Orchard, Sandra

    2016-01-01

    Molecular interaction databases collect, organize, and enable the analysis of the increasing amounts of molecular interaction data being produced and published as we move towards a more complete understanding of the interactomes of key model organisms. The organization of these data in a structured format supports analyses such as the modeling of pairwise relationships between interactors into interaction networks and is a powerful tool for understanding the complex molecular machinery of the cell. This chapter gives an overview of the principal molecular interaction databases, in particular the IMEx databases, and their curation policies, use of standardized data formats and quality control rules. Special attention is given to the MIntAct project, in which IntAct and MINT joined forces to create a single resource to improve curation and software development efforts. This is exemplified as a model for the future of molecular interaction data collation and dissemination.

  6. Interactive Room Support for Complex and Distributed Design Projects

    DEFF Research Database (Denmark)

    Grønbæk, Kaj; Gundersen, Kristian Kroyer; Mogensen, Preben Holst

    2001-01-01

    We are investigating the design of digital 3D interaction technology embedded in a physical environment. We take as point of departure cemplex, collaborative industrial design projects involving heterogeneous sets of documents, and physical as well as digital 3D models. The paper introduces our...... notion of interactive room technology supporting industrial design and describes two examples of this technology: the Designers' Workbench and the 3D Whiteboard, both integrated in a common distributed and collaborative infrastructure. The paper also describes a number of new easy-to-grab and lightweight...... interaction devices being experimented with in the interactive room environment. The interactive room technologies have all been designed with the requirement that they must seamlessly integrate both into the physical and into the digital work environment while providing new affordances for industrial design...

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

    CERN Document Server

    Ylirisku, Salu Pekka

    2007-01-01

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

  8. The Development of a Bilingual Interactive Video to Improve Physical Activity and Healthful Eating in a Head Start Population

    Directory of Open Access Journals (Sweden)

    Veronica Piziak

    2014-12-01

    Full Text Available The prevalence of obesity in the Hispanic preschool population remains elevated, particularly among children in low income families below the poverty level. Obesity leads to the early onset of metabolic syndrome and Type 2 diabetes. The Head Start population of Texas is largely comprised of this high risk group. Their physical activity level is suboptimal in part due to lack of available outside play areas and time spent watching television and playing sedentary video games. Dietary intake is frequently high in sugar sweetened beverages and low in vegetables. The group is frequently bilingual with limited vocabulary and has not learned to read. Preserving their Mexican American culture is a concern. This article describes the development and assessment of a group of bilingual interactive video interventions to improve age appropriate physical activity while providing basic nutrition education focusing on increasing vegetable and water intake and decreasing sugar sweetened beverages. Suggestions for development and assessment of content were provided by focus groups of Head Start teachers, managers and dietitians in the Texas counties of Bastrop, Hidalgo and McLennon. A demonstration of the videos was conducted in Bastrop County. Teachers, students and managers felt that the videos provided excellent information, improved exercise participation and engaged the children.

  9. The Development of a Video Database for Language Educational Research Projects

    Science.gov (United States)

    Hawkey, Roger; Thompson, Sue; Turner, Richard

    2007-01-01

    The analysis of classroom observation data is seen as increasingly important in research on the impact of high-stakes language tests or new foreign-language programmes on students, teachers and other stakeholders. Video-recordings of language teaching and learning in classrooms impacted by such tests or programmes can provide revealing data,…

  10. Energizing Project-Based Inquiry: Middle-Grade Students Read, Write, and Create Videos

    Science.gov (United States)

    Spires, Hiller A.; Hervey, Lisa G.; Morris, Gwynn; Stelpflug, Catherine

    2012-01-01

    In light of emerging technologies prompting new avenues for teaching and learning, students are positioned to "create" to learn, with video production being an important process for literacy development. There is a growing need for innovative instructional practices in reading and writing that are aligned with student interests and the activities…

  11. Head-motion-controlled video goggles: preliminary concept for an interactive laparoscopic image display (i-LID).

    Science.gov (United States)

    Aidlen, Jeremy T; Glick, Sara; Silverman, Kenneth; Silverman, Harvey F; Luks, Francois I

    2009-08-01

    Light-weight, low-profile, and high-resolution head-mounted displays (HMDs) now allow personalized viewing, of a laparoscopic image. The advantages include unobstructed viewing, regardless of position at the operating table, and the possibility to customize the image (i.e., enhanced reality, picture-in-picture, etc.). The bright image display allows use in daylight surroundings and the low profile of the HMD provides adequate peripheral vision. Theoretic disadvantages include reliance for all on the same image capture and anticues (i.e., reality disconnect) when the projected image remains static, despite changes in head position. This can lead to discomfort and even nausea. We have developed a prototype of interactive laparoscopic image display that allows hands-free control of the displayed image by changes in spatial orientation of the operator's head. The prototype consists of an HMD, a spatial orientation device, and computer software to enable hands-free panning and zooming of a video-endoscopic image display. The spatial orientation device uses magnetic fields created by a transmitter and receiver, each containing three orthogonal coils. The transmitter coils are efficiently driven, using USB power only, by a newly developed circuit, each at a unique frequency. The HMD-mounted receiver system links to a commercially available PC-interface PCI-bus sound card (M-Audiocard Delta 44; Avid Technology, Tewksbury, MA). Analog signals at the receiver are filtered, amplified, and converted to digital signals, which are processed to control the image display. The prototype uses a proprietary static fish-eye lens and software for the distortion-free reconstitution of any portion of the captured image. Left-right and up-down motions of the head (and HMD) produce real-time panning of the displayed image. Motion of the head toward, or away from, the transmitter causes real-time zooming in or out, respectively, of the displayed image. This prototype of the interactive HMD

  12. A Preliminary Exploration of the Effects of a 6-week Interactive Video Dance Exercise Program in an Adult Population.

    Science.gov (United States)

    Mejia-Downs, Anne; Fruth, Stacie J; Clifford, Anne; Hine, Stephanie; Huckstep, Jeremy; Merkel, Heidi; Wilkinson, Hilary; Yoder, Jason

    2011-12-01

    The purpose of this study was to determine the effects of a 6-week interactive video dance game (IVDG) program on adult participants' cardiorespiratory status and body mass index (BMI). Twenty-seven healthy adult participants attended IVDG sessions over a 6-week period. Participants completed pre- and post-testing consisting of a submaximal VO(2) treadmill test, assessment of resting heart rate (RHR) and blood pressure (BP), BMI, and general health questionnaires. Data were analyzed using descriptives, paired t-tests to assess pre-to post-testing differences, and one-way ANOVAs to analyze variables among select groups of participants. Questionnaire data was manually coded and assessed. Twenty participants attended at least 75% of available sessions and were used in data analysis. Mean BMI decreased significantly (from 26.96 kg/m(2) to 26.21 kg/m(2); 2.87%) and cardiorespiratory fitness measured by peak VO(2) increased significantly (from 20.63 ml/kg/min to 21.69 ml/kg/min; 5.14%). Most participants reported that the IVDG program was a good workout, and that they were encouraged to continue or start an exercise routine. Forty percent reported improvements in sleep, and nearly half stated they had or were considering purchasing a home version of a video dance game. Interactive video dance game is an effective and enjoyable exercise program for adults who wish to decrease their BMI and improve components of cardiorespiratory fitness.

  13. Video-based Analysis of Motivation and Interaction in Science Classrooms

    DEFF Research Database (Denmark)

    Andersen, Hanne Moeller; Nielsen, Birgitte Lund

    2013-01-01

    An analytical framework for examining students’ motivation was developed and used for analyses of video excerpts from science classrooms. The framework was developed in an iterative process involving theories on motivation and video excerpts from a ‘motivational event’ where students worked...... in groups. Subsequently, the framework was used for an analysis of students’ motivation in the whole class situation. A cross-case analysis was carried out illustrating characteristics of students’ motivation dependent on the context. This research showed that students’ motivation to learn science......-efficacy. By coding and analysing video excerpts from science classrooms, we were able to demonstrate that the analytical framework helped us gain new insights into the effect of teachers’ communication and other elements on students’ motivation....

  14. Short Project-Based Learning with MATLAB Applications to Support the Learning of Video-Image Processing

    Science.gov (United States)

    Gil, Pablo

    2017-10-01

    University courses concerning Computer Vision and Image Processing are generally taught using a traditional methodology that is focused on the teacher rather than on the students. This approach is consequently not effective when teachers seek to attain cognitive objectives involving their students' critical thinking. This manuscript covers the development, implementation and assessment of a short project-based engineering course with MATLAB applications Multimedia Engineering being taken by Bachelor's degree students. The principal goal of all course lectures and hands-on laboratory activities was for the students to not only acquire image-specific technical skills but also a general knowledge of data analysis so as to locate phenomena in pixel regions of images and video frames. This would hopefully enable the students to develop skills regarding the implementation of the filters, operators, methods and techniques used for image processing and computer vision software libraries. Our teaching-learning process thus permits the accomplishment of knowledge assimilation, student motivation and skill development through the use of a continuous evaluation strategy to solve practical and real problems by means of short projects designed using MATLAB applications. Project-based learning is not new. This approach has been used in STEM learning in recent decades. But there are many types of projects. The aim of the current study is to analyse the efficacy of short projects as a learning tool when compared to long projects during which the students work with more independence. This work additionally presents the impact of different types of activities, and not only short projects, on students' overall results in this subject. Moreover, a statistical study has allowed the author to suggest a link between the students' success ratio and the type of content covered and activities completed on the course. The results described in this paper show that those students who took part

  15. Interactive design of patient-oriented video-games for rehabilitation: concept and application.

    Science.gov (United States)

    Lupinacci, Giorgia; Gatti, Gianluca; Melegari, Corrado; Fontana, Saverio

    2018-04-01

    Serious video-games are innovative tools used to train the motor skills of subjects affected by neurological disorders. They are often developed to train a specific type of patients and the rules of the game are standardly defined. A system that allows the therapist to design highly patient-oriented video-games, without specific informatics skills, is proposed. The system consists of one personal computer, two screens, a Kinect™ sensor and a specific software developed here for the design of the video-games. It was tested with the collaboration of three therapists and six patients, and two questionnaires were filled in by each patient to evaluate the appreciation of the rehabilitative sessions. The therapists learned easily how to use the system, and no serious difficulties were encountered by the patients. The questionnaires showed an overall good satisfaction by the patients and highlighted the key-role of the therapist in involving the patients during the rehabilitative session. It was found that the proposed system is effective for developing patient-oriented video-games for rehabilitation. The two main advantages are that the therapist is allowed to (i) develop personalized video-games without informatics skills and (ii) adapt the game settings to patients affected by different pathologies. Implications for rehabilitation Virtual reality and serious video games offer the opportunity to transform the traditional therapy into a more pleasant experience, allowing patients to train their motor and cognitive skills. Both the therapists and the patients should be involved in the development of rehabilitative solutions to be highly patient-oriented. A system for the design of rehabilitative games by the therapist is described and the feedback of three therapists and six patients is reported.

  16. INTERACTIVE VIDEO-GAMING AND THE NEW POSSIBILITIES FOR BODILY ACTION AND IMAGINATION

    OpenAIRE

    Nino Ferrin; Michalis Kontopodis

    2015-01-01

    Video games can open possibilities for bodily action and imagination of the youths, especially the newer forms of video games. We will discuss it through two case studies of media sporting activities with the game “Nintendo Wii”, in which the game is handled by corporal movements. The performative use of new media enables the actor-actant to recognize or misrecognize his/her abilities, since the media changes radically one’s world- and self-views. In order to deal with these basic assumptions...

  17. Project InterActions: A Multigenerational Robotic Learning Environment

    Science.gov (United States)

    Bers, Marina U.

    2007-12-01

    This paper presents Project InterActions, a series of 5-week workshops in which very young learners (4- to 7-year-old children) and their parents come together to build and program a personally meaningful robotic project in the context of a multigenerational robotics-based community of practice. The goal of these family workshops is to teach both parents and children about the mechanical and programming aspects involved in robotics, as well as to initiate them in a learning trajectory with and about technology. Results from this project address different ways in which parents and children learn together and provide insights into how to develop educational interventions that would educate parents, as well as children, in new domains of knowledge and skills such as robotics and new technologies.

  18. Real-Depth imaging: a new (no glasses) 3D imaging technology with video/data projection applications

    Science.gov (United States)

    Dolgoff, Eugene

    1997-05-01

    Floating Images, Inc. has developed the software and hardware for anew, patent pending, 'floating 3D, off-the- screen-experience' display technology. This technology has the potential to become the next standard for home and arcade video games, computers, corporate presentations, Internet/Intranet viewing, and television. Current '3D Graphics' technologies are actually flat on screen. Floating Images technology actually produce images at different depths from any display, such as CRT and LCD, for television, computer, projection, and other formats. In addition, unlike stereoscopic 3D imaging, no glasses, headgear, or other viewing aids are used. And, unlike current autostereoscopic imaging technologies, there is virtually no restriction on where viewers can sit to view the images, with no 'bad' or 'dead' zones, flipping, or pseudoscopy. In addition to providing traditional depth cues such as perspective and background image occlusion, the new technology also provides both horizontal and vertical binocular parallax and accommodation which coincides with convergence. Since accommodation coincides with convergence, viewing these images doesn't produce headaches, fatigue, or eye-strain, regardless of how long they are viewed. The imagery must either be formatted for the Floating Images platform when written, or existing software can be reformatted without much difficult. The optical hardware system can be made to accommodate virtually any projection system to produce Floating Images for the Boardroom, video arcade, stage shows, or the classroom.

  19. Combining Recurrence Analysis and Automatic Movement Extraction from Video Recordings to Study Behavioral Coupling in Face-to-Face Parent-Child Interactions.

    Science.gov (United States)

    López Pérez, David; Leonardi, Giuseppe; Niedźwiecka, Alicja; Radkowska, Alicja; Rączaszek-Leonardi, Joanna; Tomalski, Przemysław

    2017-01-01

    The analysis of parent-child interactions is crucial for the understanding of early human development. Manual coding of interactions is a time-consuming task, which is a limitation in many projects. This becomes especially demanding if a frame-by-frame categorization of movement needs to be achieved. To overcome this, we present a computational approach for studying movement coupling in natural settings, which is a combination of a state-of-the-art automatic tracker, Tracking-Learning-Detection (TLD), and nonlinear time-series analysis, Cross-Recurrence Quantification Analysis (CRQA). We investigated the use of TLD to extract and automatically classify movement of each partner from 21 video recordings of interactions, where 5.5-month-old infants and mothers engaged in free play in laboratory settings. As a proof of concept, we focused on those face-to-face episodes, where the mother animated an object in front of the infant, in order to measure the coordination between the infants' head movement and the mothers' hand movement. We also tested the feasibility of using such movement data to study behavioral coupling between partners with CRQA. We demonstrate that movement can be extracted automatically from standard definition video recordings and used in subsequent CRQA to quantify the coupling between movement of the parent and the infant. Finally, we assess the quality of this coupling using an extension of CRQA called anisotropic CRQA and show asymmetric dynamics between the movement of the parent and the infant. When combined these methods allow automatic coding and classification of behaviors, which results in a more efficient manner of analyzing movements than manual coding.

  20. How Patient Interactions with a Computer-Based Video Intervention Affect Decisions to Test for HIV

    Science.gov (United States)

    Aronson, Ian David; Rajan, Sonali; Marsch, Lisa A.; Bania, Theodore C.

    2014-01-01

    The current study examines predictors of HIV test acceptance among emergency department patients who received an educational video intervention designed to increase HIV testing. A total of 202 patients in the main treatment areas of a high-volume, urban hospital emergency department used inexpensive netbook computers to watch brief educational…

  1. The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall

    National Research Council Canada - National Science Library

    deHaan, Jonathan; Reed, W. Michael; Kuwada, Katsuko

    2010-01-01

    ... institutionalized" (Steuer, 1993, p. 21, emphasis in original). Effective second language teaching and learning with games is more likely to occur if practical conclusions can be drawn from empirical evidence. Investigating the relationship between video games and language acquisition is problematic because of the ever-increasing variations of the media. Numerous genre...

  2. Video Games and Education: Designing Learning Systems for an Interactive Age

    Science.gov (United States)

    Squire, Kurt D.

    2008-01-01

    Recently, attention has been paid to computer and video games as a medium for learning. This article provides a way of conceptualizing them as possibility spaces for learning. It provides an overview of two research programs: (1) an after-school program using commercial games to develop deep expertise in game play and game creation, and (2) an…

  3. High speed video shooting with continuous-wave laser illumination in laboratory modeling of wind - wave interaction

    Science.gov (United States)

    Kandaurov, Alexander; Troitskaya, Yuliya; Caulliez, Guillemette; Sergeev, Daniil; Vdovin, Maxim

    2014-05-01

    Three examples of usage of high-speed video filming in investigation of wind-wave interaction in laboratory conditions is described. Experiments were carried out at the Wind - wave stratified flume of IAP RAS (length 10 m, cross section of air channel 0.4 x 0.4 m, wind velocity up to 24 m/s) and at the Large Air-Sea Interaction Facility (LASIF) - MIO/Luminy (length 40 m, cross section of air channel 3.2 x 1.6 m, wind velocity up to 10 m/s). A combination of PIV-measurements, optical measurements of water surface form and wave gages were used for detailed investigation of the characteristics of the wind flow over the water surface. The modified PIV-method is based on the use of continuous-wave (CW) laser illumination of the airflow seeded by particles and high-speed video. During the experiments on the Wind - wave stratified flume of IAP RAS Green (532 nm) CW laser with 1.5 Wt output power was used as a source for light sheet. High speed digital camera Videosprint (VS-Fast) was used for taking visualized air flow images with the frame rate 2000 Hz. Velocity air flow field was retrieved by PIV images processing with adaptive cross-correlation method on the curvilinear grid following surface wave profile. The mean wind velocity profiles were retrieved using conditional in phase averaging like in [1]. In the experiments on the LASIF more powerful Argon laser (4 Wt, CW) was used as well as high-speed camera with higher sensitivity and resolution: Optronics Camrecord CR3000x2, frame rate 3571 Hz, frame size 259×1696 px. In both series of experiments spherical 0.02 mm polyamide particles with inertial time 7 ms were used for seeding airflow. New particle seeding system based on utilization of air pressure is capable of injecting 2 g of particles per second for 1.3 - 2.4 s without flow disturbance. Used in LASIF this system provided high particle density on PIV-images. In combination with high-resolution camera it allowed us to obtain momentum fluxes directly from

  4. An interactive flow model for projecting school enrolments

    Science.gov (United States)

    Gould, Edward

    1993-07-01

    Successful planning in educational administration is highly dependent on accurate student numbers. An interactive enrolment projection model is described which begins with pre-school age children to project the expected number of first grade entrants. These cohorts are then progressed through the school system. The model described can be implemented on a microcomputer and uses an interactive technique which enables human intervention in order to take full account of local knowledge in predicting the numbers in each year group. Control is maintained by allowing groups of schools to be amalgamated and then by applying to these larger groups the same techniques used to obtain the initial individual school enrolments. Adjustments to individual school enrolments are then possible following the reconciliation of larger group figures with known demographic statistics. This counteracts the effects of student mobility across wider areas and overcomes many of the problems associated with simple aggregation of individual school projections. The model provides a valuable planning tool when enrolment figures are needed for decision making.

  5. Specifics of multi-project management: interaction and resources constraints

    Directory of Open Access Journals (Sweden)

    Tsvetkova Nadezhda

    2017-01-01

    Full Text Available Multi-project management is fundamentally different from the control of a particular project or a set of slightly interconnected projects in terms of complexity and specifics. In multiproject management of the company production it is important to analyze the innovation interaction and its impact on the commercialization stage. A multiparameter factor of innovations interaction was introduced. The optimization problem which considers this factor was mathematically defined. The solution of this problem produces a schedule of innovations launches. This problem definition allows updating the objective function that corresponds to the aims of a manufacturing company. For example, it can help maximize the number of interdependent innovations with restrictions to current tangible and intangible resources or minimize the number of used tangible resources at a fixed number of innovations implemented. In order to verify the optimization problem an evolutionary approach based on genetic algorithm and local search is used. The verification was performed by the Solver a Microsoft Excel add-in. The readiness for practical use of the proposed solution was proved by the experiment.

  6. Panoramic Stereoscopic Video System for Remote-Controlled Robotic Space Operations Project

    Data.gov (United States)

    National Aeronautics and Space Administration — This Phase I project will demonstrate the feasibility of providing panoramic stereoscopic images for remote-controlled robotic space operations using three...

  7. Housing conditions influence cortical and behavioural reactions of sheep in response to videos showing social interactions of different valence.

    Science.gov (United States)

    Vögeli, Sabine; Wolf, Martin; Wechsler, Beat; Gygax, Lorenz

    2015-05-01

    Mood, as a long-term affective state, is thought to modulate short-term emotional reactions in animals, but the details of this interplay have hardly been investigated experimentally. Apart from a basic interest in this affective system, mood is likely to have an important impact on animal welfare, as bad mood may taint all emotional experience. In the present study about mood - emotion interaction, 29 sheep were kept under predictable, stimulus-rich or unpredictable, stimulus-poor housing conditions, to induce different mood states. In an experiment, the animals were confronted with video sequences of social interactions of conspecifics showing agonistic interactions, ruminating or tolerantly co-feeding as stimuli of different valences. Emotional reactions were assessed by measuring frontal brain activity using functional near-infrared spectroscopy and by recording behavioral reactions. Attentiveness of the sheep decreased from videos showing agonistic interactions to ruminating sheep to those displaying co-feeding sheep. Seeing agonistic interactions was also associated with a deactivation of the frontal cortex, specifically in animals living under predictable, stimulus-rich housing conditions. These sheep generally showed less attentiveness and locomotor activity and they had their ears in a forward position less often and in a backward position more often than the sheep from the unpredictable, stimulus-poor conditions. Housing conditions influenced how the sheep behaved, which can either be thought to be mediated by mood or by the animals' previous experience with stimulus-richness in their housing conditions. Frontal cortical activity may not depend on valence only, but also on the perceptual channel through which the stimuli were perceived. Copyright © 2015 Elsevier B.V. All rights reserved.

  8. "I'm the first video Voicethread–it's pretty sweet, I'm pumped": Gender and Self-Expression on an Interactive Multimodal Platform

    OpenAIRE

    Herring, Susan C.; Demarest, Bradford

    2017-01-01

    This study explores how male and female users of Voicethread.com, an interactive multimodal web 2.0 platform that allows asynchronous commenting via text, audio, and video, communicate and perform identity through self-expression in different semiotic modes. A quantitative computer-mediated discourse analysis of three public English-language Voicethreads found that in video and audio comments, both genders express more positive attitudes; they are also more self-conscious and ego-focused. The...

  9. 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....

  10. Public Interaction and Educational Outreach on the Yucca Mountain Project

    Energy Technology Data Exchange (ETDEWEB)

    A. Benson; Y. Riding

    2002-11-14

    In July 2002, the U.S. Congress approved Yucca Mountain in Nevada as the nation's first long-term geologic repository site for spent nuclear fuel and high-level radioactive waste. This major milestone for the country's high-level radioactive waste disposal program comes after more than twenty years of scientific study and intense public interaction and outreach. This paper describes public interaction and outreach challenges faced by the U.S. Department of Energy's (DOE) Yucca Mountain Project in the past and what additional communication strategies may be instituted following the July 2002 approval by the U.S. Congress to develop the site as the nation's first long-term geologic repository for spent nuclear fuel and high-level radioactive waste. The DOE public involvement activities were driven by two federal regulations--the National Environmental Policy Act (NEPA) and the Nuclear Waste Policy Act (NWPA) of 1982, as amended. The NEPA required that DOE hold public hearings at key points in the development of an Environmental Impact Statement (EIS) and the NWPA required the agency to conduct public hearings in the vicinity of the site prior to making a recommendation regarding the site's suitability. The NWPA also provided a roadmap for how DOE would interact with affected units of government, which include the state of Nevada and the counties surrounding the site. Because the Department anticipated and later received much public interest in this high-profile project, the agency decided to go beyond regulatory-required public involvement activities and created a broad-based program that implemented far-reaching public interaction and outreach tactics. Over the last two decades, DOE informed, educated, and engaged a myriad of interested local, national, and international parties using various traditional and innovative approaches. The Yucca Mountain Project's intensive public affairs initiatives were instrumental in involving the public

  11. Use of automated video analysis for the evaluation of bicycle movement and interaction

    Science.gov (United States)

    Twaddle, Heather; Schendzielorz, Tobias; Fakler, Oliver; Amini, Sasan

    2014-03-01

    With the purpose of developing valid models of microscopic bicycle behavior, a large quantity of video data is collected at three busy urban intersections in Munich, Germany. Due to the volume of data, the manual processing of this data is infeasible and an automated or semi-automated analysis method must be implemented. An open source software, "Traffic Intelligence", is used and extended to analyze the collected video data with regard to research questions concerning the tactical behavior of bicyclists. In a first step, the feature detection parameters, the tracking parameters and the object grouping parameters are calibrated, making it possible to accurately track and group the objects at intersections used by large volumes of motor vehicles, bicycles and pedestrians. The resulting parameters for the three intersections are presented. A methodology for the classification of road users as cars, bicycles or pedestrians is presented and evaluated. This is achieved by making hypotheses about which features belong to cars, or bicycles and pedestrians, and using grouping parameters specified for that road user group to cluster the features into objects. These objects are then classified based on their dynamic characteristics. A classification structure for the maneuvers of different road users is presented and future applications are discussed.

  12. A Comparison of Avatar, Video, and Robot-Mediated Interaction on Users' Trust in Expertise

    Directory of Open Access Journals (Sweden)

    Ye ePan

    2016-03-01

    Full Text Available Communication technologies are becoming increasingly diverse in form and functionality. A central concern is the ability to detect whether others are trustworthy. Judgments of trustworthiness rely, in part, on assessments of nonverbal cues, which are affected by media representations. In this research, we compared trust formation on three media representations. We presented 24 participants with advisors represented by two of three alternate formats: video, avatar, or robot. Unknown to the participants, one was an expert and the other was a non-expert. We observed participants' advice seeking behaviour under risk as an indicator of their trust in the advisor. We found that most participants preferred seeking advice from the expert, but we also found a tendency for seeking robot or video advice. Avatar advice, in contrast, was more rarely sought. Users' self-reports support these findings. These results suggest that when users make trust assessments the physical presence of the robot representation might compensate for the lack of identity cues.

  13. Take-home video for adult literacy

    Science.gov (United States)

    Yule, Valerie

    1996-01-01

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

  14. Zoom In! A Nanoscience Claymation Video Project Designed for Students K-3

    Science.gov (United States)

    Sandler, Nancy; Ulloa, Sergio; Raney, Kate

    2014-03-01

    Nanoscience concepts are somewhat new and strange to the general public, and although simple to explain, have not permeated through the various information channels available for public education. This is particularly true for children. Because young people in levels K-3 are exposed to digital media on a daily basis, we recognized the importance of reaching them using a familiar format. Hence, we developed a claymation Zoom In! movie that follows the ``adventures'' of Gwen Pym, a girl ``nanoscientist,'' in her quest for a dress that cannot be stained. The pilot video presented in this talk provides a novel and imaginative way to capture young children's attention while focusing on basic nanoscience concepts. By reducing Gwen to a sub-milimeter scale, concepts of scale, surface tension, hydrophobicity induced by roughness, are all exemplified in simple terms accessible to this age range. The movie is accompanied by supporting material aimed at schoolteachers, covering the physics concepts involved in the various aspects of the adventure, and including suggested on-class activities that expand on these points. The final product is contained in a DVD that was distributed to the local elementary schools in the South East Ohio area. Supported by the APS Physics on the Road Program.

  15. Improving Student Learning via Mobile Phone Video Content: Evidence from the BridgeIT India Project

    Science.gov (United States)

    Wennersten, Matthew; Quraishy, Zubeeda Banu; Velamuri, Malathi

    2015-01-01

    Past efforts invested in computer-based education technology interventions have generated little evidence of affordable success at scale. This paper presents the results of a mobile phone-based intervention conducted in the Indian states of Andhra Pradesh and Tamil Nadu in 2012-13. The BridgeIT project provided a pool of audio-visual learning…

  16. Video feedback compared to treatment as usual in families with parent-child interactions problems: a randomized controlled trial.

    Science.gov (United States)

    Høivik, Magnhild Singstad; Lydersen, Stian; Drugli, May Britt; Onsøien, Ragnhild; Hansen, Marit Bergum; Nielsen, Turid Suzanne Berg-

    2015-01-01

    For the first time to our knowledge, short- and long-term effects of a multi-site randomized-controlled trial (RCT) of video feedback of infant-parent interaction (VIPI) intervention in naturalistic settings are published. The intervention targets families with children younger than 2 years old and parent-child interactions problems. Outcome variables were 1) observed parent-child interactions and 2) parent-reported child social and emotional development. Between-group differences of the moderating effects of parental symptoms of depression, personality disorders traits, and demographic variables were investigated. The study had a parallel-group, consecutively randomized, single-blinded design; participants were recruited by health- and social workers. Seventy-five families received VIPI, and 57 families received treatment as usual (TAU). Videotapes of each parent-child interactions were obtained before treatment, right after treatment, and at a 6-month follow-up and coded according to Biringen's Emotional Availability Scales. Parental symptoms of depression and personality disorder traits were included as possible moderators. Evidence of a short-term effect of VIPI treatment on parent-child interactions was established, especially among depressed parents and parents with problematic interactions-and, to some extent, among parents with dependent and paranoid personality disorder traits. A long-term positive effect of VIPI compared with TAU on child social/emotional development was also evident. In a secondary analysis, VIPI had a direct positive effect on the depressive symptoms of parents compared with TAU. The findings of the study support the use of VIPI as an intervention in families with interaction difficulties. Current Controlled Trials ISRCTN99793905.

  17. Childhood Violence Prevention Education Using Video Games

    Science.gov (United States)

    Fontana, Leonard; Beckerman, Adela

    2004-01-01

    This article describes a project that incorporated interactive technology to teach violence prevention knowledge and skills to second grade students. The educational video games presented lessons consisting of animated characters in a story, accompanied by a number of exercises. The research issue was whether students would develop an appreciation…

  18. Video streaming into the mainstream.

    Science.gov (United States)

    Garrison, W

    2001-12-01

    Changes in Internet technology are making possible the delivery of a richer mixture of media through data streaming. High-quality, dynamic content, such as video and audio, can be incorporated into Websites simply, flexibly and interactively. Technologies such as G3 mobile communication, ADSL, cable and satellites enable new ways of delivering medical services, information and learning. Systems such as Quicktime, Windows Media and Real Video provide reliable data streams as video-on-demand and users can tailor the experience to their own interests. The Learning Development Centre at the University of Portsmouth have used streaming technologies together with e-learning tools such as dynamic HTML, Flash, 3D objects and online assessment successfully to deliver on-line course content in economics and earth science. The Lifesign project--to develop, catalogue and stream health sciences media for teaching--is described and future medical applications are discussed.

  19. Interactive projection for aerial dance using depth sensing camera

    Science.gov (United States)

    Dubnov, Tammuz; Seldess, Zachary; Dubnov, Shlomo

    2014-02-01

    This paper describes an interactive performance system for oor and Aerial Dance that controls visual and sonic aspects of the presentation via a depth sensing camera (MS Kinect). In order to detect, measure and track free movement in space, 3 degree of freedom (3-DOF) tracking in space (on the ground and in the air) is performed using IR markers. Gesture tracking and recognition is performed using a simpli ed HMM model that allows robust mapping of the actor's actions to graphics and sound. Additional visual e ects are achieved by segmentation of the actor body based on depth information, allowing projection of separate imagery on the performer and the backdrop. Artistic use of augmented reality performance relative to more traditional concepts of stage design and dramaturgy are discussed.

  20. Expanding Learning and Teaching Processes in an ESL/Civics ABE Classroom Using an Interactive Video Lesson Plan in the U.S. Southwest: An Action Research Study

    Science.gov (United States)

    Cajar-Bravo, Aristides

    2010-01-01

    This study is an action research project that analyzed the ways in which ESL students improve their language learning processes by using as a teaching tool a media literacy video and Civics Education for social skills; it was presented to two groups of 12 students who were attending an ESL/Civics Education Intermediate-Advanced class in an ABE…

  1. Interactive video game cycling leads to higher energy expenditure and is more enjoyable than conventional exercise in adults.

    Directory of Open Access Journals (Sweden)

    Javier Monedero

    Full Text Available Despite the widely accepted health benefits of regular physical activity, only a small percentage of the population meets the current recommendations. The reasons include a wide use of technology and a lack of enjoyment while exercising. The purpose of this study was to compare the physiological, perceptual and enjoyment responses between a single bout of (I conventional cycling and (II interactive cycling video game at a matched workload.A cross-sectional study in 34 healthy participants was performed. Initially, participants completed an incremental maximal cycling test to measure peak oxygen uptake and to determine ventilatory threshold. In random order, participants carried out a 30 min interactive cycling trial and a 30 min conventional cycling trial at 55% of peak power output. During the trials, oxygen uptake and energy expenditure were measured by open-circuit spirometry and heart rate was measured by radiotelemetry. RPE and enjoyment were measured every 10 minutes with Borg scale and a modified PACES scale.Interactive cycling resulted in a significantly greater %V̇O2Reserve (68.2% ± 9.2% vs 64.7% ± 8.1%, rate of energy expenditure (505.8±75.2 vs 487.4±81.2 j·kg-1·min-1, and enjoyment (63.4% ± 17 vs 42% ± 13.6, P<0.05. Participants were working at a higher intensity in relation to the individual's ventilatory threshold during the interactive cycling video game trial (M = 11.86, SE = 3.08 than during the Conventional cycling trial (M = 7.55, SE = 3.16, t(33 = -2.69, P<0.05, r = .42. No significant differences were found for heart rate reserve (72.5 ± 10.4 vs 71.4±10.1% and RPE (13.1 ± 1.8 vs 13.2 ± 1.7.Interactive cycling games can be a valid alternative to conventional exercise as they result in a higher exercise intensity than conventional cycling and a distraction from aversive cognitive and physiological states at and above the ventilatory threshold.

  2. Interactive video game cycling leads to higher energy expenditure and is more enjoyable than conventional exercise in adults.

    Science.gov (United States)

    Monedero, Javier; Lyons, Elizabeth J; O'Gorman, Donal J

    2015-01-01

    Despite the widely accepted health benefits of regular physical activity, only a small percentage of the population meets the current recommendations. The reasons include a wide use of technology and a lack of enjoyment while exercising. The purpose of this study was to compare the physiological, perceptual and enjoyment responses between a single bout of (I) conventional cycling and (II) interactive cycling video game at a matched workload. A cross-sectional study in 34 healthy participants was performed. Initially, participants completed an incremental maximal cycling test to measure peak oxygen uptake and to determine ventilatory threshold. In random order, participants carried out a 30 min interactive cycling trial and a 30 min conventional cycling trial at 55% of peak power output. During the trials, oxygen uptake and energy expenditure were measured by open-circuit spirometry and heart rate was measured by radiotelemetry. RPE and enjoyment were measured every 10 minutes with Borg scale and a modified PACES scale. Interactive cycling resulted in a significantly greater %V̇O2Reserve (68.2% ± 9.2% vs 64.7% ± 8.1%), rate of energy expenditure (505.8±75.2 vs 487.4±81.2 j·kg-1·min-1), and enjoyment (63.4% ± 17 vs 42% ± 13.6), P<0.05. Participants were working at a higher intensity in relation to the individual's ventilatory threshold during the interactive cycling video game trial (M = 11.86, SE = 3.08) than during the Conventional cycling trial (M = 7.55, SE = 3.16, t(33) = -2.69, P<0.05, r = .42). No significant differences were found for heart rate reserve (72.5 ± 10.4 vs 71.4±10.1%) and RPE (13.1 ± 1.8 vs 13.2 ± 1.7). Interactive cycling games can be a valid alternative to conventional exercise as they result in a higher exercise intensity than conventional cycling and a distraction from aversive cognitive and physiological states at and above the ventilatory threshold.

  3. Reliability and validity of an automated computerized visual acuity and stereoacuity test in children using an interactive video game.

    Science.gov (United States)

    Ma, Dae Joong; Yang, Hee Kyung; Hwang, Jeong-Min

    2013-07-01

    To evaluate the test-retest reliability and validity of the new automated computerized distance visual acuity and stereoacuity test for children, which uses an interactive video game. Retrospective, observational case series. A total of 102 children aged between 3 and 7 years underwent the Snellen visual acuity test, the Distance Randot Stereotest, and the new automated computerized distance visual acuity and stereoacuity test. The test-retest reliability and validity of the automated computerized tests were assessed and compared with the Snellen visual acuity test and the Distance Randot Stereotest with frequency distributions of the differences, Bland-Altman plots, and Deming regression. The automated computerized distance visual acuity test had high test-retest reliability (95% limits of agreement ±0.18 logMAR, 90.0% of the differences within 0.2 logMAR) and acceptable validity as compared with the Snellen visual acuity chart (95% limits of agreement ±0.27 logMAR, 81.3% of the differences within 0.2 logMAR). The automated computerized distance stereoacuity test had high test-retest reliability (95% limits of agreement ±0.29 log arc second, 95.1% of the differences within 0.3 log arc second) and acceptable validity as compared with the Distance Randot Stereotest (95% limits of agreement ±0.35 log arc second, 93.9% of the differences within 0.3 log arc second). The new automated computerized distance visual acuity and stereoacuity test, which uses an interactive video game, has good reliability and acceptable validity compared with the Snellen visual acuity chart and the Distance Randot Stereotest. Copyright © 2013 Elsevier Inc. All rights reserved.

  4. Interaction and behaviour imaging: a novel method to measure mother-infant interaction using video 3D reconstruction.

    Science.gov (United States)

    Leclère, C; Avril, M; Viaux-Savelon, S; Bodeau, N; Achard, C; Missonnier, S; Keren, M; Feldman, R; Chetouani, M; Cohen, D

    2016-05-24

    Studying early interaction is essential for understanding development and psychopathology. Automatic computational methods offer the possibility to analyse social signals and behaviours of several partners simultaneously and dynamically. Here, 20 dyads of mothers and their 13-36-month-old infants were videotaped during mother-infant interaction including 10 extremely high-risk and 10 low-risk dyads using two-dimensional (2D) and three-dimensional (3D) sensors. From 2D+3D data and 3D space reconstruction, we extracted individual parameters (quantity of movement and motion activity ratio for each partner) and dyadic parameters related to the dynamics of partners heads distance (contribution to heads distance), to the focus of mutual engagement (percentage of time spent face to face or oriented to the task) and to the dynamics of motion activity (synchrony ratio, overlap ratio, pause ratio). Features are compared with blind global rating of the interaction using the coding interactive behavior (CIB). We found that individual and dyadic parameters of 2D+3D motion features perfectly correlates with rated CIB maternal and dyadic composite scores. Support Vector Machine classification using all 2D-3D motion features classified 100% of the dyads in their group meaning that motion behaviours are sufficient to distinguish high-risk from low-risk dyads. The proposed method may present a promising, low-cost methodology that can uniquely use artificial technology to detect meaningful features of human interactions and may have several implications for studying dyadic behaviours in psychiatry. Combining both global rating scales and computerized methods may enable a continuum of time scale from a summary of entire interactions to second-by-second dynamics.

  5. Medical Student and Tutor Perceptions of Video Versus Text in an Interactive Online Virtual Patient for Problem-Based Learning: A Pilot Study.

    Science.gov (United States)

    Woodham, Luke A; Ellaway, Rachel H; Round, Jonathan; Vaughan, Sophie; Poulton, Terry; Zary, Nabil

    2015-06-18

    The impact of the use of video resources in primarily paper-based problem-based learning (PBL) settings has been widely explored. Although it can provide many benefits, the use of video can also hamper the critical thinking of learners in contexts where learners are developing clinical reasoning. However, the use of video has not been explored in the context of interactive virtual patients for PBL. A pilot study was conducted to explore how undergraduate medical students interpreted and evaluated information from video- and text-based materials presented in the context of a branched interactive online virtual patient designed for PBL. The goal was to inform the development and use of virtual patients for PBL and to inform future research in this area. An existing virtual patient for PBL was adapted for use in video and provided as an intervention to students in the transition year of the undergraduate medicine course at St George's, University of London. Survey instruments were used to capture student and PBL tutor experiences and perceptions of the intervention, and a formative review meeting was run with PBL tutors. Descriptive statistics were generated for the structured responses and a thematic analysis was used to identify emergent themes in the unstructured responses. Analysis of student responses (n=119) and tutor comments (n=18) yielded 8 distinct themes relating to the perceived educational efficacy of information presented in video and text formats in a PBL context. Although some students found some characteristics of the videos beneficial, when asked to express a preference for video or text the majority of those that responded to the question (65%, 65/100) expressed a preference for text. Student responses indicated that the use of video slowed the pace of PBL and impeded students' ability to review and critically appraise the presented information. Our findings suggest that text was perceived to be a better source of information than video in virtual

  6. Medical Student and Tutor Perceptions of Video Versus Text in an Interactive Online Virtual Patient for Problem-Based Learning: A Pilot Study

    Science.gov (United States)

    Ellaway, Rachel H; Round, Jonathan; Vaughan, Sophie; Poulton, Terry; Zary, Nabil

    2015-01-01

    Background The impact of the use of video resources in primarily paper-based problem-based learning (PBL) settings has been widely explored. Although it can provide many benefits, the use of video can also hamper the critical thinking of learners in contexts where learners are developing clinical reasoning. However, the use of video has not been explored in the context of interactive virtual patients for PBL. Objective A pilot study was conducted to explore how undergraduate medical students interpreted and evaluated information from video- and text-based materials presented in the context of a branched interactive online virtual patient designed for PBL. The goal was to inform the development and use of virtual patients for PBL and to inform future research in this area. Methods An existing virtual patient for PBL was adapted for use in video and provided as an intervention to students in the transition year of the undergraduate medicine course at St George’s, University of London. Survey instruments were used to capture student and PBL tutor experiences and perceptions of the intervention, and a formative review meeting was run with PBL tutors. Descriptive statistics were generated for the structured responses and a thematic analysis was used to identify emergent themes in the unstructured responses. Results Analysis of student responses (n=119) and tutor comments (n=18) yielded 8 distinct themes relating to the perceived educational efficacy of information presented in video and text formats in a PBL context. Although some students found some characteristics of the videos beneficial, when asked to express a preference for video or text the majority of those that responded to the question (65%, 65/100) expressed a preference for text. Student responses indicated that the use of video slowed the pace of PBL and impeded students’ ability to review and critically appraise the presented information. Conclusions Our findings suggest that text was perceived to be a

  7. Development of fast video recording of plasma interaction with a lithium limiter on T-11M tokamak

    Energy Technology Data Exchange (ETDEWEB)

    Lazarev, V.B., E-mail: v_lazarev@triniti.ru [SSC RF TRINITI Troitsk, Moscow (Russian Federation); Dzhurik, A.S.; Shcherbak, A.N. [SSC RF TRINITI Troitsk, Moscow (Russian Federation); Belov, A.M. [NRC “Kurchatov Institute”, Moscow (Russian Federation)

    2016-11-15

    Highlights: • The paper presents the results of the study of tokamak plasma interaction with lithium capillary-porous system limiters and PFC by high-speed color camera. • Registration of emission near the target in SOL in neutral lithium light and e-folding length for neutral Lithium measurements. • Registration of effect of MHD instabilities on CPS Lithium limiter. • A sequence of frames shows evolution of lithium bubble on the surface of lithium limiter. • View of filament structure near the plasma edge in ohmic mode. - Abstract: A new high-speed color camera with interference filters was installed for fast video recording of plasma-surface interaction with a Lithium limiter on the base of capillary-porous system (CPS) in T-11M tokamak vessel. The paper presents the results of the study of tokamak plasma interaction (frame exposure time up to 4 μs) with CPS Lithium limiter in a stable stationary phase, unstable regimes with internal disruption and results of processing of the image of the light emission around the probe, i.e. e-folding length for neutral Lithium penetration and e-folding length for Lithium ion flux in SOL region.

  8. An Interdisciplinary Approach to Concept Development for Interactive Video Communication Systems.

    Science.gov (United States)

    Roth, Susan King

    In winter of 1993, a design research project was conducted in the Department of Interior Design at Ohio State University by interdisciplinary teams of graduate students from Industrial Design, Industrial Systems and Engineering, Marketing, and Communication. It was, in effect, a course which aimed to apply knowledge from the students' diverse…

  9. Evaluating Types of Students' Interactions in a Wiki-Based Collaborative Learning Project

    Science.gov (United States)

    Prokofieva, Maria

    2013-01-01

    Wiki technology has been promoted as a collaborative software platform. This study investigates interactions that occur in a wiki-based collaborative learning project. The study draws on interaction literature and investigates the types of interactions with which students are engaged in wiki-based group projects, clusters that reflect online…

  10. Interactive Spherical Projection Presentations teach students about the Moon

    Science.gov (United States)

    Sherman, S. B.; Pilger, E.; James, B.; Au, C.; Lum, K.; Gillis-Davis, J. J.

    2011-12-01

    Using data from Clementine, Lunar Orbiter, Lunar Prospector, as well as the Lunar Reconnaissance Orbiter (LRO) mission we are creating multimedia applications for the Magic Planet (MP) and Science on a Sphere (SOS), spherical displays for digital media, for the Moon. Presenting the data on this innovative and stimulating medium captures the interest, stimulates curiosity, and inspires scientific learning in children, as well as general audiences. One such presentation is an interactive game where the audience uses "clickers" to vote on the location of their own lunar base determined by available resources, such as proximity to water ice, illumination (source of solar power), TiO,2, (oxygen production) and hydrogen abundances as well as local topography. The interactive nature accommodates a variety of knowledge levels and can be adapted in real-time accordingly. The clickers are used as an assessment tool as well as a means for audience to control the direction of the application. As an assessment tool audience members can make predictions and answer questions using the clicker. In addition, the audience can use the clickers to vote on what they want to do, see, or go next. Having control over the direction of the application increases the audiences' involvement and therefore interest in the activity. Both uses of the clickers engage the audience and they become active participants rather than passive observers. Undergraduates from the University of Hawaii and Leeward Community College, and a high school student from Moanalua High School, are actively involved in the design and execution of these applications. Their input help us to anticipate areas of interest, field test ease of use, and determine areas of potential confusion. In addition, their involvement in this project is intended to increase and foster their interest in planetary science, and/or another STEM related field, while at the same time gain practical experience. The applications are designed to run

  11. Assessing the Use of YouTube Videos and Interactive Activities as a Critical Thinking Stimulator for Tertiary Students: An Action Research

    Science.gov (United States)

    June, Sethela; Yaacob, Aizan; Kheng, Yeoh Khar

    2014-01-01

    The purpose of this action research was to investigate the use of YouTube videos and interactive activities in stimulating critical thinking among students from a public university in Malaysia. There were 50 students of mixed background, comprised of local and foreign students who participated in this study which lasted for one semester. Data was…

  12. How College Students' Conceptions of Newton's Second and Third Laws Change through Watching Interactive Video Vignettes: A Mixed Methods Study

    Science.gov (United States)

    Engelman, Jonathan

    2016-01-01

    Changing student conceptions in physics is a difficult process and has been a topic of research for many years. The purpose of this study was to understand what prompted students to change or not change their incorrect conceptions of Newtons Second or Third Laws in response to an intervention, Interactive Video Vignettes (IVVs), designed to…

  13. Video Mediated Social Interaction Between Groups: System Requirements and Technology Challenges

    NARCIS (Netherlands)

    D. Williams; M. Ursu; J. Meenowa; P.S. Cesar Garcia (Pablo Santiago); I. Kegel; K. Bergström (Karl)

    2011-01-01

    htmlabstractThis paper discusses results from research related to the use of television as a device that supports social interaction between close-knit groups in settings that include more than two locations, each location being potentially equipped with more than one camera. The paper introduces

  14. The Reliability and Validity of the Thin Slice Technique: Observational Research on Video Recorded Medical Interactions

    Science.gov (United States)

    Foster, Tanina S.

    2014-01-01

    Introduction: Observational research using the thin slice technique has been routinely incorporated in observational research methods, however there is limited evidence supporting use of this technique compared to full interaction coding. The purpose of this study was to determine if this technique could be reliability coded, if ratings are…

  15. What Is Video Good for? Examining How Media and Story Genre Interact

    Science.gov (United States)

    Koehler, Matthew; Yadav, Aman; Phillips, Michael; Cavazos-Kottke, Sean

    2005-01-01

    Research suggests that the educational value of a media format depends upon the ways in which its representational affordances interact with complex features of the learning environment, including learner characteristics, content domains, pedagogical strategies, and cognitive and social processes. In the current study, we sought to understand some…

  16. How College Students' Conceptions of Newton's Second and Third Laws Change Through Watching Interactive Video Vignettes: A Mixed Methods Study

    Science.gov (United States)

    Engelman, Jonathan

    Changing student conceptions in physics is a difficult process and has been a topic of research for many years. The purpose of this study was to understand what prompted students to change or not change their incorrect conceptions of Newtons Second or Third Laws in response to an intervention, Interactive Video Vignettes (IVVs), designed to overcome them. This study is based on prior research reported in the literature which has found that a curricular framework of elicit, confront, resolve, and reflect (ECRR) is important for changing student conceptions (McDermott, 2001). This framework includes four essential parts such that during an instructional event student conceptions should be elicited, incorrect conceptions confronted, these conflicts resolved, and then students should be prompted to reflect on their learning. Twenty-two undergraduate student participants who completed either or both IVVs were studied to determine whether or not they experienced components of the ECRR framework at multiple points within the IVVs. A fully integrated, mixed methods design was used to address the study purpose. Both quantitative and qualitative data were collected iteratively for each participant. Successive data collections were informed by previous data collections. All data were analyzed concurrently. The quantitative strand included a pre/post test that participants took before and after completing a given IVV and was used to measure the effect of each IVV on learning. The qualitative strand included video of each participant completing the IVV as well as an audio-recorded video elicitation interview after the post-test. The qualitative data collection was designed to describe student experiences with each IVV as well as to observe how the ECRR framework was experienced. Collecting and analyzing data using this mixed methods approach helped develop a more complete understanding of how student conceptions of Newtons Second and Third Laws changed through completion of

  17. Short Stories About The Ocean, an Art Integrated Project Into the Elementary Curriculum, Using Shadow Theatre and Video.

    Science.gov (United States)

    Guieu, M.; Scheurle, C.

    2016-02-01

    creative to do it in an engaging way for the viewers. During the presentations, an iPad is placed in front of the shadow theatre and the students videotape the stories. They edit the footage in iMovie and share with their school or a larger audience. With MOM, I hope that many students around the world will do this project and will share videos of their short stories about the Ocean.

  18. The PHOCUS Project: Particle Interactions in the Polar Summer Mesosphere

    Science.gov (United States)

    Gumbel, J.; Hedin, J.; Khaplanov, M.

    2012-12-01

    On the morning of July 21, 2011, the PHOCUS sounding rocket was launched from Esrange, Sweden, into strong noctilucent clouds (NLC) and polar mesosphere summer echoes (PMSE) observed by the Esrange lidar and the ESRAD MST radar. The aim of the PHOCUS project (Particles, Hydrogen and Oxygen Chemistry in the Upper Summer mesosphere) is to study mesospheric particles (ice and meteoric smoke) and their interaction with their neutral and charged environment. Starting out from first ideas in 2005, PHOCUS has developed into a comprehensive venture that connects to a number of new and renewed scientific questions. Interactions of interest comprise the charging and nucleation of particles, the relationship between meteoric smoke and ice, and the influence of these particles on gas-phase chemistry. This presentation gives an overview of the campaign and scientific results. The backbone of the campaign was a sounding rocket with 18 instruments from 8 scientific groups in Sweden, Norway, Germany, Austria and the USA. Atmospheric composition and ice particle properties were probed by a set of optical instruments from Stockholm University, in collaboration with the University in Trondheim. Exciting new instrument developments concerned microwave radiometers for in situ measurements of water vapour at 183 and 558 GHz by Chalmers University of Technology. Charged particles were probed by impact detectors from the University of Colorado, the University of Tromsø and the Leibniz Institute of Atmospheric Physics (IAP), complemented by direct particle sampling from Stockholm University. The neutral and charged background state of the atmosphere was quantified by the Technical University Graz, IAP, and the Norwegian Defence Research Establishment. Important ground-based instrumentation included the Esrange lidar, the ESRAD MST radar, the SkiYMET meteor radar and EISCAT.

  19. Lower limb power rehabilitation (LLPR) using interactive video game for improvement of balance function in older people.

    Science.gov (United States)

    Chen, Po-Yin; Wei, Shun-Hwa; Hsieh, Wan-Ling; Cheen, Jang-Rong; Chen, Liang-Kung; Kao, Chung-Lan

    2012-01-01

    Declined balance functions have adverse effects on elderly population. Lower limbs muscle power training is currently an emerging concept in rehabilitation on individuals with decreased balance and mobility. In this prospective, controlled study, we used a human-computer interactive video-game-based rehabilitation device (LLPR) for training of lower limb muscle power in the elderly. Forty (aged >65 years) individuals were recruited from the community. Twenty participants in the exercise group received 30-min training, twice a week, using the LLPR system. The LLPR system allows participants to perform fast speed sit-to-stand (STS) movements. Twenty age-matched participants in the control group performed slow speed STS movements, as well as strengthening and balance exercises, with the same frequency and duration. The results were compared after 12 sessions (6 weeks) of training. The mechanical and time parameters during STS movement were measured using the LLPR system. Modified falls efficacy scale (MFES), Tinetti Performance-Oriented Mobility Assessment (POMA), function reach test, five times sit to stand (FTSS) and Timed Up and Go (TUG) were administered to participants as clinical assessments. Results showed that in the exercise group, all the mechanical and time parameters showed significant improvement. In control group, only the maximal vertical ground reaction force (MVGRF) improved significantly. For clinical assessments (balance, mobility, and self-confidence), exercise group showed significantly better scores. The STS movements in video-game-based training mimic real life situations which may help to transfer the training effects into daily activities. The effectiveness of lower limb muscle training is worthy of further investigation. Copyright © 2012 Elsevier Ireland Ltd. All rights reserved.

  20. Utilizing Video Games

    Science.gov (United States)

    Blaize, L.

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

  1. The Gene-Environment Interactions in Respiratory Diseases (GEIRD) Project.

    Science.gov (United States)

    de Marco, R; Accordini, S; Antonicelli, L; Bellia, V; Bettin, M D; Bombieri, C; Bonifazi, F; Bugiani, M; Carosso, A; Casali, L; Cazzoletti, L; Cerveri, I; Corsico, A G; Ferrari, M; Fois, A G; Lo Cascio, V; Marcon, A; Marinoni, A; Olivieri, M; Perbellini, L; Pignatti, P; Pirina, P; Poli, A; Rolla, G; Trabetti, E; Verlato, G; Villani, S; Zanolin, M E

    2010-01-01

    The role of genetic and environmental factors, as well as their interaction, in the natural history of asthma, allergic rhinitis and chronic obstructive pulmonary disease (COPD) is largely unknown. This is mainly due to the lack of large-scale analytical epidemiological/genetic studies aimed at investigating these 3 respiratory conditions simultaneously. The GEIRD project is a collaborative initiative designed to collect information on biomarkers of inflammation and oxidative stress, individual and ecological exposures, diet, early-life factors, smoking habits, genetic traits and medication use in large and accurately defined series of asthma, allergic rhinitis and COPD phenotypes. It is a population-based multicase-control design, where cases and controls are identified through a 2-stage screening process (postal questionnaire and clinical examination) in pre-existing cohorts or new samples of subjects. It is aimed at elucidating the role that modifiable and genetic factors play in the occurrence, persistence, severity and control of inflammatory airway diseases, by way of the establishment of a historical multicentre standardized databank of phenotypes, contributed by and openly available to international epidemiologists. Researchers conducting population-based surveys with standardized methods may contribute to the public-domain case-control database, and use the resulting increased power to answer their own scientific questions. 2010 S. Karger AG, Basel.

  2. Real Time Eye Tracking and Hand Tracking Using Regular Video Cameras for Human Computer Interaction

    Science.gov (United States)

    2011-01-01

    Expo (ICME 2010), July 2010, Singapore. (15% acceptance rate)  Kaoning Hu, Shaun Canavan , and Lijun Yin, “Hand pointing estimation for human computer...Computing, Dec. 2009. Las Vegas, NV  Shaun Canavan and Lijun Yin, Dynamic face appearance modeling and sight direction estimation based on local...Kaoning Hu, Shaun Canavan , and Lijun Yin, “Hand pointing estimation for human computer interaction based on two orthogonal views”, IEEE/IAPR

  3. Interactive segmentation of tongue contours in ultrasound video sequences using quality maps

    Science.gov (United States)

    Ghrenassia, Sarah; Ménard, Lucie; Laporte, Catherine

    2014-03-01

    Ultrasound (US) imaging is an effective and non invasive way of studying the tongue motions involved in normal and pathological speech, and the results of US studies are of interest for the development of new strategies in speech therapy. State-of-the-art tongue shape analysis techniques based on US images depend on semi-automated tongue segmentation and tracking techniques. Recent work has mostly focused on improving the accuracy of the tracking techniques themselves. However, occasional errors remain inevitable, regardless of the technique used, and the tongue tracking process must thus be supervised by a speech scientist who will correct these errors manually or semi-automatically. This paper proposes an interactive framework to facilitate this process. In this framework, the user is guided towards potentially problematic portions of the US image sequence by a segmentation quality map that is based on the normalized energy of an active contour model and automatically produced during tracking. When a problematic segmentation is identified, corrections to the segmented contour can be made on one image and propagated both forward and backward in the problematic subsequence, thereby improving the user experience. The interactive tools were tested in combination with two different tracking algorithms. Preliminary results illustrate the potential of the proposed framework, suggesting that the proposed framework generally improves user interaction time, with little change in segmentation repeatability.

  4. Media Education and Video Games: An Action-Research Project with Adolescents in an Out-of-school Educational Context

    Science.gov (United States)

    Felini, Damiano

    2008-01-01

    Background: The penetration of video games in media consumption behaviors is statistically very significant all over the world. Education and media education cannot ignore this phenomenon, as it is so relevant for such a considerable part of the population, especially youth. The application of media education principles and goals to video games is…

  5. ANDRILL educational activities in Italy: progettosmilla.it, a case-study of an interactive project

    Science.gov (United States)

    Cattadori, M.

    2008-12-01

    In January 2006, the Italian ANDRILL (Antartic Geological Drilling) team selected the project progettosmilla.it and its instructor Matteo Cattadori, a high school teacher and collaborator of Museo Tridentino di Scienze Naturali (TN - Italy) to represent Italy in the ANDRILL-ARISE team. The ARISE (Andrill Research Immersion for Science Educators) comprised a group of teachers from 4 nations (US, New Zealand, Germany and Italy) and is part of the initiative Public and Educational Outreach component of the ANDRILL project. The selected teachers are sent to Antarctica and are actively involved in all stages of the scientific investigation, with the main aim of establishing a bridge between research and the schools in the participating countries. Progettosmilla.it was selected to take part in the first edition of ANDRILL-ARISE held at the American Antarctic base of Mc Murdo during the 2006-2007 austral summer.The project makes use of different tools, techniques and forms of communication-education to stimulate the interest and motivation of students, teachers and organizers/trainers in ANDRILL research and polar sciences in general. Activities are organized and scheduled according to a fixed timetable that cover 2/3 of an academic year and are centered on the site www.progettosmilla.it. This site feature daily reports, as well as online activities and various services for users in Italian schools. Among the online materials, more conventional ones are: - summaries of the ANDRILL research and the Antarctic environment; including multimedia (1200 photos, 10 video and audio); resource folders for teachers on 10 different subjects of study; course work for the participating school students. - ITC-oriented materials such as: videoconferencing and chat sessions with Antarctica or between classes, blogs, web-quest, animations and interactive teaching. -Many services are implemented in collaboration with other teachers and allow the ARISE team to perform distant collaborative

  6. Is that really my movement?—Students' experiences of a video-supported interactive learning model for movement awareness

    Science.gov (United States)

    Backåberg, Sofia; Gummesson, Christina; Brunt, David; Rask, Mikael

    2015-01-01

    Healthcare staff and students have a great risk of developing musculoskeletal symptoms. One cause of this is heavy load related work activities such as manual handling, in which the quality of individual work technique may play a major role. Preventive interventions and well-defined educational strategies to support movement awareness and long-lasting movement changes need to be developed. The aim of the present study was to explore nursing students’ experiences of a newly developed interactive learning model for movement awareness. The learning model, which is based on a life-world perspective with focus on interpersonal interaction, has been used with 11 undergraduate students from the second and final year. Each student participated in three individual video sessions with a facilitator. Two individual interviews were carried out with each student during the learning process and one interview 12–18 months after the last session. The interviews were audio-recorded and transcribed verbatim, and a phenomenological hermeneutic method inspired by Paul Ricoeur and described by Lindseth and Norberg was used to interpret the interviews and diary notes. The interpretation resulted in three key themes and nine subthemes. The key themes were; “Obtaining better preconditions for bodily awareness,” “Experiencing changes in one's own movement,” and “Experiencing challenges in the learning process.” The interactive learning model entails a powerful and challenging experience that develops movement awareness. The experience of meaningfulness and usefulness emerges increasingly and alternates with a feeling of discomfort. The learning model may contribute to the body of knowledge of well-defined educational strategies in movement awareness and learning in, for example, preventive interventions and ergonomic education. It may also be valuable in other practical learning situations where movement awareness is required. PMID:26274385

  7. Video-based quantification of body movement during social interaction indicates the severity of negative symptoms in patients with schizophrenia.

    Science.gov (United States)

    Kupper, Zeno; Ramseyer, Fabian; Hoffmann, Holger; Kalbermatten, Samuel; Tschacher, Wolfgang

    2010-08-01

    In schizophrenia, nonverbal behavior, including body movement, is of theoretical and clinical importance. Although reduced nonverbal expressiveness is a major component of the negative symptoms encountered in schizophrenia, few studies have objectively assessed body movement during social interaction. In the present study, 378 brief, videotaped role-play scenes involving 27 stabilized outpatients diagnosed with paranoid-type schizophrenia were analyzed using Motion Energy Analysis (MEA). This method enables the objective measuring of body movement in conjunction with ordinary video recordings. Correlations between movement parameters (percentage of time in movement, movement speed) and symptom ratings from independent PANSS interviews were calculated. Movement parameters proved to be highly reliable. In keeping with predictions, reduced movement and movement speed correlated with negative symptoms. Accordingly, in patients who exhibited noticeable movement for less than 20% of the observation time, prominent negative symptoms were highly probable. As a control measure, the percentage of movement exhibited by the patients during role-play scenes was compared to that of their normal interactants. Patients with negative symptoms differed from normal interactants by showing significantly reduced head and body movement. Two specific positive symptoms were possibly related to movement parameters: suspiciousness tended to correlate with reduced head movement, and the expression of unusual thought content tended to relate to increased movement. Overall, a close and theoretically meaningful association between the objective movement parameters and the symptom profiles was found. MEA appears to be an objective, reliable and valid method for quantifying nonverbal behavior, an aspect which may furnish new insights into the processes related to reduced expressiveness in schizophrenia. Copyright 2010 Elsevier B.V. All rights reserved.

  8. Is that really my movement? - Students' experiences of a video-supported interactive learning model for movement awareness.

    Science.gov (United States)

    Backåberg, Sofia; Gummesson, Christina; Brunt, David; Rask, Mikael

    2015-01-01

    Healthcare staff and students have a great risk of developing musculoskeletal symptoms. One cause of this is heavy load related work activities such as manual handling, in which the quality of individual work technique may play a major role. Preventive interventions and well-defined educational strategies to support movement awareness and long-lasting movement changes need to be developed. The aim of the present study was to explore nursing students' experiences of a newly developed interactive learning model for movement awareness. The learning model, which is based on a life-world perspective with focus on interpersonal interaction, has been used with 11 undergraduate students from the second and final year. Each student participated in three individual video sessions with a facilitator. Two individual interviews were carried out with each student during the learning process and one interview 12-18 months after the last session. The interviews were audio-recorded and transcribed verbatim, and a phenomenological hermeneutic method inspired by Paul Ricoeur and described by Lindseth and Norberg was used to interpret the interviews and diary notes. The interpretation resulted in three key themes and nine subthemes. The key themes were; "Obtaining better preconditions for bodily awareness," "Experiencing changes in one's own movement," and "Experiencing challenges in the learning process." The interactive learning model entails a powerful and challenging experience that develops movement awareness. The experience of meaningfulness and usefulness emerges increasingly and alternates with a feeling of discomfort. The learning model may contribute to the body of knowledge of well-defined educational strategies in movement awareness and learning in, for example, preventive interventions and ergonomic education. It may also be valuable in other practical learning situations where movement awareness is required.

  9. The Institutional Embedding of Interactive Policy Making Insights From a Comparative Research Based on Eight Interactive Projects in the Netherlands

    NARCIS (Netherlands)

    Edelenbos, Jurian; Klok, Pieter J.; van Tatenhove, Jan

    2009-01-01

    In this article, the authors address citizen involvement at the central government level in the Netherlands. Through comparative research in which they systematically analyze eight interactive projects in three governmental departments, the authors especially pay attention to the relation between

  10. Establishing a Distance Learning Plan for International Space Station (ISS) Interactive Video Education Events (IVEE)

    Science.gov (United States)

    Wallington, Clint

    1999-01-01

    Educational outreach is an integral part of the International Space Station (ISS) mandate. In a few scant years, the International Space Station has already established a tradition of successful, general outreach activities. However, as the number of outreach events increased and began to reach school classrooms, those events came under greater scrutiny by the education community. Some of the ISS electronic field trips, while informative and helpful, did not meet the generally accepted criteria for education events, especially within the context of the classroom. To make classroom outreach events more acceptable to educators, the ISS outreach program must differentiate between communication events (meant to disseminate information to the general public) and education events (designed to facilitate student learning). In contrast to communication events, education events: are directed toward a relatively homogeneous audience who are gathered together for the purpose of learning, have specific performance objectives which the students are expected to master, include a method of assessing student performance, and include a series of structured activities that will help the students to master the desired skill(s). The core of the ISS education events is an interactive videoconference between students and ISS representatives. This interactive videoconference is to be preceded by and followed by classroom activities which help the students aftain the specified learning objectives. Using the interactive videoconference as the centerpiece of the education event lends a special excitement and allows students to ask questions about what they are learning and about the International Space Station and NASA. Whenever possible, the ISS outreach education events should be congruent with national guidelines for student achievement. ISS outreach staff should recognize that there are a number of different groups that will review the events, and that each group has different criteria

  11. 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.

  12. Adolescent men's attitudes and decision-making in relation to an unplanned pregnancy. Responses to an interactive video drama.

    Science.gov (United States)

    Lohan, Maria; Cruise, Sharon; O'Halloran, Peter; Alderdice, Fiona; Hyde, Abbey

    2011-05-01

    This study confronts a gender bias in research on adolescent pregnancy by exploring adolescent men's decisions relating to a hypothetical unplanned pregnancy. A cross-sectional survey was conducted with adolescent men (N = 360) aged between 14 and 18 years attending schools in the Republic of Ireland. The study, the first of its kind in Europe, extends the small body of evidence on adolescent men and pregnancy decision-making by developing and examining reactions to an interactive video drama used in a comparable study in Australia. In addition, we tested a more comprehensive range of sociological and psychological determinants of adolescent men's decisions regarding an unplanned pregnancy. Results showed that adolescent men were more likely to choose to keep the baby in preference to abortion or adoption. Adolescent men's choice to continue the pregnancy (keep or adopt) in preference to abortion was significantly associated with anticipated feelings of regret in relation to abortion, perceived positive attitudes of own mother to keeping the baby and a feeling that a part of them might want a baby. Religiosity was also shown to underlie adolescent men's views on the perceived consequences of an abortion in their lives. Crown Copyright © 2011. Published by Elsevier Ltd. All rights reserved.

  13. 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…

  14. Phone, Email and Video Interactions with Characters in an Epidemiology Game: Towards Authenticity

    Science.gov (United States)

    Ney, Muriel; Gonçalves, Celso; Blacheff, Nicolas; Schwartz, Claudine; Bosson, Jean-Luc

    A key concern in game-based learning is the level of authenticity that the game requires in order to have an accurate match of what the learners can expect in the real world with what they need to learn. In this paper, we show how four challenges to the designer of authentic games have been addressed in a game for an undergraduate course in a medical school. We focus in particular on the system of interaction with different characters of the game, namely, the patients and a number of professionals. Students use their personal phone and email application, as well as various web sites. First, we analyze the authenticity of the game through four attributes, authenticity of the character, of the content of the feedback, of the mode and channel of communication and of the constraints. Second, the perceived authenticity (by students) is analyzed. The later is threefold and defined by an external authenticity (perceived likeness with a real life reference), an internal authenticity (perceived internal coherence of the proposed situations) and a didactical authenticity (perceived relevance with respect to learning goals).

  15. Interactive "Video Doctor" counseling reduces drug and sexual risk behaviors among HIV-positive patients in diverse outpatient settings.

    Directory of Open Access Journals (Sweden)

    Paul Gilbert

    2008-04-01

    Full Text Available Reducing substance use and unprotected sex by HIV-positive persons improves individual health status while decreasing the risk of HIV transmission. Despite recommendations that health care providers screen and counsel their HIV-positive patients for ongoing behavioral risks, it is unknown how to best provide "prevention with positives" in clinical settings. Positive Choice, an interactive, patient-tailored computer program, was developed in the United States to improve clinic-based assessment and counseling for risky behaviors.We conducted a parallel groups randomized controlled trial (December 2003-September 2006 at 5 San Francisco area outpatient HIV clinics. Eligible patients (HIV-positive English-speaking adults completed an in-depth computerized risk assessment. Participants reporting substance use or sexual risks (n = 476 were randomized in stratified blocks. The intervention group received tailored risk-reduction counseling from a "Video Doctor" via laptop computer and a printed Educational Worksheet; providers received a Cueing Sheet on reported risks. Compared with control, fewer intervention participants reported continuing illicit drug use (RR 0.81, 95% CI: 0.689, 0.957, p = 0.014 at 3 months; and RR 0.65, 95% CI: 0.540, 0.785, p<0.001 at 6 months and unprotected sex (RR 0.88, 95% CI: 0.773, 0.993, p = 0.039 at 3 months; and RR 0.80, 95% CI: 0.686, 0.941, p = 0.007 at 6 months. Intervention participants reported fewer mean days of ongoing illicit drug use (-4.0 days vs. -1.3 days, p = 0.346, at 3 months; and -4.7 days vs. -0.7 days, p = 0.130, at 6 months than did controls, and had fewer casual sex partners at (-2.3 vs. -1.4, p = 0.461, at 3 months; and -2.7 vs. -0.6, p = 0.042, at 6 months.The Positive Choice intervention achieved significant cessation of illicit drug use and unprotected sex at the group-level, and modest individual-level reductions in days of ongoing drug use and number of casual sex partners compared with the

  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. 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...

  18. Effects of video-feedback intervention on harmonious parent-child interaction and sensitive discipline of parents with intellectual disabilities: A randomized controlled trial.

    Science.gov (United States)

    Hodes, M W; Meppelder, M; de Moor, M; Kef, S; Schuengel, C

    2018-03-01

    This study tested whether video-feedback intervention based on attachment and coercion theory increased harmonious parent-child interaction and sensitive discipline of parents with mild intellectual disabilities or borderline intellectual functioning. Observer ratings of video-recorded structured interaction tasks at home formed pretest, post-test, and 3-month follow-up outcome data in a randomized controlled trial with 85 families. Repeated measures analyses of variance and covariance were conducted to test for the intervention effect and possible moderation by IQ and adaptive functioning. The intervention effect on harmonious parent-child interaction was conditional on parental social adaptive behaviour at pretest, with lower adaptive functioning associated with stronger intervention benefit at post-test and follow-up compared to care as usual. Intervention effects were not conditional on parental IQ. Intervention effects for sensitive discipline were not found. Although the video-feedback intervention did not affect observed parenting for the average parent, it may benefit interaction between children and parents with lower parental adaptive functioning. © 2017 John Wiley & Sons Ltd.

  19. Let Social Interaction Flourish

    Science.gov (United States)

    Case, Anny Fritzen

    2016-01-01

    The author describes lessons learned--through a high school project that grouped English language learners with native speakers to create a video--about ways to foster respectful, productive interaction among English learners and peers who are native speakers. The potential benefits of students who are just learning English interacting socially…

  20. La baja interacción del espectador de vídeos en Internet: caso Youtube España/The low interaction of viewers in Internet videos. Case study: Spanish Youtube

    National Research Council Canada - National Science Library

    Jorge Gallardo Camacho; Ana Jorge Alonso

    2010-01-01

      This research project demonstrates that Internet users who watch videos on-line have adopted the passive attitude that is inherent in the behaviour of viewers of unidirectional and traditional media...

  1. Grid-Enabled Interactive Data Language for Astronomical Data Project

    Data.gov (United States)

    National Aeronautics and Space Administration — Grid technologies provide a valuable solution for data intensive scientific applications but are not readily available for astronomical data and Interactive Data...

  2. Teaching and Learning Against all Odds: A Video-Based Study of Learner-to-Instructor Interaction in International Distance Education

    Directory of Open Access Journals (Sweden)

    Jean-Marie Muhirwa

    2009-09-01

    Full Text Available Distance education and information and communication technologies (ICTs have been marketed as cost-effective ways to rescue struggling educational institutions in developing countries, particularly in sub-Saharan Africa (SSA. This study uses classroom video analysis and follow-up interviews with teachers, students, and local tutors to analyse the interaction at a distance between learners in Mali and Burkina Faso and their French and Canadian instructors. Findings reveal multiple obstacles to quality interaction: frequent Internet disconnections, limited student access to computers, lack of instructor presence, ill-prepared local tutors, student unfamiliarity with typing and computer technology, ineffective technical support, poor social dynamics, learner-learner conflict, learner-instructor conflict, and student withdrawal and resignation. In light of the near death of the costly World Bank-initiated African Virtual University (AVU, this paper concludes by re-visiting the educational potential of traditional technologies, such as radio and video, to foster development in poor countries.

  3. Not So Fast: Swimming Behavior of Sailfish during Predator-Prey Interactions using High-Speed Video and Accelerometry.

    Science.gov (United States)

    Marras, Stefano; Noda, Takuji; Steffensen, John F; Svendsen, Morten B S; Krause, Jens; Wilson, Alexander D M; Kurvers, Ralf H J M; Herbert-Read, James; Boswell, Kevin M; Domenici, Paolo

    2015-10-01

    Billfishes are considered among the fastest swimmers in the oceans. Despite early estimates of extremely high speeds, more recent work showed that these predators (e.g., blue marlin) spend most of their time swimming slowly, rarely exceeding 2 m s(-1). Predator-prey interactions provide a context within which one may expect maximal speeds both by predators and prey. Beyond speed, however, an important component determining the outcome of predator-prey encounters is unsteady swimming (i.e., turning and accelerating). Although large predators are faster than their small prey, the latter show higher performance in unsteady swimming. To contrast the evading behaviors of their highly maneuverable prey, sailfish and other large aquatic predators possess morphological adaptations, such as elongated bills, which can be moved more rapidly than the whole body itself, facilitating capture of the prey. Therefore, it is an open question whether such supposedly very fast swimmers do use high-speed bursts when feeding on evasive prey, in addition to using their bill for slashing prey. Here, we measured the swimming behavior of sailfish by using high-frequency accelerometry and high-speed video observations during predator-prey interactions. These measurements allowed analyses of tail beat frequencies to estimate swimming speeds. Our results suggest that sailfish burst at speeds of about 7 m s(-1) and do not exceed swimming speeds of 10 m s(-1) during predator-prey interactions. These speeds are much lower than previous estimates. In addition, the oscillations of the bill during swimming with, and without, extension of the dorsal fin (i.e., the sail) were measured. We suggest that extension of the dorsal fin may allow sailfish to improve the control of the bill and minimize its yaw, hence preventing disturbance of the prey. Therefore, sailfish, like other large predators, may rely mainly on accuracy of movement and the use of the extensions of their bodies, rather than resorting

  4. Anthony Pro - Human Automation Interaction in Aerospace Systems Project

    Data.gov (United States)

    National Aeronautics and Space Administration — This proposed project aims to demonstrate the feasibility and utility of a data mining system designed to facilitate the interpretation of information obtained from...

  5. Academy of Program/Project & Engineering Leadership: Interactive Case Studies

    Data.gov (United States)

    National Aeronautics and Space Administration — Case studies illustrate the kinds of decisions and dilemmas managers face every day, and as such provide an effective learning tool for project management. Due to...

  6. Inductive teaching by interacting with CDIO-projects

    DEFF Research Database (Denmark)

    Goltermann, Per

    understanding of the assumptions and formulas on such observations, thus linking objective, simple observations to the classic theories. The use of the results improves both the students understanding and motivation and illustrates the clear link between the reality and the theories and formulas. This has also...... the added benefit that it proves to the students that their project results are valuable and useful, which again increases motivation in the course and in the projects....

  7. Interactive media technologies challenges and risks among youth in Sweden. : 11 children’s and 11 parents’ thoughts and experiences about Internet and video games

    OpenAIRE

    Ortiz de Gortari, Angelica; Eltayeb, Rawia

    2009-01-01

    Interactive media technologies like the Internet and video games have opened new avenues of opportunity for many, yet at the same time they represent new challenges and risks, especially for young people. In our study, eleven families were interviewed. Their perceptions, experiences and risk management are described in this paper. The children we interviewed were not high media consumers. The vast majority appeared to have a positive attitude towards the Internet, and had learned to handle co...

  8. An interactive sports video game as an intervention for rehabilitation of community-living patients with schizophrenia: A controlled, single-blind, crossover study

    OpenAIRE

    Shimizu, Nobuko; UMEMURA, Tomohiro; Matsunaga, Masahiro; Hirai, Takayoshi

    2017-01-01

    Hypofrontality is a state of decreased cerebral blood flow in the prefrontal cortex during executive function performance; it is commonly observed in patients with schizophrenia. Cognitive dysfunction, as well as the psychological symptoms of schizophrenia, influences the ability of patients to reintegrate into society. The current study investigated the effects of an interactive sports video game (IVG; Nintendo Wii™ Sports Resort) on frontal lobe function of patients with schizophrenia. A sa...

  9. Improving executive function deficits by playing interactive video-games: secondary analysis of a randomized controlled trial for individuals with chronic stroke.

    Science.gov (United States)

    Rozental-Iluz, Clara; Zeilig, Gabi; Weingarden, Harold; Rand, Debbie

    2016-08-01

    Executive function deficits negatively impact independence and participation in everyday life of individuals with chronic stroke. Therefore, it is important to explore therapeutic interventions to improve executive functions. The aim of this study was to determine the effectiveness of a 3-month interactive video-game group intervention compared to a traditional motor group intervention for improving executive functions in individuals with chronic stroke. This study is a secondary analysis of a single-blind randomized controlled trial for improving factors related to physical activity of individuals with chronic stroke. Assessments were administered pre and post the intervention and at 3-month follow-up by assessors blind to treatment allocation. Thirty-nine individuals with chronic stroke with executive function deficits participated in an interactive video-game group intervention (N.=20) or a traditional group intervention (N.=19). The intervention included two 1-hour group sessions per week for three months, either playing video-games or performing traditional exercises/activities. Executive function deficits were assessed using The Trail Making Test (Parts A and B) and by two performance-based assessments; the Bill Paying Task from the Executive Function Performance Test (EFPT) and the Executive Function Route-Finding Task (EFRT). Following intervention, scores for the Bill Paying Task (EFPT) decreased by 27.5% and 36.6% for the participants in the video-game and traditional intervention, respectively (F=17.3, Pvideo-game group with small effect sizes. Effect size was small to medium for the TMT-B (F=0.003, P=0.954) and EFRT (F=1.2, P=0.28), without any statistical significance difference. Interactive video-games provide combined cognitive-motor stimulation and therefore have potential to improve executive functioning of individuals with chronic stroke. Further research is needed. These findings highlight the potential of utilizing interactive video-games in a

  10. A protocol for a randomized clinical trial of interactive video dance: potential for effects on cognitive function

    OpenAIRE

    Jovancevic Jelena; Rosano Caterina; Perera Subashan; Erickson Kirk I; Studenski Stephanie

    2012-01-01

    Abstract Background Physical exercise has the potential to affect cognitive function, but most evidence to date focuses on cognitive effects of fitness training. Cognitive exercise also may influence cognitive function, but many cognitive training paradigms have failed to provide carry-over to daily cognitive function. Video games provide a broader, more contextual approach to cognitive training that may induce cognitive gains and have carry over to daily function. Most video games do not inv...

  11. The Interactions among Information Technology Organizational Learning, Project Learning, and Project Success

    Science.gov (United States)

    McKay, Donald S., II

    2012-01-01

    Knowledge gained from completed information technology (IT) projects was not often shared with emerging project teams. Learning lessons from other project teams was not pursued because people lack time, do not see value in learning, fear a potentially painful process, and had concerns that sharing knowledge will hurt their career. Leaders could…

  12. Reduction of Flight Control System/Structural Mode Interaction Project

    Data.gov (United States)

    National Aeronautics and Space Administration — A novel approach is proposed for reducing the degree of interaction of a high gain flight control system with the airframe structural vibration modes, representing a...

  13. Remote Data Exploration with the Interactive Data Language Project

    Data.gov (United States)

    National Aeronautics and Space Administration — We propose to enable user-friendly interaction with multi-processor and multi-core resources,allowing users to seamlessly retrieve remote data with DAP and take...

  14. Video modeling for children with dual diagnosis of deafness or hard of hearing and autism spectrum disorder to promote peer interaction.

    Science.gov (United States)

    Thrasher, Amy

    2014-11-01

    This article describes an intervention program offered at the University of Colorado Boulder that supports peer interaction among young children with autism spectrum disorders and their typical peers using a multicomponent approach, including video modeling. Characteristics of autism that may interfere with the development of peer interaction in young children will be discussed. Components of the approach will be described and the evidence base for the application of these components examined in regards to children with autism and for the potential application to children with the dual diagnosis of autism and deafness or hard of hearing. Thieme Medical Publishers 333 Seventh Avenue, New York, NY 10001, USA.

  15. The Diabeates Project: Perceptual, Affective and Psychophysiological Effects of Music and Music-Video in a Clinical Exercise Setting.

    Science.gov (United States)

    Hutchinson, Jasmin C; Karageorghis, Costas I; Black, Jessica D

    2017-02-01

    The purpose of this study was to examine the effects of music and music-video on perceptual (attentional focus, rated perceived exertion), affective (affective valence and enjoyment) and psychophysiological (blood glucose, heart rate) variables in outpatients attending a diabetes exercise clinic. Participants were 24 females (age = 66.0 ± 8.5 years) enrolled in a supervised exercise program for people with diabetes. They engaged in mixed-modality exercise sessions that included a standardized combination of flexibility, aerobic and resistance activities under conditions of music, music-video and control. Analyses revealed a main effect of condition on attentional focus and affect during aerobic exercise only. The music-video condition elicited the highest level of attentional dissociation, while affective valence was more positive in the 2 experimental conditions when compared to control. Rated perceived exertion and heart rate did not differ across conditions. Measures of exercise enjoyment indicated a main effect of condition wherein scores were higher with the music-video condition when compared to control. There was an acute glucose-lowering effect of exercise in all conditions. Results lend support to the notion that auditory and visual stimuli can enhance affective responses to exercise in a clinical setting. This may have meaningful implications for adherence, given the link between affective judgements and future behaviour in an exercise context. Copyright © 2016 Canadian Diabetes Association. Published by Elsevier Inc. All rights reserved.

  16. Videos Designed to Watch but Audience Required Telling stories is a cliché for best practice in videos. Frontier Scientists, a NSF project titled Science in Alaska: using Multimedia to Support Science Education stressed story but faced audience limitations. FS describes project's story process, reach results, and hypothesizes better scenarios.

    Science.gov (United States)

    O'Connell, E. A.

    2016-12-01

    Telling stories is a cliché for best practice in science videos. It's upheld as a method to capture audience attention in many fields. Findings from neurobiology research show character-driven stories cause the release of the neurochemical oxytocin in the brain. Oxytocin motivates cooperation with others and enhances a sense of empathy, in particular the ability to experience others' emotions. Developing character tension- as in our video design showcasing scientists along with their work- holds the viewers' attention, promotes recall of story, and has the potential to clearly broadcast the feelings and behaviors of the scientists. The brain chemical change should help answer the questions: Why should a viewer care about this science? How does it improve the world, or our lives? Is just a story-driven video the solution to science outreach? Answer: Not in our multi-media world. Frontier Scientists (FS) discovered in its three year National Science Foundation project titled 'Science in Alaska: using Multimedia to Support Science Education': the storied video is only part of the effort. Although FS created from scratch and drove a multimedia national campaign throughout the project, major reach was not achieved. Despite FS' dedicated web site, YouTube channel, weekly blog, monthly press release, Facebook and G+ pages, Twitter activity, contact with scientists' institutions, and TV broadcast, monthly activity on the web site seemed to plateau at about 3000 visitors to the FS website per month. Several factors hampered the effort: Inadequate funding for social media limited the ability of FS to get the word to untapped markets: those whose interest might be sparked by ad campaigns but who do not actively explore unfamiliar agencies' science education content. However, when institutions took advantage of promoting their scientists through the FS videos we saw an uptick in video views and the participating scientists were often contacted for additional stories or were

  17. Interactive Video Coding and Transmission over Heterogeneous Wired-to-Wireless IP Networks Using an Edge Proxy

    Directory of Open Access Journals (Sweden)

    Modestino James W

    2004-01-01

    Full Text Available Digital video delivered over wired-to-wireless networks is expected to suffer quality degradation from both packet loss and bit errors in the payload. In this paper, the quality degradation due to packet loss and bit errors in the payload are quantitatively evaluated and their effects are assessed. We propose the use of a concatenated forward error correction (FEC coding scheme employing Reed-Solomon (RS codes and rate-compatible punctured convolutional (RCPC codes to protect the video data from packet loss and bit errors, respectively. Furthermore, the performance of a joint source-channel coding (JSCC approach employing this concatenated FEC coding scheme for video transmission is studied. Finally, we describe an improved end-to-end architecture using an edge proxy in a mobile support station to implement differential error protection for the corresponding channel impairments expected on the two networks. Results indicate that with an appropriate JSCC approach and the use of an edge proxy, FEC-based error-control techniques together with passive error-recovery techniques can significantly improve the effective video throughput and lead to acceptable video delivery quality over time-varying heterogeneous wired-to-wireless IP networks.

  18. 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....

  19. The Vesalius Project: Interactive Computers in Anatomical Instruction.

    Science.gov (United States)

    McCracken, Thomas O.; Spurgeon, Thomas L.

    1991-01-01

    Described is a high-resolution, interactive 3-D atlas of human/animal anatomy that students will use to learn the structure of the body and to understand their own bodies in health and disease. This system can be used to reinforce cadaver study or to serve as a substitute for institutions where it is not practical to use cadavers. (KR)

  20. Video-Based Big Data Analytics in Cyberlearning

    Science.gov (United States)

    Wang, Shuangbao; Kelly, William

    2017-01-01

    In this paper, we present a novel system, inVideo, for video data analytics, and its use in transforming linear videos into interactive learning objects. InVideo is able to analyze video content automatically without the need for initial viewing by a human. Using a highly efficient video indexing engine we developed, the system is able to analyze…

  1. Interactive case vignettes utilizing simulated pathologist-clinician encounters with whole slide imaging and video tutorials of whole slide scans improves student understanding of disease processes.

    Science.gov (United States)

    Horn, Adam J; Czarnecki, Donna; Lele, Subodh M

    2012-01-01

    One of the drawbacks of studying pathology in the second year of medical school in a classroom setting is the relatively limited exposure to patient encounters/clinical rotations, making it difficult to understand and fully appreciate the significance of the course material, specifically the molecular and tissue aspects of disease. In this study, we determined if case vignettes incorporating pathologist-clinician encounters with whole slide imaging (WSI) and narrated/annotated videos of whole slide (WS) scans in addition to clinical data improved student understanding of pathologic disease processes. Case vignettes were created for several genitourinary disease processes that utilized clinical data including narratives of pathologist-clinician encounters, WSI, and annotated video tutorials of WS scans (designed to simulate "double-heading"). The students were encouraged to view the virtual slide first, with the video tutorials being provided to offer additional assistance. The case vignettes were created to be interactive with a detailed explanation of each correct and incorrect question choice. The cases were made available to all second year medical students via a website and could be viewed only after completing a 10 question pre-test. A post-test could be completed after viewing all cases followed by a brief satisfaction survey. Ninety-six students completed the pre-test with an average score of 7.7/10. Fifty-seven students completed the post-test with an average score of 9.4/10. Thirty-six students completed the satisfaction survey. 94% agreed or strongly agreed that this was a useful exercise and 91% felt that it helped them better understand the topics. The development of interactive case vignettes incorporating simulated pathologist-clinician encounters with WSI and video tutorials of WS scans helps to improve student enthusiasm to learn and grasp pathologic aspects of disease processes that lead to clinical therapeutic decision making.

  2. Interactive case vignettes utilizing simulated pathologist-clinician encounters with whole slide imaging and video tutorials of whole slide scans improves student understanding of disease processes

    Directory of Open Access Journals (Sweden)

    Adam J Horn

    2012-01-01

    Full Text Available Background: One of the drawbacks of studying pathology in the second year of medical school in a classroom setting is the relatively limited exposure to patient encounters/clinical rotations, making it difficult to understand and fully appreciate the significance of the course material, specifically the molecular and tissue aspects of disease. In this study, we determined if case vignettes incorporating pathologist-clinician encounters with whole slide imaging (WSI and narrated/annotated videos of whole slide (WS scans in addition to clinical data improved student understanding of pathologic disease processes. Materials and Methods: Case vignettes were created for several genitourinary disease processes that utilized clinical data including narratives of pathologist-clinician encounters, WSI, and annotated video tutorials of WS scans (designed to simulate "double-heading". The students were encouraged to view the virtual slide first, with the video tutorials being provided to offer additional assistance. The case vignettes were created to be interactive with a detailed explanation of each correct and incorrect question choice. The cases were made available to all second year medical students via a website and could be viewed only after completing a 10 question pre-test. A post-test could be completed after viewing all cases followed by a brief satisfaction survey. Results: Ninety-six students completed the pre-test with an average score of 7.7/10. Fifty-seven students completed the post-test with an average score of 9.4/10. Thirty-six students completed the satisfaction survey. 94% agreed or strongly agreed that this was a useful exercise and 91% felt that it helped them better understand the topics. Conclusion: The development of interactive case vignettes incorporating simulated pathologist-clinician encounters with WSI and video tutorials of WS scans helps to improve student enthusiasm to learn and grasp pathologic aspects of disease

  3. Analysing High School Students' Participation and Interaction in an Asynchronous Online Project-Based Learning Environment

    Science.gov (United States)

    Lang, Quek Choon

    2010-01-01

    This study aims to replicate and extend a previous study which was conducted on primary school students' asynchronous online project-based learning. In this study, 276 high school students' participation and interaction in a project-based learning environment was mediated by an asynchronous computer-mediated communication (CMC) tool. The students'…

  4. Factors Mediating the Interactions between Adviser and Advisee during the Master's Thesis Project: A Quantitative Approach

    Science.gov (United States)

    Rodrigues Jr., Jose Florencio; Lehmann, Angela Valeria Levay; Fleith, Denise De Souza

    2005-01-01

    Building on previous studies centred on the interaction between adviser and advisee in masters thesis projects, in which a qualitative approach was used, the present study uses factor analysis to identify the factors that determine either a successful or unsuccessful outcome for the masters thesis project. There were five factors relating to the…

  5. Quality Interaction Between Mission Assurance and Project Team Members

    Science.gov (United States)

    Kwong-Fu, Helenann H.; Wilson, Robert K.

    2006-01-01

    Mission Assurance independent assessments started during the development cycle and continued through post launch operations. In operations, Health and Safety of the Observatory is of utmost importance. Therefore, Mission Assurance must ensure requirements compliance and focus on process improvements required across the operational systems including new/modified products, tools, and procedures. The deployment of the interactive model involves three objectives: Team member Interaction, Good Root Cause Analysis Practices, and Risk Assessment to avoid reoccurrences. In applying this model, we use a metric based measurement process and was found to have the most significant effect, which points to the importance of focuses on a combination of root cause analysis and risk approaches allowing the engineers the ability to prioritize and quantify their corrective actions based on a well-defined set of root cause definitions (i.e. closure criteria for problem reports), success criteria and risk rating definitions.

  6. The ``Adopt A Microbe'' project: Web-based interactive education connected with scientific ocean drilling

    Science.gov (United States)

    Orcutt, B. N.; Bowman, D.; Turner, A.; Inderbitzen, K. E.; Fisher, A. T.; Peart, L. W.; Iodp Expedition 327 Shipboard Party

    2010-12-01

    We launched the "Adopt a Microbe" project as part of Integrated Ocean Drilling Program (IODP) Expedition 327 in Summer 2010. This eight-week-long education and outreach effort was run by shipboard scientists and educators from the research vessel JOIDES Resolution, using a web site (https://sites.google.com/site/adoptamicrobe) to engage students of all ages in an exploration of the deep biosphere inhabiting the upper ocean crust. Participants were initially introduced to a cast of microbes (residing within an ‘Adoption Center’ on the project website) that live in the dark ocean and asked to select and virtually ‘adopt’ a microbe. A new educational activity was offered each week to encourage learning about microbiology, using the adopted microbe as a focal point. Activities included reading information and asking questions about the adopted microbes (with subsequent responses from shipboard scientists), writing haiku about the adopted microbes, making balloon and fabric models of the adopted microbes, answering math questions related to the study of microbes in the ocean, growing cultures of microbes, and examining the gases produced by microbes. In addition, the website featured regular text, photo and video updates about the science of the expedition using a toy microbe as narrator, as well as stories written by shipboard scientists from the perspective of deep ocean microbes accompanied by watercolor illustrations prepared by a shipboard artist. Assessment methods for evaluating the effectiveness of the Adopt a Microbe project included participant feedback via email and online surveys, website traffic monitoring, and online video viewing rates. Quantitative metrics suggest that the “Adope A Microbe” project was successful in reaching target audiences and helping to encourage and maintain interest in topics related to IODP Expedition 327. The “Adopt A Microbe” project mdel can be adapted for future oceanographic expeditions to help connect the

  7. 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.

  8. 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

  9. On the passage of time : Temporal differences in video-mediated and face-to-face interaction

    NARCIS (Netherlands)

    Kleij, R. van der; Paashuis, R.M.; Schraagen, J.M.C.

    2005-01-01

    This paper examines team work over time in video-mediated non-collocated and traditional face-to-face same-room teams. In a longitudinal between-groups design, 22 three-person teams were tested in 4 1-h test sessions at 2-week intervals. A paper-folding task was designed for the experiment that had

  10. Content, Interaction, or Both? Synthesizing Two German Traditions in a Video Study on Learning to Explain in Mathematics Classroom Microcultures

    Science.gov (United States)

    Prediger, Susanne; Erath, Kirstin

    2014-01-01

    How do students learn to explain? We take this exemplary research question for presenting two antagonist traditions in German mathematics education research and their synthesis in an ongoing video study. These two traditions are (1) the German Didaktik approach that can be characterized by its epistemologically sensitive analyses and…

  11. Open Educational Resources for Call Teacher Education: The iTILT Interactive Whiteboard Project

    Science.gov (United States)

    Whyte, Shona; Schmid, Euline Cutrim; van Hazebrouck Thompson, Sanderin; Oberhofer, Margret

    2014-01-01

    This paper discusses challenges and opportunities arising during the development of open educational resources (OERs) to support communicative language teaching (CLT) with interactive whiteboards (IWBs). iTILT (interactive Technologies in Language Teaching), a European Lifelong Learning Project, has two main aims: (a) to promote "best…

  12. Understanding and Managing Process Interaction in IS Development Projects

    DEFF Research Database (Denmark)

    Bygstad, Bendik; Nielsen, Peter Axel

    2012-01-01

    Software-based information systems must be developed and implemented as a part of business change. This is a major challenge, since business change and the development of software-based information systems usually are performed in separate processes. Thus, there is a need to understand and manage...... critical events in the case, what led to the events, and what the consequences are. We discuss the implications for information systems research and in particular we discuss the contribution to project management of iterative and incremental software development.......Software-based information systems must be developed and implemented as a part of business change. This is a major challenge, since business change and the development of software-based information systems usually are performed in separate processes. Thus, there is a need to understand and manage...

  13. 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

  14. Playful Interaction

    DEFF Research Database (Denmark)

    2003-01-01

    The video Playful Interaction describes a future architectural office, and envisions ideas and concepts for playful interactions between people, materials and appliances in a pervasive and augmented working environment. The video both describes existing developments, technologies and designs...... as well as ideas not yet implemented such as playful modes of interaction with an augmented ball. Playful Interaction has been used as a hybrid of a vision video and a video prototype (1). Externally the video has been used to visualising our new ideas, and internally the video has also worked to inspire...

  15. Enumeration of Salmonids in the Okanogan Basin Using Underwater Video, Performance Period: October 2005 (Project Inception) - 31 December 2006.

    Energy Technology Data Exchange (ETDEWEB)

    Johnson, Peter N.; Rayton, Michael D.; Nass, Bryan L.; Arterburn, John E.

    2007-06-01

    The Confederated Tribes of the Colville Reservation (Colville Tribes) identified the need for collecting baseline census data on the timing and abundance of adult salmonids in the Okanogan River Basin in order to determine basin and tributary-specific spawner distributions, evaluate the status and trends of natural salmonid production in the basin, document local fish populations, and augment existing fishery data. This report documents the design, installation, operation and evaluation of mainstem and tributary video systems in the Okanogan River Basin. The species-specific data collected by these fish enumeration systems are presented along with an evaluation of the operation of a facility that provides a count of fish using an automated method. Information collected by the Colville Tribes Fish & Wildlife Department, specifically the Okanogan Basin Monitoring and Evaluation Program (OBMEP), is intended to provide a relative abundance indicator for anadromous fish runs migrating past Zosel Dam and is not intended as an absolute census count. Okanogan Basin Monitoring and Evaluation Program collected fish passage data between October 2005 and December 2006. Video counting stations were deployed and data were collected at two locations in the basin: on the mainstem Okanogan River at Zosel Dam near Oroville, Washington, and on Bonaparte Creek, a tributary to the Okanogan River, in the town of Tonasket, Washington. Counts at Zosel Dam between 10 October 2005 and 28 February 2006 are considered partial, pilot year data as they were obtained from the operation of a single video array on the west bank fishway, and covered only a portion of the steelhead migration. A complete description of the apparatus and methodology can be found in 'Fish Enumeration Using Underwater Video Imagery - Operational Protocol' (Nass 2007). At Zosel Dam, totals of 57 and 481 adult Chinook salmon were observed with the video monitoring system in 2005 and 2006, respectively. Run

  16. Effects of interactive physical-activity video-game training on physical and cognitive function in older adults.

    OpenAIRE

    Maillot, Pauline; Perrot, Alexandra; Hartley, Alan

    2012-01-01

    International audience; The purpose of the present study was to assess the potential of exergame training based on physically simulated sport play as a mode of physical activity that could have cognitive benefits for older adults. If exergame play has the cognitive benefits of conventional physical activity and also has the intrinsic attractiveness of video games, then it might be a very effective way to induce desirable lifestyle changes in older adults. To examine this issue, the authors de...

  17. 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.

  18. Video-recorded simulated patient interactions: can they help develop clinical and communication skills in today's learning environment?

    Science.gov (United States)

    Seif, Gretchen A; Brown, Debora

    2013-01-01

    It is difficult to provide real-world learning experiences for students to master clinical and communication skills. The purpose of this paper is to describe a novel instructional method using self- and peer-assessment, reflection, and technology to help students develop effective interpersonal and clinical skills. The teaching method is described by the constructivist learning theory and incorporates the use of educational technology. The learning activities were incorporated into the pre-clinical didactic curriculum. The students participated in two video-recording assignments and performed self-assessments on each and had a peer-assessment on the second video-recording. The learning activity was evaluated through the self- and peer-assessments and an instructor-designed survey. This evaluation identified several themes related to the assignment, student performance, clinical behaviors and establishing rapport. Overall the students perceived that the learning activities assisted in the development of clinical and communication skills prior to direct patient care. The use of video recordings of a simulated history and examination is a unique learning activity for preclinical PT students in the development of clinical and communication skills.

  19. Primary care strategies for promoting parent-child interactions and school readiness in at-risk families: the Bellevue Project for Early Language, Literacy, and Education Success.

    Science.gov (United States)

    Mendelsohn, Alan L; Huberman, Harris S; Berkule, Samantha B; Brockmeyer, Carolyn A; Morrow, Lesley M; Dreyer, Benard P

    2011-01-01

    To determine the effects of pediatric primary care interventions on parent-child interactions in families with low socioeconomic status. In this randomized controlled trial, participants were randomized to 1 of 2 interventions (Video Interaction Project [VIP] or Building Blocks [BB]) or the control group. Urban public hospital pediatric primary care clinic. Mother-newborn dyads enrolled post partum from November 1, 2005, through October 31, 2008. In the VIP group, mothers and newborns participated in 1-on-1 sessions with a child development specialist who facilitated interactions in play and shared reading by reviewing videos made of the parent and child on primary care visit days; learning materials and parenting pamphlets were also provided. In the BB group, parenting materials, including age-specific newsletters suggesting interactive activities, learning materials, and parent-completed developmental questionnaires, were mailed to the mothers. Parent-child interactions were assessed at 6 months with the StimQ-Infant and a 24-hour shared reading recall diary. A total of 410 families were assessed. The VIP group had a higher increased StimQ score (mean difference, 3.6 points; 95% confidence interval, 1.5 to 5.6 points; Cohen d, 0.51; 0.22 to 0.81) and more reading activities compared to the control group. The BB group also had an increased overall StimQ score compared with the control group (Cohen d, 0.31; 95% confidence interval, 0.03 to 0.60). The greatest effects for the VIP group were found for mothers with a ninth-grade or higher reading level (Cohen d, 0.68; 95% confidence interval, 0.33 to 1.03). The VIP and BB groups each led to increased parent-child interactions. Pediatric primary care represents a significant opportunity for enhancing developmental trajectories in at-risk children. clinicaltrials.gov Identifier: NCT00212576.

  20. Enhancing Project-Based Learning through Student and Industry Engagement in a Video-Augmented 3-D Virtual Trade Fair

    Science.gov (United States)

    Lee, Mark J. W.; Nikolic, Sasha; Vial, Peter J.; Ritz, Christian H.; Li, Wanqing; Goldfinch, Tom

    2016-01-01

    Project-based learning is a widely used pedagogical strategy in engineering education shown to be effective in fostering problem-solving, design, and teamwork skills. There are distinct benefits to be gained from giving students autonomy in determining the nature and scope of the projects that they wish to undertake, but a lack of expert guidance…

  1. Video and Data in Geography: An Initial Analysis of the Domesday Project Design in the United Kingdom.

    Science.gov (United States)

    Forer, Pip

    1987-01-01

    Provides initial assessment of the design and significance of the Domesday Project in the United Kingdom. Discusses the system's cost effectiveness and explains how optical disks store and retrieve information. Concludes by considering strengths and weaknesses of the project and implications of using Domesday in New Zealand. (BR)

  2. A new angle on parallel languages: the contribution of visual arts to a vocabulary of graphical projection in video games

    Directory of Open Access Journals (Sweden)

    Audrey Larochelle

    2013-03-01

    Full Text Available It is fair to argue that in the short history of game studies, the concept of graphical projection has not been used in all its dimensions. In a way, we might even say that the idea has been systematically overlooked. Therefore, in order to fully express the potential of graphical projection in game studies, we have to properly define the vocabulary used to describe its various forms.

  3. Design, Utility, and History of the Colorado Adoption Project: Examples Involving Adjustment Interactions.

    Science.gov (United States)

    Rhea, Sally Ann; Bricker, Josh B; Corley, Robin P; Defries, John C; Wadsworth, Sally J

    2013-01-01

    This paper describes the Colorado Adoption Project (CAP), a longitudinal study in behavioral development, and discusses how adoption studies may be used to assess genetic and environmental etiologies of individual differences for important developmental outcomes. Previous CAP research on adjustment outcomes in childhood and adolescence which found significant interactions, including gene-environment interactions, is reviewed. New research suggests mediating effects of menarche and religiosity on age at first sex in this predominantly middle-class, Caucasian sample.

  4. Dimension projection matrix/tree: interactive subspace visual exploration and analysis of high dimensional data.

    Science.gov (United States)

    Yuan, Xiaoru; Ren, Donghao; Wang, Zuchao; Guo, Cong

    2013-12-01

    For high-dimensional data, this work proposes two novel visual exploration methods to gain insights into the data aspect and the dimension aspect of the data. The first is a Dimension Projection Matrix, as an extension of a scatterplot matrix. In the matrix, each row or column represents a group of dimensions, and each cell shows a dimension projection (such as MDS) of the data with the corresponding dimensions. The second is a Dimension Projection Tree, where every node is either a dimension projection plot or a Dimension Projection Matrix. Nodes are connected with links and each child node in the tree covers a subset of the parent node's dimensions or a subset of the parent node's data items. While the tree nodes visualize the subspaces of dimensions or subsets of the data items under exploration, the matrix nodes enable cross-comparison between different combinations of subspaces. Both Dimension Projection Matrix and Dimension Project Tree can be constructed algorithmically through automation, or manually through user interaction. Our implementation enables interactions such as drilling down to explore different levels of the data, merging or splitting the subspaces to adjust the matrix, and applying brushing to select data clusters. Our method enables simultaneously exploring data correlation and dimension correlation for data with high dimensions.

  5. Effects of interactive physical-activity video-game training on physical and cognitive function in older adults.

    Science.gov (United States)

    Maillot, Pauline; Perrot, Alexandra; Hartley, Alan

    2012-09-01

    The purpose of the present study was to assess the potential of exergame training based on physically simulated sport play as a mode of physical activity that could have cognitive benefits for older adults. If exergame play has the cognitive benefits of conventional physical activity and also has the intrinsic attractiveness of video games, then it might be a very effective way to induce desirable lifestyle changes in older adults. To examine this issue, the authors developed an active video game training program using a pretest-training-posttest design comparing an experimental group (24 × 1 hr of training) with a control group without treatment. Participants completed a battery of neuropsychological tests, assessing executive control, visuospatial functions, and processing speed, to measure the cognitive impact of the program. They were also given a battery of functional fitness tests to measure the physical impact of the program. The trainees improved significantly in measures of game performance. They also improved significantly more than the control participants in measures of physical function and cognitive measures of executive control and processing speed, but not on visuospatial measures. It was encouraging to observe that, engagement in physically simulated sport games yielded benefits to cognitive and physical skills that are directly involved in functional abilities older adults need in everyday living (e.g., Hultsch, Hertzog, Small, & Dixon, 1999).

  6. Enhancing student interactions with the instructor and content using pen-based technology, YouTube videos, and virtual conferencing.

    Science.gov (United States)

    Cox, James R

    2011-01-01

    This report describes the incorporation of digital learning elements in organic chemistry and biochemistry courses. The first example is the use of pen-based technology and a large-format PowerPoint slide to construct a map that integrates various metabolic pathways and control points. Students can use this map to visualize the integrated nature of metabolism and how various hormones impact metabolic regulation. The second example is the embedding of health-related YouTube videos directly into PowerPoint presentations. These videos become a part of the course notes and can be viewed within PowerPoint as long as students are online. The third example is the use of a webcam to show physical models during online sessions using web-conferencing software. Various molecular conformations can be shown through the webcam, and snapshots of important conformations can be incorporated into the notes for further discussion and annotation. Each of the digital learning elements discussed in this report is an attempt to use technology to improve the quality of educational resources available outside of the classroom to foster student engagement with ideas and concepts. Biochemistry and Molecular Biology Education Vol. 39, No. 1, pp. 4-9, 2011. Copyright © 2011 Wiley Periodicals, Inc.

  7. Negotiation for Strategic Video Games

    OpenAIRE

    Afiouni, Einar Nour; Øvrelid, Leif Julian

    2013-01-01

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

  8. Production of 360° video : Introduction to 360° video and production guidelines

    OpenAIRE

    Ghimire, Sujan

    2016-01-01

    The main goal of this thesis project is to introduce latest media technology and provide a complete guideline. This project is based on the production of 360° video by using multiple GoPro cameras. This project was the first 360° video project at Helsinki Metropolia University of Applied Sciences. 360° video is a video with a totally different viewing experience and incomparable features on it. 360° x 180° video coverage and active participation from viewers are the best part of this vid...

  9. 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...

  10. Project-Based Method as an Effective Means of Interdisciplinary Interaction While Teaching a Foreign Language

    Science.gov (United States)

    Bondar, Irina Alekseevna; Kulbakova, Renata Ivanovna; Svintorzhitskaja, Irina Andreevna; Pilat, Larisa Pavlovna; Zavrumov, Zaur Aslanovich

    2016-01-01

    The article explains how to use a project-based method as an effective means of interdisciplinary interaction when teaching a foreign language on the example of The Institute of service, tourism and design (branch) of the North Caucasus Federal University (Pyatigorsk, Stavropol Territory Russia). The article holds the main objectives of the…

  11. Interaction enablers, drivers and barriers of collaborative innovation projects between small firms and academia

    DEFF Research Database (Denmark)

    Filip, Diane; Hansen, Bettina Dencker; Frølunde, Thea Thorsgaard

    2016-01-01

    Collaborative innovation projects are boundary-crossing activities in which knowledge bases from practice and academia are combined for innovations in small firms. In this study, small firms gain access to academic knowledge resources through a structured and formalized regional program. From...... a process-perspective, we explore five case studies and identify elements of collaborative innovation projects between small firms, academic researchers, and independent third parties in a Danish regional program. The elements are categorized into interaction enablers, collaboration characteristics, main...... drivers, and main barriers. Our three major findings relate to the phases of a structured program, elements of collaborative innovation projects, and the facilitation of interaction at two levels, i.e. meta-level and micro-level, by two types of brokers. The operator of the regional program facilitates...

  12. First approach to automatic measurement of frontal plane projection angle during single leg landing based on depth video

    NARCIS (Netherlands)

    Bailon, Carlos; Damas, Miguel; Pomares, Hector; Banos Legran, Oresti

    2016-01-01

    Knee alignment measurements are one of the most extended indicators of knee complex injuries such as anterior cruciate ligament injury and patellofemoral pain syndrome. The Frontal Plane Projection Angle (FPPA) is widely used as a 2D estimation of knee alignment. However, traditional procedures to

  13. Fostering Learner Autonomy in English for Science: A Collaborative Digital Video Project in a Technological Learning Environment

    Science.gov (United States)

    Hafner, Christoph A.; Miller, Lindsay

    2011-01-01

    This paper reports on the syllabus design and implementation of an English for Science and Technology (EST) course at an English-medium university in Hong Kong. The course combined elements of project-based learning and a "pedagogy for multiliteracies" (New London Group, 1996) to produce a strong learner autonomy focus. A major component…

  14. Conversation therapy with people with aphasia and conversation partners using video feedback: a group and case series investigation of changes in interaction.

    Directory of Open Access Journals (Sweden)

    Wendy Best

    2016-11-01

    Full Text Available Conversation therapies employing video for feedback and to facilitate outcome measurement are increasingly used with people with post-stroke aphasia and their conversation partners; however the evidence base for change in everyday interaction remains limited. We investigated the effect of Better Conversations with Aphasia, an intervention that is freely available online (https:// extend.ucl.ac.uk/. Eight people with chronic agrammatic aphasia, and their regular conversation partners participated in the tailored 8 week program involving significant video feedback. We explored changes in (i conversation facilitators (such as multi-modal turns by people with aphasia and (ii conversation barriers (such as use of test questions by conversation partners. The outcome of intervention was evaluated directly by measuring change in video-recorded everyday conversations. The study employed a pre-post design with multiple 5 minute samples of conversation before and after intervention, scored by trained raters blind to the point of data collection. Group level analysis showed no significant increase in conversation facilitators. There was, however, a significant reduction in the number of conversation barriers. The case series data revealed variability in conversation behaviors across occasions for the same dyad and between different dyads. Specifically, post-intervention there was a significant increase in facilitator behaviors for two dyads, a decrease for one and no significant change for five dyads. There was a significant decrease in barrier behaviors for five dyads and no significant change for three dyads. The reduction in barrier behaviors was considerable; on average change from over 8 to fewer than 3 barrier behaviors in 5 minutes conversation. The pre-post design has the limitation of no comparison group. However, change occurs in targeted conversational behaviors and in people with chronic aphasia and their partners. The findings suggest change

  15. Integrating Cross-Cultural Interaction through Video-Communication and Virtual Worlds in Foreign Language Teaching Programs: Burden or Added Value?

    Science.gov (United States)

    Jauregi, Kristi; de Graaff, Rick; Canto, Silvia

    2011-01-01

    Organizing and implementing telecollaboration projects in foreign language curricula is not an easy endeavour (Belz & Thorne, 2006; Guth & Helm, 2010), as pedagogical, organizational and technical issues have to be addressed before cross-cultural interaction sessions can be carried out (O'Dowd & Ritter, 2006). These issues make many teaching…

  16. Integrating Cross-Cultural Interaction through Video-Communication and Virtual Worlds in Foreign Language Teaching Programs: Is There an Added Value?

    Science.gov (United States)

    Canto, Silvia; Jauregi, Kristi; van den Bergh, Huub

    2013-01-01

    Organizing and implementing telecollaboration projects in foreign language curricula is not an easy endeavour (Belz & Thorne, 2006; Guth & Helm, 2010), as pedagogical, organizational and technical issues have to be addressed before cross-cultural interaction sessions can be carried out (O'Dowd & Ritter, 2006; O'Dowd, 2011). These issues make many…

  17. ORAL INTERACTION AROUND COMPUTERS IN THE PROJECT-ORIENTED CALL CLASSROOM

    Directory of Open Access Journals (Sweden)

    Gumock Jeon-Ellis

    2005-09-01

    Full Text Available Language teachers need to provide students with a context for genuine communication (Sullivan, 2000. Project-oriented computer-assisted language learning (PrOCALL attempts to achieve this by orienting learners towards tasks, which encourages them to communicate in the target language while working towards completion of a project (Debski, 2000. The study investigates the oral interaction that takes place in this context. According to Vygotsky, social interaction mediates cognitive development. Swain's (2000 application of this concept to language learning suggests that collaborative dialogues mirror the moments of language development. Using this framework, the present study identifies "language related episodes" (Swain & Lapkin, 1998 and describes the characteristics of the oral interaction generated by two small groups of French learners working towards the completion of Web pages in a major Australian university. The study also describes instances of "triadic interaction" (van Lier, 2002 involving learners' interactions with each other and with the computer screen. In sum, the analysis suggests that the PrOCALL context can provide students with opportunities for collaborative dialogues, through which language learning occurs. However, the social context of these interactions is mediated by personal relationships, preferences, and motivations.

  18. Video Pulses: User-Based Modeling of Interesting Video Segments

    Directory of Open Access Journals (Sweden)

    Markos Avlonitis

    2014-01-01

    Full Text Available We present a user-based method that detects regions of interest within a video in order to provide video skims and video summaries. Previous research in video retrieval has focused on content-based techniques, such as pattern recognition algorithms that attempt to understand the low-level features of a video. We are proposing a pulse modeling method, which makes sense of a web video by analyzing users' Replay interactions with the video player. In particular, we have modeled the user information seeking behavior as a time series and the semantic regions as a discrete pulse of fixed width. Then, we have calculated the correlation coefficient between the dynamically detected pulses at the local maximums of the user activity signal and the pulse of reference. We have found that users' Replay activity significantly matches the important segments in information-rich and visually complex videos, such as lecture, how-to, and documentary. The proposed signal processing of user activity is complementary to previous work in content-based video retrieval and provides an additional user-based dimension for modeling the semantics of a social video on the web.

  19. Time past: impacts of ICT on the pedagogic discourse in the Interactive project

    OpenAIRE

    Ingram, Neil R

    2016-01-01

    Basil Bernstein’s model of pedagogic discourse describes the power relations and fields of influence in schools. Here the model is described and developed to take account of ICT-mediated teaching, and is used to consider evidence from the InterActive project undertaken by the University of Bristol in 2000-2004. The model provides insights and explanations for the successful, and less successful, uses of ICT in that project. ICT is presented as a ‘recontextualising field’ that exerts influence...

  20. MANAGING THE INTERACTION OF RESOURCE DISTRIBUTION IN PROJECT MANAGEMENT OF IMPLEMENTATION AND FUNCTIONING OF EMERGENCY CALL SYSTEMS

    Directory of Open Access Journals (Sweden)

    Дмитро Сергійович КОБИЛКІН

    2016-02-01

    Full Text Available There have been proposed to use a mobile module "Resources manager" and its component model – scheme for managing the distribution of resources during the project management of implementation and functioning of System 112 in Ukraine. Are described the formalized tasks of performance the processes of managing the model – scheme at all stages of the projects life cycle. Also is developed the model – scheme interaction the blocks of the mobile module of resource management at the System 112 project. It describes the step by step interaction of blocks project management with the project data for successful project implementation and obtaining a product of the project, pointing out the environmental impact of the project on each of the project blocks. The conclusions about the expediency and efficiency of implementation of model – scheme in conditions of managing the emergency call systems at a single number were made.

  1. The effect of the computer-assisted interactive video training interact-cancer on the communication skills of medical specialists in oncology.

    NARCIS (Netherlands)

    Hulsman, R.L.; Ros, W.J.G.; Winnubst, J.A.M.; Bensing, J.M.

    1998-01-01

    Introduction. INTERACT-CANCER is an interactive course for training communication skills of medical specialists in oncology. The course aims at teaching patient-centred behaviour. It includes four main topics in doctor-patient communication: basic skills, communicating bad news, informing patients,

  2. Changing Educational Practice in the Early Years through Practitioner-Led Action Research: An Adult-Child Interaction Project

    Science.gov (United States)

    Fisher, Julie; Wood, Elizabeth

    2012-01-01

    This article reports the development of the first two years of a three-year project that examines the effectiveness of adult-child interactions in the early years, and tracks the development of teachers' thinking and practice as they engage in practitioner-led action research. The Adult-Child Interaction Project involves practitioners who work…

  3. Automated analysis and annotation of basketball video

    Science.gov (United States)

    Saur, Drew D.; Tan, Yap-Peng; Kulkarni, Sanjeev R.; Ramadge, Peter J.

    1997-01-01

    Automated analysis and annotation of video sequences are important for digital video libraries, content-based video browsing and data mining projects. A successful video annotation system should provide users with useful video content summary in a reasonable processing time. Given the wide variety of video genres available today, automatically extracting meaningful video content for annotation still remains hard by using current available techniques. However, a wide range video has inherent structure such that some prior knowledge about the video content can be exploited to improve our understanding of the high-level video semantic content. In this paper, we develop tools and techniques for analyzing structured video by using the low-level information available directly from MPEG compressed video. Being able to work directly in the video compressed domain can greatly reduce the processing time and enhance storage efficiency. As a testbed, we have developed a basketball annotation system which combines the low-level information extracted from MPEG stream with the prior knowledge of basketball video structure to provide high level content analysis, annotation and browsing for events such as wide- angle and close-up views, fast breaks, steals, potential shots, number of possessions and possession times. We expect our approach can also be extended to structured video in other domains.

  4. Acoustic Monitoring of Beluga Whale Interactions with Cook Inlet Tidal Energy Project

    Energy Technology Data Exchange (ETDEWEB)

    Worthington, Monty [ORPC Alaska, LLC, Anchorage, AK (United States)

    2014-02-05

    Cook Inlet, Alaska is home to some of the greatest tidal energy resources in the U.S., as well as an endangered population of beluga whales (Delphinapterus leucas). Successfully permitting and operating a tidal power project in Cook Inlet requires a biological assessment of the potential and realized effects of the physical presence and sound footprint of tidal turbines on the distribution, relative abundance, and behavior of Cook Inlet beluga whales. ORPC Alaska, working with the Project Team—LGL Alaska Research Associates, University of Alaska Anchorage, TerraSond, and Greeneridge Science—undertook the following U.S. Department of Energy (DOE) study to characterize beluga whales in Cook Inlet – Acoustic Monitoring of Beluga Whale Interactions with the Cook Inlet Tidal Energy Project (Project). ORPC Alaska, LLC, is a wholly-owned subsidiary of Ocean Renewable Power Company, LLC, (collectively, ORPC). ORPC is a global leader in the development of hydrokinetic power systems and eco-conscious projects that harness the power of ocean and river currents to create clean, predictable renewable energy. ORPC is developing a tidal energy demonstration project in Cook Inlet at East Foreland where ORPC has a Federal Energy Regulatory Commission (FERC) preliminary permit (P-13821). The Project collected baseline data to characterize pre-deployment patterns of marine mammal distribution, relative abundance, and behavior in ORPC’s proposed deployment area at East Foreland. ORPC also completed work near Fire Island where ORPC held a FERC preliminary permit (P-12679) until March 6, 2013. Passive hydroacoustic devices (previously utilized with bowhead whales in the Beaufort Sea) were adapted for study of beluga whales to determine the relative abundance of beluga whale vocalizations within the proposed deployment areas. Hydroacoustic data collected during the Project were used to characterize the ambient acoustic environment of the project site pre-deployment to inform the

  5. A number-projected model with generalized pairing interaction in application to rotating nuclei

    Energy Technology Data Exchange (ETDEWEB)

    Satula, W. [Warsaw Univ. (Poland)]|[Joint Institute for Heavy Ion Research, Oak Ridge, TN (United States)]|[Univ. of Tennessee, Knoxville, TN (United States)]|[Royal Institute of Technology, Stockholm (Sweden); Wyss, R. [Royal Institute of Technology, Stockholm (Sweden)

    1996-12-31

    A cranked mean-field model that takes into account both T=1 and T=0 pairing interactions is presented. The like-particle pairing interaction is described by means of a standard seniority force. The neutron-proton channel includes simultaneously correlations among particles moving in time reversed orbits (T=1) and identical orbits (T=0). The coupling between different pairing channels and nuclear rotation is taken into account selfconsistently. Approximate number-projection is included by means of the Lipkin-Nogami method. The transitions between different pairing phases are discussed as a function of neutron/proton excess, T{sub z}, and rotational frequency, {Dirac_h}{omega}.

  6. Computer Interactives for the Mars Atmospheric and Volatile Evolution (MAVEN) Mission through NASA's "Project Spectra!"

    Science.gov (United States)

    Wood, E. L.

    2014-12-01

    "Project Spectra!" is a standards-based E-M spectrum and engineering program that includes paper and pencil activities as well as Flash-based computer games that help students solidify understanding of high-level planetary and solar physics. Using computer interactive games, students experience and manipulate information making abstract concepts accessible, solidifying understanding and enhancing retention of knowledge. Since students can choose what to watch and explore, the interactives accommodate a broad range of learning styles. Students can go back and forth through the interactives if they've missed a concept or wish to view something again. In the end, students are asked critical thinking questions and conduct web-based research. As part of the Mars Atmospheric and Volatile EvolutioN (MAVEN) mission education programming, we've developed two new interactives. The MAVEN mission will study volatiles in the upper atmosphere to help piece together Mars' climate history. In the first interactive, students explore black body radiation, albedo, and a simplified greenhouse effect to establish what factors contribute to overall planetary temperature. Students design a planet that is able to maintain liquid water on the surface. In the second interactive, students are asked to consider conditions needed for Mars to support water on the surface, keeping some variables fixed. Ideally, students will walk away with the very basic and critical elements required for climate studies, which has far-reaching implications beyond the study of Mars. These interactives were pilot tested at Arvada High School in Colorado.

  7. Built Expansion and Global Climate Change Drive Projected Urban Heat: Relative Magnitudes, Interactions, and Mitigation

    Science.gov (United States)

    Krayenhoff, E. S.; Georgescu, M.; Moustaoui, M.

    2016-12-01

    Surface climates are projected to warm due to global climate change over the course of the 21st century, and demographic projections suggest urban areas in the United States will continue to expand and develop, with associated local climate outcomes. Interactions between these two drivers of urban heat have not been robustly quantified to date. Here, simulations with the Weather Research and Forecasting model (coupled to a Single-Layer Urban Canopy Model) are performed at 20 km resolution over the continental U.S. for two 10-year periods: contemporary (2000-2009) and end-of-century (2090-2099). Present and end of century urban land use are derived from the Environmental Protection Agency's Integrated Climate and Land-Use Scenarios. Modelled effects on urban climates are evaluated regionally. Sensitivity to climate projection (Community Climate System Model 4.0, RCP 4.5 vs. RCP 8.5) and associated urban development scenarios are assessed. Effects on near-surface urban air temperature of RCP8.5 climate change are greater than those attributable to the corresponding urban development in many regions. Interaction effects vary by region, and while of lesser magnitude, are not negligible. Moreover, urban development and its interactions with RCP8.5 climate change modify the distribution of convective precipitation over the eastern US. Interaction effects result from the different meteorological effects of urban areas under current and future climate. Finally, the potential for design implementations such as green roofs and high albedo roofs to offset the projected warming is considered. Impacts of these implementations on precipitation are also assessed.

  8. Implementing hospital library automation: the GaIN project. Georgia Interactive Network for Medical Information.

    Science.gov (United States)

    Rankin, J A; McInnis, K A; Rosner, A L

    1995-01-01

    The GaIN (Georgia Interactive Network for Medical Information) Hospital Libraries' Local Automation Project was a one-year, grant-funded initiative to implement an integrated library system in three Georgia hospitals. The purpose of the project was to install the library systems, describe the steps in hospital library automation, and identify issues and barriers related to automation in small libraries. The participating hospitals included a small, a medium, and a large institution. The steps and time required for project implementation were documented in order to develop a decision checklist. Although library automation proved a desirable approach for improving collection accessibility, simplifying daily routines, and improving the library's image in the hospital, planners must be sure to consider equipment as well as software support, staffing for the conversion, and training of the library staff and end users. PMID:7581184

  9. Urban ninth-grade girls interactions with and outcomes from a design-oriented physics project

    Science.gov (United States)

    Higginbotham, Thomas Eric Miksad

    Past literature has documented a shrinking but persistent gap in physics and engineering for females, both in school and in the workforce. A commonly recommended strategy to invite girls into science at the school level is to have students work on design-projects in groups, which has been shown to increase all students' learning outcomes and attitudes towards science. Students (n=28) in a ninth-grade inner-city physics class participated in such a project, in which they built remotely operated underwater vehicles (ROV's) over the course of one month. Students (n=23) in a comparison classroom learned the same content using the Active Physics curriculum during the same time frame. Mixed methods were used to study the ROV classroom. Students in both classes were given pre- and post-physics content tests. Qualitative data collected during the project included field notes, video, and teacher interviews. Macro-level data analysis was done, which informed further micro-analysis. Macro-analysis revealed significantly higher learning outcomes for the ROV class than for the non-ROV class. Within the ROV class, girls, and in particular, girls in female-majority groups had increased learning outcomes and high levels of interest and engagement with the project, while girls in mixed-sex and male-majority groups did not. Qualitative macro-analysis revealed that in all of the female-majority groups, females took leadership roles within the groups, while in all of the non female-majority groups, males took leadership roles. The only groups in which girls completely disengaged from the project were mixed-sex or male majority groups. Case studies and cross case analysis suggested that girls foregrounded group process over product, and used the level of group unity as a metric of the groups' success. Groups led by girls were more cooperative and exhibited distributed leadership and participation. These findings were interpreted through lenses of expectation states theory and social

  10. 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…

  11. A Comparison of the Effectiveness of Interactive Laser Disc and Classroom Video Tape for Safety Instruction of General Motors Workers.

    Science.gov (United States)

    Bosco, James; Wagner, Jerry

    1988-01-01

    Describes evaluation that assessed the effectiveness of the Interactive Laser Disc System (ILDS) Training Program in comparison with classroom instruction with videotape for training of General Motors workers. Topics discussed include achievement test, attitude scales, opinion surveys, user preference questionnaires, interviews, and variables that…

  12. Children with Autism Wearing Action Cameras: Changing Parent/Child Interactions Using Point-of-View Video Modeling

    Science.gov (United States)

    Stump, Keenan C.

    2017-01-01

    My dissertation research involves the implementation of a parent-provided point-of-view modeling (POVM) intervention created to improve social interaction between parents and their children with autism spectrum disorder (ASD). A series of studies ultimately lead to my dissertation study. The first manuscript entitled "Autism-Related Insurance…

  13. Use of an interactive video gaming program compared with conventional physiotherapy for hospitalised older adults: a feasibility trial.

    Science.gov (United States)

    Laver, Kate; George, Stacey; Ratcliffe, Julie; Quinn, Steve; Whitehead, Craig; Davies, Owen; Crotty, Maria

    2012-01-01

    To assess the feasibility of a physiotherapy intervention using an interactive gaming program compared with conventional physiotherapy for hospitalised older people. Randomised controlled pilot study in a geriatric rehabilitation unit within an acute public hospital. Participants were randomly allocated to physiotherapy using an interactive gaming program (n = 22) or conventional physiotherapy in a ward-based gym (n = 22). Feasibility was assessed by comparing the effects of the intervention on clinical outcome measures (primary outcome: mobility as assessed by the Timed Up and Go test, secondary outcomes: safety, adherence levels, eligibility and consent rates). Participants (n = 44) had a mean age of 85 years (SD 4.5) and the majority (80%) were women. Univariable analyses showed no significant difference between groups following intervention. However, multivariable analyses suggested that participants using the interactive gaming program improved more on the Timed Up and Go test (p = 0.048) than participants receiving conventional physiotherapy. There were no serious adverse events and high levels of adherence to therapy were evident in both groups. Only a small proportion of patients screened were recruited to the study. In this feasibility study, the use of a commercially available interactive gaming program by physiotherapists with older people in a hospital setting was safe and adherence levels were comparable with conventional therapy. Preliminary results suggest that further exploration of approaches using games as therapy for older people could include commonly used measures of balance and function.

  14. 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...

  15. 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

  16. Research on distribution equipment training system based on holographic projection interactive simulation technology

    Science.gov (United States)

    Ma, Meng-Chao; Zhang, Yan; Li, Guang-Lei; Gao, Nan-Nan; Huang, Jin-Xin; Ma, Zhi-Guang; Shang, Ling-Ling; Guo, Liang-Feng

    2017-11-01

    This paper presents a three-dimensional (3D) interactive simulation training system based on holographic projection technology, nano-touch technology and interactive training mode, which realize the 3D display without stereoscopic glasses and touch type human computer interaction. 4 sets of holographic training courseware and 2 sets of fault presentation courseware was developed. Every courseware includes four parts: the cognition mode, the operation mode, the disassembling mode and daily maintenance mode. The system can carry out the training course of distribution automation equipment structure, disassembling and assembling, daily maintenance, operation, and the fault handling. A new training mode of power equipment training was created, which opened a new era of power equipment training.

  17. Generic Film Forms for Dynamic Virtual Video Synthesis

    NARCIS (Netherlands)

    C.A. Lindley

    1999-01-01

    textabstractThe FRAMES project within the RDN CRC (Cooperative Research Centre for Research Data Networks) is developing an experimental environment for video content-based retrieval and dynamic virtual video synthesis from archives of video data. The FRAMES research prototype is a video synthesis

  18. A Multi-View Intelligent Editor for Digital Video Libraries.

    Science.gov (United States)

    Myers, Brad A.; Casares, Juan P.; Stevens, Scott; Dabbish, Laura; Yocum, Dan; Corbett, Albert

    Digital video is becoming increasingly ubiquitous. Most camcorders today are digital, and computers are being advertised based on their video editing capabilities. Many exciting research projects are investigating how to search, visualize, and summarize digital video, but there is little work on new ways to support the use of the video beyond just…

  19. A location system based on two-dimensional position sensitive detector used in interactive projection systems

    Science.gov (United States)

    Ni, Kai; Zhou, Qian; Chen, Liangjun; Sun, Peng; Xu, Honglei; Gao, Yuan; Ma, Jianshe; Li, Yi; Liu, Minxia

    2010-11-01

    The interactive projection systems have been widely used in people's life. Currently the major type is based on interactive whiteboard (IWB). In recent years, a new type based on CCD/CMOS sensor is greatly developed. Compared to IWB, CCD/CMOS implements non-contact sensing, which can use any surface as the projection screen. This makes them more flexible in many applications. However, the main defect is that the location accuracy and tracing speed are limited by the resolution and frame rate of the CCD/CMOS. In this paper, we introduced our recent progress on constructing a new type of non-contact interactive projection system by using a two-dimensional position sensitive detector (PSD). The PSD is an analog optoelectronic position sensor utilizing photodiode surface resistance, which provides continuous position measuring and features high position resolution (better than 1.5μm) and high speed response (less than 1μs). By using the PSD, both high positioning resolution and high tracing speed can be easily achieved. A specially designed pen equipped with infrared LEDs is used as a cooperative target. A high precision signal processing system is designed and optimized. The nonlinearity of the PSD as well as the aberration of the camera lens is carefully measured and calibrated. Several anti-interference methods and algorithms are studied. Experimental results show that the positioning error is about 2mm over a 1200mm×1000mm projection screen, and the sampling rate is at least 100Hz.

  20. 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....

  1. Response of Sierra Nevada forests to projected climate-wildfire interactions.

    Science.gov (United States)

    Liang, Shuang; Hurteau, Matthew D; Westerling, Anthony LeRoy

    2017-05-01

    Climate influences forests directly and indirectly through disturbance. The interaction of climate change and increasing area burned has the potential to alter forest composition and community assembly. However, the overall forest response is likely to be influenced by species-specific responses to environmental change and the scale of change in overstory species cover. In this study, we sought to quantify how projected changes in climate and large wildfire size would alter forest communities and carbon (C) dynamics, irrespective of competition from nontree species and potential changes in other fire regimes, across the Sierra Nevada, USA. We used a species-specific, spatially explicit forest landscape model (LANDIS-II) to evaluate forest response to climate-wildfire interactions under historical (baseline) climate and climate projections from three climate models (GFDL, CCSM3, and CNRM) forced by a medium-high emission scenario (A2) in combination with corresponding climate-specific large wildfire projections. By late century, we found modest changes in the spatial distribution of dominant species by biomass relative to baseline, but extensive changes in recruitment distribution. Although forest recruitment declined across much of the Sierra, we found that projected climate and wildfire favored the recruitment of more drought-tolerant species over less drought-tolerant species relative to baseline, and this change was greatest at mid-elevations. We also found that projected climate and wildfire decreased tree species richness across a large proportion of the study area and transitioned more area to a C source, which reduced landscape-level C sequestration potential. Our study, although a conservative estimate, suggests that by late century, forest community distributions may not change as intact units as predicted by biome-based modeling, but are likely to trend toward simplified community composition as communities gradually disaggregate and the least tolerant

  2. Geosphere-biosphere interactions in European Protected Areas: a view from the H2020 ECOPOTENTIAL Project

    Science.gov (United States)

    Provenzale, Antonello; Beierkuhnlein, Carl; Karnieli, Arnon; Marangi, Carmela; Giamberini, Mariasilvia; Imperio, Simona

    2017-04-01

    The large H2020 project ECOPOTENTIAL (2015-2019, 47 partners, contributing to GEO and GEOSS - http://www.ecopotential-project.eu/) is devoted to making best use of remote sensing and in situ data to improve future ecosystem benefits, adopting the view of ecosystems as one physical system with their environment, focusing on geosphere-biosphere interactions, Earth Critical Zone dynamics, Macrosystem Ecology and cross-scale interactions, the effect of extreme events and using Essential (Climate, Biodiversity and Ocean) Variables as descriptors of change. In ECOPOTENTIAL, remote sensing and in situ data are collected, processed and used for a better understanding of the ecosystem dynamics, analysing and modelling the effects of global changes on ecosystem functions and services, over an array of different ecosystem types, including mountain, marine, coastal, arid and semi-arid ecosystems. The project focuses on a network of Protected Areas of international relevance, that is representative of the range of environmental and biogeographical conditions characterizing Europe. Some of the activities of the project are devoted to detect and quantify the changes taking place in the Protected Areas, through the analysis of remote sensing observations, in-situ data and gridded climatic datasets. Likewise, the project aims at providing estimates of the future ecosystem conditions in different climate and environmental change scenarios. In all such endeavours, one is faced with cross-scale issues: downscaling of climate information to drive ecosystem response, and upscaling of local ecosystem changes to larger scales. So far, the analysis has been conducted mainly by using traditional methods, but there is wide room for improvement by using more refined approaches. In particular, a crucial question is how to upscale the information gained at single-site scale to larger, regional or continental scale, an issue that could benefit from using, for example, complex network analysis.

  3. Managing uncertainty in collaborative robotics engineering projects: The influence of task structure and peer interaction

    Science.gov (United States)

    Jordan, Michelle

    Uncertainty is ubiquitous in life, and learning is an activity particularly likely to be fraught with uncertainty. Previous research suggests that students and teachers struggle in their attempts to manage the psychological experience of uncertainty and that students often fail to experience uncertainty when uncertainty may be warranted. Yet, few educational researchers have explicitly and systematically observed what students do, their behaviors and strategies, as they attempt to manage the uncertainty they experience during academic tasks. In this study I investigated how students in one fifth grade class managed uncertainty they experienced while engaged in collaborative robotics engineering projects, focusing particularly on how uncertainty management was influenced by task structure and students' interactions with their peer collaborators. The study was initiated at the beginning of instruction related to robotics engineering and preceded through the completion of several long-term collaborative robotics projects, one of which was a design project. I relied primarily on naturalistic observation of group sessions, semi-structured interviews, and collection of artifacts. My data analysis was inductive and interpretive, using qualitative discourse analysis techniques and methods of grounded theory. Three theoretical frameworks influenced the conception and design of this study: community of practice, distributed cognition, and complex adaptive systems theory. Uncertainty was a pervasive experience for the students collaborating in this instructional context. Students experienced uncertainty related to the project activity and uncertainty related to the social system as they collaborated to fulfill the requirements of their robotics engineering projects. They managed their uncertainty through a diverse set of tactics for reducing, ignoring, maintaining, and increasing uncertainty. Students experienced uncertainty from more different sources and used more and

  4. Parents' Views of Video Games: Habitus Forms in the Context of Parental Mediation

    Science.gov (United States)

    Friedrichs, Henrike; von Gross, Friederike; Herde, Katharina; Sander, Uwe

    2015-01-01

    This research project was conducted to explore parental attitudes towards and their mediation of video games. Qualitative, semi-structured interviews with 28 parents (14 couples) assessed their media-related habitus, their media-educational habitus and the interaction between the habitus. The results show that the media-related habitus has a…

  5. Public Engagement for the U.S. Rosetta Project using Interactive Multimedia

    Science.gov (United States)

    Smith, H.; Graham, S.; Alexander, C. J.

    2009-12-01

    The U.S. Rosetta Project is NASA contribution to the International Rosetta Mission. The mission is a long-duration mission to explore a comet and escort the nucleus from deep space around the Sun and for a portion of its outbound trajectory. The Rosetta stone, the symbol of the mission, is the inspiration for the mission’s name. As stated on by the European Space Agency, Rosetta is expected to provide the keys to the primordial solar system the way the original Rosetta Stone provided a key to ancient language. Four interactives serve as key components of the website portion of the project's public engagement efforts. This first is a presentation of the mission timeline using an interactive that resembles an iTunes front page. The second is a presentation of the space between Earth (Jupiter) and the next star (Proxima Centauri), in which the comet home of the Kuiper Belt with several of the planet-sized object embedded there, the Heliosphere, the comet home of the Oort Cloud, and other interstellar clouds are presented. The third is a presentation of ancient languages (still under development) - space terminology translated into Native American languages as part of the project's outreach to the Native American community. In the fourth interactive we have taken the relatively sophisticated scientific comet environment model, one that was produced on a super computer, and worked the output into 'representations' of how a comet changes as it moves around the Sun, with definitions of the scientific regions that evolve. Still under development, this interactive is expected to be a key component of explaining to the public what the instruments expect to measure and encounter as the target changes in time. A fifth animated component is addressed to informal education with younger audience members in the form of cartoon characters and their adventures on a comet. In this talk we will showcase these pieces and discuss how these interactives are intended for teaching and

  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. Parasite Microbiome Project: Systematic Investigation of Microbiome Dynamics within and across Parasite-Host Interactions.

    Science.gov (United States)

    Dheilly, Nolwenn M; Bolnick, Daniel; Bordenstein, Seth; Brindley, Paul J; Figuères, Cédric; Holmes, Edward C; Martínez Martínez, Joaquín; Phillips, Anna J; Poulin, Robert; Rosario, Karyna

    2017-01-01

    Understanding how microbiomes affect host resistance, parasite virulence, and parasite-associated diseases requires a collaborative effort between parasitologists, microbial ecologists, virologists, and immunologists. We hereby propose the Parasite Microbiome Project to bring together researchers with complementary expertise and to study the role of microbes in host-parasite interactions. Data from the Parasite Microbiome Project will help identify the mechanisms driving microbiome variation in parasites and infected hosts and how that variation is associated with the ecology and evolution of parasites and their disease outcomes. This is a call to arms to prevent fragmented research endeavors, encourage best practices in experimental approaches, and allow reliable comparative analyses across model systems. It is also an invitation to foundations and national funding agencies to propel the field of parasitology into the microbiome/metagenomic era.

  8. Using spectroscopy and interactive games to teach Solar System science: A decade of NASA's Project SPECTRA!

    Science.gov (United States)

    Wood, E. L.

    2015-12-01

    NASA's Project SPECTRA! has been in existance for nearly a decade. It highlights mission data and uses interactive games to engage students in middle and high school grades. Students learn about the electromagnetic spectrum and how we use this information to glean information about Solar System objects, and their atmospheres and climates. The program uses data from Cassini, Mars orbiters and rovers (most recently MAVEN), Venus Express, and several Earth orbiters to bring concepts of planetary comparison into focus. Using both traditional paper and pencil lessons and Flash and app based games, students are asked to conduct open ended research, make sense of the data they are presented with, and make scientific observations and hypothesis based upon their explorations. This talk will demonstrate how games are used to engage students in this process. Project SPECTRA! is a NASA product available through NASAWavelength.org, and is aligned to the Next Generation Science Standards (NGSS).

  9. 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...

  10. Feasibility of Radon projection acquisition for compressive imaging in MMW region based new video rate 16×16 GDD FPA camera

    Science.gov (United States)

    Levanon, Assaf; Konstantinovsky, Michael; Kopeika, Natan S.; Yitzhaky, Yitzhak; Stern, A.; Turak, Svetlana; Abramovich, Amir

    2015-05-01

    In this article we present preliminary results for the combination of two interesting fields in the last few years: 1) Compressed imaging (CI), which is a joint sensing and compressing process, that attempts to exploit the large redundancy in typical images in order to capture fewer samples than usual. 2) Millimeter Waves (MMW) imaging. MMW based imaging systems are required for a large variety of applications in many growing fields such as medical treatments, homeland security, concealed weapon detection, and space technology. Moreover, the possibility to create a reliable imaging in low visibility conditions such as heavy cloud, smoke, fog and sandstorms in the MMW region, generate high interest from military groups in order to be ready for new combat. The lack of inexpensive room temperature imaging sensors makes it difficult to provide a suitable MMW system for many of the above applications. A system based on Glow Discharge Detector (GDD) Focal Plane Arrays (FPA) can be very efficient in real time imaging with significant results. The GDD is located in free space and it can detect MMW radiation almost isotropically. In this article, we present a new approach of reconstruction MMW imaging by rotation scanning of the target. The Collection process here, based on Radon projections allows implementation of the compressive sensing principles into the MMW region. Feasibility of concept was obtained as radon line imaging results. MMW imaging results with our resent sensor are also presented for the first time. The multiplexing frame rate of 16×16 GDD FPA permits real time video rate imaging of 30 frames per second and comprehensive 3D MMW imaging. It uses commercial GDD lamps with 3mm diameter, Ne indicator lamps as pixel detectors. Combination of these two fields should make significant improvement in MMW region imaging research, and new various of possibilities in compressing sensing technique.

  11. A Multilevel Analysis of Diverse Learners Playing Life Science Video Games: Interactions between Game Content, Learning Disability Status, Reading Proficiency, and Gender

    Science.gov (United States)

    Israel, Maya; Wang, Shuai; Marino, Matthew T.

    2016-01-01

    Extant research reports differential effects related to the efficacy of video games as a means to enhance science instruction. However, there are very few studies examining differences in learning outcomes across student-level independent variables. This study used multilevel modeling to examine the effects of three video game-enhanced life…

  12. A projected back-tracking line-search for constrained interactive inverse kinematics

    DEFF Research Database (Denmark)

    Engell-Nørregård, Morten Pol; Erleben, Kenny

    2011-01-01

    Inverse kinematics is the problem of manipulating the pose of an articulated figure in order to achieve a desired goal disregarding inertia and forces. One can approach the problem as a non-linear optimization problem or as non-linear equation solving. The former approach is superior in its...... generality and ability to generate realistic poses, whereas the latter approach is recognized for its low iteration cost. Therefore, many prefer equation solving over optimization for interactive applications. In this paper we present a projected-gradient method for solving an inverse kinematics problem...

  13. Video Resources for Learning Assistant Development

    Science.gov (United States)

    Scherr, Rachel; Goerzen, Renee Michelle

    2012-02-01

    The Video Resource for Learning Assistant Development is a package (under development) of thematic case-based ``video workshops,'' designed to supplement the University of Colorado's widely disseminated LA development program. In a video workshop, short, compelling video episodes are accompanied by captions, transcript, excerpts from instructional materials, and targeted discussion questions to help LAs and faculty explore the principles and values that inform instructor and student behavior. The video episodes for this project will showcase a variety of exemplary (yet real-life) LA-relevant instructional formats including Tutorials in Introductory Physics, Modeling Instruction, Investigative Science Learning Environment, and Open Source Tutorials.

  14. Urban Latino children's physical activity levels and performance in interactive dance video games: effects of goal difficulty and goal specificity.

    Science.gov (United States)

    Gao, Zan; Podlog, Leslie

    2012-10-01

    To examine the effects of different levels of goal specificity and difficulty on Latino children's performance and physical activity (PA) levels in an after-school program incorporating an interactive dance program (Dance Dance Revolution [DDR]; Konami Corporation). Comparison study. Rose Park Elementary School, Salt Lake City, Utah. Ninety-eight Latino children in the first through sixth grades, aged 7 to 13 years. After the pretest, the participants were randomly assigned into 1 of the following 3 goal-setting conditions: (1) easy, (2) difficult, and (3) best effort (hereinafter referred to as do-your-best goal). Participants' PA levels were measured using piezoelectric pedometers, and steps per minute were used as the outcome variable. Participants' total points for their dance on television screens were retrieved as their performance scores. These outcome variables were assessed again 8 weeks later (posttest score). The multivariate analysis of covariance yielded a significant main effect for the goal-setting condition. Follow-up tests revealed that children who set specific (easy or difficult) goals had significantly greater increased PA levels (mean scores, 10.34 for easy and 22.45 for difficult) and DDR performance (0.011 for easy and 0.67 for difficult) than those in the do-your-best group (0.83 for PA and 0.17 for performance). In addition, children's increased PA levels in the difficult-goal group were significantly higher than those in the easy-goal group. The easy- and difficult-goal groups show a significant improvement on DDR performance. The difficult- goal group also displays the highest improvement on PA levels. Strategies to enhance children's DDR performance and PA levels are discussed in relation to the extant goal-setting literature.

  15. Modeling multiple communities of interest for interactive simulation and gaming: the dynamic adversarial gaming algorithm project

    Science.gov (United States)

    Santos, Eugene, Jr.; Zhao, Qunhua; Pratto, Felicia; Pearson, Adam R.; McQueary, Bruce; Breeden, Andy; Krause, Lee

    2007-04-01

    Nowadays, there is an increasing demand for the military to conduct operations that are beyond traditional warfare. In these operations, analyzing and understanding those who are involved in the situation, how they are going to behave, and why they behave in certain ways is critical for success. The challenge lies in that behavior does not simply follow universal/fixed doctrines; it is significantly influenced by soft factors (i.e. cultural factors, societal norms, etc.). In addition, there is rarely just one isolated enemy; the behaviors and responses of all groups in the region, and the dynamics of the interaction among them composes an important part of the whole picture. The Dynamic Adversarial Gaming Algorithm (DAGA) project aims to provide a wargaming environment for automation of simulating dynamics of geopolitical crisis and eventually be applied to military simulation and training domain, and/or commercial gaming arena. The focus of DAGA is on modeling communities of interest (COIs), where various individuals, groups, and organizations as well as their interactions are captured. The framework should provide a context for COIs to interact with each other and influence others' behaviors. These behaviors must incorporate soft factors by modeling cultural knowledge. We do so by representing cultural variables and their influence on behavior using probabilistic networks. In this paper, we describe our COI modeling, the development of cultural networks, the interaction architecture, and a prototype of DAGA.

  16. NOAA Transet Lines Shapefile- Benthic Habitat Classifications from Minibat ROV Underwater Video, US Virgin Islands, Project NF-04-06, 2004, UTM 20N WGS84

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — This dataset contains a line shapefile showing the trackline of various Remotely Operated Vehicle (ROV) underwater video transects in the US Virgin Islands.NOAA's...

  17. NOAA Line Shapefile- Locations of Phantom S2 ROV Underwater Video Transects, US Virgin Islands, Project NF-05-05, 2005, UTM 20N WGS84

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — This dataset contains a line shapefile showing the trackline of various Remotely Operated Vehicle (ROV) underwater video transects in the US Virgin Islands.NOAA's...

  18. NOAA Line Shapefile- Locations of Phantom S2 ROV Underwater Video Transects, US Virgin Islands, Project NF-06-03, 2006, UTM 20N WGS84

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — This dataset contains a line shapefile showing the trackline of various Remotely Operated Vehicle (ROV) underwater video transects in the US Virgin Islands and...

  19. 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...

  20. From infotainment to tools of interaction - A critical perspective on the use of film/video in geoscience

    Science.gov (United States)

    Ickert, Johanna

    2017-04-01

    In times of omnipresent digitisation and interconnectedness, the way how we generate and experience knowledge on geo-related themes is strongly influenced by audiovisual media representations. Moving images are powerful tools and have significant potential to communicate science in novel ways. Major research frameworks such as Horizon 2020 strongly encourage the use of audiovisual media in order to communicate science "more effectively" to the public. An increasing number of geoscientists produce films themselves, while most of them still delegate this task to media professionals to whom they provide their scientific expert knowledge. Usually, the intention behind these outreach efforts is to take advantage of the suitability of the medium to convey "scientific facts", or to motivate certain cognitive/behavioural responses of different target audiences. Undoubtedly, film has a great potential for representing geoscientific knowledge and thus has become a key instrument for geoscience communication. However, the use of images also raises fundamental ethical and representational concerns. While the latter have provoked intense debates in sub-disciplines such as visual anthropology or film geography, the geosciences have paid only little attention to questions on how distinct practices and disciplinary paradigms create filmic representations. Given the fact that the use of scientific images and film is far from being "objective" and that the way how we create and experience images is always context-specific and strongly influenced by the relationship between film maker, film subjects/informants and audience, a series of important question arises: What do we know about the use of film in geosciences beyond the realm of information and representational purposes? What can we learn from using film as a reflexive, process-oriented and dialogue-based medium? How can film help us to better understand ethical and representational dimensions of our interaction with the public

  1. "Show Me Where You Study!"--An Interactive Project between German Language Students in Nottingham and St Andrews

    Science.gov (United States)

    Hartung, Insa; Reisenleutner, Sandra

    2016-01-01

    Interactive projects among students of a Common European Framework of Reference for languages (CEFR) A1+/A2 level seem difficult to set up due to the limited language repertoire of the students. Thus, our aim was to take up the challenge and start a project with the objective of applying their language skills. We chose a collaborative approach to…

  2. The Development and Evaluation of a Computer-Based System for Managing the Design and Pilot-Testing of Interactive Videodisc Programs. Training and Development Research Center, Project Number Forty-Three.

    Science.gov (United States)

    Sayre, Scott Alan

    The purpose of this study was to develop and validate a computer-based system that would allow interactive video developers to integrate and manage the design components prior to production. These components of an interactive video (IVD) program include visual information in a variety of formats, audio information, and instructional techniques,…

  3. 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

  4. The DACCIWA project: Dynamics-aerosol-chemistry-cloud interactions in West Africa

    Science.gov (United States)

    Knippertz, Peter

    2017-04-01

    This contribution provides an overview of the EU-funded DACCIWA (Dynamics-Aerosol-Chemistry-Cloud Interactions in West Africa) project. DACCIWA consists of 16 European and African research organisations and has strong links to universities, weather services and government organisations across West Africa. The project runs from 2010 to 2018 and is built around a major international field campaign in 2016. A key motivation for DACCIWA is the expected tripling of anthropogenic emissions in southern West Africa (SWA) between 2000 and 2030, whose impacts on human health, ecosystems, food security and the regional climate are largely unknown. An integrated assessment of this problem, which is mostly due to massive economic and population growth and urbanization, is challenging due to (a) a superposition of regional effects with global climate change, (b) a strong dependence on the variable West African monsoon, (c) incomplete scientific understanding of interactions between emissions, clouds, radiation, precipitation and regional circulations, and (d) a lack of observations. DACCIWA combines measurements in the field in SWA with extensive modelling activities and work on satellite data. In particular during the main DACCIWA field campaign in June-July 2016 high-quality observations of emissions, atmospheric composition and meteorological parameters were sampled. The campaign involved three research aircraft, three ground-based supersites, enhanced radiosonde launches, and intensive measurements at urban sites in Abidjan and Cotonou. These data have already been quality-controlled and will be freely available to the research community through a database at http://baobab.sedoo.fr/DACCIWA/ after the end of the project. The resulting benchmark dataset is currently combined with a wide range of modelling and satellite-based research activities that will ultimately allow (a) an assessment of the roles of relevant physical, chemical and biological processes, (b) an improvement

  5. Potential decline in carbon carrying capacity under projected climate-wildfire interactions in the Sierra Nevada.

    Science.gov (United States)

    Liang, Shuang; Hurteau, Matthew D; Westerling, Anthony LeRoy

    2017-05-25

    Ecosystem carbon carrying capacity (CCC) is determined by prevailing climate and natural disturbance regimes, conditions that are projected to change significantly. The interaction of changing climate and its effects on disturbance regimes is expected to affect forest regeneration and growth, which may diminish forest carbon (C) stocks and uptake. We modeled landscape C dynamics over 590 years along the latitudinal gradient of the U.S. Sierra Nevada Mountains under climate and area burned by large wildfires projected by late 21st century. We assumed climate and wildfire stabilize at late-21st century conditions (2090-2100) to facilitate analysis of lags between warming and changing CCC. We show that compared with historical (1980-2010) climate and wildfire conditions, projected scenarios would drive a significant decrease of up to 73% in mean total ecosystem carbon (TEC) by the end of the 590-year simulation. Tree regeneration failure due to intensified growing season dryness and increased area burned would substantially decrease forested area, transitioning the system from C sink to source. Our results demonstrate the potential for a lower CCC in the system due to extensive vegetation type conversion from forest to non-forest types, and suggest a decline in the contribution of Sierra Nevada forests to U.S. C sink.

  6. Final report for the 'Melt-Vessel Interactions' Project. European Union R and TD Program 4th Framework. MVI project final research report

    Energy Technology Data Exchange (ETDEWEB)

    Sehgal, B.R.; Dinh, T.N.; Nourgaliev, R.R.; Bui, V.A.; Green, J.; Kolb, G.; Karbojian, A.; Theerthan, S.A.; Gubaidulline, A. [Royal Inst. of Tech., Stockholm (Sweden). Div. of Nuclear Power Safety; Helle, M.; Kymaelaeinen, O.; Tuomisto, H. [IVO Power Engineering Ltd., Vantaa (Finland); Bonnet, J.M.; Rouge, S.; Narcoux, M.; Liegeois, A. [CEA - Grenoble (France); Turland, B.D.; Dobson, G.P. [AEA Technology plc, Dorchester (United Kingdom); Siccama, A. [ECN Nuclear Research, Petten (Netherlands); Ikonen, K. [VTT Energy, Helsinki (Finland); Parozzi, F. [ENEL - SRI/PAM/GRA, Segrate, MI (Italy); Kolev, N. [Siemens AG, Erlangen (Germany); Caira, M. [Univ. of Roma (Italy)

    1999-04-01

    The Melt Vessel Interaction (MVI) project is concerned with the consequences of the interactions that a core melt, generated during a postulated severe accident in a light water reactor, may have with the pressure vessel. In particular, the issues concerned with the failure of the vessel bottom head are the focus of the research. The specific objectives of the project are to obtain data and develop validated models, which could be applied to prototypic plants, and accident conditions, for resolution of issues related to the melt vessel interactions. The project work has been performed by nine partners having varied responsibility. The work included a large number of experiments, with simulant materials, whose observations and results are employed, respectively, to understand the physical mechanisms and to develop validated models. Applications to the prototypic geometry and conditions have also been performed. This report is volume 1 of the Final Report for the Project, in which a summary of the progress achieved in the experimental program is provided. We have, however, included some aspects of the modeling activities. Volume 2 of the Final report describes the progress achieved in the modeling program. The progress achieved in the experimental and modeling parts of the Project has led to the resolution of some of the issues of melt vessel interaction. Considerable progress was also achieved towards resolution of the remaining issues.

  7. Face Recognition and Tracking in Videos

    Directory of Open Access Journals (Sweden)

    Swapnil Vitthal Tathe

    2017-07-01

    Full Text Available Advancement in computer vision technology and availability of video capturing devices such as surveillance cameras has evoked new video processing applications. The research in video face recognition is mostly biased towards law enforcement applications. Applications involves human recognition based on face and iris, human computer interaction, behavior analysis, video surveillance etc. This paper presents face tracking framework that is capable of face detection using Haar features, recognition using Gabor feature extraction, matching using correlation score and tracking using Kalman filter. The method has good recognition rate for real-life videos and robust performance to changes due to illumination, environmental factors, scale, pose and orientations.

  8. Distributed video production, distributed musical rehearsal and distributed video editing and retrieval

    OpenAIRE

    Konstantas, Dimitri; Milanese, Ruggero; Jacot-Descombes, Alain; Pun, Thierry

    2000-01-01

    The DVP project investigated the Quality of Service (QoS) requirements of broadcasters for several forms of distributed video production and run a series of trials of distributed virtual studios (studio on demand), distributed virtual reality, distributed musical rehearsals and distributed video editing and retrieval. The CUI of the University of Geneva participated in the DVP project in the distributed musical rehearsal (DR) and distributed video editing and retrieval (DVER) applications.

  9. Six degrees of video game narrative: a classification for narrative in video games

    OpenAIRE

    Şengün, Sercan

    2013-01-01

    158 pages This study aims to construct a systematical approach to classification of narrative usage in video games. The most recent dominant approaches of reading a video game text – narratology and ludology - are discussed. By inquiring the place of interactivity and autonomy inside the discourse of video game narrative, a classification is proposed. Consequently six groups of video games are determined, depending on the levels of combination of narration and ludic context. These Six Degr...

  10. (abstract) Science-Project Interaction in the Low-Cost Mission

    Science.gov (United States)

    Wall, Stephen D.

    1994-01-01

    Large, complex, and highly optimized missions have performed most of the preliminary reconnaisance of the solar system. As a result we have now mapped significant fractions of its total surface (or surface-equivalent) area. Now, however, scientific exploration of the solar system is undergoing a major change in scale, and existing missions find it necessary to limit costs while fulfilling existing goals. In the future, NASA's Discovery program will continue the reconnaisance, exploration, and diagnostic phases of planetary research using lower cost missions, which will include lower cost mission operations systems (MOS). Historically, one of the more expensive functions of MOS has been its interaction with the science community. Traditional MOS elements that this interaction have embraced include mission planning, science (and engineering) event conflict resolution, sequence optimization and integration, data production (e.g., assembly, enhancement, quality assurance, documentation, archive), and other science support services. In the past, the payoff from these efforts has been that use of mission resources has been highly optimized, constraining resources have been generally completely consumed, and data products have been accurate and well documented. But because these functions are expensive we are now challenged to reduce their cost while preserving the benefits. In this paper, we will consider ways of revising the traditional MOS approach that might save project resources while retaining a high degree of service to the Projects' customers. Pre-launch, science interaction can be made simplier by limiting numbers of instruments and by providing greater redundancy in mission plans. Post launch, possibilities include prioritizing data collection into a few categories, easing requirements on real-time of quick-look data delivery, and closer integration of scientists into the mission operation.

  11. Interferenze. Il progetto mald’è tra scena e video

    Directory of Open Access Journals (Sweden)

    Grazia D'Arienzo

    2014-07-01

    Full Text Available The operations of technology implementation within the theatrical performance, as well as the attempt of embedding the scene into video, have been core to the debate surrounding the hybrid forms phenomenon and the interaction between live and media-driven performances. Within the debate on these practices, the project taken under consideration in the article − mald'è − has undoubtedly a peculiar feature as it tries to be a synthesis of the acting experience of Matilde de Feo with filmakers' and multimedia directors' Mario Savinio. Specifically, the main objects of my analysis are the contaminating dynamics of an audio-visual production (Non io and a digital performance (Il principio di indeterminazione di Heisenberg which aim, respectively, to the electronic remediation of a Beckettian drama and to the organic integration between the video projection and a monologue of Dario Fo and Franca Rame.

  12. Interactions between drugs and geriatric syndromes in nursing home and home care: results from Shelter and IBenC projects.

    Science.gov (United States)

    Onder, Graziano; Giovannini, Silvia; Sganga, Federica; Manes-Gravina, Ester; Topinkova, Eva; Finne-Soveri, Harriet; Garms-Homolová, Vjenka; Declercq, Anja; van der Roest, Henriëtte G; Jónsson, Pálmi V; van Hout, Hein; Bernabei, Roberto

    2018-01-16

    Drugs may interact with geriatric syndromes by playing a role in the continuation, recurrence or worsening of these conditions. Aim of this study is to assess the prevalence of interactions between drugs and three common geriatric syndromes (delirium, falls and urinary incontinence) among older adults in nursing home and home care in Europe. We performed a cross-sectional multicenter study among 4023 nursing home residents participating in the Services and Health for Elderly in Long-TERm care (Shelter) project and 1469 home care patients participating in the Identifying best practices for care-dependent elderly by Benchmarking Costs and outcomes of community care (IBenC) project. Exposure to interactions between drugs and geriatric syndromes was assessed by 2015 Beers criteria. 790/4023 (19.6%) residents in the Shelter Project and 179/1469 (12.2%) home care patients in the IBenC Project presented with one or more drug interactions with geriatric syndromes. In the Shelter project, 288/373 (77.2%) residents experiencing a fall, 429/659 (65.1%) presenting with delirium and 180/2765 (6.5%) with urinary incontinence were on one or more interacting drugs. In the IBenC project, 78/172 (45.3%) participants experiencing a fall, 80/182 (44.0%) presenting with delirium and 36/504 (7.1%) with urinary incontinence were on one or more interacting drugs. Drug-geriatric syndromes interactions are common in long-term care patients. Future studies and interventions aimed at improving pharmacological prescription in the long-term care setting should assess not only drug-drug and drug-disease interactions, but also interactions involving geriatric syndromes.

  13. The nuclear weapons inheritance project: student-to-student dialogues and interactive peer education in disarmament activism.

    Science.gov (United States)

    Buhmann, Caecilie Böck

    2007-01-01

    The Nuclear Weapons Inheritance Project is a student run and student initiated project founded in 2001 with the purpose of increasing awareness of health effects of nuclear policies and empowering university students to take action in a local and international context. The project uses dialogues to discuss nuclear disarmament with university students and a method of interactive peer education to train new trainers. The project has met more than 1500 students in nuclear weapon states in dialogue and trained about 400 students from all over the world. This article describes the methods and results of the project and discuss how the experience of the project can be used in other projects seeking to increase awareness of a topic and to initiate action on social injustice.

  14. Video time encoding machines.

    Science.gov (United States)

    Lazar, Aurel A; Pnevmatikakis, Eftychios A

    2011-03-01

    We investigate architectures for time encoding and time decoding of visual stimuli such as natural and synthetic video streams (movies, animation). The architecture for time encoding is akin to models of the early visual system. It consists of a bank of filters in cascade with single-input multi-output neural circuits. Neuron firing is based on either a threshold-and-fire or an integrate-and-fire spiking mechanism with feedback. We show that analog information is represented by the neural circuits as projections on a set of band-limited functions determined by the spike sequence. Under Nyquist-type and frame conditions, the encoded signal can be recovered from these projections with arbitrary precision. For the video time encoding machine architecture, we demonstrate that band-limited video streams of finite energy can be faithfully recovered from the spike trains and provide a stable algorithm for perfect recovery. The key condition for recovery calls for the number of neurons in the population to be above a threshold value.

  15. The Natural Interactive Walking Project and Emergence of Its Results in Research on Rhythmic Walking Interaction and the Role of Footsteps in Affecting Body Ownership

    DEFF Research Database (Denmark)

    Maculewicz, Justyna; Sikström, Erik; Serafin, Stefania

    2015-01-01

    In this chapter we describe how the results of the Natural Interactive Project, which was funded within the 7th Framework Programme and ended in 2011, started several research directions concerning the role of auditory and haptic feedback in footstep simulations. We chose elements of the project...... which are interesting in a broader context of interactive walking with audio and haptic feedback to present and discuss the developed systems for gait analysis and feedback presentation, but also, what is even more interesting to show how it influence humans behavior and perception. We hope also to open...

  16. Telemetry and Communication IP Video Player

    Science.gov (United States)

    OFarrell, Zachary L.

    2011-01-01

    Aegis Video Player is the name of the video over IP system for the Telemetry and Communications group of the Launch Services Program. Aegis' purpose is to display video streamed over a network connection to be viewed during launches. To accomplish this task, a VLC ActiveX plug-in was used in C# to provide the basic capabilities of video streaming. The program was then customized to be used during launches. The VLC plug-in can be configured programmatically to display a single stream, but for this project multiple streams needed to be accessed. To accomplish this, an easy to use, informative menu system was added to the program to enable users to quickly switch between videos. Other features were added to make the player more useful, such as watching multiple videos and watching a video in full screen.

  17. STEREOVIDEO YouTube channel: Short educational videos for the on-line learning of the stereographic projection technique in Structural Geology

    Science.gov (United States)

    Insua-Arevalo, Juan M.; Alvarez-Gomez, Jose A.; Castiñeiras, Pedro; Tejero-Lopez, Rosa; Martinez-Diaz, Jose J.; Rodriguez-Peces, Martin J.

    2017-04-01

    STEREOVIDEO channel (https://www.youtube.com/user/geostereovideo) is a YouTube channel of short educational videos (communication technologies resources. Such a reinforcing facilitates the possibility to deepen more on conceptual aspects once the students dominate the representation tool helping them to develop their own critical thinking skills. After three years of being launched on-line (on 2014), we analyze the broadcast and acceptance of the channel by the academic community. For this purpose we have taken into account two different sources: (1) the analytics tool from YouTube (subscriptions, views, countries, comments from the users, type of device for viewing), and (2) our own survey among users (students and teachers) to get their opinion about the videos. By January, 2017 (date of sending of this abstract), the channel has a total of 650 subscriptions, with more than 85,000 views all around the world, mainly in Spanish speaking countries (as the videos are in Spanish). The main devices for viewing the videos are PCs, but is noteworthy the use of smart phones and tablets. The video users, both students and teachers, value this type of content positively.

  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. An interactive sports video game as an intervention for rehabilitation of community-living patients with schizophrenia: A controlled, single-blind, crossover study.

    Science.gov (United States)

    Shimizu, Nobuko; Umemura, Tomohiro; Matsunaga, Masahiro; Hirai, Takayoshi

    2017-01-01

    Hypofrontality is a state of decreased cerebral blood flow in the prefrontal cortex during executive function performance; it is commonly observed in patients with schizophrenia. Cognitive dysfunction, as well as the psychological symptoms of schizophrenia, influences the ability of patients to reintegrate into society. The current study investigated the effects of an interactive sports video game (IVG; Nintendo Wii™ Sports Resort) on frontal lobe function of patients with schizophrenia. A sample of eight patients (6 male and 2 female; mean age = 46.7 years, standard deviation (SD) = 13.7) engaged in an IVG every week for 3 months in a controlled, single-blind, crossover study. Before and after the intervention we examined frontal lobe blood-flow volume using functional near-infrared spectroscopy (fNIRS), and assessed functional changes using the Frontal Assessment Battery, Health-Related Quality of Life scale, and behaviorally-assessed physical function tests. fNIRS revealed that prefrontal activity during IVG performance significantly increased in the IVG period compared with the control period. Furthermore, significant correlations between cerebral blood flow changes in different channels were observed during IVG performance. In addition, we observed intervention-related improvement in health-related quality of life following IVG. IVG intervention was associated with increased prefrontal cortex activation and improved health-related quality of life performance in patients with schizophrenia. Patients with chronic schizophrenia are characterized by withdrawal and a lack of social responsiveness or interest in others. Interventions using IVG may provide a useful low-cost rehabilitation method for such patients, without the need for specialized equipment.

  1. An interactive sports video game as an intervention for rehabilitation of community-living patients with schizophrenia: A controlled, single-blind, crossover study

    Science.gov (United States)

    Umemura, Tomohiro; Matsunaga, Masahiro; Hirai, Takayoshi

    2017-01-01

    Hypofrontality is a state of decreased cerebral blood flow in the prefrontal cortex during executive function performance; it is commonly observed in patients with schizophrenia. Cognitive dysfunction, as well as the psychological symptoms of schizophrenia, influences the ability of patients to reintegrate into society. The current study investigated the effects of an interactive sports video game (IVG; Nintendo Wii™ Sports Resort) on frontal lobe function of patients with schizophrenia. A sample of eight patients (6 male and 2 female; mean age = 46.7 years, standard deviation (SD) = 13.7) engaged in an IVG every week for 3 months in a controlled, single-blind, crossover study. Before and after the intervention we examined frontal lobe blood-flow volume using functional near-infrared spectroscopy (fNIRS), and assessed functional changes using the Frontal Assessment Battery, Health-Related Quality of Life scale, and behaviorally-assessed physical function tests. fNIRS revealed that prefrontal activity during IVG performance significantly increased in the IVG period compared with the control period. Furthermore, significant correlations between cerebral blood flow changes in different channels were observed during IVG performance. In addition, we observed intervention-related improvement in health-related quality of life following IVG. IVG intervention was associated with increased prefrontal cortex activation and improved health-related quality of life performance in patients with schizophrenia. Patients with chronic schizophrenia are characterized by withdrawal and a lack of social responsiveness or interest in others. Interventions using IVG may provide a useful low-cost rehabilitation method for such patients, without the need for specialized equipment. PMID:29131826

  2. An interactive sports video game as an intervention for rehabilitation of community-living patients with schizophrenia: A controlled, single-blind, crossover study.

    Directory of Open Access Journals (Sweden)

    Nobuko Shimizu

    Full Text Available Hypofrontality is a state of decreased cerebral blood flow in the prefrontal cortex during executive function performance; it is commonly observed in patients with schizophrenia. Cognitive dysfunction, as well as the psychological symptoms of schizophrenia, influences the ability of patients to reintegrate into society. The current study investigated the effects of an interactive sports video game (IVG; Nintendo Wii™ Sports Resort on frontal lobe function of patients with schizophrenia. A sample of eight patients (6 male and 2 female; mean age = 46.7 years, standard deviation (SD = 13.7 engaged in an IVG every week for 3 months in a controlled, single-blind, crossover study. Before and after the intervention we examined frontal lobe blood-flow volume using functional near-infrared spectroscopy (fNIRS, and assessed functional changes using the Frontal Assessment Battery, Health-Related Quality of Life scale, and behaviorally-assessed physical function tests. fNIRS revealed that prefrontal activity during IVG performance significantly increased in the IVG period compared with the control period. Furthermore, significant correlations between cerebral blood flow changes in different channels were observed during IVG performance. In addition, we observed intervention-related improvement in health-related quality of life following IVG. IVG intervention was associated with increased prefrontal cortex activation and improved health-related quality of life performance in patients with schizophrenia. Patients with chronic schizophrenia are characterized by withdrawal and a lack of social responsiveness or interest in others. Interventions using IVG may provide a useful low-cost rehabilitation method for such patients, without the need for specialized equipment.

  3. Self-Directed Interactive Video-Based Instruction Versus Instructor-Led Teaching for Myanmar House Surgeons: A Randomized, Noninferiority Trial.

    Science.gov (United States)

    Lwin, Albert Thein; Lwin, Thein; Naing, Phyu; Oo, Yee; Kidd, David; Cerullo, Marcelo; Posen, Joshua; Hlaing, Kyaw; Yenokyan, Gayane; Thinn, Kyi Kyi; Soe, Zaw Wai; Stevens, Kent A

    2017-06-29

    To compare self-directed interactive video-based instruction (IVBI) with instructor-led teaching in the acquisition of basic surgical skills by House Surgeons at University of Medicine 1, Yangon. A prospective, 1:1 randomized controlled trial was conducted. Participants were randomized into 2 teaching arms: (1) self-directed IVBI or (2) instructor-led teaching. Self-directed IVBI participants were provided with a portable DVD player that could play, fast forward, rewind, and skip through skills modules. Participants in the instructor-led teaching group were taught in small groups by standardized instructors. Pretesting and posttesting of 1-handed knot tie, 2-handed knot tie, vertical mattress suture, and instrument tie was performed using the Objective Structured Assessment of Technical Skills (OSATS). Students randomized to self-directed IVBI completed an exit survey to assess satisfaction. Demographic data were collected of all participants. University of Medicine 1, Yangon, Myanmar. Fifty participants were randomly selected from 78 eligible House Surgeons who were enrolled in their basic surgery rotation. Demographic characteristics and baseline skills were comparable in participants randomized to IVBI and instructor-led teaching. Mean OSATS score increased from pretest to posttest in both groups (p following statements on the exit survey: further expansion of IVBI into other skills modules and integration of IVBI into training curriculum. IVBI is noninferior to instructor-led teaching of surgical skills based on OSATS scores. House Surgeons highly rated self-directed IVBI. Self-directed IVBI has the potential to significantly reduce the personnel required for skills teaching and may serve as a long-term learning adjunct in low-resource settings. Copyright © 2017. Published by Elsevier Inc.

  4. Internet video-on-demand e-commerce system based on multilevel video metadata

    Science.gov (United States)

    Xia, Jiali; Jin, Jesse S.

    2000-10-01

    Video-On-Demand is a new development on the Internet. In order to manage the rich multimedia information and the large number of users, we present an Internet Video-On-Demand system with some E- Commerce flavors. This paper presents the system architecture and technologies required in the implementation. It provides interactive Video-On-Demand services in which the user has a complete control over the session presentation. It allows the user to select and receive specific video information by retrieving the database. For improving the performance of video information retrieval and management, the video information is represented by hierarchical video metadata in XML format. Video metadatabase stored the video information in this hierarchical structure and allows user to search the video shots at different semantic levels in the database. To browse the searched video, the user not only has full-function VCR capabilities as the traditional Video-On-Demand, but also can browse the video in a hierarchical method to view different shots. In order to perform management of large number of users over the Internet, a membership database designed and managed in an E-Commerce environment, which allows the user to access the video database based on different access levels.

  5. Segmentation of object-based video of gaze communication

    DEFF Research Database (Denmark)

    Aghito, Shankar Manuel; Stegmann, Mikkel Bille; Forchhammer, Søren

    2005-01-01

    Aspects of video communication based on gaze interaction are considered. The overall idea is to use gaze interaction to control video, e.g. for video conferencing. Towards this goal, animation of a facial mask is demonstrated. The animation is based on images using Active Appearance Models (AAM...

  6. Teacher Self-Captured Video: Learning to See

    Science.gov (United States)

    Sherin, Miriam Gamoran; Dyer, Elizabeth B.

    2017-01-01

    Videos are often used for demonstration and evaluation, but a more productive approach would be using video to support teachers' ability to notice and interpret classroom interactions. That requires thinking carefully about the physical aspects of shooting video--where the camera is placed and how easily student interactions can be heard--as well…

  7. 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...

  8. Project Hotspot - The Snake River Scientific Drilling Project - Investigating the Interactions of Mantle Plumes and Continental Lithosphere

    Science.gov (United States)

    Shervais, J. W.

    2008-12-01

    The Yellowstone-Snake River Plain (YSRP) volcanic province is the world's best modern example of a time- transgressive hotspot track beneath continental crust. Recently, a 100 km wide thermal anomaly has been imaged by seismic tomography to depths of over 500 km beneath the Yellowstone Plateau. The Yellowstone Plateau volcanic field consists largely of rhyolite lavas and ignimbrites, with few mantle-derived basalts. In contrast, the Snake River Plain (SRP), which represents the track of the Yellowstone hotspot, consists of rhyolite caldera complexes that herald the onset of plume-related volcanism and basalts that are compositionally similar to ocean island basalts like Hawaii. The SRP preserves a record of volcanic activity that spans over 16 Ma and is still active today, with basalts as young as 200 ka in the west and 2 ka in the east. The SRP is unique because it is young and relatively undisturbed tectonically, and because it contains a complete record of volcanic activity associated with passage of the hotspot. This complete volcanic record can only be sampled by drilling. In addition, the western SRP rift basin preserves an unparalleled deep-water lacustrine archive of paleoclimate evolution in western North America during the late Neogene. The central question addressed by the Snake River Scientific Drilling Project is how do mantle hotspots interact with continental lithosphere, and how does this interaction affect the geochemical evolution of mantle-derived magmas and the continental lithosphere? Our hypothesis is that continental mantle lithosphere is constructed in part from the base up by the underplating of mantle plumes, which are compositionally distinct from cratonic lithosphere, and that plumes modify the impacted lithosphere by thermally and mechanically eroding cratonic mantle lithosphere, and by underplating depleted plume-source mantle. Addition of mafic magma to the crust represents a significant contribution to crustal growth, and densifies

  9. Face recognition-based authentication and monitoring in video telecommunication systems

    OpenAIRE

    2012-01-01

    M.Sc. (Computer Science) A video conference is an interactive meeting between two or more locations, facilitated by simultaneous two-way video and audio transmissions. People in a video conference, also known as participants, join these video conferences for business and recreational purposes. In a typical video conference, we should properly identify and authenticate every participant in the video conference, if information discussed during the video conference is confidential. This preve...

  10. An Interactive Planning Support Tool for Addressing Social Acceptance of Renewable Energy Projects in The Netherlands

    Directory of Open Access Journals (Sweden)

    Johannes Flacke

    2017-10-01

    Full Text Available The implementation of renewable energy policies is lagging behind in The Netherlands. While several Dutch cities have ambitious goals for reducing greenhouse gas (GHG emissions, the implementation of renewable energy projects has been rather slow. The main reasons for this are the limited institutional capacities of local decision-makers, low levels of social acceptance of renewable-energy technologies, and limited opportunities for engagement of communities in decision-making processes. In order to address these issues we have developed an interactive planning support tool named COLLAGE for stakeholder participation in local renewable-energy planning. The goal of this paper is to analyze whether the COLLAGE tool helps to increase community engagement in renewable-energy projects and planning by increasing awareness and addressing social learning issues related to renewable-energy options. We tested the tool in a series of workshops with stakeholders and citizens from the city of Enschede, The Netherlands. The workshop results show that the tool helped involve stakeholders and communities in deciding where to locate renewable-energy facilities. It increased community members’ awareness of the benefits of and requirements for renewable energy by disclosing the spatial consequences of overall municipal goals. We conclude that the COLLAGE tool can be an important building block towards new local energy governance.

  11. A Synthetic Biology Project - Developing a single-molecule device for screening drug-target interactions.

    Science.gov (United States)

    Firman, Keith; Evans, Luke; Youell, James

    2012-07-16

    This review describes a European-funded project in the area of Synthetic Biology. The project seeks to demonstrate the application of engineering techniques and methodologies to the design and construction of a biosensor for detecting drug-target interactions at the single-molecule level. Production of the proteins required for the system followed the principle of previously described "bioparts" concepts (a system where a database of biological parts - promoters, genes, terminators, linking tags and cleavage sequences - is used to construct novel gene assemblies) and cassette-type assembly of gene expression systems (the concept of linking different "bioparts" to produce functional "cassettes"), but problems were quickly identified with these approaches. DNA substrates for the device were also constructed using a cassette-system. Finally, micro-engineering was used to build a magnetoresistive Magnetic Tweezer device for detection of single molecule DNA modifying enzymes (motors), while the possibility of constructing a Hall Effect version of this device was explored. The device is currently being used to study helicases from Plasmodium as potential targets for anti-malarial drugs, but we also suggest other potential uses for the device. Copyright © 2012 Federation of European Biochemical Societies. Published by Elsevier B.V. All rights reserved.

  12. Video Game Accessibility: A Legal Approach

    Directory of Open Access Journals (Sweden)

    George Powers

    2015-02-01

    Full Text Available Video game accessibility may not seem of significance to some, and it may sound trivial to anyone who does not play video games. This assumption is false. With the digitalization of our culture, video games are an ever increasing part of our life. They contribute to peer to peer interactions, education, music and the arts. A video game can be created by hundreds of musicians and artists, and they can have production budgets that exceed modern blockbuster films. Inaccessible video games are analogous to movie theaters without closed captioning or accessible facilities. The movement to have accessible video games is small, unorganized and misdirected. Just like the other battles to make society accessible were accomplished through legislation and law, the battle for video game accessibility must be focused toward the law and not the market.

  13. Transmission of object based fine-granular-scalability video over networks

    Science.gov (United States)

    Shi, Xu-li; Jin, Zhi-cheng; Teng, Guo-wei; Zhang, Zhao-yang; An, Ping; Xiao, Guang

    2006-05-01

    It is a hot focus of current researches in video standards that how to transmit video streams over Internet and wireless networks. One of the key methods is FGS(Fine-Granular-Scalability), which can always adapt to the network bandwidth varying but with some sacrifice of coding efficiency, is supported by MPEG-4. Object-based video coding algorithm has been firstly included in MPEG-4 standard that can be applied in interactive video. However, the real time segmentation of VOP(video object plan) is difficult that limit the application of MPEG-4 standard in interactive video. H.264/AVC is the up-to-date video-coding standard, which enhance compression performance and provision a network-friendly video representation. In this paper, we proposed a new Object Based FGS(OBFGS) coding algorithm embedded in H.264/AVC that is different from that in mpeg-4. After the algorithms optimization for the H.264 encoder, the FGS first finish the base-layer coding. Then extract moving VOP using the base-layer information of motion vectors and DCT coefficients. Sparse motion vector field of p-frame composed of 4*4 blocks, 4*8 blocks and 8*4 blocks in base-layer is interpolated. The DCT coefficient of I-frame is calculated by using information of spatial intra-prediction. After forward projecting each p-frame vector to the immediate adjacent I-frame, the method extracts moving VOPs (video object plan) using a recursion 4*4 block classification process. Only the blocks that belong to the moving VOP in 4*4 block-level accuracy is coded to produce enhancement-layer stream. Experimental results show that our proposed system can obtain high interested VOP quality at the cost of fewer coding efficiency.

  14. Study of Electromagnetic Interactions in the MicroBooNE Liquid Argon Time Projection Chamber

    Energy Technology Data Exchange (ETDEWEB)

    Caratelli, David [Columbia U.

    2018-01-01

    This thesis presents results on the study of electromagnetic (EM) activity in the MicroBooNE Liquid Argon Time Projection Chamber (LArTPC) neutrino detector. The LArTPC detector technology provides bubble-chamber like information on neutrino interaction final states, necessary to perform precision measurements of neutrino oscillation parameters. Accelerator-based oscillation experiments heavily rely on the appearance channel ! e to make such measurements. Identifying and reconstructing the energy of the outgoing electrons from such interactions is therefore crucial for their success. This work focuses on two sources of EM activity: Michel electrons in the 10-50 MeV energy range, and photons from 0 decay in the 30-300 MeV range. Studies of biases in the energy reconstruction measurement, and energy resolution are performed. The impact of shower topology at different energies is discussed, and the importance of thresholding and other reconstruction effects on producing an asymmetric and biased energy measurement are highlighted. This work further presents a study of the calorimetric separation of electrons and photons with a focus on the shower energy dependence of the separation power.

  15. New Types of Interactions Based on Variable Separation Solutions via the General Projective Riccati Equation Method

    Science.gov (United States)

    Dai, Chao-Qing; Zhang, Jie-Fang

    In this paper, first, the general projective Riccati equation method (PREM) is applied to derive variable separation solutions of (2 + 1)-dimensional systems. By further studying, we find that these variable separation solutions obtained by PREM, which seem independent, actually depend on each other. A common formula with some arbitrary functions is obtained to describe suitable physical quantities for some (2 + 1)-dimensional models such as the generalized Nizhnik-Novikov-Veselov system, Broer-Kaup-Kupershmidt equation, dispersive long wave system, Boiti-Leon-Pempinelli model, generalized Burgers model, generalized Ablowitz-Kaup-Newell-Segur system and Maccari equation. The universal formula in Tang, Lou, and Zhang [2] can be simplified to the common formula in the present paper. Second, this method is successfully generalized to (1 + 1)-dimensional systems, such as coupled integrable dispersionless equations, shallow water wave equation, Boiti system and negative KdV model, and is able to obtain another common formula to describe suitable physical fields or potentials of these (1 + 1)-dimensional models, which is similar to the one in (2 + 1)-dimensional systems. Finally, based on the common formula for (2 + 1)-dimensional systems and by selecting appropriate multivalued functions, elastic and inelastic interactions among special dromion, special peakon, foldon and semi-foldon are investigated. Furthermore, the explicit phase shifts for all the local excitations offered by the common formula have been given, and are applied to these novel interactions in detail.

  16. Using Video Games to Understand Thermoregulation

    Science.gov (United States)

    Dibley, Jeremiah; Parish, Jamie

    2007-01-01

    Funded by the U.S. Department of Education, a research project was conducted to evaluate the effectiveness of video games as inquiry-based learning experiences for the science classroom. As a result, the video game, "Creature Control: The Quest for Homeostasis" was developed and field-tested in select middle schools in the United States.…

  17. Video in foreign language teaching

    Directory of Open Access Journals (Sweden)

    Joe Hambrook

    2013-02-01

    Full Text Available Much of the attention paid to video in foreign language teaching is focused upon a relatively small amount of commercially produced and distributed material. This paper briefly describes the development of this material in the EFLIESL field; looks at some current issues and concerns, and considers future possibilities with particular reference to computer assisted interactive video. Heelwat van die aandag wat video geniet as hulpmiddel by tweedetaalonderrig is toegespits op 'n relatief klein hoeveelheid kommersieel vervaardigde en verspreide materiaal. Hierdie artikel beskryf kortliks die ontwikkeling van bogenoemde materiaal waar dit Engels as tweede of vreemde taal betref. Verder word daar aandag gegee aan huidige tendense en toekomstige moontlikhede word oorweeg, met spesifieke verwysing na rekenaarondersteunde interaktiewe video.

  18. Project Management

    DEFF Research Database (Denmark)

    Kampf, Constance

    2009-01-01

    In this video Associate Professor Constance Kampf talks about the importance project management. Not only as a tool in implementation, but also as a way of thinking, and as something that needs to be considered from idea conception......In this video Associate Professor Constance Kampf talks about the importance project management. Not only as a tool in implementation, but also as a way of thinking, and as something that needs to be considered from idea conception...

  19. Live Action: Can Young Children Learn Verbs From Video?

    OpenAIRE

    Roseberry, Sarah; Hirsh-Pasek, Kathy; Parish-Morris, Julia; Golinkoff, Roberta Michnick

    2009-01-01

    The availability of educational programming aimed at infants and toddlers is increasing, yet the effect of video on language acquisition remains unclear. Three studies of 96 children aged 30–42 months investigated their ability to learn verbs from video. Study 1 asked whether children could learn verbs from video when supported by live social interaction. Study 2 tested whether children could learn verbs from video alone. Study 3 clarified whether the benefits of social interaction remained w...

  20. A prototype to automate the video subsystem routing for the video distribution subsystem of Space Station Freedom

    Science.gov (United States)

    Betz, Jessie M. Bethly

    1993-12-01

    The Video Distribution Subsystem (VDS) for Space Station Freedom provides onboard video communications. The VDS includes three major functions: external video switching; internal video switching; and sync and control generation. The Video Subsystem Routing (VSR) is a part of the VDS Manager Computer Software Configuration Item (VSM/CSCI). The VSM/CSCI is the software which controls and monitors the VDS equipment. VSR activates, terminates, and modifies video services in response to Tier-1 commands to connect video sources to video destinations. VSR selects connection paths based on availability of resources and updates the video routing lookup tables. This project involves investigating the current methodology to automate the Video Subsystem Routing and developing and testing a prototype as 'proof of concept' for designers.

  1. Short-term projection of cancer incidence in Japan using an age-period interaction model with spline smoothing.

    Science.gov (United States)

    Katanoda, Kota; Kamo, Ken-Ichi; Saika, Kumiko; Matsuda, Tomohiro; Shibata, Akiko; Matsuda, Ayako; Nishino, Yoshikazu; Hattori, Masakazu; Soda, Midori; Ioka, Akiko; Sobue, Tomotaka; Nishimoto, Hiroshi

    2014-01-01

    In Japan, population-based cancer incidence data are reported several years behind the latest year of cancer mortality data. To bridge this gap, we aimed to determine a short-term projection method for cancer incidence. Data between 1985 and 2007 were obtained from the population-based cancer registries in four prefectures (Miyagi, Yamagata, Fukui and Nagasaki). Three projection models were examined: generalized linear model with age and period (A + P linear); generalized linear model with age, period and their interactions (A*P linear); and generalized additive model with age, period and their interactions smoothed by spline (A*P spline). We performed a 5-year projection for the years 2000 and 2005, based on the data of 1985-95 and 1985-2000, respectively. Seven cancer sites (stomach, liver, colorectal, lung, female breast, cervix uteri and prostate) and all cancers combined were analyzed. The accuracy of projection was evaluated by whether each observed number fell within the 95% confidence interval of the projected number. The A*P spline model accurately projected 8 of 13 cancer site-sex combinations, whereas the number of site-sex combinations of accurate projection was 2 and 6 for A + P linear and A*P linear models, respectively. For liver and colorectal cancers, the A*P spline model alone performed accurate projections; the relative differences between projected and observed numbers of cancer incidence ranged between -0.4 and +10.9% for the A*P spline, and between +7.4 and +37.6% for the other two models. All three models failed to project sudden increases in prostate cancer between 2000 and 2005. The A*P spline model is a candidate method for the projection of cancer incidence in Japan. However, we need a continuous validation for prostate cancer.

  2. Hypervideos and interactive multimedia presentations

    NARCIS (Netherlands)

    B. Meixner (Britta)

    2017-01-01

    textabstractHypervideos and interactive multimedia presentations allow the creation of fully interactive and enriched video. It is possible to organize video scenes in a nonlinear way. Additional information can be added to the video ranging from short descriptions to images and more videos.

  3. Videosorveglianza come supporto interattivo / La vidéosurveillance comme support intéractif / Video surveillance as an interactive support

    Directory of Open Access Journals (Sweden)

    Dischi Franco

    2010-03-01

    Full Text Available Video surveillance is not and cannot be considered a system of image acquistions “end in itself”.The acquired audio-visual “product”, in addition to surveillance and security, provides a useful source of information in case of storage and automatic analysis of data in urban planning to optimise land resources and means of support, for example environmental monitoring to protect habitat, land and ecosystem.These are behavioural precognitive models of video analysis, for a perceptive context of the situation of danger.

  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. The Video Mesh: A Data Structure for Image-based Three-dimensional Video Editing

    OpenAIRE

    Chen, Jiawen; Paris, Sylvain; Wang, Jue; Matusik, Wojciech; Cohen, Michael; Durand, Fredo

    2011-01-01

    This paper introduces the video mesh, a data structure for representing video as 2.5D “paper cutouts.” The video mesh allows interactive editing of moving objects and modeling of depth, which enables 3D effects and post-exposure camera control. The video mesh sparsely encodes optical flow as well as depth, and handles occlusion using local layering and alpha mattes. Motion is described by a sparse set of points tracked over time. Each point also stores a depth value. The video mesh is a trian...

  6. Upaya Meningkatkan Hasil Belajar Melalui Media Interactive Video pada Mata Diklat Memahami Prinsip-Prinsip Penyelengaraan Administrasi Perkantoran (Studi Kasus pada Kelas X Administrasi Perkantoran SMK Negeri 1 Batang Tahun Ajaran 2011/2012

    Directory of Open Access Journals (Sweden)

    Dewi Ciptaningsih

    2012-06-01

    Full Text Available Media interactive video suatu sistem penyampaian pengajaran dimana materi video rekaman disajikan dengan pengendalian komputer kepada penonton (siswa yang tidak hanya mendengar dan melihat video dan suara tetapi juga memberikan respon yang aktif. Memahami prinsip-prinsip penyelenggaraan administrasi perkantoran merupakan Kompetensi awal yang dipelajari siswa karena merupakan urat nadi dalam kegiatan administrasi Perkantoran. Subjek penelitian ini adalah siswa kelas X AP 1 SMK Negeri 1 Batang tahun ajaran 2011/2012. Prosedur penelitian ini terdiri dari dua siklus, meliputi perencanaan, tindakan, pengamatan dan refleksi. Metode pengumpulan data� adalah dokumentasi, lembar observasi kinerja guru dan aktivitas siswa, serta tes. Hasil penelitian yang diperoleh adalah terjadi peningkatan hasil belajar siswa dari siklus I ke siklus II. Pada siklus I ketuntasan belajar secara klasikal sebesar 73% berarti ada 27% siswa atau 10 siswa yang nilainya masih dibawah KKM. Hasil belajar siswa pada siklus II ketuntasan belajar klasikal sebesar 92% atau sebanyak 32 siswa mengalami peningkatan hasil belajar. Selain itu Aktivitas belajar siswa mengalami peningkatan dari siklus I ke siklus II. Pada siklus I aktivitas belajar sebesar 48% sedangkan pada siklus II aktivitas belajar mencapai sebesar 82%. Terjadi peningkatan pada kinerja guru yaitu siklus I sebesar 66% sedangkan pada siklus II adalah sebesar 90%. Kesimpulannya adalah terjadi peningkatan hasil belajar melalui media interactive video pada mata diklat memahami prinsip-prinsip penyelenggaraan administrasi perkantoran kelas X AP SMK Negeri 1 Batang. Avideointeractivemediadeliverysystem ofvideorecordingsof teaching wherethe materialis presentedwitha computercontrolto the audience(students whonot onlyhearandsee thevideoandsoundbutalsoprovideanactiveresponse. Understandingthe principlesof the administrationofficesarebeginningcompetencystudents are learningas it is aveinin theOfficeadministrative activities

  7. 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…

  8. Integrating Internet Video Conferencing Techniques and Online Delivery Systems with Hybrid Classes to Enhance Student Interaction and Learning in Accelerated Programs

    Science.gov (United States)

    Beckwith, E. George; Cunniff, Daniel T.

    2009-01-01

    Online course enrollment has increased dramatically over the past few years. The authors cite the reasons for this rapid growth and the opportunities open for enhancing teaching/learning techniques such as video conferencing and hybrid class combinations. The authors outlined an example of an accelerated learning, eight-class session course…

  9. Leveraging Google Geo Tools for Interactive STEM Education: Insights from the GEODE Project

    Science.gov (United States)

    Dordevic, M.; Whitmeyer, S. J.; De Paor, D. G.; Karabinos, P.; Burgin, S.; Coba, F.; Bentley, C.; St John, K. K.

    2016-12-01

    Web-based imagery and geospatial tools have transformed our ability to immerse students in global virtual environments. Google's suite of geospatial tools, such as Google Earth (± Engine), Google Maps, and Street View, allow developers and instructors to create interactive and immersive environments, where students can investigate and resolve common misconceptions in STEM concepts and natural processes. The GEODE (.net) project is developing digital resources to enhance STEM education. These include virtual field experiences (VFEs), such as an interactive visualization of the breakup of the Pangaea supercontinent, a "Grand Tour of the Terrestrial Planets," and GigaPan-based VFEs of sites like the Canadian Rockies. Web-based challenges, such as EarthQuiz (.net) and the "Fold Analysis Challenge," incorporate scaffolded investigations of geoscience concepts. EarthQuiz features web-hosted imagery, such as Street View, Photo Spheres, GigaPans, and Satellite View, as the basis for guided inquiry. In the Fold Analysis Challenge, upper-level undergraduates use Google Earth to evaluate a doubly-plunging fold at Sheep Mountain, WY. GEODE.net also features: "Reasons for the Seasons"—a Google Earth-based visualization that addresses misconceptions that abound amongst students, teachers, and the public, many of whom believe that seasonality is caused by large variations in Earth's distance from the Sun; "Plate Euler Pole Finder," which helps students understand rotational motion of tectonic plates on the globe; and "Exploring Marine Sediments Using Google Earth," an exercise that uses empirical data to explore the surficial distribution of marine sediments in the modern ocean. The GEODE research team includes the authors and: Heather Almquist, Cinzia Cervato, Gene Cooper, Helen Crompton, Terry Pavlis, Jen Piatek, Bill Richards, Jeff Ryan, Ron Schott, Barb Tewksbury, and their students and collaborating colleagues. We are supported by NSF DUE 1323419 and a Google Geo

  10. Web Audio/Video Streaming Tool

    Science.gov (United States)

    Guruvadoo, Eranna K.

    2003-01-01

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

  11. Lunar-Mars Life Support Test Project. Phase 2; Human Factors and Crew Interactions

    Science.gov (United States)

    Ming, D. W.; Hurlbert, K. M.; Kirby, G.; Lewis, J. F.; ORear, P.

    1997-01-01

    Phase 2 of the Lunar-Mars Life Support Test Project was conducted in June and July of 1996 at the NASA Johnson Space Center. The primary objective of Phase 2 was to demonstrate and evaluate an integrated physicochemical air revitalization and regenerative water recovery system capable of sustaining a human crew of four for 30 days inside a closed chamber. The crew (3 males and 1 female) was continuously present inside a chamber throughout the 30-day test. The objective of this paper was to describe crew interactions and human factors for the test. Crew preparations for the test included training and familiarization of chamber systems and accommodations, and medical and psychological evaluations. During the test, crew members provided metabolic loads for the life support systems, performed maintenance on chamber systems, and evaluated human factors inside the chamber. Overall, the four crew members found the chamber to be comfortable for the 30-day test. The crew performed well together and this was attributed in part to team dynamics, skill mix (one commander, two system experts, and one logistics lead), and a complementary mix of personalities. Communication with and support by family, friends, and colleagues were identified as important contributors to the high morale of the crew during the test. Lessons learned and recommendations for future testing are presented by the crew in this paper.

  12. Psychosocial and biochemical interactions in aging: preliminary results from an Italian old sample of "Zincage" project.

    Science.gov (United States)

    Marcellini, F; Giuli, C; Papa, R; Gagliardi, C; Malavolta, M; Mocchegiani, E

    2007-01-01

    The study of the interactions among biological factors and psychosocial conditions is a very innovative field, because data are lacking in the scientific literature. Among biological aspects, zinc is an essential element in the elderly, especially in relation to one of the proteins, such as albumin, involved in zinc transport into the cells. In this study, the aim is the assessment of the interrelationship between albumin value (used as an index of the body zinc status) and some psychosocial dimensions in elderly Italian sample recruited for ZINCAGE project, supported by the European Commission in the "Sixth Framework Programme". Some tests and questionnaires were administered to older people included in the trial: the "life-style questionnaire"; the mini mental state examination (MMSE); the geriatric depression scale (GDS-15 items). On the basis of the Senieur Protocol for gerontological studies, a sample of 291 Italian healthy old subjects has been recruited in Central Italy and divided into 3 age groups: (a) 125 subjects aged from 65 to 74 years, (b) 89 subjects aged from 75 to 84 years, (c) 77 subjects aged >or=85 years (classified like successful old people). No cognitive impairment assessed by MMSE was observed in 67.5% of the sample; 64.0% had GDS score less than 5, indicating no depression, whereas the prevalence of biological albumin deficiency (or=5). These preliminary results showed an interrelationship among serum albumin value and psychosocial aspects in Italian old population, suggesting that low albumin values may be involved in impaired psychological dimensions.

  13. Managing E-mail Interactions with Patients: A Discussion with Clinicians in Evaluating the Personal Health Link Project.

    Science.gov (United States)

    Serrato, Carl A; Retecki, Sally

    2004-01-01

    One software feature in the Personal Health Link (PHL) Project allows members of Kaiser Permanente to send secure e-mail messages to clinicians and staff. As an early step in the PHL evaluation process, a group of primary care physicians met to discuss their opinions and experiences with e-mail interactions with patients and to suggest strategies for effectively managing these e-mail interactions. Most clinicians spoke from their experience with e-mail interactions with patients in a conventional e-mail environment; only one clinician in the group was using PHL.

  14. Exploratory Study on the Patterns of Online Interaction and Knowledge Co-Construction in Project-Based Learning

    Science.gov (United States)

    Heo, Heeok; Lim, Kyu Yon; Kim, Youngsoo

    2010-01-01

    This study aims to investigate the patterns and the quality of online interaction during project-based learning (PjBL) on both micro and macro levels. To achieve this purpose, PjBL was implemented with online group activities in an undergraduate course. Social network analysis (SNA) and content analysis were employed to analyze online interaction…

  15. Early Social Interaction Project for Children with Autism Spectrum Disorders Beginning in the Second Year of Life: A Preliminary Study

    Science.gov (United States)

    Wetherby, Amy M.; Woods, Juliann J.

    2006-01-01

    The Early Social Interaction (ESI) Project (Woods & Wetherby, 2003) was designed to apply the recommendations of the National Research Council (2001) to toddlers with autism spectrum disorders (ASD) by using a parent-implemented intervention that (a) embeds naturalistic teaching strategies in everyday routines and (b) is compatible with the…

  16. The Use of Tablet PC and Interactive Board from the Perspectives of Teachers and Students: Evaluation of the FATIH Project

    Science.gov (United States)

    Pamuk, Sonmez; Cakir, Recep; Ergun, Mustafa; Yilmaz, H. Bayram; Ayas, Cemalettin

    2013-01-01

    The main purpose of this study was to evaluate the early implementation results of the "Movement of Enhancing Opportunities and Improving Technology", abbreviated as FATIH project from the perspectives of participating teachers and students. Specifically, to investigate (a) whether or not Interactive Boards (IB) and Tablet Computers…

  17. Analysis of an Interactive Technology Supported Problem-Based Learning STEM Project Using Selected Learning Sciences Interest Areas (SLSIA)

    Science.gov (United States)

    Kumar, David Devraj

    2017-01-01

    This paper reports an analysis of an interactive technology-supported, problem-based learning (PBL) project in science, technology, engineering and mathematics (STEM) from a Learning Sciences perspective using the Selected Learning Sciences Interest Areas (SLSIA). The SLSIA was adapted from the "What kinds of topics do ISLS [International…

  18. 'How To' Clean Room Video

    Science.gov (United States)

    McCarty, Kaley Corinne

    2013-01-01

    One of the projects that I am completing this summer is a Launch Services Program intern 'How to' set up a clean room informational video. The purpose of this video is to go along with a clean room kit that can be checked out by employees at the Kennedy Space Center and to be taken to classrooms to help educate students and intrigue them about NASA. The video will include 'how to' set up and operate a clean room at NASA. This is a group project so we will be acting as a team and contributing our own input and ideas. We will include various activities for children in classrooms to complete, while learning and having fun. Activities that we will explain and film include: helping children understand the proper way to wear a bunny suit, a brief background on cleanrooms, and the importance of maintaining the cleanliness of a space craft. This project will be shown to LSP management and co-workers; we will be presenting the video once it is completed.

  19. Narrowing the gap between theory and practice? Interactive knowledge development in a coastal defense project

    NARCIS (Netherlands)

    Seijger, Chris; van Tatenhove, J.; Dewulf, Geert P.M.R.; Otter, Henriëtte; Javernick-Will, A.; Chinowsky, P.

    2012-01-01

    Coastal defence projects intend to develop solutions in a highly dynamic environment. The coastal zone is characterized by expanding cities, rising flood risks, economic activity, and a threatened natural environment. Developing relevant knowledge for solutions in coastal defence projects is

  20. The Merapi Interactive Project: Offering a Fancy Cross-Disciplinary Scientific Understanding of Merapi Volcano to a Wide Audience.

    Science.gov (United States)

    Morin, J.; Kerlow, I.

    2015-12-01

    The Merapi volcano is of great interest to a wide audience as it is one of the most dangerous volcanoes worldwide and a beautiful touristic spot. The scientific literature available on that volcano both in Earth and Social sciences is rich but mostly inaccessible to the public because of the scientific jargon and the restricted database access. Merapi Interactive aims at developing clear information and attractive content about Merapi for a wide audience. The project is being produced by the Art and Media Group at the Earth Observatory of Singapore, and it takes the shape of an e-book. It offers a consistent, comprehensive, and jargon-filtered synthesis of the main volcanic-risk related topics about Merapi: volcanic mechanisms, eruptive history, associated hazards and risks, the way inhabitants and scientists deal with it, and what daily life at Merapi looks like. The project provides a background to better understand volcanoes, and it points out some interactions between scientists and society. We propose two levels of interpretation: one that is understandable by 10-year old kids and above and an expert level with deeper presentations of specific topics. Thus, the Merapi Interactive project intends to provide an engaging and comprehensive interactive book that should interest kids, adults, as well as Earth Sciences undergraduates and academics. Merapi Interactive is scheduled for delivery in mid-2016.

  1. 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: ...

  2. 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 ...

  3. 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 ...

  4. Depth detection in interactive projection system based on one-shot black-and-white stripe pattern.

    Science.gov (United States)

    Zhou, Qian; Qiao, Xiaorui; Ni, Kai; Li, Xinghui; Wang, Xiaohao

    2017-03-06

    A novel method enabling estimation of not only the screen surface as the conventional one, but the depth information from two-dimensional coordinates in an interactive projection system was proposed in this research. In this method, a one-shot black-and-white stripe pattern from a projector is projected on a screen plane, where the deformed pattern is captured by a charge-coupled device camera. An algorithm based on object/shadow simultaneous detection is proposed for fulfillment of the correspondence. The depth information of the object is then calculated using the triangulation principle. This technology provides a more direct feeling of virtual interaction in three dimensions without using auxiliary equipment or a special screen as interaction proxies. Simulation and experiments are carried out and the results verified the effectiveness of this method in depth detection.

  5. 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 ...

  6. 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.

  7. Stream On: Video Servers in the Real World.

    Science.gov (United States)

    Tristram, Claire

    1995-01-01

    Despite plans for corporate training networks, digital ad-insertion systems, hotel video-on-demand, and interactive television, only small scale video networks presently work. Four case studies examine the design and implementation decisions for different markets: corporate; advertising; hotel; and commercial video via cable, satellite or…

  8. Video conference teaching at an Open Distance Learning (ODL ...

    African Journals Online (AJOL)

    Video conference-based education is the use of communication technology to provide education from a central site to remote distant education sites using live interactive audio-video communication. The purpose of the study was to describe the factors that influenced attendance of the Health Services Management's video ...

  9. Compilation of Data and Modelling of Nanoparticle Interactions and Toxicity in the NanoPUZZLES Project.

    Science.gov (United States)

    Richarz, Andrea-Nicole; Avramopoulos, Aggelos; Benfenati, Emilio; Gajewicz, Agnieszka; Golbamaki Bakhtyari, Nazanin; Leonis, Georgios; Marchese Robinson, Richard L; Papadopoulos, Manthos G; Cronin, Mark Td; Puzyn, Tomasz

    2017-01-01

    The particular properties of nanomaterials have led to their rapidly increasing use in diverse fields of application. However, safety assessment is not keeping pace and there are still gaps in the understanding of their hazards. Computational models predicting nanotoxicity, such as (quantitative) structure-activity relationships ((Q)SARs), can contribute to safety evaluation, in line with general efforts to apply alternative methods in chemical risk assessment. Their development is highly dependent on the availability of reliable and high quality experimental data, both regarding the compounds' properties as well as the measured toxic effects. In particular, "nano-QSARs" should take the nano-specific characteristics into account. The information compiled needs to be well organized, quality controlled and standardized. Integrating the data in an overarching, structured data collection aims to (a) organize the data in a way to support modelling, (b) make (meta)data necessary for modelling available, and (c) add value by making a comparison between data from different sources possible.Based on the available data, specific descriptors can be derived to parameterize the nanomaterial-specific structure and physico-chemical properties appropriately. Furthermore, the interactions between nanoparticles and biological systems as well as small molecules, which can lead to modifications of the structure of the active nanoparticles, need to be described and taken into account in the development of models to predict the biological activity and toxicity of nanoparticles. The EU NanoPUZZLES project was part of a global cooperative effort to advance data availability and modelling approaches supporting the characterization and evaluation of nanomaterials.

  10. The Interactive Virtual Earth Science Teaching (InVEST) project: preliminary results

    Science.gov (United States)

    Gallus, W.; Cervato, C.; Parham, T.; Larsen, M.; Cruz-Neira, C.; Boudreaux, H.

    2009-04-01

    The InVEST (Interactive Virtual Earth Science Teaching) project has as its goal the development of state-of-the-art virtual reality geoscience tools that can be used to correct student misunderstandings about some geoscience phenomena. One tool, originally developed several years ago, the virtual tornadic thunderstorm, was recently modified based on feedback from instructors given the opportunity to use the tool. The modified virtual storm will be demonstrated during the presentation. In addition, a virtual volcano application is currently under development. To steer the development of this application, a Volcanic Concept Survey was recently administered to over 600 students at six U.S. institutions with the goal of identifying areas of greatest misconception relating to volcanoes. Both mean and median scores on the instrument were exceptionally low, indicating that students generally possessed minimal understanding of volcanic systems. High scores were restricted to the simplest aspects of volcanism (terminology, basic volcano shape) while questions requiring higher thinking and deeper conceptual connections (analysis of patterns, eruptive controls, and hazards) saw much lower scores. Categorical analysis of response types revealed the extent of specific misconceptions, the most predominant of which demonstrated a failure to link tectonics to a global volcanic pattern. Eruptive catalysts and controls also appear poorly understood, as are volcanic impacts on the environment and human endeavors. The survey also included demographic information which has been analyzed. Analysis of student sources of knowledge found that over 41% of students said that they had acquired most of their understanding about volcanoes from non-traditional sources such as the popular media and Hollywood films. Application of a multiple linear regression model and an expanded model suggests that these students were much less likely to receive high scores on questions relating to understanding

  11. A New Approach to the Skills of Effective Teaching. Final Report of the FIPSE Project.

    Science.gov (United States)

    Gale, Larrie E.

    This project proposed to design and develop interactive videodiscs for teaching learning theory to teacher education students. The thesis was that simulations provided via interactive video could help prospective teachers both "see" the use of learning theory and more readily transfer theory into practice in the classroom. The intended…

  12. 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...

  13. 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.

  14. The role of structural characteristics in problem video game playing: a review

    OpenAIRE

    King, DL; Delfabbro, PH; Griffiths, M.

    2010-01-01

    The structural characteristics of video games may play an important role in explaining why some people play video games to excess. This paper provides a review of the literature on structural features of video games and the psychological experience of playing video games. The dominant view of the appeal of video games is based on operant conditioning theory and the notion that video games satisfy various needs for social interaction and belonging. However, there is a lack of experimental and ...

  15. 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...

  16. Investigating Science Interest in a Game-Based Learning Project

    Science.gov (United States)

    Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi

    2014-01-01

    The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…

  17. Effects of the Interactions Between LPS and BIM on Workflow in Two Building Design Projects

    OpenAIRE

    Khan, Sheriz; Tzortzopoulos, Patricia

    2014-01-01

    Variability in design workflow causes delays and undermines the performance of building projects. As lean processes, the Last Planner System (LPS) and Building Information Modeling (BIM) can improve workflow in building projects through features that reduce waste. Since its introduction, BIM has had significant positive influence on workflow in building design projects, but these have been rarely considered in combination with LPS. This paper is part of a postgraduate research focusing on the...

  18. A quick guide to video-tracking birds

    OpenAIRE

    Bluff, Lucas A; Rutz, Christian

    2008-01-01

    Video tracking is a powerful new tool for studying natural undisturbed behaviour in a wide range of birds, mammals and reptiles. Using integrated animal-borne video tags, video footage and positional data are recorded simultaneously from wild free-ranging animals. At the analysis stage, video scenes are linked to radio fixes, yielding an animal's eye view of resource use and social interactions along a known movement trajectory. Here, we provide a brief description of our basic equipment and ...

  19. Using Interactive Videodiscs in Open University Courses. I.E.T. Papers on Broadcasting No. 218.

    Science.gov (United States)

    Fuller, Robert G., Ed.

    This nine-paper collection from a June 1983 Open University (OU) campus workshop in Milton Keynes, England, describes an interactive video project developed for an OU undergraduate course, T252, Introduction to Engineering Materials, and discusses varied aspects of interactive videodisc program development. The following papers are included:…

  20. Exploring the influence of instant messaging and video conferencing ...

    African Journals Online (AJOL)

    Some results showed that the use of both instant messaging and video conferencing in projects is moderate and both improve the quality of communication in virtual teams, however in different ways. Keywords: Project communication, computer-mediated communication, instant messaging, video conferencing, virtual teams ...

  1. Hybrid Reality Lab Capabilities - Video 2

    Science.gov (United States)

    Delgado, Francisco J.; Noyes, Matthew

    2016-01-01

    Our Hybrid Reality and Advanced Operations Lab is developing incredibly realistic and immersive systems that could be used to provide training, support engineering analysis, and augment data collection for various human performance metrics at NASA. To get a better understanding of what Hybrid Reality is, let's go through the two most commonly known types of immersive realities: Virtual Reality, and Augmented Reality. Virtual Reality creates immersive scenes that are completely made up of digital information. This technology has been used to train astronauts at NASA, used during teleoperation of remote assets (arms, rovers, robots, etc.) and other activities. One challenge with Virtual Reality is that if you are using it for real time-applications (like landing an airplane) then the information used to create the virtual scenes can be old (i.e. visualized long after physical objects moved in the scene) and not accurate enough to land the airplane safely. This is where Augmented Reality comes in. Augmented Reality takes real-time environment information (from a camera, or see through window, and places digitally created information into the scene so that it matches with the video/glass information). Augmented Reality enhances real environment information collected with a live sensor or viewport (e.g. camera, window, etc.) with the information-rich visualization provided by Virtual Reality. Hybrid Reality takes Augmented Reality even further, by creating a higher level of immersion where interactivity can take place. Hybrid Reality takes Virtual Reality objects and a trackable, physical representation of those objects, places them in the same coordinate system, and allows people to interact with both objects' representations (virtual and physical) simultaneously. After a short period of adjustment, the individuals begin to interact with all the objects in the scene as if they were real-life objects. The ability to physically touch and interact with digitally created

  2. Campus Eco Tours: An Integrative & Interactive Field Project for Undergraduate Biology Students

    Science.gov (United States)

    Boes, Katie E.

    2013-01-01

    Outdoor areas within or near college campuses offer an opportunity for biology students to observe the natural world and apply concepts from class. Here, I describe an engaging and integrative project where undergraduate non-major biology students work in teams to develop and present professional "eco tours." This project takes place over multiple…

  3. Perseus Project: Interactive Teaching and Research Tools for Ancient Greek Civilization.

    Science.gov (United States)

    Crane, Gregory; Harward, V. Judson

    1987-01-01

    Describes the Perseus Project, an educational program utilizing computer technology to study ancient Greek civilization. Including approximately 10 percent of all ancient literature and visual information on architecture, sculpture, ceramics, topography, and archaeology, the project spans a range of disciplines. States that Perseus fuels student…

  4. Collaborative project. Ocean-atmosphere interaction from meso- to planetary-scale. Mechanics, parameterization, and variability

    Energy Technology Data Exchange (ETDEWEB)

    Saravanan, Ramalingam [Texas A & M Univ., College Station, TX (United States); Small, Justin [National Center for Atmospheric Research (NCAR), Boulder, CO (United States)

    2015-12-01

    Most climate models are currently run with grid spacings of around 100km, which, with today’s computing power, allows for long (up to 1000 year) simulations, or ensembles of simulations to explore climate change and variability. However this grid spacing does not resolve important components of the weather/climate system such as atmospheric fronts and mesoscale systems, and ocean boundary currents and eddies. The overall aim of this project has been to look at the effect of these small-scale features on the weather/climate system using a suite of high and low resolution climate models, idealized models and observations. High-resolution global coupled integrations using CAM/CESM were carried out at NCAR by the lead PI. At TAMU, we have complemented the work at NCAR by analyzing datasets from the high-resolution (28km) CESM integrations (Small et al., 2014) as well as very high resolution (9km, 3km) runs using a coupled regional climate (CRCM) carried out locally. The main tasks carried out were: 1. Analysis of surface wind in observations and high-resolution CAM/CCSM simulations 2. Development of a feature-tracking algorithm for studying midlatitude air-sea interaction by following oceanic mesoscale eddies and creating composites of the atmospheric response overlying the eddies. 3. Applying the Lagrangian analysis technique in the Gulf Stream region to compare data from observational reanalyses, global CESM coupled simulations, 9km regional coupled simulations and 3km convection-resolving regional coupled simulations. Our main findings are that oceanic mesoscale eddies influence not just the atmospheric boundary layer above them, but also the lower portions of the free troposphere above the boundary layer. Such a vertical response could have implications for a remote influence of Gulf Stream oceanic eddies on North Atlantic weather patterns through modulation of the storm track, similar to what has been noted in the North Pacific. The coarse resolution

  5. The project of the Spanish Nuclear Industry Forum to develop an interactive educational material on Radiological Protection; El Proyecto de Foro de la Industria Nuclear espanola para elaborar un material didactico interactivo sobre Proteccion Radiologica

    Energy Technology Data Exchange (ETDEWEB)

    Real, A.; Cruz, T. de la; Girona, L.; Montesinos, L.; Sanchez, P.

    2012-07-01

    The Training Department of the Spanish Nuclear Industry Forum has undertaken a new project to develop an interactive educational material on Radiological Protection. The objective was to develop an attractive, comprehensive and interactive material, to facilitate students and teachers of Elementary, Middle and High schools, to become familiar with ionising radiations. The novelly of the project, is that based on the European framework of key competencies for file long learning, which are defined as a set of knowledge, skills and altitudes that all individuals need for personal fulfilment and employment. The material presented in this paper, is based in an integrated structure of tasks, activities and exercises, which will facilitate the acquisition of as may key competencies as possible. Besides, the material also includes reference texts, links to pertinent web sites and videos. Students, through the development of a specific task (and related activities and exercises), will learn the differences between ionizing and non ionising radiation, the origin, characteristics and types of types of ionising radiation, how to detect and measure them, the potential detrimental health effects, the principles of radiation protection and the beneficial applications can have for man. The material is freely available in www.rinconeducativo.org. (Author) 4 refs.

  6. Student use of a Learning Management System for group projects: A case study investigating interaction, collaboration, and knowledge construction

    Science.gov (United States)

    Lonn, Steven D.

    Web-based Learning Management Systems (LMS) allow instructors and students to share instructional materials, make class announcements, submit and return course assignments, and communicate with each other online. Previous LMS-related research has focused on how these systems deliver and manage instructional content with little concern for how students' constructivist learning can be encouraged and facilitated. This study investigated how students use LMS to interact, collaborate, and construct knowledge within the context of a group project but without mediation by the instructor. The setting for this case study was students' use in one upper-level biology course of the local LMS within the context of a course-related group project, a mock National Institutes of Health grant proposal. Twenty-one groups (82 students) voluntarily elected to use the LMS, representing two-thirds of all students in the course. Students' peer-to-peer messages within the LMS, event logs, online surveys, focus group interviews, and instructor interviews were used in order to answer the study's overarching research question. The results indicate that students successfully used the LMS to interact and, to a significant extent, collaborate, but there was very little evidence of knowledge construction using the LMS technology. It is possible that the ease and availability of face-to-face meetings as well as problems and limitations with the technology were factors that influenced whether students' online basic interaction could be further distinguished as collaboration or knowledge construction. Despite these limitations, students found several tools and functions of the LMS useful for their online peer interaction and completion of their course project. Additionally, LMS designers and implementers are urged to consider previous literature on computer-supported collaborative learning environments in order to better facilitate independent group projects within these systems. Further research is

  7. A Flock of Words: live music performance with holograms and interactive multimedia

    Science.gov (United States)

    Vila, Doris K.

    1998-02-01

    This paper describes A Flock of Words, a cross-media music performance realized in collaboration with composer Robert Rowe. An interactive computer system linked large-scale holograms, video projection, animation, robotic lighting effects, and computer music. With a text from Elias Cannetti's Crowds and Power, an artificial-life algorithm animates swarming words. Projected onto the large holograms, the text flies in and out of linear readability, set off by computer music signals. A Flock of Words uses custom computer software to analyze the music being performance by an ensemble of human players and guide the simultaneous projection of real-time animation onto holograms, video, holographic lighting, and computer music. To stage the piece, we created an interactive computer system combining large-scale holograms, video projection, animation, robotic lighting effects, and computer music. The real-time animation was an adaptation of Craig Reynolds's Boids algorithm, which we dubbed `woids', and was used for animating flocking words.

  8. Multimedia applications in nursing curriculum: the process of producing streaming videos for medication administration skills.

    Science.gov (United States)

    Sowan, Azizeh K

    2014-07-01

    Streaming videos (SVs) are commonly used multimedia applications in clinical health education. However, there are several negative aspects related to the production and delivery of SVs. Only a few published studies have included sufficient descriptions of the videos and the production process and design innovations. This paper describes the production of innovative SVs for medication administration skills for undergraduate nursing students at a public university in Jordan and focuses on the ethical and cultural issues in producing this type of learning resource. The curriculum development committee approved the modification of educational techniques for medication administration procedures to include SVs within an interactive web-based learning environment. The production process of the videos adhered to established principles for "protecting patients' rights when filming and recording" and included: preproduction, production and postproduction phases. Medication administration skills were videotaped in a skills laboratory where they are usually taught to students and also in a hospital setting with real patients. The lab videos included critical points and Do's and Don'ts and the hospital videos fostered real-world practices. The range of time of the videos was reasonable to eliminate technical difficulty in access. Eight SVs were produced that covered different types of the medication administration skills. The production of SVs required the collaborative efforts of experts in IT, multimedia, nursing and informatics educators, and nursing care providers. Results showed that the videos were well-perceived by students, and the instructors who taught the course. The process of producing the videos in this project can be used as a valuable framework for schools considering utilizing multimedia applications in teaching. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.

  9. Interaction Patterns in Synchronous Online Calculus and Linear Algebra Recitations

    Science.gov (United States)

    Mayer, Greg; Hendricks, Cher

    2014-01-01

    This study describes interaction patterns observed during a pilot project that explored the use of web-conferencing (WC) software in two undergraduate distance education courses offered to advanced high-school students. The pilot program replaced video-conferencing technology with WC software during recitations, so as to increase participation in…

  10. Towards Scalable and Interactive Delivery of Immersive Media.

    NARCIS (Netherlands)

    Niamut, O.A.; Macq, J.F.; Prins, M.J.; Brandenburg, R. van; Verzijp, N.; Alface, P.R.

    2012-01-01

    Within the EU FP7 project FascinatE, a capture, production and delivery system capable of allowing end-users to interactively view and navigate around an ultra-high resolution video panorama showing a live event is being developed. Within this system, network-based processing is used to repurpose

  11. Timeline editing of objects in video.

    Science.gov (United States)

    Lu, Shao-Ping; Zhang, Song-Hai; Wei, Jin; Hu, Shi-Min; Martin, Ralph R

    2013-07-01

    We present a video editing technique based on changing the timelines of individual objects in video, which leaves them in their original places but puts them at different times. This allows the production of object-level slow motion effects, fast motion effects, or even time reversal. This is more flexible than simply applying such effects to whole frames, as new relationships between objects can be created. As we restrict object interactions to the same spatial locations as in the original video, our approach can produce highquality results using only coarse matting of video objects. Coarse matting can be done efficiently using automatic video object segmentation, avoiding tedious manual matting. To design the output, the user interactively indicates the desired new life spans of objects, and may also change the overall running time of the video. Our method rearranges the timelines of objects in the video whilst applying appropriate object interaction constraints. We demonstrate that, while this editing technique is somewhat restrictive, it still allows many interesting results.

  12. Flight Dynamic Simulation with Nonlinear Aeroelastic Interaction using the ROM-ROM Procedure Project

    Data.gov (United States)

    National Aeronautics and Space Administration — ZONA Technology, Inc. proposes to develop an integrated flight dynamics simulation capability with nonlinear aeroelastic interactions by combining a flight dynamics...

  13. Flight Dynamic Simulation with Nonlinear Aeroelastic Interaction using the ROM-ROM Procedure Project

    Data.gov (United States)

    National Aeronautics and Space Administration — ZONA Technology, Inc. (ZONA) proposes to develop an integrated flight dynamics simulation capability with nonlinear aeroelastic interactions by combining a flight...

  14. Video micro analysis in music therapy research

    DEFF Research Database (Denmark)

    Holck, Ulla; Oldfield, Amelia; Plahl, Christine

    2004-01-01

    Three music therapy researchers from three different countries who have recently completed their PhD theses will each briefly discuss the role of video analysis in their investigations. All three of these research projects have involved music therapy work with children, some of whom were...... and qualitative approaches to data collection. In addition, participants will be encouraged to reflect on what types of knowledge can be gained from video analyses and to explore the general relevance of video analysis in music therapy research....

  15. CERN Video News, 2nd edition

    CERN Document Server

    2002-01-01

    This week you will be able to watch on the web the second edition of CERN's video news (see Bulletin n°45/2002, p.3). On this news reel: the ATRAP experiment's latest achievements, superconducting cable production for CMS, the CAST experiment and the European digital conferencing project InDiCo. Go to : www.cern.ch/video, or Bulletin web page.

  16. Satellite Video Stabilization with Geometric Distortion

    OpenAIRE

    Wang, Xia; Zhang, Guo; Shen, Xin; Li, Beibei; Jiang, Yonghua

    2016-01-01

    There is an exterior orientation difference in each satellite video frame, and the corresponding points have different image locations in adjacent frames images which has geometric distortion. So the projection model, affine model and other classical image stabilization registration model cannot accurately describe the relationship between adjacent frames. This paper proposes a new satellite video image stabilization method with geometric distortion to solve the problem, based on the simulate...

  17. Video Inpainting of Occluding and Occluded Objects

    Science.gov (United States)

    2005-01-01

    VIDEO INPAINTING OF OCCLUDING AND OCCLUDED OBJECTS By Kedar A. Patwardhan Guillermo Sapiro and Marcelo Bertalmio IMA Preprint Series # 2016 ( January... Inpainting of Occluding and Occluded Objects 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR(S) 5d. PROJECT NUMBER 5e. TASK...PAGE unclassified Standard Form 298 (Rev. 8-98) Prescribed by ANSI Std Z39-18 VIDEO INPAINTING OF OCCLUDING AND OCCLUDED OBJECTS Kedar A

  18. 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.

  19. Social Justice through Literacy: Integrating Digital Video Cameras in Reading Summaries and Responses

    Science.gov (United States)

    Liu, Rong; Unger, John A.; Scullion, Vicki A.

    2014-01-01

    Drawing data from an action-oriented research project for integrating digital video cameras into the reading process in pre-college courses, this study proposes using digital video cameras in reading summaries and responses to promote critical thinking and to teach social justice concepts. The digital video research project is founded on…

  20. Modeling Forest Composition and Carbon Dynamics Under Projected Climate-Fire Interactions in the Sierra Nevada, California

    Science.gov (United States)

    Liang, S.; Hurteau, M. D.; Westerling, A. L.

    2014-12-01

    The Sierra Nevada Mountains are occupied by a diversity of forest types that sort by elevation. The interaction of changing climate and altered disturbance regimes (e.g. fire) has the potential to drive changes in forest distribution as a function of species-specific response. Quantifying the effects of these drivers on species distributions and productivity under future climate-fire interactions is necessary for informing mitigation and adaptation efforts. In this study, we assimilated forest inventory and soil survey data and species life history traits into a landscape model, LANDIS-II, to quantify the response of forest dynamics to the interaction of climate change and large wildfire frequency in the Sierra Nevada. We ran 100-year simulations forced with historical climate and climate projections from three models (GFDL, CNRM and CCSM3) driven by the A2 emission scenario. We found that non-growing season NPP is greatly enhanced by 15%-150%, depending on the specific climate projection. The greatest increase occurs in subalpine forests. Species-specific response varied as a function of life history characteristics. The distribution of drought and fire-tolerant species, such as ponderosa pine, expanded by 7.3-9.6% from initial conditions, while drought and fire-intolerant species, such as white fir, showed little change in the absence of fire. Changes in wildfire size and frequency influence species distributions by altering the successional stage of burned patches. The range of responses to different climate models demonstrates the sensitivity of these forests to climate variability. The scale of climate projections relative to the scale of forest simulations presents a source of uncertainty, particularly at the ecotone between forest types and for identifying topographically mediated climate refugia. Improving simulations will likely require higher resolution climate projections.

  1. Multiresolution coding for video-based service applications

    Science.gov (United States)

    Gharavi, Hami

    1995-12-01

    The video coding and distribution approach presented in this paper has two key characteristics that make it ideal for integration of video communication services over common broadband digital networks. The modular multi-resolution nature of the coding scheme provides the necessary flexibility to accommodate future advances in video technology as well as robust distribution over various network environments. This paper will present an efficient and scalable coding scheme for video communications. The scheme is capable of encoding and decoding video signals in a hierarchical, multilayer fashion to provide video at differing quality grades. Subsequently, the utilization of this approach to enable efficient bandwidth sharing and robust distribution of video signals in multipoint communications is presented. Coding and distribution architectures are discussed which include multi-party communications in a multi-window fashion within ATM environments. Furthermore, under the limited capabilities typical of wideband/broadband access networks, this architecture accommodates important video-based service applications such as Interactive Distance Learning.

  2. 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 ...

  3. 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...

  4. 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 ...

  5. 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 ...

  6. 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...

  7. 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 ...

  8. Acoustic Neuroma Educational Video

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    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 ...

  9. 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 ...

  10. 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 ...

  11. 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 ...

  12. 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 ...

  13. 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.

  14. 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 ...

  15. MR360: Mixed Reality Rendering for 360° Panoramic Videos.

    Science.gov (United States)

    Rhee, Taehyun; Petikam, Lohit; Allen, Benjamin; Chalmers, Andrew

    2017-04-01

    This paper presents a novel immersive system called MR360 that provides interactive mixed reality (MR) experiences using a conventional low dynamic range (LDR) 360° panoramic video (360-video) shown in head mounted displays (HMDs). MR360 seamlessly composites 3D virtual objects into a live 360-video using the input panoramic video as the lighting source to illuminate the virtual objects. Image based lighting (IBL) is perceptually optimized to provide fast and believable results using the LDR 360-video as the lighting source. Regions of most salient lights in the input panoramic video are detected to optimize the number of lights used to cast perceptible shadows. Then, the areas of the detected lights adjust the penumbra of the shadow to provide realistic soft shadows. Finally, our real-time differential rendering synthesizes illumination of the virtual 3D objects into the 360-video. MR360 provides the illusion of interacting with objects in a video, which are actually 3D virtual objects seamlessly composited into the background of the 360-video. MR360 was implemented in a commercial game engine and tested using various 360-videos. Since our MR360 pipeline does not require any pre-computation, it can synthesize an interactive MR scene using a live 360-video stream while providing realistic high performance rendering suitable for HMDs.

  16. Design and Implementation of a Video-based Clinical Examination.

    Science.gov (United States)

    Valdez, Connie A; Paulsen, Susan

    2007-12-01

    To (1) describe the development of a Video-based Clinical Examination (VCE) as a formal testing format to evaluate student ability to make an accurate pharmaceutical assessment and recommendation, and (2) determine student perception of the VCE testing format. Descriptive study of first-year pharmacy students. One hundred and twenty-nine students were included in the study. Students perceived that the VCE testing format provided a real life/interactive environment but felt rushed as the video segments of the patient/pharmacist interaction occurred quickly. Based on the findings of this project, we will continue to pursue further research related to validity, reliability and application of VCEs. However, the University of Colorado will continue to incorporate VCEs in the performance based evaluations in the Professional Skills Development 1 course, as it appears to be an effective stepping-stone for first-year students to begin developing their active listening, higher level learning and problem-solving skills. Results of this project will be shared with the faculty and curriculum committee at the University of Colorado School of Pharmacy to encourage further use and research of VCEs in other courses.

  17. 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.

  18. 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.

  19. 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...

  20. 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...