Boyle, Michael; Neustaedter, Carman; Greenberg, Saul
Media space research is accompanied by a long-standing debate on the value of awareness leading to casual interaction versus its potential for intended or unintended privacy invasion. This is not just a matter of technology: the trade-off between the two depends very much on the social makeup of the people using the space, how cameras are actually situated, the kinds of activities that typically happen in the space, and so on. This chapter offers a framework — a descriptive theory — that defines how one can think of privacy while analyzing media spaces and their expected or actual use. The framework outlines existing perspectives on privacy and then decomposes privacy into three normative controls for regula ting interpersonal boundaries in an embodied dialectic: solitude, confidentiality, and autonomy. By considering the nuances of these controls, this theory yields a powerful vocabulary of terms that disambiguate the many interrelated and subtle meanings of “privacy.”
Wetzel, C. Douglas; And Others
This volume is a blend of media research, cognitive science research, and tradecraft knowledge regarding video production techniques. The research covers: visual learning; verbal-auditory information; news broadcasts; the value of motion and animation in film and video; simulation (including realism and fidelity); the relationship of text and…
Cardwell, Michael Steven
Transmission of aggressive behaviors to children through modeling by adults has long been a commonly held psychological concept; however, with the advent of technological innovations during the last 30 years, video media-television, movies, video games, and the Internet-has become the primary model for transmitting aggressiveness to children. This review explores the acquisition of aggressive behaviors by children through modeling behaviors in violent video media. The impact of aggressive behaviors on the child, the family, and society is addressed. Suggestive action plans to curb this societal ill are presented.
Whether it`s photography, computer graphics, publishing, or video; each medium has a defined color space, or gamut, which defines the extent that a given set of RGB colors can be mixed. When converting from one medium to another, an image must go through some form of conversion which maps colors into the destination color space. The conversion process isn`t always straight forward, easy, or reversible. In video, two common analog composite color spaces are Y`tjv (used in PAL) and Y`IQ (used in NTSC). These two color spaces have been around since the beginning of color television, and are primarily used in video transmission. Another analog scheme used in broadcast studios is Y`, R`-Y`, B`-Y` (used in Betacam and Mll) which is a component format. Y`, R`-Y`,B`-Y` maintains the color information of RGB but in less space. From this, the digital component video specification, ITU-Rec. 601-4 (formerly CCIR Rec. 601) was based. The color space for Rec. 601 is symbolized as Y`CbCr. Digital video formats such as DV, Dl, Digital-S, etc., use Rec. 601 to define their color gamut. Digital composite video (for D2 tape) is digitized analog Y`UV and is seeing decreased use. Because so much information is contained in video, segments of any significant length usually require some form of data compression. All of the above mentioned analog video formats are a means of reducing the bandwidth of RGB video. Video bulk storage devices, such as digital disk recorders, usually store frames in Y`CbCr format, even if no other compression method is used. Computer graphics and computer animations originate in RGB format because RGB must be used to calculate lighting and shadows. But storage of long animations in RGB format is usually cost prohibitive and a 30 frame-per-second data rate of uncompressed RGB is beyond most computers. By taking advantage of certain aspects of the human visual system, true color 24-bit RGB video images can be compressed with minimal loss of visual information
Lee, Moon J; Chen, Fannin
We investigated whether exposure to same humorous antitobacco videos via different types of social media platforms and contexts (health vs. humor) influences individual's health risk perceptions, attitudes, and behavioral intents. An experiment with a 2 (social media types: YouTube and Facebook) × 2 (message contexts: health-focused and humor-focused contexts) factorial design was conducted. It was found that those who watched the humorous antitobacco videos on Facebook in the health-context exhibited a higher level of risk perception of smoking, less positive attitude toward smokers, and a higher level of intention to avoid smoking in the future than the participants who viewed the same videos on YouTube in the health-context or on Facebook in the humor-context. These findings provide useful practical guidelines in using social media for health communication/promotion. Humorous health promotion messages are best circulated on social networking sites such as Facebook accompanied by others' support for the given health topic (i.e., in health-contexts). Practical/theoretical implications and limitations of the study were further discussed in this article.
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...
We began our study of media space with the social aspects of mediated communication because many in the computer-supported cooperative work (CSCW) realm are familiar with models, theories, frameworks, issues, and design approaches related to sociality. But the first media space research came from another set of traditions — the ordering of space and the making of place. Formally, these are the professional and intellectual provinces of architecture, which are probably remote from the disciplinary backgrounds of most readers. However, remoteness in terms of rhetoric and training does not prevent proximity to everyday human experience. The meaning of media space with respect to human experience is the focus of the articles in this section. The spaces are designed to have meaning, and the meaning of the design derives from spatial experience.
Utami Widiati, Enny Irawati, Yazid Basth -
Full Text Available Abstract: VCD Learning-Media in Method of TEFL. This study took four steps: survey for needs assessment, product development, expert validation, and small-scale try-out. The survey, using a questionnaire, engaged 29 students having passed the masterate course on Methods of TEFL. A seasoned faculty member handling the course was also involved as a research subject with whom interviews were conducted. Based on the information obtained in the survey, video materials were developed following two kinds of activities: the development of learning scenario and script for screenplay, and the visual recording of teaching-learning activities based on the scenario and screenplay. The recordings were limited to 3 teaching-learning models. The subjects participating in the three teaching-learning models of Audio-lingual Method, Think-Pair-Share, and Genre-based Approach include students (and English teachers of SMP and SMA Laboratorium UM. In short, the VCD product has been developed in view of the needs assessment and theoretically fit. The product has achieved some degree of validity through expert validation and small-scale try-out; revisions based on the experts’ feedback and try-out results have been made. Abstrak: Media Video Pembelajaran Methods of TEFL. Penelitian ini meliputi 4 (empat kegiatan: survei analisis kebutuhan, pengembangan produk, validasi ahli, dan uji lapang terbatas. Survei menggunakan kuesioner dan melibatkan 29 mahasiswa S2 yang sudah mengambil matakuliah Methods of TEFL. Seorang dosen yang sudah berpengalaman mengampu matakuliah dimaksud juga dilibatkan sebagai subjek wawancara. Berdasarkan hasil survei, produk materi video dikembangkan dengan mengikuti dua langkah: pengembangan skenario pembelajaran dan script untuk screenplay, dan perekaman gambar aktivitas pembelajaran berdasarkan skenario dan screenplay. Kegiatan perekaman dilaksanakan untuk tiga skenario model pembelajaran. Peserta pada model pembelajaran meliputi
Lin, Lin; Lee, Jennifer; Robertson, Tip
Media multitasking, or engaging in multiple media and tasks simultaneously, is becoming an increasingly popular phenomenon with the development and engagement in social media. This study examines to what extent video content affects students' reading comprehension in media multitasking environments. One hundred and thirty university students were…
Snoek, C.G.M.; van Gemert, J.C.; Gevers, Th.; Huurnink, B.; Koelma, D.C.; van Liempt, M.; de Rooij, O.; van de Sande, K.E.A.; Seinstra, F.J.; Smeulders, A.W.M.; Thean, A.; Veenman, C.J.; Worring, M.
In this paper we describe our TRECVID 2006 experiments. The MediaMill team participated in two tasks: concept detection and search. For concept detection we use the MediaMill Challenge as experimental platform. The MediaMill Challenge divides the generic video indexing problem into a visual-only,
Snoek, C.G.M.; Gemert, J.C. van; Gevers, T.; Huurnink, B.; Koelma, D.C.; Liempt, M. van; Rooij, O. de; Sande, K.E.A. van de; Seinstra, F.J.; Smeulders, A.W.M.; Thean, A.H.C.; Veenman, C.J.; Worring, M.
In this paper we describe our TRECVID 2006 experiments. The MediaMill team participated in two tasks: concept detection and search. For concept detection we use the MediaMill Challenge as experimental platform. The MediaMill Challenge divides the generic video indexing problem into a visual-only,
Andrea Mubi Brighenti
Full Text Available In a classic piece, Sommer (1967: 654 once defined sociofugal space as ‘a place where people typically try to avoid one another’. And the point is that – because of environmental spatial characteristics – people cannot successfully avoid each other, or can do so only to a limited extent. Typically, we are dealing with open public places, where the first come cannot prevent others from arriving afterwards. Under these conditions, space is often unwillingly shared. Consequently, every new arrival raises the thorny issue of the ‘critical distance’ between two or more co-specific socii (members of the same species, together with the question of how each socius is going to make space for himself or herself inside the shifting geometry that each new socius introduces in a context of inter-visibility (or, more precisely, in the element of visible.
Snoek, C.G.M.; van de Sande, K.E.A.; Li, X.; Mazloom, M.; Jiang, Y.; Koelma, D.C.; Smeulders, A.W.M.
In this paper we describe our TRECVID 2011 video retrieval experiments. The MediaMill team participated in two tasks: semantic indexing and multimedia event detection. The starting point for the MediaMill detection approach is our top-performing bag-of-words system of TRECVID 2010, which uses
Snoek, C.G.M.; van de Sande, K.E.A.; Habibian, A.; Kordumova, S.; Li, Z.; Mazloom, M.; Pintea, S.L.; Tao, R.; Koelma, D.C.; Smeulders, A.W.M.
In this paper we describe our TRECVID 2012 video retrieval experiments. The MediaMill team participated in four tasks: semantic indexing, multimedia event detection, multimedia event recounting and instance search. The starting point for the MediaMill detection approach is our top-performing
Snoek, C.G.M.; van de Sande, K.E.A.; de Rooij, O.; Huurnink, B.; Gavves, E.; Odijk, D.; de Rijke, M.; Gevers, T.; Worring, M.; Koelma, D.C.; Smeulders, A.W.M.
In this paper we describe our TRECVID 2010 video retrieval experiments. The MediaMill team participated in three tasks: semantic indexing, known-item search, and instance search. The starting point for the MediaMill concept detection approach is our top-performing bag-of-words system of TRECVID
Wetzel, C. D.; Radtke, Paul H.; Stern, Hervey W.; Dickieson, Jan; McLachlan, J. C.
Visual forms of instruction are increasingly used as a result of the widespread use of video technologies such as broadcasts, teleconferencing, tapes, videodiscs, and emerging multimedia combinations of computer and digital video technologies. The considerable amount of research that stretches back to early work with film, television, and static visual materials can be of benefit in developing these new forms of instruction. The objective is to present a review of the current research literature regarding the use of dynamic video media in instruction. Research on the following topics was reviewed: general reviews of the effectiveness, acceptance, and costs of several forms of educational television; teaching techniques used effectively with video media; combining visual and verbal information; the effects of motion, animation, and interactivity, the relationship between media perceptions and learning; the effect of various video production techniques on learning; and critical perspectives on learning from media. This review can be used as background material for future research or instructional development efforts concerned with learning from video-based media.
Full Text Available The objectives of this study were to develop Screencast-based learning media for the course of spreadsheets and to investigate its performance. This study utilised research and development approach that consists of: (1 Preparation that includes preparing the tools and materials (2 Recording that includes selecting an area of captures, recording mode screencast, and audio settings on the recording device, (3 Editing that includes adding drawing and callouts elements, editing the timeline, adding zooming effects, animation effects, and audio supports for the introduction, backsound, and narration, (4 Publishing that includes publishing the edited video into a single unit, converting the video format into mp4 with the format factory, (5 Finishing that includes making quizzes then merging the videos and quizzes into united media with the.exe extension. The performance of the media video has achieved the determined plan. When it is run, auto play menu appears to select the screencast.exe.
Olga V. Shuster
Full Text Available This article describes the current status of Russian media space and the position of the Internet. Significant attention is attached to the consideration of social networks as a field of multilateral and free communication in the Internet. To understand the communication trends, the work examines the percentage of various types of information (text, images, video recordings, audio recordings in social networks.
Kubey, Robert; Larson, Reed
Examines the use and experience of music videos, video games, and videocassettes among children and young adolescents. Finds that boys reacted with greater arousal and more positive affective states to new video media as compared to traditional media, while girls reported lower affect and arousal, expecially during video games and music videos.…
Henning Titi Ciptaningtyas; Henry Pratama,; Ary Mazharuddin Shiddiqi
Recently, the development of mobile phone technology is growing rapidly. These developments led to the emerging of a multimedia mobile phone that supports Wireless Local Area Network (WLAN). However, the use of WLAN technology on mobile phones to access the streaming video is very rarely encountered. While the current S60 Symbian operating system as a multimedia mobile phone is very reliable in handling a variety of media such as video.The discussion in this study presents the making of a vid...
West, Darrell M.
The appearance of collaboration tools such as blogs, wikis, social media, and video games has altered the way individuals and organizations relate to one another. There is no longer any need to wait on professionals to share material and report on new developments. Today, people communicate directly in an unmediated and unfiltered manner. These…
Henning Titi Ciptaningtyas
Full Text Available Recently, the development of mobile phone technology is growing rapidly. These developments led to the emerging of a multimedia mobile phone that supports Wireless Local Area Network (WLAN. However, the use of WLAN technology on mobile phones to access the streaming video is very rarely encountered. While the current S60 Symbian operating system as a multimedia mobile phone is very reliable in handling a variety of media such as video.The discussion in this study presents the making of a video streaming application in mobile phone via a WLAN connection using JSR 135 technology or better known as the Mobile Media API (MMAPI. MMAPI is used to control the process of video streaming and its supporting features. The application will use the two protocols namely RTSP and HTTP. Experiment results show that the use of MMAPI on Symbian 60 based mobile phones to do video streaming is feasible and has good reliability. This is indicated by 0% packet loss on a reliable connection. In addition, the times required to play multimedia files are not affected by the size of video streaming files.
Kalva, Hari; Parikh, Anish; Srinivasan, Avinash
Video carving has become an essential tool in digital forensics. Video carving enables recovery of deleted video files from hard disks. Processing data to extract videos is a computationally intensive task. In this paper we present two methods to accelerate video carving: a method to accelerate fragment extraction, and a method to accelerate combining of these fragments into video segments. Simulation results show that complexity of video fragment extraction can be reduced by as much as 75% with minimal impact on the videos recovered.
Worring, M.; Snoek, C.G.M.; de Rooij, O.; Nguyen, G.P.; van Balen, R.; Koelma, D.C.
In this paper we present our Mediamill video search engine. The basis for the engine is a semantic indexing process which derives a lexicon of 101 concepts. To support the user in navigating the collection, the system defines a visual similarity space, a semantic similarity space, a semantic thread
You may have seen them around the CERN site – cameramen, reporters and presenters roaming around hallways and cafeterias, interviewing people and doing their best to tell the world about the Large Hadron Collider. In recent years CERN has dominated the media spotlight when it comes to particle physics. And particle physics has become cool and interesting among the general public. When CERN’s Press Office announces media events, such as the start-up of the LHC in September 2008, the premiere of "Angels and Demons" in February 2009, the twentieth anniversary of the World Wide Web in March 2009 and the LHC First Physics event in March 2010, hundreds of journalists throng to CERN to capture the atmosphere and interview people. These events have resulted in thousands of print articles and hundreds of TV programmes around the world. Starting on 28 May, the CERN Press Office will be organizing film/news/TV programme presentations during lunchtimes every other Friday. This i...
Tizon, Nicolas; Pesquet-Popescu, Béatrice
This paper proposes an advanced video streaming system based on scalable video coding in order to optimize resource utilization in wireless networks with retransmission mechanisms at radio protocol level. The key component of this system is a packet scheduling algorithm which operates on the different substreams of a main scalable video stream and which is implemented in a so-called media aware network element. The concerned type of transport channel is a dedicated channel subject to parameters (bitrate, loss rate) variations on the long run. Moreover, we propose a combined scalability approach in which common temporal and SNR scalability features can be used jointly with a partitioning of the image into regions of interest. Simulation results show that our approach provides substantial quality gain compared to classical packet transmission methods and they demonstrate how ROI coding combined with SNR scalability allows to improve again the visual quality.
Andrian D. Hagijanto
Full Text Available Readers are often unware of advertisments published in print media%2C therefore the elements of communication design composed in the promotion process fail to reach the objectives. One of the methods use to gain attention from the readers so they focus their vision to the advertisment is by presenting the lay out using white space. This article is to discuss about white space in media advertisments%2C especially newspaper and magazines. Abstract in Bahasa Indonesia : Iklan pada media cetak terkadang dilewati begitu saja oleh pembaca%2C sehingga proses promosi yang dikemas dengan elemen desain komunikasi visual itu gagal mencapai tujuannya. Salah satu cara untuk menarik perhatian pembaca agar menghentikan sejenak kedua matanya dan mengamati iklan adalah dengan menciptakan layout iklan lewat peranan white space. Tulisan ini akan membahas mengenai white space di dalam iklan media cetak%2C khususnya koran dan majalah.
Full Text Available Despite the dominant view that distinguishes video game space from other spatial representations as navigable space, someone who engages with the screen space of a video game must first and foremost rest at an ideal viewing spot in physical space, which is in accord with the requirements of a proper screening. In other words, one’s illusory experience of navigable space becomes possible only if one’s body in physical space occupies the visual center on which the scenographic arrangement relies in order to function.
Greenberg, Saul; McEwan, Gregor; Rounding, Michael
Over the last decade, we designed and used three media spaces: Teamrooms, Notification Collage, and Community Bar. All were oriented towards creating a shared environment supporting a small community of people: about 2 to 20 members were expected to inhabit the media space. All provided others with a sense of presence through portrait images and/or snapshot-based video of its members, and all emphasized creation and sharing of real-time groupware artifacts. They differed in that each was designed around a different metaphor: multiple rooms for Teamrooms, a shared live bulletin board for the Notification Collage, and an expandable sidebar that contained multiple places for Community Bar. This chapter briefly reflects on how the systems and their metaphors served as a communal place. We saw that many factors — both large and small — profoundly affected how these media spaces were adopted by the community. We also saw that there was a tension between the explicit structures offered by media space design (rooms, places, bulletin boards, and so on) versus the very lightweight and often implicit ways that people form and reform into groups and how they attend to information in the real world.
Kristensen, Margit; Kyng, Morten
In this paper, we briefly describe how emergency response in major incidents typically is carried out, in terms of division of work, collaboration and use of technologies. We then describe two prototypes we are developing, meant to support those who act in emergency response. Use of these prototy......In this paper, we briefly describe how emergency response in major incidents typically is carried out, in terms of division of work, collaboration and use of technologies. We then describe two prototypes we are developing, meant to support those who act in emergency response. Use...... of these prototypes form what can be termed as media spaces - but rise questions to the traditional understanding of the media space concept - since the emergency response media spaces are not ‘set up' in predefined physical settings, do allow use of a range of (not necessarily predefined) media, and the people...... in the media space cannot be defined as a limited group of users. We also rise questions to the formality of communication, where we see the communication going on in emergency response, as a mix of formal and informal communication....
Kyng, Morten; Kristensen, Margit
In this chapter we present and discuss a case on the development and use of technologies for emergency response, which shares important aspects with Media Spaces. We first describe the characteristics of emergency response, based on field and literature studies. We then present visions...... for technological support of emergency responders and outline important design issues and principles regarding the design. We finally reflect upon our findings in relation to Media Spaces, and describe a number of possibilities and related challenges, by the use of examples. We suggest that moving from symmetry...
This is a qualitative case study of two students' composing processes as they developed a documentary video about the Dominican Republic in an urban, public middle school classroom. While using a digital video editing program, the students moved across multiple media (the Web, digital video, books, and writing), drawing semiotic resources from…
Kordumova, S.; Li, X.; Snoek, C.G.M.
Learning video concept detectors from social media sources, such as Flickr images and YouTube videos, has the potential to address a wide variety of concept queries for video search. While the potential has been recognized by many, and progress on the topic has been impressive, we argue that key
B. P. Melo et al
Biochemistry on the Media: daily science in audio and video Melo,B. P1; Henriques, L. R1; Júnior, H. G2; Galvão, G. R2; Costa, M. M2; Silva, A. S3; Costa, M. P3; Barreto, L. P3; Almeida, A. A3; Fontes, P. P3; Meireles, L. M3; Costa, P. A3; Costa, C. B3; Monteiro, L. M. O3 Konig, I. M3; Dias, B. K. M1; Santos, R. C. V1; Bagno, F. F1; Fernandes, L1; Alves, P. R1; Sales, F. M1; Martins, T. C. N1; Moreira, V. J. V1; Marchiori, J. M1; Medeiros, L.4; Leite, J. P. V5; Moraes, G. H. K6. 1 Members o...
Making video clips is an engaging way to learn and teach geoscience. As smartphones become increasingly common, it is relatively straightforward for students to produce ';video diaries' by recording their research and learning experience over the course of a science module. Instead of keeping the video diaries for themselves, students may use the social media such as Facebook for sharing their experience and thoughts. There are some potential benefits to link video diaries and social media in pedagogical contexts. For example, online comments on video clips offer useful feedback and learning materials to the students. Students also have the opportunity to engage in geoscience outreach by producing authentic scientific contents at the same time. A video diary project was conducted to test the pedagogical potential of using video diaries on social media in the context of geoscience outreach, undergraduate research and teaching. This project formed part of a problem-based learning module in field geophysics at an archaeological site in the UK. The project involved i) the students posting video clips about their research and problem-based learning in the field on a daily basis; and ii) the lecturer building an online outreach community with partner institutions. In this contribution, I will discuss the implementation of the project and critically evaluate the pedagogical potential of video diaries on social media. My discussion will focus on the following: 1) Effectiveness of video diaries on social media; 2) Student-centered approach of producing geoscience video diaries as part of their research and problem-based learning; 3) Learning, teaching and assessment based on video clips and related commentaries posted on Facebook; and 4) Challenges in creating and promoting online communities for geoscience outreach through the use of video diaries. I will compare the outcomes from this study with those from other pedagogical projects with video clips on geoscience, and
Full Text Available Proses pembelajaran adalah faktor penting dalam menentukan keberhasilan pembelajaran. Dalam proses pembelajaran dosen harus memberikan penjelasan yang dapat mempermudah mahasiswa dalam memahami materi yang diajarkan. Salah satu cara yang digunakan dalam pembelajaran adalah dengan menggunakan media pembelajaran Media pembelajaran yang digunakan dalam penelitian ini adalah media pembelajaran menggunakan video tutorial. Media pembelajaran yang digunakan dalam mata kuliah pengenalan komputer adalah media video tutorial. Penggunaan video tutorial berdampak positif terhadap mahasiswa. Mahasiswa lebih tertarik terhadap pembelajaran yang langsung di praktekkan. Video tutorial berisi tentang materi yang akan dipelajari. Pemanfaatan video tutorial terhadap pembelajaran bukan hanya memudahkan mahasiswa dalam mendalami materi, tapi memudahkan dosen dalam membimbing mahasiswa secara langsung. Penelitian ini menggunakan metode penelitian deskriptif dengan pendekatan analisis kualitatif dengan model analisis interaktif. Teknik sampling yang digunakan adalah purposive sampling untuk mahasiswa. Teknik pengumpulan data yang digunakan yaitu wawancara, observasi dan dokumentasi. Hasil penelitian ini menunjukkan bahwa terdapat beberapa faktor yang mempengaruhi kualitas belajar mahasiswa. Diantaranya adalah pembelajaran yang monoton, kurangnya fasilitas pembelajaran, dan materi kurang menarik. Oleh karena itu penggunaan media video tutorial sangat bermanfaat bagi pembelajaran. Kurangnya kemandirian belajar dapat diatasi dengan pembelajaran menggunakan media pembelajaran yaitu media video tutorial. Dengan menggunakan media berupa video tutorial mahasiswa sangat antusias dalam mengikuti mata kuliah pengenalan komputer. Minat mahasiswa dalam belajar pun meningkat. Hal ini ditunjukkan oleh tingkat absensi yang hampir selalu terisi penuh. Hasil rekap absen kelas A dan B menunjukkan bahwa rata-rata mahasiswa yang tidak masuk hanya 10 % atau 7 mahasiswa selama
A narrated overview of the construction and assembly of the International Space Station (ISS) is given through a collection of clips ranging from the launch of the Russian Proton rocket containing the Zvezda module to computerized animations showing the installation of the Zarya and Unity connecting modules. Footage from some of the space missions that assembled the ISS in space (i.e., STS-106 and STS-92) are seen. The Z1 truss (including the deployment of the solar arrays), Destiny Laboratory Module, Leonardo Module, the Japanese Kibo Experiment Module, Columbus Pressurized Module, and the ISS's robotic arm are seen. Animations show the assembly and evolution of the ISS as new components are added.
If you're not producing video to communicate your science findings, you're missing the boat navigating the ever-evolving currents of social media. NASA's Earth Right Now communications team made video a priority the past year as we engaged a massive online audience on social media. We will share best practices on social media, lessons learned, what's on the horizon and storytelling techniques to try. PBS documentary-style is passé. Welcome to the world of ten-second Snaps, text-on-picture CNN stories, Facebook Live events and 360° video experiences. Your audience is out there, you just need to catch their attention.
Ecliptic Enterprises Corporation, headquartered in Pasadena, California, provided onboard video systems for rocket and space shuttle launches before it was tasked by Ames Research Center to craft the Data Handling Unit that would control sensor instruments onboard the Lunar Crater Observation and Sensing Satellite (LCROSS) spacecraft. The technological capabilities the company acquired on this project, as well as those gained developing a high-speed video system for monitoring the parachute deployments for the Orion Pad Abort Test Program at Dryden Flight Research Center, have enabled the company to offer high-speed and high-definition video for geosynchronous satellites and commercial space missions, providing remarkable footage that both informs engineers and inspires the imagination of the general public.
Betz, Jessie M. Bethly
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.
B. P. Melo et al
Full Text Available Biochemistry on the Media: daily science in audio and video Melo,B. P1; Henriques, L. R1; Júnior, H. G2; Galvão, G. R2; Costa, M. M2; Silva, A. S3; Costa, M. P3; Barreto, L. P3; Almeida, A. A3; Fontes, P. P3; Meireles, L. M3; Costa, P. A3; Costa, C. B3; Monteiro, L. M. O3 Konig, I. M3; Dias, B. K. M1; Santos, R. C. V1; Bagno, F. F1; Fernandes, L1; Alves, P. R1; Sales, F. M1; Martins, T. C. N1; Moreira, V. J. V1; Marchiori, J. M1; Medeiros, L.4; Leite, J. P. V5; Moraes, G. H. K6. 1 Members of ETP-Biochemistry UFV; 2 Students of program Jovens Talentos para a Ciência UFV; 3 Graduating Students of ETP; 4 Coordinator in Espaço Ciência UFV; 5 Pharmaceutical, professor at Molecular Biology and Biochemistry Department (BBD UFV, ETP’s tutor; 6 Agronomist, professor at BDD, work’s advisor. INTRODUCTION: The Educational Tutorial Program in Biochemistry (ETP from UFV have worked in qualification of basic science teachers, offering courses about Biochemistry. In courses, was detected the necessity of a personal material to inspire them. To do it, ETP compiled some media spots in a box and have used it in qualification courses. OBJECTIVES: The objective of this work was construct a part of a permanent material to be used in courses to qualifications high school's teachers and evaluate it. METODOLOGY: Applying questionnaires to high school students, ETP's members had detected that these students don't have a solid idea about how is Biochemistry. Thus, themes about common Biochemistry daily things were elected to be transformed in spots to radio and television. Texts about shampoo composition, vegetable’s darkening, bread’s fermentation, etc, were written and a script done by Journalism’s students of Espaço Ciência(*. Finally, the spots were recorded and vehiculated on universitary channel. In 2013, the spots were compiled in a media box. It has been included in a permanent material used in qualification courses. According to ALBAGLI
Kron, Frederick W; Gjerde, Craig L; Sen, Ananda; Fetters, Michael D
Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks...
Cardoso-Leite, Pedro; Kludt, Rachel; Vignola, Gianluca; Ma, Wei Ji; Green, C. Shawn; Bavelier, Daphne
Technology has the potential to impact cognition in many ways. Here we contrast two forms of technology usage: 1) media multitasking (i.e., the simultaneous consumption of multiple streams of media, such a texting while watching TV) and 2) playing action video games (a particular sub-type of video game). Previous work has outlined an association between high levels of media multitasking and specific deficits in handling distracting information, while playing action video games has been associated with enhanced attentional control. As these two factors are linked with reasonably opposing effects, failing to take them jointly into account may result in inappropriate conclusions as to the impact of technology use on attention. Across four experiments (AX-CPT, N-back, Task-switching and Filter task), testing different aspects of attention and cognition, we show that heavy media multitaskers perform worse than light media multitaskers. Contrary to previous reports though, the performance deficit was not specifically tied to distractors, but was instead more global in nature. Interestingly, participants with intermediate levels of media multitasking occasionally performed better than both light and heavy media multitaskers suggesting that the effects of increasing media multitasking are not monotonic. Action video game players, as expected, outperformed non-video game players on all tasks. However, surprisingly this was true only for participants with intermediate levels of media multitasking, suggesting that playing action video games does not protect against the deleterious effect of heavy media multitasking. Taken together this study shows that media consumption can have complex and counter-intuitive effects on attentional control. PMID:26474982
Cardoso-Leite, Pedro; Kludt, Rachel; Vignola, Gianluca; Ma, Wei Ji; Green, C Shawn; Bavelier, Daphne
Technology has the potential to impact cognition in many ways. Here we contrast two forms of technology usage: (1) media multitasking (i.e., the simultaneous consumption of multiple streams of media, such a texting while watching TV) and (2) playing action video games (a particular subtype of video games). Previous work has outlined an association between high levels of media multitasking and specific deficits in handling distracting information, whereas playing action video games has been associated with enhanced attentional control. Because these two factors are linked with reasonably opposing effects, failing to take them jointly into account may result in inappropriate conclusions as to the impacts of technology use on attention. Across four tasks (AX-continuous performance, N-back, task-switching, and filter tasks), testing different aspects of attention and cognition, we showed that heavy media multitaskers perform worse than light media multitaskers. Contrary to previous reports, though, the performance deficit was not specifically tied to distractors, but was instead more global in nature. Interestingly, participants with intermediate levels of media multitasking sometimes performed better than both light and heavy media multitaskers, suggesting that the effects of increasing media multitasking are not monotonic. Action video game players, as expected, outperformed non-video-game players on all tasks. However, surprisingly, this was true only for participants with intermediate levels of media multitasking, suggesting that playing action video games does not protect against the deleterious effect of heavy media multitasking. Taken together, these findings show that media consumption can have complex and counterintuitive effects on attentional control.
TITLE OF WORK: The Educational Contribution of RPG Video Games: Modern Media in Modern Education AUTHOR: Martin Kratochvíl KEY WORDS: video games, RPG genre, modern education, critical thinking, language learning, student's motivation DEPARTMENT: Department of English Language and Literature Charles University in Prague, Faculty of Education SUPERVISOR: Mark Robert Farrell ABSTRACT: The subject of this topic is to research the potential contribution of RPG video games in the field of modern e...
Media literacy educators talk about the importance of developing essential social skills, such as collaboration, by using video production in the classroom. Video production with disadvantaged youth can also play a role of art therapy, as students use their creativity to come to terms with traumatizing pasts. This paper offers an account of a…
Woodard, Rebecca; Machado, Emily
Using ethnographic methods, this article looks closely at how a team of first-grade teachers and digital media artists in an urban elementary school used video in innovative ways during professional development over the course of one year. Extending a body of literature that primarily documents how video can be used as a tool in professional…
Full Text Available Open-source lab equipment is becoming more widespread with the popularization of fabrication tools such as 3D printers, laser cutters, CNC machines, open source microcontrollers and open source software. Although many pieces of common laboratory equipment have been developed, software control of these items is sometimes lacking. Specifically, control software that can be easily implemented and enable user-input and control over multiple platforms (PC, smartphone, web, etc.. The aim of this proof-of principle study was to develop and implement software for the control of a low-cost, 3D printed microscope. Here, we present two approaches which enable microscope control by exploiting the functionality of the social media platform Twitter or player actions inside of the videogame Minecraft. The microscope was constructed from a modified web-camera and implemented on a Raspberry Pi computer. Three aspects of microscope control were tested, including single image capture, focus control and time-lapse imaging. The Twitter embodiment enabled users to send ‘tweets’ directly to the microscope. Image data acquired by the microscope was then returned to the user through a Twitter reply and stored permanently on the photo-sharing platform Flickr, along with any relevant metadata. Local control of the microscope was also implemented by utilizing the video game Minecraft, in situations where Internet connectivity is not present or stable. A virtual laboratory was constructed inside the Minecraft world and player actions inside the laboratory were linked to specific microscope functions. Here, we present the methodology and results of these experiments and discuss possible limitations and future extensions of this work.
M.A. Montagud Climent (Mario); P.S. Cesar Garcia (Pablo Santiago); F. Boronat (Fernando); D. Marfil (Dani)
htmlabstractThis paper provides an overview of the impact and opportunities provided by Social Media and other social interaction tools when watching TV/video content. The analysis has been conducted from the viewpoints of both individual and shared media experiences between remote users. On the one
Jones, Sandra; Bannister, Rosella
This catalog lists teaching-learning resources available for preview at the Michigan Consumer Education Center. A subject index to multi-media identifies titles of films, video casettes, multi-media kits, and games under seven specific subjects. These are (1) Factors Affecting Consumer Behavior, (2) Money Management and Credit, (3) Buying and…
V L Mouzykant
Full Text Available The article describes the nature of the relationships between subjects of the modern media space as a part of an open social system. The authors analyze the consequences of growth of media consumption, the Internet influence on the behavior of Russians and methods to measure the emerging media space and social networks.
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…
Nina Septia Rahmawati
Full Text Available Learning Text Reports Observation with Media Video Knowledge has been implemented by one of Indonesion teachers in class in VII SMPN 19 Malang. To knows student responce on learning text reports observation with media video knowledge has been implemented, the student gived Questionnaire. The purpose of the questionnaire is to determine the response of students to the use of video media knowledge in text learning reports the results of observation. The method used in this research is descriptive qualitative that is describe student response based on answer questionnaire. Based on the questionnaire responses from the four classes taught by the teacher concerned, it can be concluded that more students are claiming that the observational text of the observation report with the video media is good knowledge (B. There are also some minority students who stated quite well (C. The result of student questionnaire answers can be used as a reflection material for teachers to improve the quality of the next learning. Pembelajaran teks laporan observasi dengan media video pengetahuan telah dilaksanakan oleh salah satu guru Bahasa Indonesia di kelas VII SMPN 19 Malang. Untuk mengetahui respons siswa terhadap pembelajaran yang sudah dilakukan, siswa diberi angket. Tujuan dari pemberian angket tersebut adalah untuk mengetahui respons siswa terhadap penggunaan media video pengetahuan dalam pembelajaran teks laporan hasil observasi. Metode yang digunakan dalam penelitian ini adalah deskriptif kualitatif yaitu mendeskripsikan respons siswa berdasarkan jawaban angket. Berdasarkan jawaban angket dari empat kelas yang diajar guru yang bersangkutan dapat disimpulkan bahwa lebih banyak siswa yang menyatakan bahwa pembelajaran teks laporan hasil observasi dengan media video pengetahuan baik (B. Ada juga beberapa minoritas siswa yang menyatakan cukup baik (C. Hasil jawaban angket siswa tersebut dapat dijadikan bahan refleksi bagi guru untuk meningkatkan kualitas
Yi, Kaijun; Collet, Manuel; Karkar, Sami
Time-space modulated media are realized by periodically modulating parameters of the media in both time and space. In this paper, we study frequency conversion induced by time-space modulated media. Two types of frequency conversion are theoretically and numerically demonstrated; their underlying mechanisms are explained by considering the unusual properties of Bloch modes. We find that the first type of conversion is induced by energy transmission between different orders of Bloch modes, which can be observed when waves inside time-space modulated media are reflected by boundaries. The second type is caused by the Bragg scattering effect occurring inside time-space modulated media; it can be observed when external waves are reflected by time-space modulated media. The frequency can be up or down converted, and the difference caused by the conversion depends on the modulation frequency, which is tunable. Therefore, these frequency conversion phenomena could be exploited to manipulate waves' frequencies for particular purposes.
Seidenberg, Andrew B; Rodgers, Elizabeth J; Rees, Vaughan W; Connolly, Gregory N
Smokeless tobacco (SLT) use among white adolescent males has increased in recent years, and prevalence of SLT use among adolescent males exceeds that for smoking in several U.S. states. Recent reports have described the presence of cigarette-related content on social media Web sites popular among youth; however, little has been reported on SLT content. The YouTube video search engine was searched for the popular SLT brand Skoal, and the first 50 search results were downloaded. Video statistics data were collected for and content analysis was performed on all videos featuring smokeless use (82%). Access to SLT YouTube videos by youth was also determined by assessing whether YouTube permits youth viewing and creation of SLT videos. Mean number of views for videos analyzed was 15,422, and the most watched video had 124,276 views. Descriptions of SLT flavor/smell and social references/interactions were found in 48.8% and 63.4% of videos, respectively. By contrast, references to drug (nicotine) effects (12.2%) and public health messaging (9.8%) were less common. None of the SLT videos in the sample had restrictions that would block youth viewing. In addition, evidence of self-identified youth creating SLT videos was found for 13% of unique users in the sample. YouTube does not restrict youth from creating or viewing "dip videos." Proactive efforts are needed to ensure that YouTube and other online media do not become influential vehicles for tobacco promotion to youth. Copyright Â© 2012 Society for Adolescent Health and Medicine. Published by Elsevier Inc. All rights reserved.
Ana Sílvia Lopes Davi Médola
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.
Full Text Available This study analyses the effectiveness of instructional media using Digital Video Disc (DVD and videos in nutrition education concerning the development of toddlers’ food preferences of balanced meals based on community empowerment. The media was expected to be used by the cadre of Posyandu (Maternal and Child Health Centre and housewives in Rawamangun village. This study used the quasi experiment method. The data analysis showed the score of F was 15.89 that was higher than the F table with the score of 4.11 in the significance level of 0.05. It indicates the learning outcomes of the instructional media using DVD and videos was higher than using handouts. The result of this study was a nutrition education model concerning the development of toddlers’ food preferences of balanced meals in the form of DVD and videos that can be effectively applied. The media is able to improve the learning outcomes of nutrition education including the knowledge and the skills. Thus it indirectly supports the government program in community empowerment. Penelitian ini dilakukan bertujuan untuk menganalisis efektivitas penggunaan media dalam bentuk DVD interaktif dan video dalam perancangan model pendidikan tentang pembentukan kesukaan balita terhadap makanan bergizi seimbang pada ibu berbasis pemberdayaan masyarakat yang dapat digunakan oleh kader posyandu dan ibu rumah tangga kelurahan Rawamangun. Metode quasi experiment. Hasil analisis varians dua jalur antar kolom diperoleh harga Fhitung = 15,89 lebih besar dibandingkan Ftabel = 4,11 pada taraf signifikansi α = 0,05. Nilai ini menunjukkan bahwa hasil belajar kader posyandu dengan media dalam bentuk DVD dan video lebih baik dibandingkan dengan media handout. Hasil penelitian dapat membentuk suatu model pendidikan gizi yaitu media dalam bentuk DVD interaktif dan video tentang pembentukan kesukaan anak terhadap makanan bergizi seimbang yang diterapkan. Media dan metode tersebut dapat meningkatkan hasil
Yoo, Jina H; Kim, Junghyun
This study examines (1) how the topics of obesity are framed and (2) how obese persons are portrayed on YouTube video clips. The analysis of 417 obesity videos revealed that a newer medium like YouTube, similar to traditional media, appeared to assign responsibility and solutions for obesity mainly to individuals and their behaviors, although there was a tendency that some video categories have started to show other causal claims or solutions. However, due to the prevailing emphasis on personal causes and solutions, numerous YouTube videos had a theme of weight-based teasing, or showed obese persons engaging in stereotypical eating behaviors. We discuss a potential impact of YouTube videos on shaping viewers' perceptions about obesity and further reinforcing stigmatization of obese persons.
Moreira, Daniel; Avila, Sandra; Perez, Mauricio; Moraes, Daniel; Testoni, Vanessa; Valle, Eduardo; Goldenstein, Siome; Rocha, Anderson
As web technologies and social networks become part of the general public's life, the problem of automatically detecting pornography is into every parent's mind - nobody feels completely safe when their children go online. In this paper, we focus on video-pornography classification, a hard problem in which traditional methods often employ still-image techniques - labeling frames individually prior to a global decision. Frame-based approaches, however, ignore significant cogent information brought by motion. Here, we introduce a space-temporal interest point detector and descriptor called Temporal Robust Features (TRoF). TRoF was custom-tailored for efficient (low processing time and memory footprint) and effective (high classification accuracy and low false negative rate) motion description, particularly suited to the task at hand. We aggregate local information extracted by TRoF into a mid-level representation using Fisher Vectors, the state-of-the-art model of Bags of Visual Words (BoVW). We evaluate our original strategy, contrasting it both to commercial pornography detection solutions, and to BoVW solutions based upon other space-temporal features from the scientific literature. The performance is assessed using the Pornography-2k dataset, a new challenging pornographic benchmark, comprising 2000 web videos and 140h of video footage. The dataset is also a contribution of this work and is very assorted, including both professional and amateur content, and it depicts several genres of pornography, from cartoon to live action, with diverse behavior and ethnicity. The best approach, based on a dense application of TRoF, yields a classification error reduction of almost 79% when compared to the best commercial classifier. A sparse description relying on TRoF detector is also noteworthy, for yielding a classification error reduction of over 69%, with 19× less memory footprint than the dense solution, and yet can also be implemented to meet real-time requirements
Dian Mariya Ulfah
Full Text Available Penelitian ini bertujuan untuk mengetahui (1 pengaruh media video terhadap keterampilan menulis kembali isi cerita siswa kelas V SD pada pembelajaran bahasa Indonesia; (2 pengaruh media gambar terhadap keterampilan menulis kembali isi cerita siswa kelas V SD pada pembelajaran bahasa Indonesia; dan (3 perbedaan pengaruh media video dan gambar terhadap keterampilan menulis kembali isi cerita kelas V SD pada pembelajaran bahasa Indonesia. Jenis penelitian yang digunakan yaitu quasi eksperimen, sedangkan desainnya randomized control-group pretestt-posttestt. Populasi penelitian seluruh siswa kelas V SDN Se-gugus V Kasihan-Bantul, pengambilan sampel dilakukan secara random sampling. Variabel penelitian terdiri dari variabel bebas dan variabel terikat. Teknik pengumpulan data berupa pelaksanan tes unjuk kerja. Instrumen penilaian menulis diukur dengan uji validitas isi dan uji reliabilitas inter-rater. Hasil penelitian menunjukkan bahwa (a media video berpengaruh positif dan signifikan terhadap keterampilan menulis dengan taraf signifikan 0,000 < 0,05; (b media gambar berpengaruh positif dan signifikan terhadap keterampilan menulis dengan taraf signifikan 0,022 < 0,05; dan (c terdapat perbedaan pengaruh media video dan gambar yang signifikan terhadap keterampilan menulis dengan taraf signifikan 0,043 < 0,05. Kata Kunci: media video, media gambar, keterampilan menulis kembali isi cerita The effectiveness of implementing video and picture media ofwriting skills in fifth grade students of Elementary School Abstract The purpose of this study are to find out (1 the effect of video on writing skills in fifth grade students of Elementary School in Indonesian learning, (2 the of picture series on writing skills in fifth grade students of Elementary School in Indonesian learning, (3 the differences of video and picture series on writing skills in fifth grade students of Elementary School in Indonesian learning. This study used quasi experimental
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
Tang, Weizhou; Olscamp, Kate; Choi, Seul Ki; Friedman, Daniela B
and viewers' interests. YouTube videos on AD could be beneficial if the messages delivered meet users' needs and provide mobilizing information for further resources. Study findings will be useful to government agencies, researchers, nonprofit organizations that promote information about AD, and those responsible for social media to provide useful and accurate health information for the public.
Sulaiman, Norazean; Muhammad, Ahmad Mazli; Ganapathy, Nurul Nadiah Dewi Faizul; Khairuddin, Zulaikha; Othman, Salwa
Listening is a very crucial skill to be learnt in second language classroom because it is essential for the development of spoken language proficiency (Hamouda, 2013). The aim of this study is to investigate the significant differences in terms of students' performance when using traditional (audio-only) method and video media method. The data of…
Sulaiman, Norazean; Muhammad, Ahmad Mazli; Ganapathy, Nurul Nadiah Dewi Faizul; Khairuddin, Zulaikha; Othman, Salwa
The importance and usefulness of incorporating video media elements to teach listening have become part of the general understanding and commonplace in the academia nowadays (Alonso, 2013; Macwan, 2015; Garcia, 2012). Hence, it is of vital importance that students are taught effectively and assessed accordingly on their listening skills. The…
Snoek, C.G.M.; Worring, M.; Huurnink, B.; van Gemert, J.C.; van de Sande, K.E.A.; Koelma, D.C.; de Rooij, O.
In this technical demonstration we showcase the current version of the MediaMill system, a search engine that facilitates access to news video archives at a semantic level. The core of the system is a thesaurus of 500 automatically detected semantic concepts. To handle such a large thesaurus in
Rice, John W.
Computer video games are an emerging instructional medium offering strong degrees of cognitive efficiencies for experiential learning, team building, and greater understanding of abstract concepts. As with other new media adopted for use by instructional technologists for pedagogical purposes, barriers to classroom implementation have manifested…
Mazurek, Micah O.; Wenstrup, Colleen
This study examined the nature of television, video game, and social media use in children (ages 8-18) with autism spectrum disorders (ASD, n = 202) compared to typically developing siblings (TD, n = 179), and relative to other activities. Parents completed measures assessing children's screen-based and other extracurricular activities. Children…
Snoek, C.G.M.; van de Sande, K.E.A.; Fontijne, D.; Cappallo, S.; van Gemert, J.; Habibian, A.; Mensink, T.; Mettes, P.; Tao, R.; Koelma, D.C.; Smeulders, A.W.M.
In this paper we summarize our TRECVID 2014 video retrieval experiments. The MediaMill team participated in five tasks: concept detection, object localization, instance search, event recognition and recounting. We experimented with concept detection using deep learning and color difference coding,
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.
Chung, Sheng Kuan
Media programs like hip-hop music videos are powerful aesthetic agents that inspire teenagers. Thus, they have tremendous influence on young people's identity formation, lifestyle choices, and knowledge construction which are manifested in the ways teens dress, express themselves, behave, and interact with each other. However, because of the…
de Rooij, O.; Snoek, C.G.M.; Worring, M.
In this technical demonstration we showcase the MediaMill ForkBrowser for video retrieval. It embeds multiple query methods into a single browsing environment. We show that users can switch query methods on demand without the need to adapt to a different interface. This allows for fast and effective
Green, C. J.; Gardiner, N.; Niepold, F., III; Esposito, C.
We developed a custom video production stye and a method for analyzing social media behavior so that we may deliberately build and track audience growth for decision-support tools and case studies within the U.S. Climate Resilience Toolkit. The new style of video focuses quickly on decision processes; its 30s format is well-suited for deployment through social media. We measured both traffic and engagement with video using Google Analytics. Each video included an embedded tag, allowing us to measure viewers' behavior: whether or not they entered the toolkit website; the duration of their session on the website; and the number pages they visited in that session. Results showed that video promotion was more effective on Facebook than Twitter. Facebook links generated twice the number of visits to the toolkit. Videos also increased Facebook interaction overall. Because most Facebook users are return visitors, this campaign did not substantially draw new site visitors. We continue to research and apply these methods in a targeted engagement and outreach campaign that utilizes the theory of social diffusion and social influence strategies to grow our audience of "influential" decision-makers and people within their social networks. Our goal is to increase access and use of the U.S. Climate Resilience Toolkit.
Full Text Available This article describes an alternative teaching history, namely through the application of learning media in the history of video games. Education history is a lesson that can be used as a vehicle for the formation of character among the younger generation, among others by promoting the values of patriotism, nationalism civic, virtues, and human values. However, today the teaching of history has not gone well as expected. Learning history is often monotonous and boring for students. In this case, the video game is an alternative to get out of problems in learning the history. Video games are popular entertainment media in the lives of children that can be used as a medium of teaching history in a creative, fun, and effective way.
O Keeffe, Linda; Kerr, Aphra
This article explores the relationship between teenagers, mobile media, and public spaces in the city. We use a range of qualitative methods, including interviews, sound walks, sound maps, and photography, to explore how teenagers use mobile media to respond to the visual and sonic landscape of a public space in Dublin, Ireland. This space was a “nonplace” for our contemporary participants from which they felt economically, socially, visually, and aurally excluded. They responded by using mob...
Research on the effects of video game play has mainly been focusing on topics such as agression, violence and hostility. This is undoubtedly related to the countless social and political debates that have been held on the harmful impact of this new medium. From a social-psychological point of view, researchers have frequently observed that, up to 15 minutes after having played a game of action, one is more excited or aroused than in the case one had not played that game. Concerning the long-t...
Full Text Available This paper presents a channel-adaptive video streaming scheme which adjusts video bit rate according to channel conditions and transmits video through a hybrid RF/free space optical (FSO laser communication system. The design criteria of the FSO link for video transmission to 2.9 km distance have been given and adaptive bit rate video streaming according to the varying channel state over this link has been studied. It has been shown that the proposed structure is suitable for uninterrupted transmission of videos over the hybrid wireless network with reduced packet delays and losses even when the received power is decreased due to weather conditions.
Participatory processes are effective for digital video production that promotes health and wellbeing with communities from diverse cultural and linguistic backgrounds, including migrants and refugees. Social media platforms YouTube, Vimeo, Flickr and others demonstrate potential for extending and enhancing this production approach. However, differences within and between communities in terms of their quality of participation online suggest that social media risk becoming exclusive online environments and a barrier to health and wellbeing promotion. This article examines the literature and recent research and practice in Australia to identify opportunities and challenges when using social media with communities from diverse cultural and linguistic backgrounds. It proposes a hybrid approach for digital video production that integrates 'online' and 'offline' participation and engages with the differences between migrants and refugees to support more inclusive health and wellbeing promotion using digital technology.
Lynch-Sauer, Judith; Vandenbosch, Terry M; Kron, Frederick; Gjerde, Craig Livingston; Arato, Nora; Sen, Ananda; Fetters, Michael D
Little is known about Millennial nursing students' attitudes toward computer games and new media in nursing education and whether these attitudes differ between undergraduates and graduates. This study elicited nursing students' experience with computer games and new media, their attitudes toward various instructional styles and methods, and the role of computer games and new media technologies in nursing education. We e-mailed all nursing students enrolled in two universities to invite their participation in an anonymous cross-sectional online survey. The survey collected demographic data and participants' experience with and attitudes toward video gaming and multi-player online health care simulations. We used descriptive statistics and logistic regression to compare the differences between undergraduates and graduates. Two hundred eighteen nursing students participated. Many of the nursing students support using new media technologies in nursing education. Nurse educators should identify areas suitable for new media integration and further evaluate the effectiveness of these technologies. Copyright 2011, SLACK Incorporated.
Kron, Frederick W; Gjerde, Craig L; Sen, Ananda; Fetters, Michael D
Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Overall, medical student respondents, including many who do not play video games, held highly favorable views about the use of video games and related new
Background Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Methods Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. Results 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Conclusions Overall, medical student respondents, including many who do not play video games, held highly favorable views about
Kron Frederick W
Full Text Available Abstract Background Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Methods Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1 demographic characteristics; 2 differences between the two universities; 3 how video game play differs across gender, age, degree program and familiarity with computers; and 4 characteristics of students who play most frequently. Results 217 medical students participated. About half were female (53%. Respondents liked the idea of using technology to enhance healthcare education (98%, felt that education should make better use of new media technologies (96%, and believed that video games can have educational value (80%. A majority (77% would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%, and if they helped to develop skill in patient interactions (90%. However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Conclusions Overall, medical student respondents, including many who do not play video games, held highly
D. V. Kolomiets
Full Text Available Relationship building a new media-information reality with the development of the concept of educational space very well evident when comparing the latter with the concept of educational environment. This concept should not be interpreted in terms of the educational environment, and generally, a set of media, including various communications and human interaction with the world that surrounds it. The term «media» with interpretuyetsyach as a set of environments in which people communicate. Structured, educational environment socialized media, which serve as the development of culture are transformed into educational space and make his point. Philosophical analysis of the interaction between education and media space based on the unity of the object, subjective and activity approach. This means that the space is formed not only things, but also content. Media and educational space is a form of movement of human being in the form of a coordination of people, their actions and certain conditions, means and the results life processes. Educational space determined to be a place both the starting point and the process by which the one or the other form of interaction between the individual and the environment in the context of training, education and development. New technologies and media reality generated by them are not only independent, but often the only ontological condition of human existence. They are not a technical intermediaries that transmit something, but they themselves are becoming all-consuming and all-encompassing environment that space experience and consciousness. Taking into account this very media space can be seen today as a major component of social space, which determines the socio-cultural determinism educational space. It reflects the dynamics of mass communication in society as a mechanism for updating information through communication means, more generally - as a social process of distribution of information in society
Mobile devices have evolved to focus on rich media production and consumption. Developers of mobile applications are able to create applications that allow people to play, capture, and share media in a variety of new ways on mobile devices. The popularity of Android has soared in part because the platform offers developers a rich set of capabilities including access to media capturing and playback functions. Pro Android Media provides concise and clear instruction on how to utilize the media APIs made available through Android to create dynamic apps. It takes you from a simple means to gain ac
Full Text Available The paper explains two curatorial concepts that propose viable strategies for exhibiting new media art by presenting two exhibitions of ArtNetLab group as corresponding experimental case studies: Algorithms of Inclusion and Le Génie des Jardins. An aspect of the transformed relation to reality as a consequence of technological innovation is set for each model as the theme that a selection of new media art works reflects upon by building interactive functional communication models.
Against the backdrop of the historical images of Africa in the West, this article explores the experience of contemporary Ghana in the American media. It focuses especially on the media's coverage of President Bill Clinton's visit to Ghana in 1998 and uses same to portray how space is otherized and concrete cultures ...
Full Text Available The article is based on the analysis of user-generated videos from a particular event: the Lady Gaga concert in Denmark on October 20, 2010. Within the theoretical framework of a media practice perspective, theories of a media cultural movement from sign to signal, and an affective understanding of the experience of liveness, I argue that the DIY videos do not only attest to the documentation or representation of the concert event, but rather show an urge to feel it, connect to it, and relate to others by sharing it. In that way media and screens can be understood as technologies that under certain circumstances enable intensified relations between bodies, spaces, and significant others. The experiential intensification of the event is established by using media to (1 visually enrich the real-time experience, (2 turn the collective receiver into an individualized and creative real-time auteur, and (3 deterritorialize the real-time experience by sharing it on social media platforms. Furthermore, I discuss two ways of analyzing “the signal” in my material: one focusing on the relation between body, event, and mobile media technology and the other on the formal features of the videos themselves. This distinction is nevertheless purely analytical given that the formal traces of the signal (the sensory turbulence of the videos are so closely related to the spatially affected camera-body. The body in the space, the camera, and the audiovisual surface is in other words affecting each other, as the signaletic force of the concert-event affects all the three.
Downing, Martin J.; Schrimshaw, Eric W.; Antebi, Nadav; Siegel, Karolynn
Recent research suggests that viewing sexually explicit media (SEM), i.e., adult videos, may influence sexual risk taking among men who have sex with men (MSM). Despite this evidence, very little is known about the content of gay male SEM on the Internet, including the prevalence of sexual risk behaviors and their relation to video- and performer-characteristics, viewing frequency, and favorability. The current study content analyzed 302 sexually explicit videos featuring male same-sex perfor...
Svedhem, Hâkan; Koschny, Detlef
Modern spacecraft with high data transmission capabilities have opened up the possibility to fly video rate imagers in space. Several fields concerned with observations of transient phenomena can benefit significantly from imaging at video frame rate. Some applications are observations and characterization of bolides/meteors, sprites, lightning, volcanic eruptions, and impacts on airless bodies. Applications can be found both on low and high Earth orbiting spacecraft as well as on planetary and lunar orbiters. The optimum wavelength range varies depending on the application but we will focus here on the near infrared, partly since it allows exploration of a new field and partly because it, in many cases, allows operation both during day and night. Such an instrument has to our knowledge never flown in space so far. The only sensors of a similar kind fly on US defense satellites for monitoring launches of ballistic missiles. The data from these sensors, however, is largely inaccessible to scientists. We have developed a bread-board version of such an instrument, the SPOSH-IR. The instrument is based on an earlier technology development - SPOSH - a Smart Panoramic Optical Sensor Head, for operation in the visible range, but with the sensor replace by a cooled IR detector and new optics. The instrument is using a Sofradir 320x256 pixel HgCdTe detector array with 30µm pixel size, mounted directly on top of a four stage thermoelectric Peltier cooler. The detector-cooler combination is integrated into an evacuated closed package with a glass window on its front side. The detector has a sensitive range between 0.8 and 2.5 µm. The optical part is a seven lens design with a focal length of 6 mm and a FOV 90deg by 72 deg optimized for use at SWIR. The detector operates at 200K while the optics operates at ambient temperature. The optics and electronics for the bread-board has been designed and built by Jena-Optronik, Jena, Germany. This talk will present the design and the
Usui, Reiko; Okada, Yuki; Fukui, Emiko; Hasegawa, Atsuhiko
Otitis media of the left ear was diagnosed by video otoscopic examination in a 7-year-old, intact male Shih-tzu dog (weight, 5.1 kg), that also had three complex ceruminous adenomas and a Pseudomonas aeruginosa infection in the left ear canal. In such cases, total ear canal ablation is usually required. However, a complete cure was achieved in the present case without total ear canal ablation. The complex ceruminous adenomas were excised using a diode laser, and repeated cleansing of the tympanic cavity and ear canal was implemented using a video otoscope. As a result, the ear canal was closed in a U-form, and the otitis media was cured.
... COMMISSION 47 CFR Part 79 Media Bureau Seeks Comment on Application of the IP Closed Captioning Rules to... seeks updated information on the closed captioning of video clips delivered by Internet protocol (``IP''), including the extent to which industry has voluntarily captioned IP- delivered video clips. The Commission...
Dorfman, Robert G; Vaca, Elbert E; Fine, Neil A; Schierle, Clark F
Recent videos shared by plastic surgeons on social media applications such as Snapchat, Instagram, and YouTube, among others, have blurred the line between entertainment and patient care. This has left many in the plastic surgery community calling for the development of more structured oversight and guidance regarding video sharing on social media. To date, no official guidelines exist for plastic surgeons to follow. Little is known about the ethical implications of social media use by plastic surgeons, especially with regard to video sharing. A systematic review of the literature on social media use in plastic surgery was performed on October 31, 2016, with an emphasis on ethics and professionalism. An ethical analysis was conducted using the four principles of medical ethics. The initial search yielded 87 articles. Thirty-four articles were included for analyses that were found to be relevant to the use of social media in plastic surgery. No peer-reviewed articles were found that mentioned Snapchat or addressed the ethical implications of sharing live videos of plastic surgery on social media. Using the four principles of medical ethics, it was determined that significant ethical concerns exist with broadcasting these videos. This analysis fills an important gap in the plastic surgery literature by addressing the ethical issues concerning live surgery broadcasts on social media. Plastic surgeons may use the guidelines proposed here to avoid potential pitfalls.
Brynskov, Martin; Dalsgaard, Peter; Halskov, Kim
Our group has worked within the field of interactive urban lighting design and media architecture since 2007. In this position paper we outline a presentation where we compare three installations that were created in the period 2008 to 2012 in the same central, public space in a city. By comparin...... and contrasting these three cases in the same space, we get a multi-faceted view on that particular context for media architecture. But we also get the opportunity to reflect on some more general concepts regarding the use of interactive urban lighting design.......Our group has worked within the field of interactive urban lighting design and media architecture since 2007. In this position paper we outline a presentation where we compare three installations that were created in the period 2008 to 2012 in the same central, public space in a city. By comparing...
This book explores the power of using media education to help urban teenagers develop their critical thinking and literacy skills. Drawing on 20 years of experience working with inner-city youth at the Educational Video Center (EVC) in New York City, the author looks at both the problems and possibilities of this model of media education.…
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...
USUI, Reiko; Okada, Yuki; Fukui, Emiko; Hasegawa, Atsuhiko
Otitis media of the left ear was diagnosed by video otoscopic examination in a 7-year-old, intact male Shih-tzu dog (weight, 5.1 kg), that also had three complex ceruminous adenomas and a Pseudomonas aeruginosa infection in the left ear canal. In such cases, total ear canal ablation is usually required. However, a complete cure was achieved in the present case without total ear canal ablation. The complex ceruminous adenomas were excised using a diode laser, and repeated cleansing of the tymp...
Durscher, Romeo; Wawro, Martha
NASA has embraced social media as a valuable tool to communicate the activities of the agency in fulfillment of its mission. Team SDO continues to be on the forefront of using social media in a very engaging and interactive way and share mission information, solar images and space weather updates via a variety of social media platforms and outlets. We will present the impact SDO's social media strategy has made, including follower, friends and fan statistics from Twitter, Facebook, YouTube, Google+ and other outlets. We will discuss the various social media outlets and the techniques we use for reaching and engaging our audience. Effectiveness is measured through the use of various automatically-gathered statistics and level of public engagement. Of key importance to effective social media use is having access to scientists who can quickly respond to questions and express their answers in meaningful ways to the public. Our presentation will highlight the importance of scientist involvement and suggest ways for encouraging more scientists to support these efforts. We will present some of the social media plans for 2012 and discuss how we can continue to educate, inform, engage and inspire.
Simone Pereira de Sá
Full Text Available The Numa Numa Dance and Gangnam Style: musical videos on youtube in multiple mediation – This paper examines the videos The Numa Numa Dance – a 2004 amateur video uploaded by Gary Brolsma and taken as a precursor of viral musical videoclips, and Gangnam Style, by Dj Psy – the official music video of a k-pop song and the most frequently watched videoclip in the history of YouTube, and discusses the mediation process whereby these videos circulate on YouTube from a comparative perspective. The core premise is that The Numa Numa Dance is the precursor of a category of music videos that later help us understand the success of Gangnam Style, and that they both fall within the same socio- technical network that links amateur and professional people, cultural industry and common users. Once they are mapped, these networks reveal important aspects of contemporary musical culture circulating through digital media.
van Dijck, J.; Poell, T.
This introduction to the Special Issue of Social Media + Society discusses the key theoretical perspectives and methodological approaches needed to gain insight into how social platforms intervene in public space. It starts by highlighting how in the emerging platform society public and private
Careless, Erin Jennifer
Social media applications such as Facebook and Twitter have become integrated into sociocultural practices for millions of people around the world, and are having an enduring impact on the field of adult education. As essentially free, virtually non-hierarchical tools that facilitate user-generated knowledge, these online spaces may be powerful…
Fernando Navarro Colorado
Full Text Available This article focuses on an analysis of complexity and identity in relation to social communication. More specifically, on the mass media and how language is used in them. The aim of the article, therefore, isto determine to what extent intercultural dialogue in the European space seeks to overcome the abuse of forms and concepts in social communication.
Full Text Available The low learning outcomes as a result of low students’ interest in learning on the Organizational Behavior subject was the background of the study. The objective of the study was to develop a learning media video based on swishmax dan screencast o-matic softwares through the contextual approach. The study used the ADDIE development model which consisted of five stages: Analysis, Design, Development, Implementation, and Evaluation. Before using, the learning video media first tested by the media experts and the subject experts. Then; it needed students’ feedback on questionnaires about the media. The results of the experts, and students’ questionnaires showed that the media was very good and feasible to be used. The effectiveness of the media was analyzed by t-test. It obtained the mean score of experimental class was 85.03; whereas the mean score of control class was only 79.00. By using the t test scores was 3.30> 1.997; then Ho was rejected. Therefore; it can be concluded that learning by using the learning video media based swishmax and screencast o-matic softwares through the contextual approach was better than the conventional teaching on Organizational Behavior.Rendahnya hasil belajar sebagai akibat dari rendahnya minat belajar mahasiswa pada mata kuliah perilaku organisasi adalah hal yang mendasari dilakukannya penelitian ini. Penelitian ini bertujuan untuk mengembangkan media video pembelajaran berbasis Software Swishmax dan Screencast O-matic dengan pendekatan kontekstual. Pada penelitian ini menggunakan model pengembangan ADDIE dimana dalam tahapnya terdiri dari 5 tahapan yaitu analisis, desain, development, implementasi, evaluasi. Sebelum digunakan, media video pembelajaran terlebih dahulu dilakukan uji validasi oleh ahli media dan ahli materi. Selain itu diperlukan juga angket tanggapan mahasiswa mengenai media tersebut. Hasil dari validasi ahli media, materi dan angket mahasiswa berkriteria sangat baik dan layak untuk
Gee, Elisabeth; Siyahhan, Sinem; Cirell, Anna Montana
While a number of studies have investigated learning associated with video gaming in out-of-school settings, only recently have researchers begun to explore gaming and learning in the contexts of home and family life. This paper discusses three different frameworks within which we can situate video games and learning at home: (a) video gaming as…
Tatla, Sandy K; Shirzad, Navid; Lohse, Keith R; Virji-Babul, Naznin; Hoens, Alison M; Holsti, Liisa; Li, Linda C; Miller, Kimberly J; Lam, Melanie Y; Van der Loos, H F Machiel
The application of technologies, such as video gaming and social media for rehabilitation, is garnering interest in the medical field. However, little research has examined clinicians' perspectives regarding technology adoption by their clients. The objective of our study was to explore therapists' perceptions of how young people and adults with hemiplegia use gaming and social media technologies in daily life and in rehabilitation, and to identify barriers to using these technologies in rehabilitation. We conducted two focus groups comprised of ten occupational therapists/physiotherapists who provide neurorehabilitation to individuals with hemiplegia secondary to stroke or cerebral palsy. Data was analyzed using inductive thematic analysis. The diffusion of innovations theory provided a framework to interpret emerging themes. Therapists were using technology in a limited capacity. They identified barriers to using social media and gaming technology with their clients, including a lack of age appropriateness, privacy issues with social media, limited transfer of training, and a lack of accessibility of current systems. Therapists also questioned their role in the context of technology-based interventions. The opportunity for social interaction was perceived as a major benefit of integrated gaming and social media. This study reveals the complexities associated with adopting new technologies in clinical practice, including the need to consider both client and clinician factors. Despite reporting several challenges with applying gaming and social media technology with clinical populations, therapists identified opportunities for increased social interactions and were willing to help shape the development of an upper limb training system that could more readily meet the needs of clients with hemiplegia. By considering the needs of both therapists and clients, technology developers may increase the likelihood that clinicians will adopt innovative technologies.
Naseem, M. Ayaz; Arshad-Ayaz, Adeela; Doyle, Sophie
In this research, we present a conceptual framework to examine the potential of social media as an educational space for peace education. In particular, we examine the characteristics and dynamics of social media that set it apart from other traditional media and educational spaces. Specifically, we conceptualize features of social media such as:…
José van Dijck
Full Text Available This introduction to the Special Issue of Social Media + Society discusses the key theoretical perspectives and methodological approaches needed to gain insight into how social platforms intervene in public space. It starts by highlighting how in the emerging platform society public and private communication is reshaped by social media’s commercial mechanisms, transforming the political economy of the media landscape. Given the complex character of this society, it is essential to employ different perspectives and approaches to trace the multifaceted forces at work in this new global system. Building on the seven contributions to this Special Issue, we show the need for multidisciplinary scholarship. More specifically, we consider the insights produced through historical–cultural, socio-technical, and techno-commercial inquiries into the evolving relationship between social platforms and public space. The introduction concludes with a reflection on the necessity to combine these perspectives in one analytical model.
Verleur, R.; Verhagen, Pleunes Willem; Crawford, Margaret; Simonson, Michael; Lamboy, Carmen
To explore the educational potential of video-evoked affective responses in a Web-based environment, the question was raised whether video in a Web-based environment is experienced differently from video in a traditional context. An experiment was conducted that studied the affect-evoking power of
Downing, Martin J; Schrimshaw, Eric W; Antebi, Nadav; Siegel, Karolynn
Recent research suggests that viewing sexually explicit media (SEM), i.e., adult videos, may influence sexual risk taking among men who have sex with men. Despite this evidence, very little is known about the content of gay male SEM on the Internet, including the prevalence of sexual risk behaviors and their relation to video- and performer-characteristics, viewing frequency, and favorability. The current study content analyzed 302 sexually explicit videos featuring male same-sex performers that were posted to five highly trafficked adult-oriented websites. Findings revealed that gay male SEM on the Internet features a variety of conventional and nonconventional sexual behaviors. There was a substantial prevalence of unprotected anal intercourse (UAI) (34 %) and was virtually the same as the prevalence of anal sex with a condom (36 %). The presence of UAI was not associated with video length, amateur production, number of video views, favorability, or website source. However, the presence of other potentially high-risk behaviors (e.g., ejaculation in the mouth, and ejaculation on/in/rubbed into the anus) was associated with longer videos, more views, and group sex videos (three or more performers). The findings of high levels of sexual risk behavior and the fact that there was virtually no difference in the prevalence of anal sex with and without a condom in gay male SEM have important implications for HIV prevention efforts, future research on the role of SEM on sexual risk taking, and public health policy.
Schlosser, Sarah Elizabeth
Students often struggle with learning complex chemistry concepts. In today's society with the advances in multimedia technology, educators have a variety of tools available to help students learn these concepts. These tools include demonstrations, videos in the popular media, and animations; referred to collectively as multimethods. With the…
It will be expanded to all pregnant women and their spouses. Visits will cover information on safer pregnancy and delivery and will support couples to adopt safer behaviours in child spacing using culturally relevant practices. The project will further work with state governments, in particular the Bauchi State Primary Health ...
Babidge, S.; Cokley, J.; Gordon, F.; Louw, E.
As humans expand into space communities will form. These have already begun to form in small ways, such as long-duration missions on the International Space Station and the space shuttle, and small-scale tourist excursions into space. Social, behavioural and communications data emerging from such existing communities in space suggest that the physically-bounded, work-oriented and traditionally male-dominated nature of these extremely remote groups present specific problems for the resident astronauts, groups of them viewed as ‘communities’, and their associated groups who remain on Earth, including mission controllers, management and astronauts’ families. Notionally feminine group attributes such as adaptive competence, social adaptation skills and social sensitivity will be crucial to the viability of space communities and in the absence of gender equity, ‘staying in touch’ by means of ‘news from home’ becomes more important than ever. A template of news and media forms and technologies is suggested to service those needs and enhance the social viability of future terraforming activities.
Partha Sindu I Gede
Full Text Available The purpose of this study was to determine the effect of the use of the instructional media based on lecture video and slide synchronization system on Statistics learning achievement of the students of PTI department . The benefit of this research is to help lecturers in the instructional process i to improve student's learning achievements that lead to better students’ learning outcomes. Students can use instructional media which is created from the lecture video and slide synchronization system to support more interactive self-learning activities. Students can conduct learning activities more efficiently and conductively because synchronized lecture video and slide can assist students in the learning process. The population of this research was all students of semester VI (six majoring in Informatics Engineering Education. The sample of the research was the students of class VI B and VI D of the academic year 2016/2017. The type of research used in this study was quasi-experiment. The research design used was post test only with non equivalent control group design. The result of this research concluded that there was a significant influence in the application of learning media based on lectures video and slide synchronization system on statistics learning result on PTI department.
Hamidzadeh, Hamid R; Jazar, Reza N
This unique book covers advanced topics in dynamic modeling of soil-foundation interaction, as well as the response of elastic semi-infinite media from an applications viewpoint. Advanced concepts such as solutions for analysis of elastic semi-infinite mediums, fluid motion in porous media, and nonlinearities in dynamic behavior are explained in great detail. Related theories and numerical analysis for independent vertical, horizontal, and rocking as well as coupled horizontal and rocking vibrations of a rigid rectangular base resting on the surface of a semi-infinite medium are presented. Throughout the book, a strong emphasis is placed on applications. A laboratory model for elastic half-space medium is also described. This book also: · Provides a systematic solution for analysis of elastic semi-infinite mediums when subjected to different loading conditions · Offers a solution for the continuous elastic medium that is also extended to visco-elastic media by considering com...
Quigg, Stephanie L; Want, Stephen C
Exposure to idealized media portrayals of women induces appearance dissatisfaction in females, in the short term. Interventions that highlight the artificial nature of media portrayals can mitigate this effect. The present research investigated whether a 75 second television commercial, that demonstrates behind-the-scenes techniques used to artificially enhance media models, could be similarly effective. Eighty-seven Caucasian female undergraduates were randomly assigned to one of three conditions. The first group viewed music videos and ordinary television commercials. A second group viewed the same music videos and the "intervention" commercial. A final, control, group viewed television and commercials featuring no people. Viewing music videos resulted in significantly lower levels of self-reported appearance satisfaction compared to viewing control television, p<.05, d=-.67. However, exposure to the intervention commercial counter-acted this effect. Demonstrating the extent to which media portrayals of women are artificially enhanced can mitigate detrimental effects on female appearance satisfaction. Copyright © 2010 Elsevier Ltd. All rights reserved.
Diamantaki, Katerina; Rizopoulos, Charalampos; Charitos, Dimitris; Kaimakamis, Nikos
This chapter investigates the social implications of locative media (LM) use and attempts to outline a theoretical framework that may support the design and implementation of location-based applications. Furthermore, it stresses the significance of physical space and location awareness as important factors that influence both human-computer interaction and computer-mediated communication. The chapter documents part of the theoretical aspect of the research undertaken as part of LOcation-based Communication Urban NETwork (LOCUNET), a project that aims to investigate the way users interact with one another (human-computer-human interaction aspect) and with the location-based system itself (human-computer interaction aspect). A number of relevant theoretical approaches are discussed in an attempt to provide a holistic theoretical background for LM use. Additionally, the actual implementation of the LOCUNET system is described and some of the findings are discussed.
Tate, Deborah F; Lyons, Elizabeth J; Valle, Carmina G
.... This article reviews the evidence regarding the use of technology tools such as the Internet, mobile applications, social media, and video games and provides suggestions for evaluating the potential...
Wen, Nainan; Chia, Stella C; Hao, Xiaoming
This study examines portrayals of cosmetic surgery on YouTube, where we found a substantial number of cosmetic surgery videos. Most of the videos came from cosmetic surgeons who appeared to be aggressively using social media in their practices. Except for videos that explained cosmetic surgery procedures, most videos in our sample emphasized the benefits of cosmetic surgery, and only a small number of the videos addressed the involved risks. We also found that tactics of persuasive communication-namely, related to message source and message sensation value (MSV)-have been used in Web-based social media to attract viewers' attention and interests. Expert sources were used predominantly, although typical-consumer sources tended to generate greater viewer interest in cosmetic surgery than other types of message sources. High MSV, moreover, was found to increase a video's popularity.
Full Text Available The intense social upheaval that spread through a number of UK cities in the riots and protests of August, 2011 signalled the terrifying speed with which passionate disaffection can turn to uncontained violence. At stake in the dense and volatile debate that ensued, and in the acts of violence themselves, were contests over spaces as well as competing models of democracy, publics and citizenship, including the appropriate use of social media. Within these debates, almost universally, rational deliberative discourse and action is assumed to be the only route to legitimate “civil” society. So what is to be made of the violent physical contest over city squares, streets and property, as well as contests over acts of participation and demonstration played out online through the hundreds of eyewitness videos posted to sites like YouTube and the endless flow of often vitriolic words in blogs, comments spaces and social network sites? This paper uses a video posted to YouTube titled ‘Clapham Junction Speaker (London Riots 2011’ to examine the passion and provocation that flowed beyond the city streets to enliven, intensify and sustain forms of protest and civic engagement. We argue that the aggressive and antagonistic tenor of the Speaker’s twenty minute monologue, the bitter vitriol that flowed through the comments space, and even the act of posting it constitute significant elements of a generative, ‘agonistic’ public, to use Chantal Mouffe’s term, that operates in multiple spaces and outside of the rationalising discourse demanded by mainstream media and government. This paper develops a richer understanding of these spaces of protest, and the concept of provocation central to these events.
Salmon, Gilly; Ross, Bella; Pechenkina, Ekaterina; Chase, Anne-Marie
... 2015 *Correspondence to: Email: firstname.lastname@example.org Introduction: social media in learning In this paper, we explore the role played by social media in a Massive Open Online Course (MOOC) off...
Pitts, David E.; Vaughan, Otha H., Jr.; Sapp, Clyde A.; Helms, David; Chambers, Mark; Jaklitch, Pat; Duncan, Mike
Flash rates measured from the Space Shuttle range from 27.8 flashes per minute to 77 flashes per minute. The cloud is an optically thick medium which effectively scatters the energy from a lightning discharge and thereby broadens the risetime and duration of each lightning pulse. Because of the small size, spacecraft sensors with resolutions of 1 km or more are unlikely to detect the individual lightning channels. Instead, the energy from the lightning channel is scattered within the cloud, thereby broadening the apparent area. All of these measurements of lightning flash area and flash rate have involved manual manipulation and analysis of the video or film data. Only a small percentage of the Space Shuttle lightning video has been analyzed. An attempt is made to combine the use of real-time digital disk system and an automated analysis routine in order to overcome this limitation and make processing of a sequence of video frames a much less labor-intensive task.
Analysis of TE and TM wave propagation in space-time periodic media such as dielectrics, isotropic plasmas and uniaxial plasmas. A numerical solution is obtained for media with sinusoidal periodicity. Wave-vector diagrams are plotted to facilitate studies of dipole radiation, wave propagation in waveguides and wave interactions with a half-space.
Full Text Available The advancing digitalization and media convergence demands TV broadcasting companies to adjust their content to various platforms and distribution channels. The internet, as convergent carrier medium, is increasingly taking on a central role for additional media. Classical linear TV is still important, but for some audiences it has been developing from a primary medium to a secondary medium. Owing to the growing melding of classical-linear TV contents with online offerings (e.g. video-on-demand platforms or Web–TV, a great dynamic can be seen which has triggered numerous discussions about the future of TV for some time now. This article will summarize the results of two different audience studies. Film and television shows are meanwhile distributed online via Video-on-Demand platforms such as Netflix or Amazon Prime Video. The first audience study has dealt with the use of VoD-platforms in Germany investigating user rituals, user motivation to watch films and TV shows on these platforms, and the meaning of VoD in everyday life. Most of the participants in this study reported that they mainly watch TV drama series at Netflix or Amazon Prime. Therefore, the second audience study focused the online use of television drama series of individuals and couples elaborating the phenomenon of binge watching. In relating the audience practice to the new structures of the television market the article will shed light on the future of television.
A study examined kinds of messages prevalent in the media used by preteen and teenage girls, asking what messages are sent about goals, dating, careers, behavior, and appearance and its relationship to well being. Four media were the subject of the study, which comprised 12 samples from television programs, theatrical films, music videos, and teen…
As a result of cheaper, accessible, and user-friendly technologies, there is an increasing volume of videos created by children, yet these works often lack excellence. Strong pedagogical practice is important to nurture excellence in video production, but there is scant literature in this area. In this paper, I examine best practices through a…
According to the literature, video game playing can improve such cognitive skills as problem solving, abstract reasoning, and spatial logic. I test this hypothesis using The Child Development Supplement to the Panel Study of Income Dynamics. The endogeneity of video game playing is addressed by using panel data methods and controlling for an extensive list of child and family characteristics. To address the measurement error in video game playing, I instrument children's weekday time use with their weekend time use. After taking into account the endogeneity and measurement error, video game playing is found to positively affect children's problem solving ability. The effect of video game playing on problem solving ability is comparable to the effect of educational activities.
According to the literature, video game playing can improve such cognitive skills as problem solving, abstract reasoning, and spatial logic. I test this hypothesis using The Child Development Supplement to the Panel Study of Income Dynamics. The endogeneity of video game playing is addressed by using panel data methods and controlling for an extensive list of child and family characteristics. To address the measurement error in video game playing, I instrument children's weekday time use with their weekend time use. After taking into account the endogeneity and measurement error, video game playing is found to positively affect children's problem solving ability. The effect of video game playing on problem solving ability is comparable to the effect of educational activities. PMID:25705064
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 ...
... 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 ...
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Pyles, Damiana Gibbons
An ethics of youth media production is the interplay of identities, media literacy, and modality that shape the environment within which young people produce media, yet how "voice" is fostered and/or constrained in these environments could still be explored more fully. This paper stems from a larger qualitative study of how youth created…
Sessini, Phillipa; Leventer, Matei; Mahanti, Anirban
This paper experimentally examines the performance of streaming media applications over a CDMA2000 1xEV-DO network. The performance of streaming in a cellular network is tested across three different levels of mobility, two applications, and the two transport layer protocols, TCP and UDP. Findings of this study are that streaming applications are impacted more by sources of interference such as high-rise buildings than by increased velocity. Also, when the mobile client is stationary, high data rates and high video quality are consistently achieved. We also find that for the streaming applications considered, UDP streams outperform TCP streams, consistently achieving higher bandwidth.
Approaching the new media literacies as social practices through the lens of Participatory Culture Framework, the present study adapted new media literacies to online social networks and examined the social media literacy practices of international graduate students (IGSs). The data was collected through an online survey of 90 IGSs,…
Saskia Y. M. Mérelle
Full Text Available Objective: Problematic video-gaming or social media use may seriously affect adolescents’ health status. However, it is not very well known which health-related problems are most strongly related to these issues. To inform the development of prevention and intervention strategies, this study aims to gain a better understanding of the health-related problems and demographical factors associated with problematic video-gaming or social media use in early adolescence. Method: A cross-sectional analysis was performed on data collected by two Municipal Health Services in the Netherlands in 2013-2014. In this survey among youth, 21,053 students from secondary schools (mean age 14.4 years completed a web-based questionnaire. Multivariate analyses were carried out to assess the strength of the associations between mental health problems, life-events, lifestyle and substance use as independent variables, and problematic video-gaming and problematic social media use as dependent variables. Results: Of the participating students, 5.7% reported problematic video-gaming and 9.1% problematic social media use. Problematic video-gaming was most strongly associated with conduct problems, suicidal thoughts (all medium effect sizes, OR ≥2, p<0.01, sedentary behavior (large effect size, OR ≥3, p<0.01, and male gender (large effect size. Problematic social media use was highly associated with conduct problems, hyperactivity and sedentary behavior (all medium effect sizes. Additionally, female gender and non-Western ethnicity were relevant demographics (large and medium effect size. Conclusions: Most mental health problems were consistently associated with both problematic video-gaming and problematic social media use, though associations were only practically relevant for conduct problems (both groups, suicidal thoughts (problematic video-gaming and hyperactivity (problematic social media use. This study also highlights sedentary behavior as health risk as it
Salmon, Gilly; Ross, Bella; Pechenkina, Ekaterina; Chase, Anne-Marie
In this paper, we explore the benefits of using social media in an online educational setting, with a particular focus on the use of Facebook and Twitter by participants in a Massive Open Online Course (MOOC) developed to enable educators to learn about the Carpe Diem learning design process. We define social media as digital social tools and…
This paper explores the use of video-stimulated recall as a reflective approach for supporting the development of third spaces in action research. The concept of third spaces is used as a conceptual descriptor of the specific intercultural context and relations between the researcher and participants present within the project. The paper…
Ivory, James D; Magee, Robert G
Portable media consoles are becoming extremely popular devices for viewing a number of different types of media content, both for entertainment and for educational purposes. Given the increasingly heavy use of portable consoles as an alternative to traditional television-style monitors, it is important to investigate how physiological and psychological effects of portable consoles may differ from those of television-based consoles, because such differences in physiological and psychological responses may precipitate differences in the delivered content's effectiveness. Because portable consoles are popular as a delivery system for multiple types of media content, such as movies and video games, it is also important to investigate whether differences between the effects of portable and television-based consoles are consistent across multiple types of media. This article reports a 2 x 2 (console: portable or television-based x medium: video game or movie) mixed factorial design experiment with physiological arousal and self-reported flow experience as dependent variables, designed to explore whether console type affects media experiences and whether these effects are consistent across different media. Results indicate that portable media consoles evoke lower levels of physiological arousal and flow experience and that this effect is consistent for both video games and movies. These findings suggest that even though portable media consoles are often convenient compared to television-based consoles, the convenience may come at a cost in terms of the user experience.
Full Text Available In this paper, we explore the benefits of using social media in an online educational setting, with a particular focus on the use of Facebook and Twitter by participants in a Massive Open Online Course (MOOC developed to enable educators to learn about the Carpe Diem learning design process. We define social media as digital social tools and environments located outside of the provision of a formal university-provided Learning Management System. We use data collected via interviews and surveys with the MOOC participants as well as social media postings made by the participants throughout the MOOC to offer insights into how participants’ usage and perception of social media in their online learning experiences differed and why. We identified that, although some participants benefitted from social media by crediting it, for example, with networking and knowledge-sharing opportunities, others objected or refused to engage with social media, perceiving it as a waste of their time. We make recommendations for the usage of social media for educational purposes within MOOCs and formal digital learning environments.
Full Text Available This paper explores the development and impact of the author’s TELE (Technology Enhanced Learning Environment action research project for individualising media practice education. The latest iteration of different classroom methodologies being employed to develop high-level skills in media production, the author has combined an interactive eLearning approach with instructional videos and, crucially, an individual feedback loop in order to widen access to the curriculum and create a more efficient teaching and learning environment. The focus therefore is on student engagement and organisational efficiencies as a result of the research. It should be noted that there has been no funding attached to this work, nor are there any institutional imperatives or other stakeholder involvement in this research. This project has been undertaken by the author as an evolutionary development of the various methodologies developed, cognisant of the increased technology literacy of the student cohort. The educational benefit of bringing video instruction into the curriculum as part of the project is examined as a creative pedagogy of direct benefit to students rather than as a subliminal marketing tool that other systems are often used for. Over 16K words of written data was collected during the project, and this is analysed both quantitatively and qualitatively with reference to the initial objectives of the research
Tarasov, Vasily E.
A review of different approaches to describe anisotropic fractal media is proposed. In this paper, differentiation and integration non-integer dimensional and multi-fractional spaces are considered as tools to describe anisotropic fractal materials and media. We suggest a generalization of vector calculus for non-integer dimensional space by using a product measure method. The product of fractional and non-integer dimensional spaces allows us to take into account the anisotropy of the fractal media in the framework of continuum models. The integration over non-integer-dimensional spaces is considered. In this paper differential operators of first and second orders for fractional space and non-integer dimensional space are suggested. The differential operators are defined as inverse operations to integration in spaces with non-integer dimensions. Non-integer dimensional space that is product of spaces with different dimensions allows us to give continuum models for anisotropic type of the media. The Poisson's equation for fractal medium, the Euler-Bernoulli fractal beam, and the Timoshenko beam equations for fractal material are considered as examples of application of suggested generalization of vector calculus for anisotropic fractal materials and media.
F. Boronat (Fernando); R.N. Mekuria (Rufael); M.A. Montagud Climent (Mario); P.S. Cesar Garcia (Pablo Santiago)
htmlabstractCurrent societal changes are transforming the way people retrieve, annotate, and share media. While in the past users gathered together around media content, this has become an exception rather than the norm. As demonstrated by the popularity of social networking and personal
Adopting a literacy perspective towards student interactions with digital media can extend and develop views of second language (L2) listening comprehension. In this case study, variations in "play" are grounded in a media literacy perspective as a way to frame student work with authentic videotext. Twenty-two Australian students of…
journal.media-culture.org.au/index.php/mcjournal/article/viewArticle/364Two. 8 Taylor Dewey , Juliane Kaden, Miriam Marks, Shun Matsushima, and Beijing Zhu. “The...81 John L. Hochheimer, and Mohammed Al-Emad, “Social Media in the Arab Spring: Hope and the Spiral of Voice,” 5th Global...available. Government forces, at the same time, were unaware the shift to social 115 Taylor Dewey
Poell, T.; van Dijck, J.
This introduction to the special section on the construction of public space in social media activism discusses (1) the types of social media practices involved in the construction of publicness during contemporary episodes of popular contention, (2) the particular political institutional contexts
Young people bring their own media and literacy practices to school as an important part of their identity, taste and social life. These practices are changing the media ecology of schools, making the physical boundaries of schools more permeable and creating new, unofficial spaces at school. During peer-based learning, the enhanced media…
Full Text Available 2016, vol. 41(13): 3086-3089 Encoding information using Laguerre Gaussian modes over free space turbulence media Trichili A Salem AB Dudley A Zghal M Forbes A ABSTRACT: We experimentally demonstrate an efficient information transmission...
U.S. Government. References 1. Ballan L, Bertini M, Del Bimbo A, Serra G (2011) Enriching and localizing semantic tags in internet videos. In: MM 1541...T, Ballan L, Bertini M, Del Bimbo A (2013) An evaluation of nearest-neighbor methods for tag refinement. In: ICME 1–6 38. van de Sande K, Gevers T
Hamlen, Karla R.
In this study, an online survey was utilized to investigate relationships among participants' willingness to cheat in academic or business settings and the strategies they tend to utilize in video game play. 113 participants completed the survey, and 86 students (23 middle school, 44 high school, 8 college undergraduate, and 11 graduate) yielded…
Nancy K. Rivenburgh
Full Text Available Peace scholars have emphasized the importance of locating peace education outside of formal education or mainstream political rhetoric and into our daily interactions with media, religion, art, music, or sport. This essay argues that the context of international media-sport, despite its emphasis on confrontation and national competition, may offer what Bruck (1989; 1993 calls ‘discursive opportunities’ or ‘spaces’ for peace. After reviewing the relationships among sport, media, and peace, the author identifies five attributes, or facilitative conditions, that are known to foster cooperative and non-violent intergroup relations and are compatible with media narratives of sport. The attributes, derived from the literatures of intercultural communication, social psychology, and peace studies, include: cooperative framing, humanizing the other, conferring status on international relationships, equalization, and positive expectations through ritualization. Examples of how these attributes may appear as story elements are presented in order to demonstrate that subtle, yet persistent, messages for peace might be located within the dominant media narratives of sport.
Drawing on the fields of postcolonial studies and media theory, this article analyzes Frances Calvert’s 1990 documentary, Talking Broken, which, inter alia, looks at the role of space, place and media amongst Australia’s ‘other’ Indigenous minority, Torres Strait Islanders. The article explores the historical and geographical complexity of the space-place-media relation (particularly in terms of the centre-periphery relations between the Torres Strait and the Australian mainland, and considers the extent to which Calvert – after the Australian bicentenary of 1988 – is able to absorb and playfully challenge such formulations. More broadly, it considers the extent to which contemporary Indigenous media might go further and enact a shift from absorbing and challenging such formulations to taking control of media institutions themselves.
Ortiz de Gortari, Angelica; Eltayeb, Rawia
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...
Wright, Scott; Graham, Todd; Jackson, Daniel; Bruns, Axel; Skogerbø, Eli; Christensen, Christian; Larsson, Anders Olof; Enli, Gunn Sara
Theoretical and empirical research into online politics to date has primarily focused on what might be called formal politics or on how activists and social movements utilize social media to pursue their goals. However, in this chapter, we argue that there is much to be gained by investigating how
This study responds to a need for research in a fast-growing and significant area of study, that of exploring, understanding and documenting the numerous ways that multiply marginalized LGBTQ youth use social media as part of their everyday experiences in an attempt to safely navigate their lives through learning, participating, engaging,…
This article attempts an examination of the variegated professional career of Yemi Ogunbiyi (YO), one of the most prominent shapers of the contemporary media practice in Nigeria and his contributions to Nigerian theatre scholarship; literary criticism and new journalism in Nigeria. It traces his vocational origins as a theatre ...
P.A. Arora (Payal)
textabstractIt has taken the past decade to commonly acknowledge that online space is tethered to real place. From euphoric conceptualizations of social media spaces as a novel, unprecedented and revolutionary entity, the dust has settled, allowing for talk of boundaries and ties to real-world
Full Text Available Through genre structure analysis of the Television´s Zagreb First Channel schedule from the beginning of 1970´s till the end of the 1980´s accompanied by analysis of advertising in same period, the paper will examine the ways and intensity of commercialization entrance in Croatian media space dominated then by state media. Television schedule genre change and the broadcast of economic propaganda program will point out the different character of the television. It can be said that it will serve for preparing the public for commercialization entrance and guidance of structural media space towards its fusion with advertising one. The assumption is that in spite of the TV schedule change, which was in economic sense accompanied by economy reforms in order to establish market economy, the public wasn´t yet delivered to advertisers. One of the clarification lies in the role of the media, which then had revolutionary function with main purpose of not the voters’ generation but only to create patriots. The paper will reproduce a kind of public transformation genesis from latent status in state guided media system to same status of latent consumers in dual media model.
S.Y.M. Mérelle (Saskia); A. Kleiboer (Annet); M. Schotanus (Miriam); T.L.M. Cluitmans (Theresia L. M.); C.M. Waardenburg (Cornelia M.); D. Kramer (Danielle); H. van de Mheen (Dike); A.J. van Rooij (Antonius)
markdownabstract_Objective:_ Problematic video-gaming or social media use may seriously affect adolescents’ health status. However, it is not very well known which health-related problems are most strongly related to these issues. To inform the development of prevention and intervention strategies,
This document presents an executive summary of a study that examined messages sent to adolescent girls (ages 10 to 17) across 6 types of media most heavily used by adolescent girls: television, movies, magazines, music videos, television commercials, and magazine advertisements. The study asked what messages are sent about gender roles--primarily…
Wright, Chrysalis L.; Rubin, Mark
This study examined the relationship between sexual content in music and sexual cognitions and risk among emerging adults in the USA and Australia. Music content was examined via lyrics, videos and social media. It was hypothesised that there would be a positive association between sexual content in music and sexual cognitions and risk. Sexual…
Smith, David K.
Social media provide a unique arena in which chemists can communicate directly with an international audience from a wide range of backgrounds. In particular, YouTube offers a rich environment through which students of chemistry and members of the general public can be engaged, and chemophobia can be addressed. This article describes the…
Kirman, Joseph M.
Observes that the influence of television and media violence on children's behavior is of concern to many people. Examines research related to the influence of such violence on children's behavior and to teaching about the differences between television and real-life violence. Makes suggestions for dealing with this concern. (DSK)
Koehler, Matthew; Yadav, Aman; Phillips, Michael; Cavazos-Kottke, Sean
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…
Redmond, Sarah Ann
In the wake of large-scale disasters, many individuals seek out graphic news coverage of the event, but prior research has not examined who these individuals are and what motivates them to do so. The present study used a mixed-methods design to identify who seeks out graphic images, the correlates of viewing this coverage, and motivations for doing so by looking at individuals who watched a beheading video created by the terrorist group ISIS (Islamic State of Iraq and Syria). These questions ...
Web 2.0 technology has supported the arrival of various social and collaborative applications. Those applications, which is known as social media, provide an opportunity for users to express their opinions and share their knowledge and thoughts with others in online space. This provides opportunities for reseachers to extend their research setting and generate data within a broader environement. As a result, researchers have increasingly turned to social media sites to practice their resea...
Strasburger, Victor C
The American Academy of Pediatrics recognizes that exposure to mass media (eg, television, movies, video and computer games, the Internet, music lyrics and videos, newspapers, magazines, books, advertising) presents health risks for children and adolescents but can provide benefits as well. Media education has the potential to reduce the harmful effects of media and accentuate the positive effects. By understanding and supporting media education, pediatricians can play an important role in reducing harmful effects of media on children and adolescents.
Full Text Available ISIS recruits on a 24/7 basis in over 21 languages over the Internet using videos, memes, tweets and other social media postings and swarming in on anyone that retweets, likes or endorses their materials to try to seduce them into the group. Their unprecedented social media drive has resulted in over 30,000 foreign fighters from more than 100 countries migrating to Syria and Iraq. ISIS recruitment in the U.S. is for the most part Internet based and has resulted in the actual and attempted recruitment of over 100 individuals residing in the U.S. with over 200 Americans traveling to Syria to join terrorist groups. To date very little counter-narrative material exists and most of it is cognitive versus emotionally impactful. The International Center for the Study of Violent Extremism (ICSVE Breaking the ISIS Brand – the ISIS Defectors Interviews Project has managed to collect 43 ISIS defector interviews and thus far produce two video clips of ISIS defectors denouncing the group which were focus tested in this research in a small normative college student sample of 75 undergraduate students. The results demonstrate that American college students find the videos authentic, disturbing and turn them away from ISIS, fulfilling the goals that the project is aiming for in producing counter-narrative materials.
Full Text Available This research addresses jobsheet and trainer learning media development for maintenance and repairment of Audio System in Audio Video Workshop Course (PTEL65 for Electrical Engineering Education student Universitas Negeri Malang. This development research was refered to Development Model suggested by Sugiyono. The result of this research were jobsheet and trainer for maintenance and repairment of Audio System supplemented with test point to measure and determine input and output of signal forms in each audio systme diagram block. The product then were set on trial within Electrical Engineering Education students Universitas Negeri Malang who have enrolled Audio Video Workshop Course year 2012/2013 and 2013/2014. The result of product trial accomplished 88.30% and categorized as appropriate. Validity examination was also cinducted. The results were 92.80% from material expertise, 91.60% from media expertise. Hence, jobsheet and trainer learning media development for maintenance and repairment of Audio System in Audio Video Workshop Course (PTEL65 is appropriate to be used in Electrical Engineering Education Department Universitas Negeri Malang= Penelitian ini bertujuan untuk mengembangkan media ajar berupa jobsheet dan trainer perawatan dan perbaikan Sistem Audio pada matakuliah Workshop Audio Video (PTEL665 untuk mahasiswa program studi Pendidikan Teknik Elektro Universitas Negeri Malang. Penelitian pengembangan ini mengacu model pengembangan Sugiyono. Hasil pengembangan media ajar berupa jobsheet dan trainer perawatan dan perbaikan Sistem Audio, yang dilengkapi dengan test point untuk mengukur dan mengetahui bentuk sinyal input dan output pada masing-masing blok diagram Sistem Audio dan saklar kesalahan untuk mengetahui kesalahan, dan menentukan langkah perbaikan Sistem Audio. Produk diujicobakan pada mahasiswa Pendidikan Teknik Elektro yang sudah menempuh matakuliah Workshop Audio Video angkatan 2012/2013 dan 2013/2014. Hasil uji coba pada
Gubbin, Christopher R.; Maier, Stefan A.; De Liberato, Simone
We introduce a real-space technique able to extend the standard Hopfield approach commonly used in quantum polaritonics to the case of inhomogeneous lossless materials interacting with the electromagnetic field. We derive the creation and annihilation polaritonic operators for the system normal modes as linear, space-dependent superpositions of the microscopic light and matter fields. We prove their completeness and invert the Hopfield transformation expressing the microscopic fields as functions of the polaritonic operators. As an example, we apply our approach to the case of a planar interface between vacuum and a polar dielectric, showing how we can consistently treat both propagative and surface modes, and express their nonlinear interactions, arising from phonon anharmonicity, as polaritonic scattering terms. We also show that our theory, including the proof of completeness, can be naturally extended to the case of dissipative materials.
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Classen, J; Bruehschwein, A; Meyer-Lindenberg, A; Mueller, R S
Ultrasound imaging (US) of the tympanic bulla (TB) for diagnosis of canine otitis media (OM) is less expensive and less invasive than cross-sectional imaging techniques including computed tomography (CT) and magnetic resonance imaging (MRI). Video otoscopy (VO) is used to clean inflamed ears. The objective of this study was to investigate the diagnostic value of US and VO in OM using cross-sectional imaging as the reference standard. Client owned dogs with clinical signs of OE and/or OM were recruited for the study. Physical, neurological, otoscopic and otic cytological examinations were performed on each dog and both TB were evaluated using US with an 8 MHz micro convex probe, cross-sectional imaging (CT or MRI) and VO. Of 32 dogs enrolled, 24 had chronic otitis externa (OE; five also had clinical signs of OM), four had acute OE without clinical signs of OM, and four had OM without OE. Ultrasound imaging was positive in three of 14 ears, with OM identified on cross-sectional imaging. One US was false positive. Sensitivity, specificity, positive and negative predictive values and accuracy of US were 21%, 98%, 75%, 81% and 81%, respectively. The corresponding values of VO were 91%, 98%, 91%, 98% and 97%, respectively. Video otoscopy could not identify OM in one case, while in another case, although the tympanum was ruptured, the CT was negative. Ultrasound imaging should not replace cross-sectional imaging for the diagnosis of canine OM, but can be helpful, and VO was much more reliable than US. Copyright © 2016 Elsevier Ltd. All rights reserved.
Konstantinidis, S; Fernandez-Luque, L; Bamidis, P; Karlsen, R
An increasing amount of health education resources for patients and professionals are distributed via social media channels. For example, thousands of health education videos are disseminated via YouTube. Often, tags are assigned by the disseminator. However, the lack of use of standardized terminologies in those tags and the presence of misleading videos make it particularly hard to retrieve relevant videos. i) Identify the use of standardized medical thesauri (SNOMED CT) in YouTube Health videos tags from preselected YouTube Channels and demonstrate an information technology (IT) architecture for treating the tags of these health (video) resources. ii) Investigate the relative percentage of the tags used that relate to SNOMED CT terms. As such resources may play a key role in educating professionals and patients, the use of standardized vocabularies may facilitate the sharing of such resources. iii) Demonstrate how such resources may be properly exploited within the new generation of semantically enriched content or learning management systems that allow for knowledge expansion through the use of linked medical data and numerous literature resources also described through the same vocabularies. We implemented a video portal integrating videos from 500 US Hospital channels. The portal integrated 4,307 YouTube videos regarding surgery as described by 64,367 tags. BioPortal REST services were used within our portal to match SNOMED CT terms with YouTube tags by both exact match and non-exact match. The whole architecture was complemented with a mechanism to enrich the retrieved video resources with other educational material residing in other repositories by following contemporary semantic web advances, in the form of Linked Open Data (LOD) principles. The average percentage of YouTube tags that were expressed using SNOMED CT terms was about 22.5%, while one third of YouTube tags per video contained a SNOMED CT term in a loose search; this analogy became one tenth in
Moezzi, Saied; Katkere, Arun L.; Jain, Ramesh C.
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.
Kam, Jonathan; Ainsworth, Hannah; Handmer, Marcus; Louie-Johnsun, Mark; Winter, Matthew
Continuing education of health professionals is important for delivery of quality health care. Surgical nurses are often required to understand surgical procedures. Nurses need to be aware of the expected outcomes and recognize potential complications of such procedures during their daily work. Traditional educational methods, such as conferences and tutorials or informal education at the bedside, have many drawbacks for delivery of this information in a universal, standardized, and timely manner. The rapid uptake of portable media devices makes portable video media (PVM) a potential alternative to current educational methods. To compare PVM to standard verbal communication (SVC) for surgical information delivery and educational training for nurses and evaluate its impact on knowledge acquisition and participant satisfaction. Prospective, multicenter, randomized controlled crossover trial. Two hospitals: Gosford District Hospital and Wyong Hospital. Seventy-two nursing staff (36 at each site). Information delivery via PVM--7-minute video compared to information delivered via SVC. Knowledge acquisition was measured by a 32-point questionnaire, and satisfaction with the method of education delivery was measured using the validated Client Satisfaction Questionnaire (CSQ-8). Knowledge acquisition was higher via PVM compared to SVC 25.9 (95% confidence interval [CI] 25.2-26.6) versus 24.3 (95% CI 23.5-25.1), p = .004. Participant satisfaction was higher with PVM 29.5 (95% CI 28.3-30.7) versus 26.5 (95% CI 25.1-27.9), p = .003. Following information delivery via SVC, participants had a 6% increase in knowledge scores, 24.3 (95% CI 23.5-25.1) versus 25.7 (95% CI 24.9-26.5) p = .001, and a 13% increase in satisfaction scores, 26.5 (95% CI 25.1-27.9) versus 29.9 (95% CI 28.8-31.0) p < .001, when they crossed-over to information delivery via PVM. PVM provides a novel method for providing education to nurses that improves knowledge retention and satisfaction with the
Tarasov, Vasily E.
We suggest a generalization of vector calculus for the case of non-integer dimensional space. The first and second orders operations such as gradient, divergence, the scalar and vector Laplace operators for non-integer dimensional space are defined. For simplification we consider scalar and vector fields that are independent of angles. We formulate a generalization of vector calculus for rotationally covariant scalar and vector functions. This generalization allows us to describe fractal media and materials in the framework of continuum models with non-integer dimensional space. As examples of application of the suggested calculus, we consider elasticity of fractal materials (fractal hollow ball and fractal cylindrical pipe with pressure inside and outside), steady distribution of heat in fractal media, electric field of fractal charged cylinder. We solve the correspondent equations for non-integer dimensional space models.
Scott, David W.
In the brief span of about six years (2004-2010), social media radically enhanced people's ways of maintaining recreational friendships. Social media's impact on public affairs (PAO) and community engagement is equally striking: NASA has involved millions of non-NASA viewers in its activities via outward-facing social media, often in a very two-way street fashion. Use of social media as an internal working tool by NASA's tens of thousands of civil servants, onsite contractor employees, and external stakeholders is evolving more slowly. This paper examines, from an engineer's perspective, Marshall Space Flight Center s (MSFC) efforts to bring the power of social media to the daily working environment. Primary emphasis is on an internal Social Networking Service called Explornet that could be scaled Agency-wide. Other topics include MSFC use of other social media day-to-day for non-PAO purposes, some specialized uses of social techniques in space flight control operations, and how to help a community open up so it can discover and adopt what works well.
Vasbø, Kristin Beate; Silseth, Kenneth; Erstad, Ola
The aim of this article is to gain knowledge about what it means to be a learner using social media in an educational setting. The article presents an ethnographic study of students in a multiethnic community in Oslo who participate in a social networking site called Space2cre8 (S28). In this article, we set out to explore the kind of space for…
Although increasingly encouraged to incorporate new media into classrooms to prepare students for engaged participation in a digital world, teachers are often taken by surprise when paradigm clashes arise between traditional school expectations and the affordances of these new spaces. Students, at the same time, are faced with making sense of the…
Schavemaker, J.G.M.; Doets, P.J.O.; Bailer, W.; Stiegler, H.; Lee, F.; Neuschmied, H.; Kraaij, W.; Brandt, P.; Eendebak, P.T.; Ranguelova, E.B.; Thean, A.H.C.
Video fingerprinting is een bewezen en commercieel verkrijgbare techniek die ingezet kan worden om kopieën van of videomateriaal op te sporen. Video fingerprinting vergelijkt digitale video’s met elkaar en moet typisch kunnen omgaan met zaken zoals verschillende video codecs, veranderde resolutie,
Bourgonjon, Jeroen; Soetaert, Ronald
... 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...
Full Text Available Background: There is international consensus of the need for improved palliative and end-of-life care in hospital settings. What is less clear is how such improvements might be realised in practice. Research and practice improvement methodologies need to acknowledge the relational, spiritual, moral and ethical as well as physical dimensions of death and dying if improvements in care are to be achieved. Aims and objectives: The aim of this article is to explore the potential of video-reflexive ethnography as a practice development methodology to improve care of people with a life-limiting illness in the hospital setting. Methods: The study used video-reflexive ethnography and was underpinned by an indigenous research ethical framework. Findings: Study findings highlight the potential of video-reflexive ethnography as a practice development methodology. The reach of video extended internally and externally beyond immediate practice research sites to make hospital dying tangible. The research acted as a disruptive innovation, foregrounding peoples’ (patients and families expertise as well as that of healthcare workers. For some patient and family participants, the research offered a visual legacy. Conclusions: The theories underpinning video-reflexive ethnography and practice development are closely aligned; the former has potential as a practice development methodology to promote person-centred palliative and end-of-life care. The underpinning philosophical, ethical and values framework through which it is applied, along with the skills and aptitude of facilitation, are critical if its potential is to be realised. Implications for practice development: The delivery of person-centred end-of-life care may be facilitated by: Healthcare workers seeing themselves and those they care for differently Healthcare organisations seeing their employees as well as patients and families differently Researchers also being prepared to see themselves differently
In the middle of the twentieth century, long before video games were even imagined as a mode of popular entertainment, religious theorist Mircea Eliade argued that the recognition of the "sacred...
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...
Ostrowski, Jeffrey R.; Sarhan, Nabil J.
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.
Pio Alfredo Di Tore
Full Text Available The perspective-taking skills require the ability to manipulate spatial reference systems and are the basis of the empathetic process. Empathy, in its relations with space representation and manipulation of spatial reference systems, is the investigation subject of this work, whose aim is the design of a videogame aimed at the measurement of the player's perspective taking skills. The idea of creating a video game on perspective taking is based on a classic Piagetian task, the three mountains problem, object of recent attention by the Italian scientific community that is involved in research in education. The current stage of the project has produced a video game, now in alpha testing release. The article discusses the software theoretical framework (spatial theory of empathy, describes the choices made in the design stage and comment on first results obtained during the alpha testing.
Li, Yu-Chuan; Crain, Steven; Hsu, Min-Huei; Wang, Yao-Chin; Khandregzen, Dorjsuren; Chuluunbaatar, Enkhzaya; Nguyen, Phung Anh
Introduction The amount of information being uploaded onto social video platforms, such as YouTube, Vimeo, and Veoh, continues to spiral, making it increasingly difficult to discern reliable health information from misleading content. There are thousands of YouTube videos promoting misleading information about anorexia (eg, anorexia as a healthy lifestyle). Objective The aim of this study was to investigate anorexia-related misinformation disseminated through YouTube videos. Methods We retrieved YouTube videos related to anorexia using the keywords anorexia, anorexia nervosa, proana, and thinspo on October 10, 2011.Three doctors reviewed 140 videos with approximately 11 hours of video content, classifying them as informative, pro-anorexia, or others. By informative we mean content describing the health consequences of anorexia and advice on how to recover from it; by pro-anorexia we mean videos promoting anorexia as a fashion, a source of beauty, and that share tips and methods for becoming and remaining anorexic. The 40 most-viewed videos (20 informative and 20 pro-anorexia videos) were assessed to gauge viewer behavior. Results The interrater agreement of classification was moderate (Fleiss’ kappa=0.5), with 29.3% (n=41) being rated as pro-anorexia, 55.7% (n=78) as informative, and 15.0% (n=21) as others. Pro-anorexia videos were favored 3 times more than informative videos (odds ratio [OR] 3.3, 95% CI 3.3-3.4, Panorexia information was identified in 29.3% of anorexia-related videos. Pro-anorexia videos are less common than informative videos; however, in proportional terms, pro-anorexia content is more highly favored and rated by its viewers. Efforts should focus on raising awareness, particularly among teenagers, about the trustworthiness of online information about beauty and healthy lifestyles. Health authorities producing videos to combat anorexia should consider involving celebrities and models to reach a wider audience. More research is needed to study
Syed-Abdul, Shabbir; Fernandez-Luque, Luis; Jian, Wen-Shan; Li, Yu-Chuan; Crain, Steven; Hsu, Min-Huei; Wang, Yao-Chin; Khandregzen, Dorjsuren; Chuluunbaatar, Enkhzaya; Nguyen, Phung Anh; Liou, Der-Ming
The amount of information being uploaded onto social video platforms, such as YouTube, Vimeo, and Veoh, continues to spiral, making it increasingly difficult to discern reliable health information from misleading content. There are thousands of YouTube videos promoting misleading information about anorexia (eg, anorexia as a healthy lifestyle). The aim of this study was to investigate anorexia-related misinformation disseminated through YouTube videos. We retrieved YouTube videos related to anorexia using the keywords anorexia, anorexia nervosa, proana, and thinspo on October 10, 2011.Three doctors reviewed 140 videos with approximately 11 hours of video content, classifying them as informative, pro-anorexia, or others. By informative we mean content describing the health consequences of anorexia and advice on how to recover from it; by pro-anorexia we mean videos promoting anorexia as a fashion, a source of beauty, and that share tips and methods for becoming and remaining anorexic. The 40 most-viewed videos (20 informative and 20 pro-anorexia videos) were assessed to gauge viewer behavior. The interrater agreement of classification was moderate (Fleiss' kappa=0.5), with 29.3% (n=41) being rated as pro-anorexia, 55.7% (n=78) as informative, and 15.0% (n=21) as others. Pro-anorexia videos were favored 3 times more than informative videos (odds ratio [OR] 3.3, 95% CI 3.3-3.4, Panorexia information was identified in 29.3% of anorexia-related videos. Pro-anorexia videos are less common than informative videos; however, in proportional terms, pro-anorexia content is more highly favored and rated by its viewers. Efforts should focus on raising awareness, particularly among teenagers, about the trustworthiness of online information about beauty and healthy lifestyles. Health authorities producing videos to combat anorexia should consider involving celebrities and models to reach a wider audience. More research is needed to study the characteristics of pro-anorexia videos
Fischer, Peter; Kastenmüller, Andreas; Greitemeyer, Tobias
Abstract A recent development in video games is that players can design and personalize their own in-game characters. It was predicted that this innovation could lead to elevations in the intensity of the psychological effects of video games. The present study confirmed this hypothesis, revealing that participants who played an aggressive video game using their own, personalized character exhibited higher levels of aggressive behavior than participants who played an aggressive game...
Rivera, Reynaldo; Santos, David; Brändle, Gaspar; Cárdaba, Miguel Ángel M
Exposure to media violence might have detrimental effects on psychological adjustment and is associated with aggression-related attitudes and behaviors. As a result, many media literacy programs were implemented to tackle that major public health issue. However, there is little evidence about their effectiveness. Evaluating design effectiveness, particularly regarding targeting process, would prevent adverse effects and improve the evaluation of evidence-based media literacy programs. The present research examined whether or not different relational lifestyles may explain the different effects of an antiviolence intervention program. Based on relational and lifestyles theory, the authors designed a randomized controlled trial and applied an analysis of variance 2 (treatment: experimental vs. control) × 4 (lifestyle classes emerged from data using latent class analysis: communicative vs. autonomous vs. meta-reflexive vs. fractured). Seven hundred and thirty-five Italian students distributed in 47 classes participated anonymously in the research (51.3% females). Participants completed a lifestyle questionnaire as well as their attitudes and behavioral intentions as the dependent measures. The results indicated that the program was effective in changing adolescents' attitudes toward violence. However, behavioral intentions toward consumption of violent video games were moderated by lifestyles. Those with communicative relational lifestyles showed fewer intentions to consume violent video games, while a boomerang effect was found among participants with problematic lifestyles. Adolescents' lifestyles played an important role in influencing the effectiveness of an intervention aimed at changing behavioral intentions toward the consumption of violent video games. For that reason, audience lifestyle segmentation analysis should be considered an essential technique for designing, evaluating, and improving media literacy programs. © The Author(s) 2016.
Qaed, Fatema; Briggs, Jo; Cockton, Gilbert
We present our experiences of novel value from online social media for Participative Design (PD) research. We describe how particular social media (e.g. Facebook, Pinterest, WhatsApp and Twitter) were used during a five-year project on learning space design by the researcher and interested teachers across all research phases (contextual review, user studies, PD action research). Social media were used to source and share comments, photographs and video documentation, supporting participation ...
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...
Hayes, Elisabeth R., Ed.; Duncan, Sean C., Ed.
As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century. In this book, the authors consider games and just as importantly, the social interactions around games,…
Background: Music videos contain sexual content often reflecting women as promiscuous, submissive, or passive. Few studies have examined gender- and sex-related attitudes in African American females, particularly across genres of music videos. Purpose: Using constructs from Cultivation Theory, Theory of Gender and Power and Social Cognitive…
Khan, Aafaque; Sridhar, Apoorva
The previous decade saw the emergence of internet in the new avatar popularly known as Web 2.0. After its inception, Internet (also known as Web 1.0) remained centralized and propriety controlled; the information was displayed in form of static pages and users could only browse through these pages connected via URLs (Unique Resource Locator), links and search engines. Web 2.0, on the other hand, has features and tools that allow users to engage in dialogue, interact and contribute to the content on the World Wide Web. As a Result, Social Media has become the most widely accepted medium of interactive and participative dialogue around the world. Social Media is not just limited to Social Networking; it extends from podcasts, webcasts, blogs, micro-blogs, wikis, forums to crowd sourcing, cloud storage, cloud computing and Voice over Internet Protocol. World over, there is a rising trend of using Social Media for Space Education and Outreach. Governments, Space Agencies, Universities, Industry and Organizations have realized the power of Social Media to communicate advancement of space science and technology, updates on space missions and their findings to the common man as well as to the researchers, scientists and experts around the world. In this paper, the authors intend to discuss, the perspectives, of young students and professionals in the space industry on various present and future possibilities of using Social Media in space outreach and citizen science, especially in India and other developing countries. The authors share a vision for developing Social Media platforms to communicate space science and technology, along innovative ideas on participative citizen science projects for various space based applications such as earth observation and space science. Opinions of various young students and professionals in the space industry from different parts of the world are collected and reflected through a comprehensive survey. Besides, a detailed study and
Questions regarding the relation between media and morality have been a lasting concern. Can media exposure shape or alter moral values? Does morality influence how audience members select, interpret and respond to media content? Attempts to answer such questions are hindered by the complex nature
simulations), which are accompanied by a much less-dense cloud of subrnicron ice droplets produced when the evaporated/sublimed water gas overexpands and...Focus, pan and tilt angles, and angular field are controlled from the crew cabin with the aid of a monochrome video monitor. (Some of these cameras...ice particles when this gas has become overexpanded . 2) The angular spreads of the two types of particle are the same within experimental uncertainty
Liu, Hsiou-Yuan; Jonas, Eric; Tian, Lei; Zhong, Jingshan; Recht, Benjamin; Waller, Laura
We demonstrate the use of phase-space imaging for 3D localization of multiple point sources inside scattering material. The effect of scattering is to spread angular (spatial frequency) information, which can be measured by phase space imaging. We derive a multi-slice forward model for homogenous volumetric scattering, then develop a reconstruction algorithm that exploits sparsity in order to further constrain the problem. By using 4D measurements for 3D reconstruction, the dimensionality mismatch provides significant robustness to multiple scattering, with either static or dynamic diffusers. Experimentally, our high-resolution 4D phase-space data is collected by a spectrogram setup, with results successfully recovering the 3D positions of multiple LEDs embedded in turbid scattering media.
National Aeronautics and Space Administration — Space-based imaging sensors are important for NASA's mission in both performing scientific measurements and producing literature and documentary cinema. The recent...
Lyons, Elizabeth J.; Valle, Carmina G.
IN BRIEF The majority of patients with type 2 diabetes are not active at recommended levels, and many do not have access to behavior change programs to support lifestyle change. Thus, tools and programs designed to promote the adoption and maintenance of physical activity using technology may be helpful. This article reviews the evidence regarding the use of technology tools such as the Internet, mobile applications, social media, and video games and provides suggestions for evaluating the potential benefit of such tools for behavior change. PMID:25717278
Wu, Qian-Fu; Yu, Ying-Hua; Zhu, Xiao; Cui, Ying; Mo, Qin-Guo; Wei, Chang-Yuan; Lin, Xue-Juan; Liu, Xue-Ying; Xie, Wei-Kang; Gan, Shui; Lei, Wei
Endoscopic techniques are promising in breast surgery. In order to create working space, liposuction is widely used in video-assisted breast surgery (VABS). However, the use of liposuction is likely associated with side effects that may partly limit the application of VABS. Therefore, a new technique of endoscopic axillary lymphadenectomy without prior liposuction was developed by our group. A total of 106 female patients underwent VABS, with special adaptation of the video-assisted surgical ...
Full Text Available ... Amaurosis Low Vision Refractive Errors Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: Amblyopia NEI Home Contact Us A-Z Site Map NEI on Social Media Information in Spanish (Información en español) Website, ...
a member of the American Y Codes Society of Photogrammetry . D va±1 apnd/or ABSTRACT A cooperative effort between four government recently resulted in...video tapes# to movie film, to transparencies, to paper photographic prints, to paper maps, charts, and documents. Bach of these media has its own space...perspective terrain views, engineering "* drawihgs, harbor charts, ground photographs, slides, movies , video tapes# documents, and organizaticnal logos
.... Tradigital allows us to use online behaviour to track the effectiveness of online and offline media, not simply the correlation of TV airings with search activity, but also by employing a bevy...
Fink, Patrick W.; Ngo, Phong; Schlesinger, Adam
The movie describes collaboration between NASA and Vint Cerf on the development of Disruption Tolerant Networks (DTN) for use in space exploration. Current evaluation efforts at Johnson Space Center are focused on the use of DTNs in space communications. Tests include the ability of rovers to store data for later display, tracking local and remote habitat inventory using radio-frequency identification tags, and merging networks.
National Aeronautics and Space Administration — Windows in habitable modules represent significant design and operations impacts to future spacecraft, yet viewing requirements, both electronic and passive,...
Her, Jiun-Jhy; Hamlyn, Jim
Interactive technologies, including electronic devices are increasingly being utilized as a medium for artistic expression and have been placed in freely accessible public environments with mixed results. When audiences encounter computer-based interactive media arts in a public space they are drawn by various interactivities, to play and experiment with them. However, whether the audience is able to gain a meaningful experience through those physical interactivities has remained an issue of both theoretical and practical debate. This paper will focus on these aspects, most specifically through the study of interactive art in freely accessible public space. The author proposes four new conceptual/analytical tools for examining the subject. It is anticipated that this paper will provide possible alternative strategies for both artists and art researchers in this field with a purpose to enhance intellectual engagement with their audiences, so as to succeed in leading interactors to obtain meaningful experience and rewards.
Schou Andreassen, Cecilie; Billieux, Joël; Griffiths, Mark D; Kuss, Daria J; Demetrovics, Zsolt; Mazzoni, Elvis; Pallesen, Ståle
Over the last decade, research into "addictive technological behaviors" has substantially increased. Research has also demonstrated strong associations between addictive use of technology and comorbid psychiatric disorders. In the present study, 23,533 adults (mean age 35.8 years, ranging from 16 to 88 years) participated in an online cross-sectional survey examining whether demographic variables, symptoms of attention-deficit/hyperactivity disorder (ADHD), obsessive-compulsive disorder (OCD), anxiety, and depression could explain variance in addictive use (i.e., compulsive and excessive use associated with negative outcomes) of two types of modern online technologies: social media and video games. Correlations between symptoms of addictive technology use and mental disorder symptoms were all positive and significant, including the weak interrelationship between the two addictive technological behaviors. Age appeared to be inversely related to the addictive use of these technologies. Being male was significantly associated with addictive use of video games, whereas being female was significantly associated with addictive use of social media. Being single was positively related to both addictive social networking and video gaming. Hierarchical regression analyses showed that demographic factors explained between 11 and 12% of the variance in addictive technology use. The mental health variables explained between 7 and 15% of the variance. The study significantly adds to our understanding of mental health symptoms and their role in addictive use of modern technology, and suggests that the concept of Internet use disorder (i.e., "Internet addiction") as a unified construct is not warranted. (c) 2016 APA, all rights reserved).
fifin naili rizkiyah
Full Text Available Abstract: This research is aimed at finding out how Process-Genre Based Approach strategy with YouTube Videos as the media are employed to improve the students� ability in writing hortatory exposition texts. This study uses collaborative classroom action research design following the procedures namely planning, implementing, observing, and reflecting. The procedures of carrying out the strategy are: (1 relating several issues/ cases to the students� background knowledge and introducing the generic structures and linguistic features of hortatory exposition text as the BKoF stage, (2 analyzing the generic structure and the language features used in the text and getting model on how to write a hortatory exposition text by using the YouTube Video as the MoT stage, (3 writing a hortatory exposition text collaboratively in a small group and in pairs through process writing as the JCoT stage, and (4 writing a hortatory exposition text individually as the ICoT stage. The result shows that the use of Process-Genre Based Approach and YouTube Videos can improve the students� ability in writing hortatory exposition texts. The percentage of the students achieving the score above the minimum passing grade (70 had improved from only 15.8% (3 out of 19 students in the preliminary study to 100% (22 students in the Cycle 1. Besides, the score of each aspect; content, organization, vocabulary, grammar, and mechanics also improved. � Key Words: writing ability, hortatory exposition text, process-genre based approach, youtube video
Achmad Zakaria Azhar
Full Text Available Evolved High Speed Packet Access (HSPA+ is a mobile telecommunication system technology and the evolution of HSPA technology. This technology has a packet data based service with downlink speeds up to 21.1 Mbps and uplink speed up to 11.5 Mbps on the bandwidth 5MHz. This technology is expected to fulfill and support the needs for information that involves all aspects of multimedia such as video and audio, especially live video streaming. By utilizing this technology it will facilitate communicating the information, for example to monitoring the situation of the house, the news coverage at some certain area, and other events in real time. This thesis aims to identify and test the Quality of Service (QoS performance on the network that is used for live video streaming with the parameters of throughput, delay, jitter and packet loss. The software used for monitoring the data traffic of the live video streaming network is wireshark network analyzer. From the test results it is obtained that the average throughput of provider B is 5,295 Kbps bigger than the provider A, the average delay of provider B is 0.618 ms smaller than the provider A, the average jitter of provider B is 0.420 ms smaller than the provider A and the average packet loss of provider B is 0.451% smaller than the provider A.
Rowland-Bryant, Emily; Skinner, Amy L.; Dixon, Lee; Skinner, Christopher H.; Saudargas, Richard
The purpose of this study was to enhance students' learning by supplementing a multimedia lesson with interesting and relevant video clips (VCs). Undergraduate students watched a target material PowerPoint (tmPP) presentation with voice-over lecture covering the Big Five trait theory of personality. Students were randomly assigned to one of four…
In keeping with the cutting-edge nature of the James Webb Space Telescope, NASA is using a variety of social and interactive media to engage the public. While we do have a regularly updated static website, we are now also using various interactives (like Flash games and a 3D Tour of the spacecraft) to better explain what the Webb telescope is and how it works. To encourage future generations, we are a partner in an educational engineering design challenge which makes use of a virtual Second Life-like world. Additionally, the public can now watch Webb come together before their eyes by accessing our live webcam, which shows telescope hardware being built in our cleanroom. We are working to make Webb as much of a part of pop culture as the Hubble Space Telescope is. We facilitated the filming of a "Late Night with Jimmy Fallon” segment (called "Hubble Gotchu") featuring Webb and Webb scientists at NASA's Goddard Space Flight Center. A visit to the highly rated sitcom "The Big Bang Theory” resulted in Webb lithos, magnets, posters, a scale model, and more being regularly featured on the set of the show. The most important aspect to creating interesting ways to engage the public is having the ability to communicate and form relationships with as many people as possible. To that end, we are using tools like blogs (e.g., NASA Blueshift) and popular social media (Facebook, Twitter, YouTube, and Flickr) to reach out to as many people as we can and to enable them to share and spread the content we provide.
Mollett, Amy; Brumley, Cheryl; Gilson, Chris; Wiliams, Sierra
This dynamic, engaging guide empowers you to go beyond bar charts and jargon-filled journal articles to bring your research online and present it in a way that highlights and maximises its relevance through social media...
Worring, M.; Snoek, C.G.M.; de Rooij, O.; Nguyen, G.P.; Koelma, D.C.
In this paper we present the methods and visualizations used in the MediaMill video search engine. The basis for the engine is a semantic indexing process which derives a lexicon of 101 concepts. To support the user in navigating the collection, the system defines a visual similarity space, a
published to social media websites, available for public consumption or for a small circle of friends. 1.1 Problem As user-generated video grows, it is...over longer periods of space and time. Additionally, the storyline may be less crafted or coherent when compared to professional cinema . As such, shot
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...
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.
Gentile, Douglas A; Oberg, Charles; Sherwood, Nancy E; Story, Mary; Walsh, David A; Hogan, Marjorie
The goal of this study was to evaluate awareness of, agreement with, and implementation of the American Academy of Pediatrics (AAP) media use guidelines among pediatricians. Pediatricians' beliefs about several media effects were also measured, as was their own media use. Pediatricians were also asked about how often they make media recommendations as part of anticipatory guidance during well-child visits, as well as the perceived efficacy of and barriers to making such recommendations. A cross-sectional survey mailed to all members of the Minnesota chapter of the AAP. A total of 365 pediatricians completed the survey. The 58-item survey assessed familiarity with, agreement with, and implementation of each of 3 AAP recommendations, to limit children's media time, to discourage television (TV) viewing among children habits and their opinions about how much media affect children's health and behavior. Most pediatricians were familiar with and also agreed with the 3 AAP recommendations. Their agreement may stem from the fact that pediatricians almost universally believe that children's media use negatively affects children in many different areas, including children's aggressive behavior, eating habits, physical activity levels, risk for obesity, high-risk behaviors, and school performance. Pediatricians were most likely to have encouraged alternative entertainment and were least likely to have discouraged TV viewing for children media habits as barriers. Finally, pediatricians who watched the greatest amounts of TV were significantly more likely than those who watched less to think that the AAP recommendation to limit children's total media time to no more than 1 to 2 hours per day is unrealistic, whereas those who watched less were more likely to agree with the recommendation. Results suggest that the efforts of the AAP in reaching pediatricians have been largely successful, with the majority of pediatricians in Minnesota being aware of and agreeing with the 3 major
Otrel-Cass, Kathrin; Khalid, Md. Saifuddin
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....
Hasan, Mohammad M.; Khan, Lutful I.; Nayagam, Vedha; Balasubramaniam, Ramaswamy
Condensing heat exchangers are used in many space applications in the thermal and humidity control systems. In the International Space Station (ISS), humidity control is achieved by using a water cooled fin surface over which the moist air condenses, followed by "slurper bars" that take in both the condensate and air into a rotary separator and separates the water from air. The use of a cooled porous substrate as the condensing surface provides and attractive alternative that combines both heat removal as well as liquid/gas separation into a single unit. By selecting the pore sizes of the porous substrate a gravity independent operation may also be possible with this concept. Condensation of vapor into and on the porous surface from the flowing air and the removal of condensate from the porous substrate are the critical processes involved in the proposed concept. This paper describes some preliminary results of the proposed condensate withdrawal process and discusses the on-going design and development work of a porous media based condensing heat exchanger at the NASA Glenn Research Center in collaboration with NASA Johnson Space Center.
Full Text Available ... Care Disease Types FAQ Handout for Patients and Families Is It Right for You How to Get ... For the Media For Clinicians For Policymakers For Family Caregivers Glossary Menu In this section Links Videos ...
Full Text Available ... Disease Types Stories FAQ Handout for Patients and Families Is It Right for You How to Get ... For the Media For Clinicians For Policymakers For Family Caregivers Glossary Menu In this section Links Videos ...
Full Text Available The cultural relation between media and its users is undergoing transition. One influence comes from the changing quality of the interrelation of media, commodities and events. This essay is an attempt to reveal the quality of this development by using two strands of argumentation. Firstly the cultural form (Raymond Williams 1975 of the relation between media, commodities, and situation for which Popstars is an example. The second strand of the essay will deal with the socialization process resultant from of this transitional cultural form. Differently expressed with a more actual wording of the available theories, a specific socialization process emerges with the complex of multimedia, intertextual cultural products, landscapes and mediated spaces of childhood.
Qi, Guo-Jun; Aggarwal, Charu; Tian, Qi; Ji, Heng; Huang, Thomas S
Social media networks contain both content and context-specific information. Most existing methods work with either of the two for the purpose of multimedia mining and retrieval. In reality, both content and context information are rich sources of information for mining, and the full power of mining and processing algorithms can be realized only with the use of a combination of the two. This paper proposes a new algorithm which mines both context and content links in social media networks to discover the underlying latent semantic space. This mapping of the multimedia objects into latent feature vectors enables the use of any off-the-shelf multimedia retrieval algorithms. Compared to the state-of-the-art latent methods in multimedia analysis, this algorithm effectively solves the problem of sparse context links by mining the geometric structure underlying the content links between multimedia objects. Specifically for multimedia annotation, we show that an effective algorithm can be developed to directly construct annotation models by simultaneously leveraging both context and content information based on latent structure between correlated semantic concepts. We conduct experiments on the Flickr data set, which contains user tags linked with images. We illustrate the advantages of our approach over the state-of-the-art multimedia retrieval techniques.
Baharian, Mohammad; Abdolali, Ali; Zarifi, Davoud
This paper presents an analytical method for the reconstruction of permittivity profile of an inhomogeneous slab. The proposed method which is based on state transition matrix combines state space formulation and frequency domain data. This methodology and formulation lead to an accurate inversion of complex inhomogeneous profiles. Comparing with other analytical methods, the proposed approach avoids solving the nonlinear integro-differential equation, which consequently yields mathematical implementation. In order to validate the algorithm, some inhomogeneous profiles with different levels of complexity are considered and analyzed. The results show that the proposed method can be considered as a robust technique for one-dimensional inverse scattering problems. The results are valuable for the study and electromagnetic characterization of inhomogeneous and planar layered media.
Turuban, R.; Lester, D. R.; Le Borgne, T.; Méheust, Y.
The classical connection between symmetry breaking and the onset of chaos in dynamical systems harks back to the seminal theory of Noether [Transp. Theory Statist. Phys. 1, 186 (1918), 10.1080/00411457108231446]. We study the Lagrangian kinematics of steady 3D Stokes flow through simple cubic and body-centered cubic (bcc) crystalline lattices of close-packed spheres, and uncover an important exception. While breaking of point-group symmetries is a necessary condition for chaotic mixing in both lattices, a further space-group (glide) symmetry of the bcc lattice generates a transition from globally regular to globally chaotic dynamics. This finding provides new insights into chaotic mixing in porous media and has significant implications for understanding the impact of symmetries upon generic dynamical systems.
In the distant past (fifteen years ago), before the advent of web 2.0, one subculture, riot grrrl, made effective use of social media to communicate a message and build a sense of community. Riot grrrl’s successful dissemination of zines, mixtapes and angst ought to serve as an example of the possibilities offered by social media, and subcultures today would be wise to learn from their model. Given the primacy of subjectivity in forming any community and the efficiency with which moving image...
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...
Pearson, Elissa; Dorrian, Jillian; Litchfield, Carla
Many animals are currently facing extinction. Conservation education which highlights the impacts of our behaviour on other species survival is crucial. This study provides evidence for the use of visual media to increase knowledge, attitudes and conservation behaviours regarding the highly endangered orangutan. University students (n = 126) were…
Videos and DVDs give the teachers more flexibility than slide projectors, filmstrips, and 16mm films but teachers and students are excited about a new technology called streaming. Streaming allows the educators to view videos on demand via the Internet, which works through the transfer of digital media like video, and voice data that is received…
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
Full Text Available Abstract: This research is a qualitative descriptive research which is aims to get an explanation about process of reality reconstruction doing by mass media, various kind of framing devices that is used, and woman representation at Kompas and Suara Merdeka news reporting about circulation of Yahya Zaini-Maria Eva porn video. In its execution, this research is using framing analysis method to gain information about way of mass mediaâ€™s telling story. The data are collected by using qualitative content analysis applied to Kompas and Suara Merdeka news articles publish during December 2006. Unit of analysis determined based on Pan and Kosicki framing analysis model. Data validity is measured by triangulation technique. Data analysis is conducted by using the interactive data analysis technique. The result of this research shows that Kompas and Suara Merdeka have different point of view in reconstruction this case. Kompas showed careful news reporting while Suara Merdeka is more market oriented. Both of newspapers are uses same framing devices, including syntactic, script, thematic, and rhetoric. In representing woman, Kompas and Suara Merdeka are tending to frame woman in unfavorable ways.
THE EFFECT OF PICURE STORY VIDEO MEDIA ON THE SPEAKING SKILLS IMPROVEMENT OF CHILDREN WITH INTELLECTUAL CHALLENGES AT GRADE IV SPECIAL EDUCATION SCHOOL CLASS C (SPLB-C OF CIPAGANTI SPECIAL EDUCATION FOUNDATION (YPLB CIPAGANTI
Masalah yang ditemukan pada anak tunagrahita yaitu berkaitan dengan hambatan berkomunikasi atau mengembangkan kemampuan bahasa lisan/berbicara sesuai dengan norma lingkungan dan dapat menangkap perasan dan gagasan lawan bicara serta berperan aktif dalam lingkungan. Untuk merealisasikan usaha tersebut perlu adanya latihan berbicara atau speech education yaitu melalui media video cerita yang memadai dan bentuk kegiatan yang menunjang. berdasarkan latar belakang masalah tersebut timbullah sebuah rumusan masalah dalam penelitian ini, yaitu: “Adakah pengaruh penggunaan media cerita bergambar terhadap peningkatan kemampuan berbicara Anak Tunagrahita Ringan?” Dalam menjawab permasalahan penelitian tersebut, peneliti menggunakan metode eksperimen dengan bentuk One Group Pre test Post test Design uji Wilcoxon. Adapun subjek dalam penelitian ini adalah empat orang siswa tunagrahita kelas IV SPLB-C YPLB Cipaganti Kata kunci: media video, tunagrahita, kemampuan berbicara
Allweiss, Alexandra; Grant, Carl A.; Manning, Karla
This critical article provides insights into how media frames influence our understandings of school reform in urban spaces by examining images of students during the 2013 school closings in Chicago. Using visual framing analysis and informed by framing theory and critiques of neoliberalism we seek to explore two questions: (1) What role do media…
Hwong, Y. L.; Oliver, C.; Van Kranendonk, M. J.
The rise of social media has transformed the way the public engages with scientists and science organisations. `Retweet', `Like', `Share' and `Comment' are a few ways users engage with messages on Twitter and Facebook, two of the most popular social media platforms. Despite the availability of big data from these digital footprints, research into social media science communication is scant. This paper presents the results of an empirical study into the processes and outcomes of space science related social media communications using machine learning. The study is divided into two main parts. The first part is dedicated to the use of supervised learning methods to investigate the features of highly engaging messages., e.g. highly retweeted tweets and shared Facebook posts. It is hypothesised that these messages contain certain psycholinguistic features that are unique to the field of space science. We built a predictive model to forecast the engagement levels of social media posts. By using four feature sets (n-grams, psycholinguistics, grammar and social media), we were able to achieve prediction accuracies in the vicinity of 90% using three supervised learning algorithms (Naive Bayes, linear classifier and decision tree). We conducted the same experiments on social media messages from three other fields (politics, business and non-profit) and discovered several features that are exclusive to space science communications: anger, authenticity, hashtags, visual descriptions and a tentative tone. The second part of the study focuses on the extraction of topics from a corpus of texts using topic modelling. This part of the study is exploratory in nature and uses an unsupervised method called Latent Dirichlet Allocation (LDA) to uncover previously unknown topics within a large body of documents. Preliminary results indicate a strong potential of topic model algorithms to automatically uncover themes hidden within social media chatters on space related issues, with
Wang, Zhi; Zhu, Wenwu
This brief presents new architecture and strategies for distribution of social video content. A primary framework for socially-aware video delivery and a thorough overview of the possible approaches is provided. The book identifies the unique characteristics of socially-aware video access and social content propagation, revealing the design and integration of individual modules that are aimed at enhancing user experience in the social network context. The change in video content generation, propagation, and consumption for online social networks, has significantly challenged the traditional video delivery paradigm. Given the massive amount of user-generated content shared in online social networks, users are now engaged as active participants in the social ecosystem rather than as passive receivers of media content. This revolution is being driven further by the deep penetration of 3G/4G wireless networks and smart mobile devices that are seamlessly integrated with online social networking and media-sharing s...
College students are frequent social media users. Heightened racial tensions across college campuses and the United States have increased the volume of racial discourse on social media, suggesting a need to understand social media's influence on how students make meaning of race. Using symbolic interactionism and racial identity theories, this…
de Lange, Thomas
This article examines how a classroom procedure known as PGE (Plan/Go-through/Evaluate) group work aims at integrating formal and non-formal media experiences and practices into classroom-based media learning. The study displays, on the one hand, how PGE group work emerged and was institutionally embedded in a media course. On the other hand, the…
Reyna, Jorge; Hanham, Jose; Meier, Peter
Being literate has traditionally meant being able to read and write using the media of the day. In the 21st century, being literate requires additional skills such as competence with digital media creation. Until recently, those who could afford and use equipment and applications to produce digital media content were typically developers and…
Levanon, Assaf; Yitzhaky, Yitzhak; Kopeika, Natan S.; Rozban, Daniel; Abramovich, Amir
In recent years, much effort has been invested to develop inexpensive but sensitive Millimeter Wave (MMW) detectors that can be used in focal plane arrays (FPAs), in order to implement real time MMW imaging. Real time MMW imaging systems are required for many varied applications in many fields as homeland security, medicine, communications, military products and space technology. It is mainly because this radiation has high penetration and good navigability through dust storm, fog, heavy rain, dielectric materials, biological tissue, and diverse materials. Moreover, the atmospheric attenuation in this range of the spectrum is relatively low and the scattering is also low compared to NIR and VIS. The lack of inexpensive room temperature imaging systems makes it difficult to provide a suitable MMW system for many of the above applications. In last few years we advanced in research and development of sensors using very inexpensive (30-50 cents) Glow Discharge Detector (GDD) plasma indicator lamps as MMW detectors. This paper presents three kinds of GDD sensor based lamp Focal Plane Arrays (FPA). Those three kinds of cameras are different in the number of detectors, scanning operation, and detection method. The 1st and 2nd generations are 8 × 8 pixel array and an 18 × 2 mono-rail scanner array respectively, both of them for direct detection and limited to fixed imaging. The last designed sensor is a multiplexing frame rate of 16x16 GDD FPA. It permits real time video rate imaging of 30 frames/ sec and comprehensive 3D MMW imaging. The principle of detection in this sensor is a frequency modulated continuous wave (FMCW) system while each of the 16 GDD pixel lines is sampled simultaneously. Direct detection is also possible and can be done with a friendly user interface. This FPA sensor is built over 256 commercial GDD lamps with 3 mm diameter International Light, Inc., Peabody, MA model 527 Ne indicator lamps as pixel detectors. All three sensors are fully supported
Mariya P. Leshchenko
Full Text Available The article describes the international experience of the complex of competences formation which every modern teacher must possess to develop the students’ skills of effective activity in information environment, to bring them to creative interaction with mass media, based on educational technologies of media pedagogy. It is lighted the use of media and information and communication technologies in education, aimed at teachers’ and students’ critical perception development, their ability to resist the cult of violence, brutality, excessive sexualization forced by media production. The strategies of creative interpretation and use of media in teaching activity are identified.
Wildenschild, D.; Prodanovic, M.; Jansik, D. P.
Porous medium morphology can play an important role when we use numerical models to predict subsurface flow and transport behavior at larger scales. Yet, understanding the role that pore structure plays at smaller scales is a necessary first step. Fluid-fluid configuration in particular is highly influenced by the surface characteristics of the porous medium. Fluid configurations vary significantly between drainage and imbibiton (due to spontaneous, irreversible changes of the interface between fluids). We specifically measure large differences in wetting-nonwetting interfacial area as a function of different pore space morphology: as observed for a crushed volcanic tuff with high surface area and affinity for fluid films, and for smooth glass beads. The observed imbibition process for the glass beads resembles a piston-flow situation, whereas imbibition into the tuff appears dominated by fluid film connectivity with growth from pendular rings in spatially distant locations of the imaged system. The latter process leads to a very different distribution of fluids and overall lower saturations and interfacial areas than in the glass bead system. Characteristics such as pore- scale Pc-S curves and related interfacial area per volume have been quantified using computed microtomography. In addition, we present pore network characterization (pore connectivity, pore throats to pore body aspect ratio, pore body volumes and throat areas) of the two porous media.
Dell'Oca, Aronne; Porta, Giovanni Michele; Guadagnini, Alberto; Riva, Monica
We assess the impact of an anisotropic space and time grid adaptation technique on our ability to solve numerically solute transport in heterogeneous porous media. Heterogeneity is characterized in terms of the spatial distribution of hydraulic conductivity, whose natural logarithm, Y, is treated as a second-order stationary random process. We consider nonreactive transport of dissolved chemicals to be governed by an Advection Dispersion Equation at the continuum scale. The flow field, which provides the advective component of transport, is obtained through the numerical solution of Darcy's law. A suitable recovery-based error estimator is analyzed to guide the adaptive discretization. We investigate two diverse strategies guiding the (space-time) anisotropic mesh adaptation. These are respectively grounded on the definition of the guiding error estimator through the spatial gradients of: (i) the concentration field only; (ii) both concentration and velocity components. We test the approach for two-dimensional computational scenarios with moderate and high levels of heterogeneity, the latter being expressed in terms of the variance of Y. As quantities of interest, we key our analysis towards the time evolution of section-averaged and point-wise solute breakthrough curves, second centered spatial moment of concentration, and scalar dissipation rate. As a reference against which we test our results, we consider corresponding solutions associated with uniform space-time grids whose level of refinement is established through a detailed convergence study. We find a satisfactory comparison between results for the adaptive methodologies and such reference solutions, our adaptive technique being associated with a markedly reduced computational cost. Comparison of the two adaptive strategies tested suggests that: (i) defining the error estimator relying solely on concentration fields yields some advantages in grasping the key features of solute transport taking place within
Full Text Available As academics we study, research and teach audiovisual media, yet rarely disseminate and mediate through it. Today, developments in production technologies have enabled academic researchers to create videos and mediate audiovisually. In academia it is taken for granted that everyone can write a text. Is it now time to assume that everyone can make a video essay? Using the online journal of academic videos Audiovisual Thinking and the videos published in it as a case study, this article seeks to reflect on the emergence and legacy of academic audiovisual dissemination. Anchoring academic video and audiovisual dissemination of knowledge in two critical traditions, documentary theory and semiotics, we will argue that academic video is in fact already present in a variety of academic disciplines, and that academic audiovisual essays are bringing trends and developments that have long been part of academic discourse to their logical conclusion.
Mariya P. Leshchenko; Larysa I. Tymchuk
The article describes the international experience of the complex of competences formation which every modern teacher must possess to develop the students’ skills of effective activity in information environment, to bring them to creative interaction with mass media, based on educational technologies of media pedagogy. It is lighted the use of media and information and communication technologies in education, aimed at teachers’ and students’ critical perception development, their ability to r...
Full Text Available In her recent work, Sau-ling Cynthia Wong draws critical attention to the implications of the formation of an Asian American “diaporic community” in cyberspace, where race still operates as an organizing principle of power relations. Although cyberspace is not confined by national borders, Wong examines how subversion of and intervention in race- and sex-based hierarchies in cyberspace can articulate Asian American identities in relation to diasporas and the nation-state. This essay explores the politics of artistic invention in diasporas as embedded in the disruption, dislocation, and fragmentation in Ming-Yuen S. Ma’s multi-media project, Xin Lu: A Travelogue in Four Parts—a series of four experimental videos about Chinese diasporas. It argues that by moving outside the nation-space into the experiential and virtual “global space” of diasporas, Ma’s work addresses Wong’s concerns and enacts a viable “virtual mediation” that situates Chinese diasporas in the historical contexts of British colonialism and American racial exploitation and exclusion. This movement also entails confronting other forms of oppression, including sexism and heterosexism in both the East and West. While giving voice and visibility to the struggles of racial and sexual minorities across national borders, Ma demonstrates the possibilities of a historicized critical approach to diasporas, one which underlies Wong’s insistence in critiquing gendered and racialized power structures both within and outside the nation-state.
Agung Tri Nugroho
Full Text Available Researchers is to determine whether to modify the rules and using video media can improve learning outcomes of students in volleyball at SMK Negeri 1 Sedan Regency Rembang year 2013/2014. This study is an examination of class action (PTK in which there are two siklus.The results showed that before applying the reflective learning or students who complete the initial data is only 19.35% (4. Once applied reflective learning in learning volleyball on students who complete the first cycle of 51.61% (17 people, so there is an increase from the initial data with the percentage of 32.26%. In the second cycle the number of students who complete a percentage of 87.09% (27 people, and has increased from the first cycle of 35.48%. Based on our results it can be concluded that the modification rules of the game in the volleyball learning can improve student learning outcomes volleyball at SMK Negeri 1 Sedan, Thus said the study results. ©
Provides an up-to-date bibliography of resources available for teaching media literacy. Groups resources into the areas of media education methodology, mass media texts, general background, television, film, the news and medium of print, advertising, gender and the media, popular culture, popular music and rock video, periodicals, and…
Full Text Available The article examines the texts of political advertising video clips issued by the candidates for presidency in France during the campaign before the first round of elections in 2017. The mentioned examples of media texts are analysed from the compositional point of view as well as from that of the content particularities which are directly connected to the text structure. In general, the majority of the studied clips have a similar structure and consist of three parts: introduction, main part and conclusion. However, as a result of the research, a range of advantages marking well-structured videos was revealed. These include: addressing the voters and stating the speech topic clearly at the beginning of the clip, a relevant attention-grabbing opening phrase, consistency and clarity of the information presentation, appropriate use of additional video plots, conclusion at the end of the clip.
Sleeman, Jade; Lang, Catherine; Lemon, Narelle
Many higher education institutions around the world are increasingly motivated to incorporate social media for pedagogical benefit. At the same time, many institutions are also attracting an ever-growing number of students from overseas countries. With this in mind, researching how the use of social media applications impact on international…
Andersen, Mads Lund; Chimiri, Niklas Alexander; Søndergaard, Dorte Marie
Session: Sociomaterial complexities in digital-analog spaces Abstract: Analytical and ethical complexities in video game research A central issue that video game research seldom explicitly articulates is the ethical complexities involved in its empirical and analytical work. The presentation...... explores common research questions posed and analytical foci chosen by video game researchers subscribing to either the media effects tradition, represented by (ref.) or to interdisciplinary Game Studies. Both fields, which tend to depict themselves as polar-opposites, build on ethical assumptions...... of theoretical or analytical arrogance. The relevance of acknowledging and situating ethical complexity becomes pertinent when alternatively taking a sociomaterial perspective on doing empirical and analytical work on video gaming. From an agential realist point of view, for instance, a researcher...
Graham, Gary; Kerrigan, Finola; Mehmood, Rashid; Rahman, Mustafizur
Newspapers are operating in increasingly competitive and fragmented markets for audiences and advertising revenues, government media policy and changing audience requirements for news and the ways in which it is presented and delivered. A growing army of bloggers and amateur citizen journalists now delivers - but rarely edits - content for all media platforms, while new media technologies, combined with the changing structure of global news industries, are radically changing the ways in which newspapers and media business functions and struggles for profitability. Our research sought to answer the question of how the internet is impacting on producer/consumer value activities in the news media supply chain. To answer this question initial descriptive statistical analysis was performed on 51 newspapers. This was followed by a focus group undertaken with London-based news media organizations and bloggers. The findings showed that in spite of initial fear and rejection, the internet is now firmly embedded in news media supply chain operations. Firms are now using the internet as an operant resource and working proactively with consumers to develop various forms of relationship value. We highlight the role of consumers in the creation of news (editorial) content and consumer-driven moves toward a merged media platform of distribution (including television, online, mobile and printed forms). Regional news media organizations will probably continue to survive if they are able to supply a highly specialized and 'hyper local' community service. This will be in the form of 'hybrid' content: analysis, interpretation and investigative reporting in a print product that appears less than daily combined with constant updating and reader interaction on the web.
Schlecht, Leslie E.; Kutler, Paul (Technical Monitor)
This is a proposal for a general use system based, on the SGI IRIS workstation platform, for recording computer animation to videotape. In addition, this system would provide features for simple editing and enhancement. Described here are a list of requirements for the system, and a proposed configuration including the SGI VideoLab Integrator, VideoMedia VLAN animation controller and the Pioneer rewritable laserdisc recorder.
Bourgonjon, Jeroen; Soetaert, Ronald
In their article "Video Games and Citizenship" Jeroen Bourgonjon and Ronald Soetaert argue that digitization problematizes and broadens our perspective on culture and popular media, and that this has important ramifications for our understanding of citizenship. Bourgonjon and Soetaert respond to the call of Gert Biesta for the contextualized study of young people's practices by exploring a particular aspect of digitization that affects young people, namely video games. They explore the new so...
Kathleen P. King
Full Text Available In this case study, results demonstrate that an individual’s use of social media as professional learning spans understanding, networking, professional identity development, and transformative learning. Specifically, virtual online communities facilitated through social media provide professional networks, social relationships and learning beyond the scope of the individual’s usual experience. Case study method reveals strategies, extent, and impact of learning providing insight into this phenomenon. The significance of the research includes purposefully facilitating professional learning through informal learning contexts, including social media and online communities beyond technology-centric fields. Discussion and recommendations include using social media and virtual communities as instructional strategies for graduate studies and continued learning beyond formal education.
Chamindu, Deepagoda; Møldrup, Per; Jensen, M P
to be used in future design models. Also, critical windows of diffusivity (CWD) was defined identifying the air content range where gas diffusivity (hence, oxygen supply) and solute diffusivity or the analogous electrical conductivity (hence, nutrient supply) are above pre-defined, critical minimum values......, and mechanical support) are closely linked with the basic physical properties of the growth media. Diffusion is the main process whereby oxygen and nutrients are supplied to plant roots, and gas and solute diffusivity are the key parameters controlling the diffusive movement of oxygen and nutrients in the root...... zone. As one among several essential aspects of optimal porous media design for plant growth, this study presents a diffusion-based characterization of four commercial, aggregated growth media. To account for the observed large percolation threshold for gas diffusivity in the selected media...
Chamindu, Deepagoda; Møldrup, Per; Jones, Scot B.
conductivity (hence, nutrient supply) are above pre-defined, critical minimum values. Based on different critical values for gas diffusivity under terrestrial and Martian conditions, the four growth media were compared. Overall, the analyses suggested that particle (aggregate) sizes between 0.25mm and 5 mm......Most of the plant requirements for optimal growth (air, water, and nutrient supply, and mechanical support) are closely linked with the basic physical properties of the growth media. Oxygen and nutrients supply to plant roots occur predominantly by diffusion, and gas and solute diffusivity...... are the key parameters controlling the diffusive movement of oxygen and nutrients in the root zone. As one among several essential aspects of optimal porous media design for plant growth, this study presents a diffusion-based characterization of four aggregated growth media. To account for the observed large...
N. Y. Hirlina
Full Text Available Integrated within the social and philosophical discourse interdisciplinary methodology, based on the classic philosophical methodology for the analysis of socio-cultural phenomena enables a holistic understanding of the studied phenomenon. From a methodological point of view it is important to determine the social and philosophical understanding of the impact medіa cultural space of personality in conditions of dynamically changing socio-cultural environment. important social and philosophical methodological guideline should be considered on a thesis constant presence in the media culture of human space as being due to the fact that man is a social being, and the information society without media culture as its attribute exists. Philosophical «core» study of the spiritual culture of youth is humanism in its broadest sense, that is, understanding of the studied phenomenon primarily as a multi-dimensional culturing of human values. Submission materialistic determinant factors medіa cultural spiritual space is only possible under the dominance of humanistic values. With all the variety to understanding the spiritual dimension of the relationship of the individual with the socio-cultural environment common dominant philosophical idea of guidelines is the recognition of the spiritual and cultural autonomy rights. Globalization and its associated civilization and processes are seen as foreign in relation to social rights, while the internal spiritual content is cultural processes. Anthropological oriented cultural space of socialization based on interpersonal cultural interaction that produces unique and distinctive personality.
Over the past few years, media use among children and teens has become more prevalent than ever. With the launch of the iPod, the explosion in instant messaging, the birth of mobile video and YouTube, and the advent of social networking sites like MySpace, young people are rarely out of contact, or out of reach of the media. Meanwhile,…
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, ...
CERN video productions
"What's new @ CERN?", a new monthly video programme, will be broadcast on the Monday of every month on webcast.cern.ch. Aimed at the general public, the programme will cover the latest CERN news, with guests and explanatory features. Tune in on Monday 3 October at 4 pm (CET) to see the programme in English, and then at 4:20 pm (CET) for the French version. var flash_video_player=get_video_player_path(); insert_player_for_external('Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-0753-kbps-640x360-25-fps-audio-64-kbps-44-kHz-stereo', 'mms://mediastream.cern.ch/MediaArchive/Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-Multirate-200-to-753-kbps-640x360-25-fps.wmv', 'false', 480, 360, 'https://mediastream.cern.ch/MediaArchive/Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-posterframe-640x360-at-10-percent.jpg', '1383406', true, 'Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-0600-kbps-maxH-360-25-fps-...
This book initially reviews the major feature representation and extraction methods and effective learning and recognition approaches, which have broad applications in the context of intelligent image search and video retrieval. It subsequently presents novel methods, such as improved soft assignment coding, Inheritable Color Space (InCS) and the Generalized InCS framework, the sparse kernel manifold learner method, the efficient Support Vector Machine (eSVM), and the Scale-Invariant Feature Transform (SIFT) features in multiple color spaces. Lastly, the book presents clothing analysis for subject identification and retrieval, and performance evaluation methods of video analytics for traffic monitoring. Digital images and videos are proliferating at an amazing speed in the fields of science, engineering and technology, media and entertainment. With the huge accumulation of such data, keyword searches and manual annotation schemes may no longer be able to meet the practical demand for retrieving relevant conte...
Liang, Z.; Ioannidis, M.A.; Chatzis, I.
This article presents a versatile, rigorous, and efficient methodology for extracting various geometric and topological parameters of 3D discrete porous media. The new approach takes advantage of the morphological skeleton of the pore structure-a lower dimensional representation of the pore space akin to the topological deformation retract. The new methodology is illustrated by application to a regular cubic pore network and irregularly shaped 2D and 3D pore networks generated by stochastic simulation. In the latter case, important new results are obtained concerning the sensitivity of geometric and topological properties of the microstructure to the parameters of stochastic simulation, namely, the porosity and correlation function. It is found that model porous media reconstructed from the same porosity and correlation function can exhibit marked differences in geometry and connectivity, which correlate with differences in specific surface area.
This thesis presents high definition video streaming using H.264 codec implementation. The experiment carried out in this study was done for an offline streaming video but a model for live high definition streaming is introduced, as well. Prior to the actual experiment, this study describes digital media streaming. Also, the different technologies involved in video streaming are covered. These include streaming architecture and a brief overview on H.264 codec as well as high definition t...
Westerberg, Andreas Rytter; Schoenau-Fog, Henrik
This paper dives into the subject of video game audio and how it can be categorized in order to deliver a message to a player in the most precise way. A new categorization, with a new take on the diegetic spaces, can be used a tool of inspiration for sound- and game-designers to rethink how...... they can use audio in video games. The conclusion of this study is that the current models' view of the diegetic spaces, used to categorize video game audio, is not t to categorize all sounds. This can however possibly be changed though a rethinking of how the player interprets audio....
Susanto, Dalhar; Widyarko, Widyarko; Nadia Ilmiani, Ajeng
The lack of public space is one of the main problems in the big cities in Indonesia. Urban kampungas part of the city is also no exception. Rapid growth on population sparks uncontrollable physical development that erode open space inside urbankampung. Sometimes, what is left is just neglected space which don‟t „live‟ and far from the definition of public space. Mural art has been existed since the beginning of human civilization. Now, it has evolved into one of the popular urban art. The previous research has proven that the process of urban art making through participatory approach could trigger community interaction in a space. Interaction itself is a main factor that may trigger the establishmentof a public space. With the same method, this research attempts to build mural in a neglected space inside urbankampung named Palsigunung. After all of the process done, the space still haven‟t changed from the previous condition, which is still a neglected space. Together with facilitator, kampung‟s residents need to be involved identifying the problem and also the solution to the lack of public space in their kampung. Particularly for urban kampungPalsigunung, the needed solution might not be mural.
Mosk, Allard; Lagendijk, Aart; Lerosey, G.; Fink, M.
In complex media such as white paint and biological tissue, light encounters nanoscale refractive-index inhomogeneities that cause multiple scattering. Such scattering is usually seen as an impediment to focusing and imaging. However, scientists have recently used strongly scattering materials to
Kivimaa, Katrin, 1969-
1990-ndate aastate Eesti kaasaegse kunsti arengust, selle medialiseerumisest, mida iseloomustab fotograafia, video ja arvutipõhise meedia tungimisest "kõrgesse kunsti", Mall Nukke, Tiia Johannsoni, Raivo Kelomehe ja Nelli Rohtvee netiprojektidest ning Ando Keskküla kureeritud rahvusvahelistest kunsti- ja meediaüritustest "Interstanding"1-3, ka Prantsuse-Balti videofestivalidest, uue meedia festivalist "Offline@online". Eestikeelne lühem variant ilmunud ajakirjas "Kunst.ee", 2001, nr.4, inglisekeelne - ajakirjas "Mare Articum", 2000, nr. 2(7)?
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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....
Löwe, Peter; Marín Arraiza, Paloma; Plank, Margret
The influence of Free and Open Source Software (FOSS) projects on Earth and Space Science Informatics (ESSI) continues to grow, particularly in the emerging context of Data Science or Open Science. The scientific significance and heritage of FOSS projects is only to a limited amount covered by traditional scientific journal articles: Audiovisual conference recordings contain significant information for analysis, reference and citation. In the context of data driven research, this audiovisual content needs to be accessible by effective search capabilities, enabling the content to be searched in depth and retrieved. Thereby, it is ensured that the content producers receive credit for their efforts within the respective communities. For Geoinformatics and ESSI, one distinguished driver is the OSGeo Foundation (OSGeo), founded in 2006 to support and promote the interdisciplinary collaborative development of open geospatial technologies and data. The organisational structure is based on software projects that have successfully passed the OSGeo incubation process, proving their compliance with FOSS licence models. This quality assurance is crucial for the transparent and unhindered application in (Open) Science. The main communication channels within and between the OSGeo-hosted community projects for face to face meetings are conferences on national, regional and global scale. Video recordings have been complementing the scientific proceedings since 2006. During the last decade, the growing body of OSGeo videos has been negatively affected by content loss, obsolescence of video technology and dependence on commercial video portals. Even worse, the distributed storage and lack of metadata do not guarantee concise and efficient access of the content. This limits the retrospective analysis of video content from past conferences. But, it also indicates a need for reliable, standardized, comparable audiovisual repositories for the future, as the number of OSGeo projects
Pimmer, Christoph; Chipps, Jennifer; Brysiewicz, Petra; Walters, Fiona; Linxen, Sebastian; Gröhbiel, Urs
This study analyses the use of a group space on the social networking site Facebook as a way to facilitate research supervision for teams of learners. Borrowing Lee's framework for research supervision, the goal was to understand how supervision and learning was achieved in, and shaped by, the properties of a social networking space. For this…
Winter, Matthew; Kam, Jonathan; Nalavenkata, Sunny; Hardy, Ellen; Handmer, Marcus; Ainsworth, Hannah; Lee, Wai Gin; Louie-Johnsun, Mark
To determine if portable video media (PVM) improves patient's knowledge and satisfaction acquired during the consent process for cystoscopy and insertion of a ureteric stent compared to standard verbal communication (SVC), as informed consent is a crucial component of patient care and PVM is an emerging technology that may help improve the consent process. In this multi-centre randomised controlled crossover trial, patients requiring cystoscopy and stent insertion were recruited from two major teaching hospitals in Australia over a 15-month period (July 2014-December 2015). Patient information delivery was via PVM and SVC. The PVM consisted of an audio-visual presentation with cartoon animation presented on an iPad. Patient satisfaction was assessed using the validated Client Satisfaction Questionnaire 8 (CSQ-8; maximum score 32) and knowledge was tested using a true/false questionnaire (maximum score 28). Questionnaires were completed after first intervention and after crossover. Scores were analysed using the independent samples t-test and Wilcoxon signed-rank test for the crossover analysis. In all, 88 patients were recruited. A significant 3.1 point (15.5%) increase in understanding was demonstrable favouring the use of PVM (P < 0.001). There was no difference in patient satisfaction between the groups as judged by the CSQ-8. A significant 3.6 point (17.8%) increase in knowledge score was seen when the SVC group were crossed over to the PVM arm. A total of 80.7% of patients preferred PVM and 19.3% preferred SVC. Limitations include the lack of a validated questionnaire to test knowledge acquired from the interventions. This study demonstrates patients' preference towards PVM in the urological consent process of cystoscopy and ureteric stent insertion. PVM improves patient's understanding compared with SVC and is a more effective means of content delivery to patients in terms of overall preference and knowledge gained during the consent process. © 2016 The
Music video creation provides students a new way to express themselves and become better performers and consumers of media. This article provides a new perspective on Lucy Green's informal music pedagogy by enabling students to create music videos in music classrooms; thus, students are able to create music videos that informally develop…
V L Mouzykant
Full Text Available The article describes the phenomenon of social marketing in the Internet that has changed the idea of the relationships between the addresser and the addressee in the social networks. The author analyzes the typology, genesis and consequences of the virus marketing in social networks from the perspective of the sociological analysis of media. The article considers the influence of the Internet on the behavior of the Russians, the methods of measuring the impact of the emerging new media. The author identifies different strategies in the SMM-market, such as creative content, digital-projects, media planning, simple content, government, close-to-government and educational projects. ROMIR within the GemuisAudience project conducted a research among 20 thousand Russian respondents to monitor their behavior in the sphere with the help of special sensors that identify Internet preferences of the Russians. The first results of the project revealed a trend - the more interesting the content the more likely the user is to share the app with his friends.
Nata, Vincent Ferian; Hagijanto, Andrian Dektisa; Christianna, Aniendya Christianna
Video game merupakan media hiburan yang dapat dinikmati oleh berbagai kalangan masyarakat, tua atau muda. Video game memiliki konten yang bermacam – macam yang telah disesuaikan dengan target audiencenya. Tetapi terkadang anak – anak memainkan video game dengan konten yang tidak sesuai usia mereka, padahal konten dalam video game telah diatur melalui sistem rating. Hal ini karena kurangnya pengawasan dan pemahaman dari orangtua mengenai video game. Oleh karena itu penulis membuat sebuah multi...
Mitchell, April Slayden; O'Hara, Kenton; Vorbau, Alex
Mobile video is now an everyday possibility with a wide array of commercially available devices, services, and content. These new technologies have created dramatic shifts in the way video-based media can be produced, consumed, and delivered by people beyond the familiar behaviors associated with fixed TV and video technologies. Such technology revolutions change the way users behave and change their expectations in regards to their mobile video experiences. Building upon earlier studies of mobile video, this paper reports on a study using diary techniques and ethnographic interviews to better understand how people are using commercially available mobile video technologies in their everyday lives. Drawing on reported episodes of mobile video behavior, the study identifies the social motivations and values underpinning these behaviors that help characterize mobile video consumption beyond the simplistic notion of viewing video only to kill time. This paper also discusses the significance of user-generated content and the usage of video in social communities through the description of two mobile video technology services that allow users to create and share content. Implications for adoption and design of mobile video technologies and services are discussed as well.
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
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
Bornoe, Nis; Barkhuus, Louise
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....
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...
Ding, Weiwei; Du, Yihong; Liang, Xing
We aim to classify the long-time behavior of the solution to a free boundary problem with monostable reaction term in space-time periodic media. Such a model may be used to describe the spreading of a new or invasive species, with the free boundary representing the expanding front. In time-periodic and space homogeneous environment, as well as in space-periodic and time autonomous environment, such a problem has been studied recently in [11,12]. In both cases, a spreading-vanishing dichotomy has been established, and when spreading happens, the asymptotic spreading speed is proved to exist by making use of the corresponding semi-wave solutions. The approaches in [11,12] seem difficult to apply to the current situation where the environment is periodic in both space and time. Here we take a different approach, based on the methods developed by Weinberger [31,32] and others [16,22-24,26], which yield the existence of the spreading speed without using traveling wave solutions. In Part 1 of this work, we establish the existence and uniqueness of classical solutions for the free boundary problem with continuous initial data, extending the existing theory which was established only for C2 initial data. This will enable us to develop Weinberger's method in Part 2 to determine the spreading speed without knowing a priori the existence of the corresponding semi-wave solutions. In Part 1 here, we also establish a spreading-vanishing dichotomy.
This study is devoted to lightwave propagation in the presence of random pointing jitter and atmospheric turbulence. The intrinsic narrow beam/high gain nature of free-space laser communications produces several extremely valuable advantages when compared to microwaves, but also requires a very high tracking and pointing accuracy. Furthermore, space-to-ground optical communications are strongly affected by scintillation effects due to the turbulent atmosphere. The purpose of this study is to ...
Miguel Mesquita Duarte
Full Text Available This text takes as a central subject of investigation the documentary film Video Letter (1982, by Shuji Terayama and Shuntaro Tanikawa, inquiring its technical procedures and thematic approaches in parallel with a Jacques Derrida’s essay which is built around a fictional text,L’instant de ma mort, by Maurice Blanchot. The approximation between these two works permits us, despite their differences – one, a video work, the other, a literary text, - explore issues associated with the instant, dead, memory, and the relations inscribing the factual and the fictional, writing and image, as well as conceive new forms of temporality proceeding through the fragmentation and the interruption of the univocal diegetic structures. We try to suggest, by this mean, the privilege of processes related with editing and cut, assessing the emergence of points and singular instants which, being normally attached to the consideration of the still image, ultimately participate and profusely determine the reconstitution and reevaluation of the filmic structure and the image in motion.
PATTANAPICHET, Fasawang; WICHADEE, Saovapa
The current study was conducted to see the effectiveness of using social media to enhance students’ critical thinking skills. To fulfill the purpose of the study, a 14-week experimental study was performed with two groups of students. Both groups were introduced to how to respond to questions based on Revised Bloom’s Taxonomy. During the period of doing the activity, students in the experimental group had to post answers in Facebook and got feedback from peers and teacher as mutual learning w...
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.
Agui, Juan H.; Vijayakumar, R.
The effective maintenance of air quality aboard spacecraft cabins will be vital to future human exploration missions. A key component will be the air cleaning filtration system which will need to remove a broad size range of particles including skin flakes, hair and clothing fibers, other biological matter, and particulate matter derived from material and equipment wear. In addition, during surface missions any extraterrestrial planetary dust, including dust generated by near-by ISRU equipment, which is tracked into the habitat will also need to be managed by the filtration system inside the pressurized habitat compartments. An indexing media filter system is being developed to meet the demand for long-duration missions that will result in dramatic increases in filter service life and loading capacity, and will require minimal crew involvement. These features may also benefit other closed systems, such as submarines, and remote location terrestrial installations where servicing and replacement of filter units is not practical. The filtration system consists of three stages: an inertial impactor stage, an indexing media stage, and a high-efficiency filter stage, packaged in a stacked modular cartridge configuration. Each stage will target a specific range of particle sizes that optimize the filtration and regeneration performance of the system. An 1/8th scale and full-scale prototype of the filter system have been fabricated and have been tested in the laboratory and reduced gravity environments that simulate conditions on spacecrafts, landers and habitats. Results from recent laboratory and reducegravity flight tests data will be presented.
Through a licensing agreement, Intergraph Government Solutions adapted a technology originally developed at NASA's Marshall Space Flight Center for enhanced video imaging by developing its Video Analyst(TM) System. Marshall's scientists developed the Video Image Stabilization and Registration (VISAR) technology to help FBI agents analyze video footage of the deadly 1996 Olympic Summer Games bombing in Atlanta, Georgia. VISAR technology enhanced nighttime videotapes made with hand-held camcorders, revealing important details about the explosion. Intergraph's Video Analyst System is a simple, effective, and affordable tool for video enhancement and analysis. The benefits associated with the Video Analyst System include support of full-resolution digital video, frame-by-frame analysis, and the ability to store analog video in digital format. Up to 12 hours of digital video can be stored and maintained for reliable footage analysis. The system also includes state-of-the-art features such as stabilization, image enhancement, and convolution to help improve the visibility of subjects in the video without altering underlying footage. Adaptable to many uses, Intergraph#s Video Analyst System meets the stringent demands of the law enforcement industry in the areas of surveillance, crime scene footage, sting operations, and dash-mounted video cameras.
similar. 1.2 Context Video has become a very popular media for communication, entertainment , and science. Videos are widely used in educational...The same approach applied to action classification from YouTube videos of sport events shows that BoW approaches on real world data sets need further...dog videos, where the camera also tracks the people and animals . In Figure 4.38 we compare across action classes how well each segmentation
Helen Gail Prosser
Northern Lakes College in north-central Alberta is the first post-secondary institution in Canada to use the Media on Demand digital video system to stream large video files between dispersed locations (Karlsen). Staff and students at distant locations of Northern Lakes College are now viewing more than 350 videos using video streaming technology. This has been made possible by SuperNet, a high capacity broadband network that connects schools, hospitals, libraries and government offices thr...
Møller, Jan Kloppenborg; Philipsen, Kirsten Riber; Christiansen, Lasse Engbo
In the present study, bacterial growth in a rich media is analysed in a Stochastic Differential Equation (SDE) framework. It is demonstrated that the SDE formulation and smoothened state estimates provide a systematic framework for data driven model improvements, using random walk hidden states....... Bacterial growth is limited by the available substrate and the inclusion of diffusion must obey this natural restriction. By inclusion of a modified logistic diffusion term it is possible to introduce a diffusion term flexible enough to capture both the growth phase and the stationary phase, while...... to capture the random behaviour of the growth model. Further, it is concluded that the Monod effect is not needed to capture the dynamics of bacterial growth in the data presented....
Maran, Stephen P.
Reporting of astronomical discoveries and events in the news media continues to expand to satisfy a seemingly voracious public interest. New telescopes, instruments, and facilities both up in space and on the ground, provide unique opportunities for media outreach on what scientists are accomplishing. And, new media such as website news providers, high-definition television, and video news walls help to fuel the growing activity. Ever since Tycho Brahe operated his own printing press, astronomers have striven to document their accomplishments for the wider world. In recent years, astronomers' media outreach has been successful in reaching the mass television audience through successful efforts at animation and scientific visualization, and through dramatic images acquired by some facilities, such as the solar physics satellites and ground observatories.
Dennis, Everette E.; Pease, Edward C.
Throughout history the media has primarily been produced by adults, for adults, about adults. Increasingly, children have become a matter of high priority in the modern media society, and as they have, they have also become the subject of much concern. From debates in Congress about the detrimental effects of movies, comic books, and video games over the last century to efforts to court children as media consumers, there is a clear recognition that the media are not now and probably ne...
Full Text Available In the past few years there has been an explosion in the use of digital video data. Many people have personal computers at home, and with the help of the Internet users can easily share video files on their computer. This makes possible the unauthorized use of digital media, and without adequate protection systems the authors and distributors have no means to prevent it.Digital watermarking techniques can help these systems to be more effective by embedding secret data right into the video stream. This makes minor changes in the frames of the video, but these changes are almost imperceptible to the human visual system. The embedded information can involve copyright data, access control etc. A robust watermark is resistant to various distortions of the video, so it cannot be removed without affecting the quality of the host medium. In this paper I propose a video watermarking scheme that fulfills the requirements of a robust watermark.
Full Text Available in conjunction with the technical aspects of video display in browsers, when varying media formats are used. The <video> tag used in this work renders videos from two sources with different MIME types. Feeds from the video sources, namely YouTube and UCT...
Downs, Edward; Erickson, Sarah; Borrett, Jacqueline
A 2 × 2, fully-crossed, quasi-experimental design was employed to determine if type of media (rich media vs. lean media) and social prompting (presence of prompts vs. absence of prompts) would differentially impact learning outcomes for patrons interacting with an aquatic invasive species exhibit. Results indicated that the lean-media condition…
Morgan Parmett, H.; Rodgers, Scott
Book synopsis: This book introduces and develops the concept of geomedia studies as the name of a particular subfield of communication geography. Despite the accelerating societal relevance of ‘geomedia’ technologies for the production of various spaces, mobilities, and power-relations, and the unquestionable emergence of a vibrant research field that deals with questions pertaining to such topics, the term geomedia studies remains surprisingly unestablished. By addressing imperative question...
Zhang, Q; Slingsby, A.; Dykes, J.; Kraak, M.J.; Blok, C.A.; Ahas, R.
We designed and applied interactive visualisation to help an urban study group investigate how suburban residents in the Tallinn Metropolitan Area (Estonia) use space in the city. We used mobile phone positioning data collected from suburban residents together with their socio-economic
Full Text Available The current study was conducted to see the effectiveness of using social media to enhance students’ critical thinking skills. To fulfill the purpose of the study, a 14-week experimental study was performed with two groups of students. Both groups were introduced to how to respond to questions based on Revised Bloom’s Taxonomy. During the period of doing the activity, students in the experimental group had to post answers in Facebook and got feedback from peers and teacher as mutual learning while those in the control group wrote their replies in papers and submitted them to the teacher in class. The research instruments used in this study included pre-and post-tests and a questionnaire. The data were analyzed by using dependent t-tests, independent t-tests, means, and standard deviations. After the experiment there was a difference in the mean scores of critical thinking ability between the two groups at the significance level of .05. The data obtained from the questionnaire manifested students’ positive attitudes towards English instruction delivered through questioning technique and postings in Facebook.
Garfinkel, Simson L
Forensically significant digital trace evidence that is frequently present in sectors of digital media not associated with allocated or deleted files. Modern digital forensic tools generally do not decompress such data unless a specific file with a recognized file type is first identified, potentially resulting in missed evidence. Email addresses are encoded differently for different file formats. As a result, trace evidence can be categorized as Plain in File (PF), Encoded in File (EF), Plain Not in File (PNF), or Encoded Not in File (ENF). The tool bulk_extractor finds all of these formats, but other forensic tools do not. A study of 961 storage devices purchased on the secondary market and shows that 474 contained encoded email addresses that were not in files (ENF). Different encoding formats are the result of different application programs that processed different kinds of digital trace evidence. Specific encoding formats explored include BASE64, GZIP, PDF, HIBER, and ZIP. Published 2014. This article is a U.S. Government work and is in the public domain in the USA. Journal of Forensic Sciences published by Wiley Periodicals, Inc. on behalf of American Academy of Forensic Sciences.
Saponara, Sergio; Donati, Massimiliano; Fanucci, Luca; Odendahl, Maximilian; Leupers, Reiner; Errico, Walter
The on-board data processing is a vital task for any satellite and spacecraft due to the importance of elaborate the sensing data before sending them to the Earth, in order to exploit effectively the bandwidth to the ground station. In the last years the amount of sensing data collected by scientific and commercial space missions has increased significantly, while the available downlink bandwidth is comparatively stable. The increasing demand of on-board real-time processing capabilities represents one of the critical issues in forthcoming European missions. Faster and faster signal and image processing algorithms are required to accomplish planetary observation, surveillance, Synthetic Aperture Radar imaging and telecommunications. The only available space-qualified Digital Signal Processor (DSP) free of International Traffic in Arms Regulations (ITAR) restrictions faces inadequate performance, thus the development of a next generation European DSP is well known to the space community. The DSPACE space-qualified DSP architecture fills the gap between the computational requirements and the available devices. It leverages a pipelined and massively parallel core based on the Very Long Instruction Word (VLIW) paradigm, with 64 registers and 8 operational units, along with cache memories, memory controllers and SpaceWire interfaces. Both the synthesizable VHDL and the software development tools are generated from the LISA high-level model. A Xilinx-XC7K325T FPGA is chosen to realize a compact PCI demonstrator board. Finally first synthesis results on CMOS standard cell technology (ASIC 180 nm) show an area of around 380 kgates and a peak performance of 1000 MIPS and 750 MFLOPS at 125MHz.
Sun, Fei; He, Sailing
A negative refractive index medium, in which all spatial coordinates are reversed (i.e. a left-hand triplet is formed) by a spatial folding transformation, can create many novel electromagnetic phenomena, e.g. backward wave propagation, and inversed Doppler effect (IDE). In this study, we use coordinate rotation transformation to reverse only two spatial coordinates (e.g. x‧ and y‧), while keeping z‧ unchanged. In this case, some novel phenomena, e.g. radiation-direction-reversing illusions and IDE, can be achieved in a free space region wrapped by the proposed shell without any negative refractive index medium, which is easier for experimental realization and future applications.
Johnson, Don; Johnson, Mike
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.
Halverson, Erica Rosenfeld
Recently, the relationship between identity and learning has come front and center in discussions about how to design successful learning environments for youth who struggle in mainstream institutions. In this essay, I explore the role identity development plays in constructing learning environments for traditionally marginalized youth. While I agree with DeGennaro and Brown on the importance of identity development for learning, I stretch the relationship between these two constructs in several ways: First, I will argue that how we define "technology" and what that means for marginalized youth, particularly those who are assumed to be victims of the "digital divide" is a crucial aspect of the design of successful digital learning environments. Second, I discuss how identity is represented in these digital learning spaces, and analyze how meaning is constructed in multimodal spaces such as websites. Finally, I reflect on DeGennaro and Brown's notion of "emergent design," as a positive contribution to design research, and propose the idea of incorporating youths' already existing competencies into the emergent design process.
Full Text Available Introduction. Otitic complications arise from expansion of the middle ear infection. Subdural empyema is a rare otitic complication, and both retropharyngeal and parapharyngeal abscesses have been described in just a few cases. Case report. A 30-year-old male was, admitted as an emergency case because of breathing difficulties, secretion from the ear, and fever. Clinical examination had shown a purulent, fetid secretion from the ear, swelling on the roof of epipharynx, left tonsil pushed medialy, immobile epiglottis, reduced breathing space. Computed tomography revealed thick hypodense content filling cavity, mastoid entering the posterior cranial fossa, descending down throw the parapharyngeal space to the mesopharynx. On the roof and posterior wall of the epipharynx hypodense collection was also present. Tracheotomy was conducted, and incision of the parapharyngeal and retropharyngeal abscess and radical tympanomastoidectomy were performed. The patient’s state deteriorated on the tenth postoperative day with hemiparesis and consciousness disorder. Magnetic resonance imaging was done. It showed subdural empyema of the left frontoparietal region and next to the falx, so craniotomy and abscess drainage were conducted. Conclusion. Parapharyngeal, retropharyngeal abscess and subdural empyema are rare otitic complications. Adequate antibiotic therapy and radical surgical treatment make possible an outcome with survival.
Yi, Zhixing; Lin, Mian; Jiang, Wenbin; Zhang, Zhaobin; Li, Haishan; Gao, Jian
Pore network extraction, which is defined as the transformation from irregular pore space to a simplified network in the form of pores connected by throats, is significant to microstructure analysis and network modeling. A physically realistic pore network is not only a representation of the pore space in the sense of topology and morphology, but also a good tool for predicting transport properties accurately. We present a method to extract pore network by employing the centrally located medial axis to guide the construction of maximal-balls-like skeleton where the pores and throats are defined and parameterized. To validate our method, various rock samples including sand pack, sandstones, and carbonates were used to extract pore networks. The pore structures were compared quantitatively with the structures extracted by medial axis method or maximal ball method. The predicted absolute permeability and formation factor were verified against the theoretical solutions obtained by lattice Boltzmann method and finite volume method, respectively. The two-phase flow was simulated through the networks extracted from homogeneous sandstones, and the generated relative permeability curves were compared with the data obtained from experimental method and other numerical models. The results show that the accuracy of our network is higher than that of other networks for predicting transport properties, so the presented method is more reliable for extracting physically realistic pore network.
Full Text Available This article presents the results of an original experimental research on the lateral pressure acting on closely spaced rigid walls at different angles of granular particle orientation to the horizontal line. Filling was performed at three different predominant angles of grain orientation with respect to the horizontal line: 0°, 45°, and 90°. The aim of the study is to determine the nature of the influence of the particle orientation achieved by filling on the characteristics and distribution of the lateral pressure. In the experiments, a composite medium, i.e. a mixture of quartz sand and flat shell particles in a volume ratio of 2:1, was used. The results of the experiments showed a significant difference in the lateral pressure at different angles of particle orientation. It was found that at an angle of 90°, the average lateral pressure was 44.2% more than that at an angle of 0°.
Plugins will soon be a thing of the past. The Definitive Guide to HTML5 Video is the first authoritative book on HTML5 video, the new web standard that allows browsers to support audio and video elements natively. This makes it very easy for web developers to publish audio and video, integrating both within the general presentation of web pages. For example, media elements can be styled using CSS (style sheets), integrated into SVG (scalable vector graphics), and manipulated in a Canvas. The book offers techniques for providing accessibility to media elements, enabling consistent handling of a
Crook, Charles; Schofield, Louise
Vocabulary for describing the structures, roles, and relationships characteristic of traditional, or ‘offline’, education has been seamlessly applied to the designs of ‘online’ education. One example is the lecture, delivered as a video recording. The purpose of this research is to consider the concept of ‘lecture’ as realised in both offline and online contexts. We explore how media differences entail different student experiences and how these differences relate to design decisions associat...
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.
Gender representation in video games is a current sensitive topic in entertainment media. Gender studies in video games look at the difference between the portrayal of female and male characters. Most video games tend to over-represent stereotypes and in general use extensive violence and cruelty (Maietti, 2008). Some video games use wrong, disrespectful and sometimes even violent representations of both genders. This research paper focuses on the current representation of female gender in vi...
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...
INTRODUCTIONIntroduction to Video DatabasesOge Marques and Borko FurhtVIDEO MODELING AND REPRESENTATIONModeling Video Using Input/Output Markov Models with Application to Multi-Modal Event DetectionAshutosh Garg, Milind R. Naphade, and Thomas S. HuangStatistical Models of Video Structure and SemanticsNuno VasconcelosFlavor: A Language for Media RepresentationAlexandros Eleftheriadis and Danny HongIntegrating Domain Knowledge and Visual Evidence to Support Highlight Detection in Sports VideosJuergen Assfalg, Marco Bertini, Carlo Colombo, and Alberto Del BimboA Generic Event Model and Sports Vid
Helen Gail Prosser
Full Text Available Northern Lakes College in north-central Alberta is the first post-secondary institution in Canada to use the Media on Demand digital video system to stream large video files between dispersed locations (Karlsen. Staff and students at distant locations of Northern Lakes College are now viewing more than 350 videos using video streaming technology. This has been made possible by SuperNet, a high capacity broadband network that connects schools, hospitals, libraries and government offices throughout the province of Alberta (Alberta SuperNet. This article describes the technical process of implementing video streaming at Northern Lakes College from March 2005 until March 2006.
Saat ini sistem komunikasi dengan mengunakan Video Streaming seringkali menjadi alternatif dalam berkomunikasi. Salah satu software pilihan untuk layananan Video Streaming adalah Windows Media Encoder yang dapat dimanfaatkan sebagai software server dan software VLC (VIdeoLAN Client) yang dapat dimanfaatkan sebagai software Client Video Streaming. Terdapat beberapa format Video Streaming yang tersedia di layanan internet seperti FLV, Mp4, AVI dan lain-lain. Pada Tugas Akhir ini dilakukan an...
Nguyen, Laurent Son; Gatica-Perez, Daniel
Online social media is changing the personnel recruitment process. Until now, resumes were among the most widely used tools for the screening of job applicants. The advent of inexpensive sensors combined with the success of online video platforms has enabled the introduction of a new type of resume, the video resume. Video resumes can be defined as short video messages where job applicants present themselves to potential employers. Online video resumes represent an opportunity to study the fo...
Strong, L. R.; Wold-Brennon, R.; Cooper, S. K.; Brinkhuis, D.
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.
Fully implicit methods are drawing more attention in scientific and engineering applications due to the allowance of large time steps in extreme-scale simulations. When using a fully implicit method to solve two-phase flow problems in porous media, one major challenge is the solution of the resultant nonlinear system at each time step. To solve such nonlinear systems, traditional nonlinear iterative methods, such as the class of the Newton methods, often fail to achieve the desired convergent rate due to the high nonlinearity of the system and/or the violation of the boundedness requirement of the saturation. In the paper, we reformulate the two-phase model as a variational inequality that naturally ensures the physical feasibility of the saturation variable. The variational inequality is then solved by an active-set reduced-space method with a nonlinear elimination preconditioner to remove the high nonlinear components that often causes the failure of the nonlinear iteration for convergence. To validate the effectiveness of the proposed method, we compare it with the classical implicit pressure-explicit saturation method for two-phase flow problems with strong heterogeneity. The numerical results show that our nonlinear solver overcomes the often severe limits on the time step associated with existing methods, results in superior convergence performance, and achieves reduction in the total computing time by more than one order of magnitude.
.... Based on an experimental ethnography of the online video subgenre/subculture “YouTubePoop,” the paper will elaborate on the connection between the individual experience and the creation of digital media...
Gentile, Douglas A.; Walsh, David A.
This study examined family media habits, including the use of television, movies, videos, computer and video games, the Internet, music, and print media. The study was conducted by mail with telephone follow-ups, surveying a national random sample of 527 parents of 2- to 17-year-olds who completed MediaQuotient questionnaires. Findings were…
May 7, 2003 ... Villani S. Impact of Media on Children and Adolescents: A 10-Year. Review of the Research. J Am Acad ... Strasburger VC, Donnerstein E. Children, adolescents, and the media in the 21 st century. Adolesc ... video and computer games as well computers and the internet.(1). In addition, print media in the ...
Zhang, Luming; Jing, Peiguang; Su, Yuting; Zhang, Chao; Shaoz, Ling
Leisure tourism is an indispensable activity in urban people's life. Due to the popularity of intelligent mobile devices, a large number of photos and videos are recorded during a trip. Therefore, the ability to vividly and interestingly display these media data is a useful technique. In this paper, we propose SnapVideo, a new method that intelligently converts a personal album describing of a trip into a comprehensive, aesthetically pleasing, and coherent video clip. The proposed framework contains three main components. The scenic spot identification model first personalizes the video clips based on multiple prespecified audience classes. We then search for some auxiliary related videos from YouTube 1 according to the selected photos. To comprehensively describe a scenery, the view generation module clusters the crawled video frames into a number of views. Finally, a probabilistic model is developed to fit the frames from multiple views into an aesthetically pleasing and coherent video clip, which optimally captures the semantics of a sightseeing trip. Extensive user studies demonstrated the competitiveness of our method from an aesthetic point of view. Moreover, quantitative analysis reflects that semantically important spots are well preserved in the final video clip. 1 https://www.youtube.com/.
Gay, Pamela L.; IYA New Media Working Group
The International Year of Astronomy New Media Working Group (IYA NMWG) seeks to flood the Internet with ways to learn about astronomy and increase interaction among professionals, amateurs, and laypeople. Our primary audiences are amateur astronomers, astronomy and space enthusiasts, and image lovers, but secondary audiences include science fiction fans, online gamers, and skeptics. We aim to build lasting programs and partnerships that will continue beyond 2009. Our weapon of choice is New Media. New Media differ from traditional media (such as television, radio, and print) in their informality. Many forms of New Media start as user-provided content. New Media content-building infrastructures answer the content provider's creative whims, and New-Media content can be commented upon, shared, borrowed, adopted, edited, and re-posted by a broad audience. Classic examples of New Media include blogs and podcasts. This media is typically distributed through content-specific websites and RSS feeds, which allow individual Internet users to select preferred streams of media (including text, audio, and video) to be delivered to them automatically.
Intrinsic and extrinsic predictors of video-gaming behaviour and adolescent bedtimes: the relationship between flow states, self-perceived risk-taking, device accessibility, parental regulation of media and bedtime.
Smith, Lisa J; Gradisar, Michael; King, Daniel L; Short, Michelle
How computer games affect the time at which adolescents go to bed is of growing research interest; however, the intrinsic individual and extrinsic sociocultural factors mediating the relationship between gaming and sleep have received minimal attention. This paper investigates how gaming duration mediates the relationship between intrinsic factors (perception of risky events and flow) and extrinsic factors (parental regulation and media accessibility) and adolescent bedtime. Adolescents (N = 422; age = 16.3 ± 2.02 years, 41% M) from six metropolitan schools and the Flinders University completed a questionnaire battery. More flow states (r = .34, p spent playing video games. In addition, higher perception of the negative consequences of risk-taking (r = .14, p < .01) significantly predicted later bedtimes in adolescence. The relationship between flow and bedtime during adolescence was fully mediated by gaming duration (b = .142, p < .001), whereas the association between parental regulation and bedtime was independent of gaming duration. Flow and parental regulation of media were identified as the key points for clinical intervention to decrease the duration of gaming of adolescents, thus promoting earlier bedtimes. Crown Copyright © 2016. Published by Elsevier B.V. All rights reserved.
There's no denying that middle school students are interested in video games. With such motivation present, we as teachers should harness this media in a productive way in our classrooms. Students today are much more technologically advanced than ever before, and using video games is one more way to use something from their world as a teaching…
Vessey, J A; Lee, J E
Exposure to media violence is associated with increased aggression and its sequelae. Unfortunately, the majority of entertainment video games contain violence. Moreover, children of both genders prefer games with violent content. As there is no compulsory legislative standards to limit the type and amount of violence in video games, concerned adults must assume an oversight role.
Prix Jeunesse Foundation, Munich (Germany).
The use of video technology as an alternative form of communications media for artists, teachers, students, and community groups in the United States, Europe, and Third World nations is described. Specific examples of video use in the various countries are outlined and individual characteristics of program organization, production, and…
Zhou, Saohua; Krüger, Volker; Chellappa, Rama
Recognition of human faces using a gallery of still or video images and a probe set of videos is systematically investigated using a probabilistic framework. In still-to-video recognition, where the gallery consists of still images, a time series state space model is proposed to fuse temporal...... demonstrate that, due to the propagation of the identity variable over time, a degeneracy in posterior probability of the identity variable is achieved to give improved recognition. The gallery is generalized to videos in order to realize video-to-video recognition. An exemplar-based learning strategy...... of the identity variable produces the recognition result. The model formulation is very general and it allows a variety of image representations and transformations. Experimental results using videos collected by NIST/USF and CMU illustrate the effectiveness of this approach for both still-to-video and video...
Nortvig, Anne Mette; Sørensen, Birgitte Holm
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...
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...
abstractEmerging in the UK in the 1980s, Scratch Video established a paradoxical union of mass-media critique, Left-wing politics, and music-video and advertising aesthetics with its use of moving-image appropriation in the medium of videotape. Enabled by innovative professional and consumer video
Zakharchenko, Vladyslav; Choi, Kwang Pyo; Park, Jeong Hoon
Virtual reality (VR)/ augmented reality (AR) applications allow users to view artificial content of a surrounding space simulating presence effect with a help of special applications or devices. Synthetic contents production is well known process form computer graphics domain and pipeline has been already fixed in the industry. However emerging multimedia formats for immersive entertainment applications such as free-viewpoint television (FTV) or spherical panoramic video require different approaches in content management and quality assessment. The international standardization on FTV has been promoted by MPEG. This paper is dedicated to discussion of immersive media distribution format and quality estimation process. Accuracy and reliability of the proposed objective quality estimation method had been verified with spherical panoramic images demonstrating good correlation results with subjective quality estimation held by a group of experts.
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....
Ledo, David; Aseniero, Bon Adriel; Greenberg, Saul
Video conferencing commonly employs a video portal metaphor to connect individuals from remote spaces. In this work, we explore an alternate metaphor, a shared depth-mirror, where video images of two spaces are fused into a single shared, depth-corrected video space. We realize this metaphor in One......Space, where the space respects virtual spatial relationships between people and objects as if all parties were looking at a mirror together. We report preliminary observations of OneSpace's use, noting that it encourages cross-site, full-body interactions, and that participants employed the depth cues...
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 ), 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
Whitehead, Stuart; Rush, Joshua
Logo PDF files should be accessible by any PDF reader such as Adobe Reader. SVG files of the logo are vector graphics accessible by programs such as Inkscape or Adobe Illustrator. PNG files are image files of the logo that should be able to be opened by any operating system's default image viewer. The final report is submitted in both .doc (Microsoft Word) and .pdf formats. The video is submitted in .avi format and can be viewed with Windows Media Player or VLC. Audio .wav files are also ...
Like everyone else university students of the humanities are quite used to watching Hollywood productions and professional TV. It requires some didactic effort to redirect their eyes and ears away from the conventional mainstream style and on to new and challenging ways of using the film media...... in favour of worthy causes. However, it is also very rewarding to draw on the creativity, enthusiasm and rapidly improving technical skills of young students, and to guide them to use video equipment themselves for documentary, for philosophical film essays and intellectual debate. In the digital era...
Transform coding is a popular and effective compression method for both still images and video sequences, as is evident from its widespread use in international media coding standards such as MPEG, H.263 and JPEG...
Michail N. Giannakos
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.
Lui, Ben; Milner, Barbara; Binebrink, Dan; Kuok, Heng
The Space Operations Learning Center (SOLC) is a tool that provides an online learning environment where students can learn science, technology, engineering, and mathematics (STEM) through a series of training modules. SOLC is also an effective media for NASA to showcase its contributions to the general public. SOLC is a Web-based environment with a learning platform for students to understand STEM through interactive modules in various engineering topics. SOLC is unique in its approach to develop learning materials to teach schoolaged students the basic concepts of space operations. SOLC utilizes the latest Web and software technologies to present this educational content in a fun and engaging way for all grade levels. SOLC uses animations, streaming video, cartoon characters, audio narration, interactive games and more to deliver educational concepts. The Web portal organizes all of these training modules in an easily accessible way for visitors worldwide. SOLC provides multiple training modules on various topics. At the time of this reporting, seven modules have been developed: Space Communication, Flight Dynamics, Information Processing, Mission Operations, Kids Zone 1, Kids Zone 2, and Save The Forest. For the first four modules, each contains three components: Flight Training, Flight License, and Fly It! Kids Zone 1 and 2 include a number of educational videos and games designed specifically for grades K-6. Save The Forest is a space operations mission with four simulations and activities to complete, optimized for new touch screen technology. The Kids Zone 1 module has recently been ported to Facebook to attract wider audience.
Full Text Available The article considers four spaces where media processes involve religious communities and agents: the spaces of production, of representation, of media communication, and of distribution network and institutional framework for circulation. These three spaces systematise the research question posed to the specific source. Furthermore the concept documentary media as viewed from a semio-pragmatic perspective is introduced. Discussion of the commercial series I’m a Mormon shows how different modes define documentary media according to the three spaces.
The Geotail mission, part of the International Solar Terrestrial Physics (ISTP) program, measures global energy flow and transformation in the magnetotail to increase understanding of fundamental magnetospheric processes. The satellite was launched on July 24, 1992 onboard a Delta II rocket. This video shows with animation the solar wind, and its effect on the Earth. The narrator explains that the Geotail spacecraft was designed and built by the Institute of Space and Astronautical Science (ISAS), the Japanese Space Agency. The mission objectives are reviewed by one of the scientist in a live view. The video also shows an animation of the orbit, while the narrator explains the orbit and the reason for the small launch window.
Roberts, Donald F; Foehr, Ulla G
American youth are awash in media. They have television sets in their bedrooms, personal computers in their family rooms, and digital music players and cell phones in their backpacks. They spend more time with media than any single activity other than sleeping, with the average American eight- to eighteen-year-old reporting more than six hours of daily media use. The growing phenomenon of "media multitasking"--using several media concurrently--multiplies that figure to eight and a half hours of media exposure daily. Donald Roberts and Ulla Foehr examine how both media use and media exposure vary with demographic factors such as age, race and ethnicity, and household socioeconomic status, and with psychosocial variables such as academic performance and personal adjustment. They note that media exposure begins early, increases until children begin school, drops off briefly, then climbs again to peak at almost eight hours daily among eleven- and twelve-year-olds. Television and video exposure is particularly high among African American youth. Media exposure is negatively related to indicators of socioeconomic status, but that relationship may be diminishing. Media exposure is positively related to risk-taking behaviors and is negatively related to personal adjustment and school performance. Roberts and Foehr also review evidence pointing to the existence of a digital divide--variations in access to personal computers and allied technologies by socioeconomic status and by race and ethnicity. The authors also examine how the recent emergence of digital media such as personal computers, video game consoles, and portable music players, as well as the media multitasking phenomenon they facilitate, has increased young people's exposure to media messages while leaving media use time largely unchanged. Newer media, they point out, are not displacing older media but are being used in concert with them. The authors note which young people are more or less likely to use several
Corl, Frank M; Johnson, Pamela T; Rowell, Melissa R; Fishman, Elliot K
Video "podcasting" is an Internet-based publication and syndication technology that is defined as the process of capturing, editing, distributing, and downloading audio, video, and general multimedia productions. The expanded capacity for visual components allows radiologists to view still and animated media. These image-viewing characteristics and the ease of widespread delivery are well suited for radiologic education. This article presents detailed information about how to generate and distribute a video podcast using a Macintosh platform.
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...
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...
Miron, Hagai; Blumenthal, Eytan Z
Editing surgical videos requires a basic understanding of key technical issues, especially when transforming from analog to digital media. These issues include an understanding of compression-decompression (eg, MPEGs), generation quality loss, video formats, and compression ratios. We introduce basic terminology and concepts related to analog and digital video, emphasizing the process of converting analog video to digital files. The choice of hardware, software, and formats is discussed, including advantages and drawbacks. Last, we provide an inexpensive hardware-software solution.
Instructional videos teach viewers how to perform a specific task through clear explanations and demonstrations by the instructor. In the recent...substantial growth on media such as YouTube , a considerable number of user-generated instruc- tional videos covering a wide variety of tasks are available...Commons, Youku, Tu- dou and YouTube . For each video, the raw closed-captions are available. We will discuss how to utilize videos with- out closed
The diploma thesis focuses on motivations for watching beauty videos on YouTube. The aim is to clarify why viewers watch amateur videos that communicate topics related to physical appearance. Assuming the audience as an active actor of media communication the thesis is based on uses and gratification theory. Viewers watch beauty videos consciously to meet their individual needs. Based on an analysis of eleven interviews with regular viewers of beauty videos this thesis reveals five categories...
Biel, Joan-Isaac; Gatica-Perez, Daniel
While multimedia and social computing research have used crowdsourcing techniques to annotate objects, actions, and scenes in social video sites like YouTube, little work has ad- dressed the crowdsourcing of personal and social traits in online social video or social media content in general. In this paper, we address the problems of (1) crowdsourcing the annotation of first impressions of video bloggers (vloggers) personal and social traits in conversational YouTube videos, and (2) mining th...
Nielsen, Rune Kristian Lundedal; Ferguson, Christopher; Bean, Anthony
” is not a stable construct and clinical impairment might be low. Third, pathologizing gaming behavior has fallout beyond the therapeutic setting. In light of continuing controversies, it is argued that the currently proposed categories of video game addiction disorders are premature....... and necessity of the overarching construct. This raises multiple concerns. First, the current approaches to understanding “gaming addiction” are rooted in substance abuse research and approaches do not necessarily translate to media consumption. Second, some research has indicated that “video game addiction...
Full Text Available Today's undergraduates are clearly comfortable as consumers of technology and new media—purchasing ring tones for their cell phones and tunes for their iPods, text-messaging from handheld devices, scanning and tinkering with photos, keeping up with their Facebook friends and watching viral YouTube videos, sometimes all simultaneously. We share examples of classroom assignments integrated with library support services that engage today's undergraduates with academic materials in a variety of course contexts. We discuss how specific arrangements of library learning spaces and the alignment of space and staffing can help undergraduate students succeed with new media projects for class assignments.
Fergie, Gillian; Hunt, Kate; Hilton, Shona
Social media offer opportunities to both produce and consume content related to health experiences. However, people's social media practices are likely to be influenced by a range of individual, social and environmental factors. The aim of this qualitative study was to explore how engagement with user-generated content can support people with long-term health conditions, and what limits users' adoption of these technologies in the everyday experience of their health condition. Forty semi-structured interviews were conducted with young adults, aged between 18 and 30 years, with experience of diabetes or a common mental health disorder (CMHD). We found that the online activities of these young adults were diverse; they ranged from regular production and consumption ('prosumption') of health-related user-generated content to no engagement with such content. Our analysis suggested three main types of users: 'prosumers'; 'tacit consumers' and 'non-engagers'. A key determinant of participants' engagement with resources related to diabetes and CMHDs in the online environment was their offline experiences of support. Barriers to young adults' participation in online interaction, and sharing of content related to their health experiences, included concerns about compromising their presentation of identity and adherence to conventions about what content is most appropriate for specific social media spaces. Based on our analysis, we suggest that social media do not provide an unproblematic environment for engagement with health content and the generation of supportive networks. Rather, producing and consuming user-generated content is an activity embedded within individuals' specific health experiences and is impacted by offline contexts, as well as their daily engagement with, and expectations, of different social media platforms. Copyright © 2016 The Authors. Published by Elsevier Ltd.. All rights reserved.
Full Text Available Online fan cultures provides researchers with a space to observe and analyse the development and establishment of fan participation with media properties. The visibility of, and zealous postings by, fans on online forums offers a valuable opportunity to explore what happens when fans feel their expectations are being denied or limited by creator or industry actions. This article examines the fallout around the localisation of the Japanese video game Yakuza 3 into the West in 2010.
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...
Full Text Available Abstract The counts of malware attacks exploiting the internet increasing day by day and has become a serious threat. The latest malware spreading out through the media players embedded using the video clip of funny in nature to lure the end users. Once it is executed and installed then the behavior of the malware is in the malware authors hand. The spread of the malware emulates through Internet USB drives sharing of the files and folders can be anything which makes presence concealed. The funny video named as it connected to the film celebrity where the malware variant was collected from the laptop of the terror outfit organization .It runs in the backend which it contains malicious code which steals the user sensitive information like banking credentials username amp password and send it to the remote host user called command amp control. The stealed data is directed to the email encapsulated in the malicious code. The potential malware will spread through the USB and other devices .In summary the analysis reveals the presence of malicious code in executable video file and its behavior.
The American Academy of Pediatrics recognizes that exposure to mass media (ie, television, movies, video and computer games, the Internet, music lyrics and videos, newspapers, magazines, books, advertising, etc) presents both health risks and benefits for children and adolescents. Media education has the potential to reduce the harmful effects of media. By understanding and supporting media education, pediatricians can play an important role in reducing the risk of exposure to mass media for children and adolescents.
Christiansen, M. Sidury
This study describes how members of a transnational social network of Mexican bilinguals living in Chicago manipulate their language on online social media to facilitate and maintain close connections across borders. Using a discourse-centered online ethnographic approach, I examine conversations posted on members' Facebook walls and the contexts…
Berger, Russ; Schrag, Richard C.; Ridings, Jason J.
The new NFL Films 200,000 sq. ft. headquarters is home for the critically acclaimed film production that preserves the NFL's visual legacy week-to-week during the football season, and is also the technical plant that processes and archives football footage from the earliest recorded media to the current network broadcasts. No other company in the country shoots more film than NFL Films, and the inclusion of cutting-edge video and audio formats demands that their technical spaces continually integrate the latest in the ever-changing world of technology. This facility houses a staggering array of acoustically sensitive spaces where music and sound are equal partners with the visual medium. Over 90,000 sq. ft. of sound critical technical space is comprised of an array of sound stages, music scoring stages, audio control rooms, music writing rooms, recording studios, mixing theaters, video production control rooms, editing suites, and a screening theater. Every production control space in the building is designed to monitor and produce multi channel surround sound audio. An overview of the architectural and acoustical design challenges encountered for each sophisticated listening, recording, viewing, editing, and sound critical environment will be discussed.
Students of English Language Education Program in Faculty of Cultural Studies Universitas Brawijaya ideally master Grammar before taking the degree of Sarjana Pendidikan. However, the fact shows that they are still weak in Grammar especially tenses. Therefore, the researchers initiate to develop a video as a media to teach tenses. Objectively, by using video, students get better understanding on tenses so that they can communicate using English accurately and contextually. To develop the video, the researchers used ADDIE model (Analysis, Design, Development, Implementation, Evaluation. First, the researchers analyzed the students’ learning need to determine the product that would be developed, in this case was a movie about English tenses. Then, the researchers developed a video as the product. The product then was validated by media expert who validated attractiveness, typography, audio, image, and usefulness and content expert and validated by a content expert who validated the language aspects and tenses of English used by the actors in the video dealing with the grammar content, pronunciation, and fluency performed by the actors. The result of validation shows that the video developed was considered good. Theoretically, it is appropriate to be used English Grammar classes. However, the media expert suggests that it still needs some improvement for the next development especially dealing with the synchronization between lips movement and sound on the scenes while the content expert suggests that the Grammar content of the video should focus on one tense only to provide more detailed concept of the tense.
Full Text Available Penelitian ini bertujuan untuk menghasilkan media pembelajaran berupa media e-learning Berbasis Video yang valid untuk pelajaran Teknologi Informasi dan Komunikasi. Jenis penelitian ini adalah penelitian pengembangan dengan menggunakan model IDI (Instructional Development Institute. Untuk melihat apakah Media E-Learning Berbasis Video ini valid, dilakukan uji pakar. Desain ini divalidasi oleh 2 orang pakar, pakar perancangan Media E-learning Berbasis Video dan pakar Media E-Learning Berbasis Video. Hasil penelitian menunjukkan bahwa Media E-learning Berbasis Video pada aspek Akses E-Learning (93%, Aspek materi sangat valid (93%, aspek penyajian sangat valid (93%, aspek Media E-learning Berbasis Video sangat valid (93% serta aspek video Media E-learning sudah sangat valid (94%. Berdasarkan data di atas dapat disimpulkan bahwa Media E-learning Berbasis Video telah valid. Kata kunci: media; e-learning; video; teknologi informasiThis research is aimed to produce E-learning media based on valid, practical, and effective video for Communication and information technology subject. The background of the research is based on the writer observation in SMA N 2 Sungai Penuh. Media development is aimed to help the students to understand the topic about internet by providing online videos which can be accessed anywhere and anytime. This research is a research development which used IDI (Instructional Development Institute model. To prove the validity, practicability, and the effectiveness of this Video-based E-learning media, the writer conducts expert test, one to one evaluation, small group evaluation, and filed test by observing the learning process and learning result of the student. This design is validated by two experts; Video-based E-learning media design expert and Video-based E-learning media development expert. The Video-based E-learning media is tested to 31 students of XI class semester 1 at SMA N 2 Sungai Penuh to figure out the practicability
Full Text Available Abstract. Social media is instrumental in giving effect to nitizens, good effects or bad effect, then social media can be also represent a person. Diserve social media make it interesting for nitizens. One of social media is Youtube. Many a lot of video at there, strat from tips and trick videos, journey or vacation video, wedding video, and ect. Everyone can publish their video on Youtube. No exception of same sex enthusiast, in this study are homosexual or gay. One of is a wedding video Sam Tsui and Casey Braves. This research is a qualitative research and this research uses semiotcs analysus of Roland Barthes. By doing an analysis of video that have been published by Sam on Youtube, also do document search and literature. The author sees the existence of verbal and non vebal forms of representation from same sex merriage video of men and men.
Full Text Available In this article, we propose the concept of mediatization as central to understanding the processes of disruption, uncertainty, and indeterminacy in the social formation of Brazil. This proposition does not replace the socio-anthropological approaches that propose indeterminacy as a characteristic of societies where there are no social practices symbolically referenced (Lahire, 2002. We suggest, however, that this movement that we call ascending is reproduced in an exponential way, adding time and space deferred, due to the mediatization of society, in which the use of the media by social actors breaks with discursive hegemonies of media and mediated institutions. The mediatization is conceptualized in three spheres: a the information flows between Ecclesia, Agora, and Oikos (Bratosin, 2014; Ferreira, 2016; b the uses, practices, and appropriations of the means, especially in digital networks; c circulation, central in the constitution flows. Circulation is not going from hand to hand. Circulation is the operation of picking up, manipulating, in the struggle for recognition, within the framework of flows. Therefore, circulation refers to the conflicts and possibilities of social recognition, triggered by actors and institutions, media and mediatized. We suggest, therefore, a new design for the understanding of the current symbolic tensions in Latin America, based on meta-reflections from its epistemologies.
Schramm, L.L. [Saskatchewan Research Council, Saskatoon, SK (Canada); Wassmuth, F. [Alberta Research Council, Edmonton, AB (Canada); Stasiuk, E.N. [Calgary Univ., AB (Canada); Hart, D. [Centre for Cold Ocean Resources Engineering, St. John' s, NF (Canada); Legros, J.C. [Brussels Univ., Brussels (Belgium); Smirnov, N.N. [Moscow State Univ., Moscow (Russian Federation)
Several enhanced oil recovery methods are being developed to economically recover waterflooded residual oil. The challenge is comparable to understanding the mechanisms involved when liquid contaminants in soil are filtered and mixed with groundwater and then transported by convective flows. Multiphase flow and trapping of fluids in porous media are greatly affected by wettability and capillary forces. However, fluid flow in porous media is also strongly governed by gravity effects. In this study, a series of high altitude aircraft parabolic flights were conducted in which capillary flow experiments were performed in porous media using different fluids. Three capillary flow experiments were conducted on a shuttle flight where gravity was not a factor. This paper presents a newly developed finite-difference numerical model for two-dimensional homogeneous fluid flow in a porous medium confined by a horizontal bottom, two vertical boundaries and a free surface. The model describes movement of fluid flow in response to applied pressure gradients. It also considers capillary flow caused by surface tension. The simulator can be used to predict the effect of changing properties such as gravitational acceleration, permeability, pore radii, surface tension, liquid viscosity and wettability. The study showed that interfacial phenomena in highly reduced gravity conditions can be applied to problems associated with fluid handling in various types of space vehicles. 12 refs., 12 figs.
I Made Oka Widyantara
Full Text Available This paper aims to analyze Internet-based streaming video service in the communication media with variable bit rates. The proposed scheme on Dynamic Adaptive Streaming over HTTP (DASH using the internet network that adapts to the protocol Hyper Text Transfer Protocol (HTTP. DASH technology allows a video in the video segmentation into several packages that will distreamingkan. DASH initial stage is to compress the video source to lower the bit rate video codec uses H.26. Video compressed further in the segmentation using MP4Box generates streaming packets with the specified duration. These packages are assembled into packets in a streaming media format Presentation Description (MPD or known as MPEG-DASH. Streaming video format MPEG-DASH run on a platform with the player bitdash teritegrasi bitcoin. With this scheme, the video will have several variants of the bit rates that gave rise to the concept of scalability of streaming video services on the client side. The main target of the mechanism is smooth the MPEG-DASH streaming video display on the client. The simulation results show that the scheme based scalable video streaming MPEG-DASH able to improve the quality of image display on the client side, where the procedure bufering videos can be made constant and fine for the duration of video views
Whether as status notifications in news feeds or interactive prompts in online video services, updates punctuate the background routines of media by bringing a variety of changes to the attention of users. In this dissertation I argue that updates rationalize media change by making previously obscure actions of users and movements of technologies…
Guruvadoo, Eranna K.
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.
... shall be “Open Video System Notice of Intent” and “Attention: Media Bureau.” This wording shall be... Notice of Intent with the Office of the Secretary and the Bureau Chief, Media Bureau. The Notice of... capacity through a fair, open and non-discriminatory process; the process must be insulated from any bias...
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...
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...
Sabbatini, Massimo; Collon, Maximilien J.; Visentin, Gianfranco
The Erasmus Recording Binocular (ERB1) was the first fully digital stereo camera used on the International Space Station. One year after its first utilisation, the results and feedback collected with various audiences have convinced us to continue exploiting the outreach potential of such media, with its unique capability to bring space down to earth, to share the feeling of weightlessness and confinement with the viewers on earth. The production of stereo is progressing quickly but it still poses problems for the distribution of the media. The Erasmus Centre of the European Space Agency has experienced how difficult it is to master the full production and distribution chain of a stereo system. Efforts are also on the way to standardize the satellite broadcasting part of the distribution. A new stereo camera is being built, ERB2, to be launched to the International Space Station (ISS) in September 2008: it shall have 720p resolution, it shall be able to transmit its images to the ground in real-time allowing the production of live programs and it could possibly be used also outside the ISS, in support of Extra Vehicular Activities of the astronauts. These new features are quite challenging to achieve in the reduced power and mass budget available to space projects and we hope to inspire more designers to come up with ingenious ideas to built cameras capable to operate in the hash Low Earth Orbit environment: radiations, temperature, power consumption and thermal design are the challenges to be met. The intent of this paper is to share with the readers the experience collected so far in all aspects of the 3D video production chain and to increase awareness on the unique content that we are collecting: nice stereo images from space can be used by all actors in the stereo arena to gain consensus on this powerful media. With respect to last year we shall present the progress made in the following areas: a) the satellite broadcasting live of stereo content to D
Soetaert, Ronald; Bourgonjon, Jeroen; Rutten, Kris
In their article "Video Games as Equipment for Living" Ronald Soetaert, Jeroen Bourgonjon, and Kris Rutten postulate that with the emergence of new media there is need of a re-evaluation of all modes of communication and the ways in which literacy is conceptualized. Drawing on the concept of multi-literacy they suggest a rhetorical/ anthropological meta-perspective to describe human beings as symbol using animals and focus on particular symbol systems: narrative, drama, and video games. Speci...
Linde, Per; Messeter, Jörn
are no longer neutral layers in urban living, but rather an integrated part of the materialities of architecture and urban planning, the social dimensions of city life and emerging new cultural frameworks. Arguably, we have reached a point at which digital designs may be regarded as elements of our everyday...... for the Media places project, give some brief insights into the themes of setting up temporary digital streams of media and mobile games. Considering the work-in-progress character of the research and the smaller format of text, no real in-depth analysis will be carried out. The goal is rather to position...... construction of place in the urban setting. The concept of Hertzian space, put forth by Anthony Dunne and others (Dunne, 1999) also carries a dimension of how spaces of wireless communication may be problematized, and how we can criticize cultural phenomena taken for granted through innovative technology. From...
O'Keeffe, Gwenn Schurgin; Clarke-Pearson, Kathleen
Using social media Web sites is among the most common activity of today's children and adolescents. Any Web site that allows social interaction is considered a social media site, including social networking sites such as Facebook, MySpace, and Twitter; gaming sites and virtual worlds such as Club Penguin, Second Life, and the Sims; video sites such as YouTube; and blogs. Such sites offer today's youth a portal for entertainment and communication and have grown exponentially in recent years. For this reason, it is important that parents become aware of the nature of social media sites, given that not all of them are healthy environments for children and adolescents. Pediatricians are in a unique position to help families understand these sites and to encourage healthy use and urge parents to monitor for potential problems with cyberbullying, "Facebook depression," sexting, and exposure to inappropriate content.
Digital video compression technologies have become part of life, in the way visual information is created, communicated and consumed. Some application areas of video compression focused on the problem of optimizing storage space and transmission bandwidth (BW). The two dimensional discrete cosine transform (2-D ...
Apr 19, 2011 ... evolve and adapt. Digital media forms do not arise spontaneously and independently from old media. They are related and connected to old media. .... Larger, clearer TV screens. - Digital paper. - Digital subscriber line (DSL). - Holographic Theaters. - Personal channels. - Intelligent Video agents.
Lieberman, Debra A.; Bates, Cynthia H.; So, Jiyeon
This article reviews a selection of studies on digital media and learning for young children ages 3 to 6. The range of digital media for this age group is growing and includes computer-delivered and online activities; console video games; handheld media, occasionally with GPS or an accelerometer, in cell phones and other wireless mobile devices;…
Singer, Dorothy G., Ed.; Singer, Jerome L., Ed.
This handbook analyzes effects on children of traditional media, such as television, film, and advertising; and new media, such as the Internet and video games. The chapters are: (1) "The History of Children's Use of Electronic Media" (Paik); (2) "Free Reading: Implications for Child Development" (Desmond); (3) "The Use of…
Wided Batat; Sonja Prentovic
This research aims to discuss the approaches of tourism professionals to communication on responsible behaviour through sustainable tourism video contents shared on social media indicating cross...
Chory, Rebecca M; Goodboy, Alan K
Based on the uses and gratifications perspective, personality was expected to relate to violent video game play frequency and game preferences. Participants completed measures of personality and frequency of violent video game play, and identified their most frequently played video games. Results indicate that individuals higher in openness but lower in agreeableness played violent video games more frequently. In addition, more open and extroverted but less agreeable and neurotic individuals generally preferred to play video games that are more violent. Results suggest personality may be more predictive of violent video game use than traditional media use, though the predictive personality dimensions may be consistent across media types.
Porikli, Fatih; Xiang, Tao; Gong, Shaogang
Closed Circuit TeleVision (CCTV) cameras have been increasingly deployed pervasively in public spaces including retail centres and shopping malls. Intelligent video analytics aims to automatically analyze content of massive amount of public space video data and has been one of the most active areas of computer vision research in the last two decades. Current focus of video analytics research has been largely on detecting alarm events and abnormal behaviours for public safety and security applications. However, increasingly CCTV installations have also been exploited for gathering and analyzing business intelligence information, in order to enhance marketing and operational efficiency. For example, in retail environments, surveillance cameras can be utilised to collect statistical information about shopping behaviour and preference for marketing (e.g., how many people entered a shop; how many females/males or which age groups of people showed interests to a particular product; how long did they stay in the sho...
Full Text Available Digital technology has often been discussed in relation to how it changed either the production or the reception of audiovisual cultures. This paper will consider a combination of both as a crucial part in understanding strategies of inter- and transmedial amateur creativity. Based on an experimental ethnography of the online video subgenre/subculture “YouTubePoop,” the paper will elaborate on the connection between the individual experience and the creation of digital media. The loose collective of independent amateurs behind the YouTubePoop videos makes use of already existing audiovisual material ranging from television shows to videos of other YouTube users. The re-created remixes and mash-ups are characterized by their random selection of original material and their nonsensical humour. Hence, the rapid montage of this heterogeneous content is just as much part of the intensified aesthetic expressiveness as are the applied special effects available in the digital video editing software. Both aspects highlight the strong interdependence of the rapid accessibility of online content and digital technology and the new aesthetic expressions they are fostering. The paper will show how the experience and navigation of digital interfaces (editing software, media players, or homepages affect the design and practice of these video-remixes. This will open the discussion about intertextual strategies of media appropriation to an aesthetic and praxeological analysis of media interaction.
Multilevel balancing domain decomposition by constraints (BDDC) deluxe algorithms are developed for the saddle point problems arising from mixed formulations of Darcy flow in porous media. In addition to the standard no-net-flux constraints on each face, adaptive primal constraints obtained from the solutions of local generalized eigenvalue problems are included to control the condition number. Special deluxe scaling and local generalized eigenvalue problems are designed in order to make sure that these additional primal variables lie in a benign subspace in which the preconditioned operator is positive definite. The current multilevel theory for BDDC methods for porous media flow is complemented with an efficient algorithm for the computation of the so-called malign part of the solution, which is needed to make sure the rest of the solution can be obtained using the conjugate gradient iterates lying in the benign subspace. We also propose a new technique, based on the Sherman--Morrison formula, that lets us preserve the complexity of the subdomain local solvers. Condition number estimates are provided under certain standard assumptions. Extensive numerical experiments confirm the theoretical estimates; additional numerical results prove the effectiveness of the method with higher order elements and high-contrast problems from real-world applications.
Full Text Available Cognitive radio is being intensively researched as the enabling technology for license-exempt access to the so-called TV White Spaces (TVWS, large portions of spectrum in the UHF/VHF bands which become available on a geographical basis after digital switchover. Both in the US, and more recently, in the UK the regulators have given conditional endorsement to this new mode of access. This paper reviews the state-of-the-art in technology, regulation, and standardisation of cognitive access to TVWS. It examines the spectrum opportunity and commercial use cases associated with this form of secondary access.
Greitemeyer, Tobias; Osswald, Silvia
Past research has provided abundant evidence that playing violent video games increases aggressive tendencies. In contrast, evidence on possible positive effects of video game exposure on prosocial tendencies has been relatively sparse. The present research tested and found support for the hypothesis that exposure to prosocial video games increases the accessibility of prosocial thoughts. These results provide support to the predictive validity of the General Learning Model (Buckley & Anderson, 2006) for the effects of exposure to prosocial media on social tendencies. Thus, depending on the content of the video game, playing video games can harm but may also benefit social relations.
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...
National Aeronautics and Space Administration — The GPM Ground Validation Precipitation Video Imager (PVI) GCPEx dataset collected precipitation particle images and drop size distribution data from November 2011...
Digital technologies and media are becoming increasingly embodied and entangled in the spaces and places at work and at home. However, our material environment is more than a geometric abstractions of space: it contains familiar places, social arenas for human action. For designers, the integration...... of digital technology with space poses new challenges that call for new approaches. Creative alternatives to traditional systems methodologies are called for when designers use digital media to create new possibilities for action in space. Design Spaces explores how design and media art can provide creative...... alternatives for integrating digital technology with space. Connecting practical design work with conceptual development and theorizing, art with technology, and usesr-centered methods with social sciences, Design Spaces provides a useful research paradigm for designing ubiquitous computing. This book...
Schumacher, Daniel M.
Only a few fortunate people have the opportunity to go into space and experience the wonders of our universe first-hand. But thanks to social media and virtual worlds, many unique opportunities exist for us to learn, explore and experience what s out there from wherever we are. NASA and Marshall Space Flight Center (MSFC) are making this even easier to do. From blogs to Twitter messages, from Facebook pages to Flickr Photo sites, NASA is leveraging social media to share never-before-seen footage and inside information on spaceflight, scientific discoveries and other space activities. Over the last year, Marshall has reached more than half-a-million viewers through its high-profile, real-time blogs. Through its Watching a Launch blog, visitors were invited to take the "virtual" rides of their lives as they received a first-hand account of seeing a powerful shuttle launch - up close and personal. Through the Shuttle Ferry Flight blog, they got to experience the Shuttle Atlantis journey home to Kennedy Space Center as it rode "piggyback" on a modified Boeing 747 airplane. This year, Marshall s Flickr photo galleries have been visited over 700,000 times, Ares rocket videos have been viewed on iTunes, YouTube, TeacherTube and NASA Web sites more than 1.2 million times, and Marshall s Facebook Page has over 2,800 "friends" who regularly follow NASA. Social media tools have been a powerful way to reach and inspire the public, but NASA has also used these tools effectively to promote education and outreach. From events such as the Great Moonbuggy Race to the Student Launch Initiative, Marshall has used social networks to interest, excite and engage students. This presentation shares some of NASA s experiences on what has worked . . . and what hasn't . . . and seeks to spread the message that through social media "there's enough space for everyone."
Nie, Yongwei; Xiao, Chunxia; Sun, Hanqiu; Li, Ping
Video synopsis aims at providing condensed representations of video data sets that can be easily captured from digital cameras nowadays, especially for daily surveillance videos. Previous work in video synopsis usually moves active objects along the time axis, which inevitably causes collisions among the moving objects if compressed much. In this paper, we propose a novel approach for compact video synopsis using a unified spatiotemporal optimization. Our approach globally shifts moving objects in both spatial and temporal domains, which shifting objects temporally to reduce the length of the video and shifting colliding objects spatially to avoid visible collision artifacts. Furthermore, using a multilevel patch relocation (MPR) method, the moving space of the original video is expanded into a compact background based on environmental content to fit with the shifted objects. The shifted objects are finally composited with the expanded moving space to obtain the high-quality video synopsis, which is more condensed while remaining free of collision artifacts. Our experimental results have shown that the compact video synopsis we produced can be browsed quickly, preserves relative spatiotemporal relationships, and avoids motion collisions.
S. Gunkel (Simon); A.J. Jansen (Jack); I. Kegel; D.C.A. Bulterman (Dick); P.S. Cesar Garcia (Pablo Santiago)
htmlabstractWith the growing popularity of video communication systems, more people are using group video chat, rather than only one-to-one video calls. In such multi-party sessions, remote participants compete for the available screen space and bandwidth. A common solution is showing the current
Full Text Available The applied cultural analysis work presented in this article was conducted with independent professionals who work in a flexible time-space format – known as telework – for the entertainment, new media, and arts sector in the Los Angeles area. Most participants are associates of the production and post-production boutique “Studio Can” as well as the curatorial new media and arts nonprofit organization “PalMarte.” When working in a flexible time-space format, boundaries between leisure/family life and work at home, or personal and public realms, tend to become blurred. This blurred context involves a web of cultural complexity that exists behind the materialization of boundaries. Through empirical material, this article examines rhythms and mechanisms between flexibility and stability, unveiling a viscous consistency of everyday life. This work helps to better understand the relation between leisure/family life and work at home, as well as stability and change, to rethink these realms and how they relate to each other but also how they transform one another. Although culturally different, these realms are bridged through the material culture that surrounds them. As conveyors, objects (such as a heating pad and activities culturally transport participants between realms. Research methods combined time-diaries, interviews, observation, visual ethnography, and autoethnography. While applying academic knowledge into a non-academic setting to rethink realms and how they relate and transform each other in a bridged relationship, this work is also an invitation to rethink the relationship between the realms of academia and non-academia.
Casasanto, V.; Hallowell, R.; Williams, K.; Rock, J.; Markus, T.
"Beautiful Earth: Experiencing and Learning Science in an Engaging Way" was a 3-year project funded by NASA's Competitive Opportunities in Education and Public Outreach for Earth and Space Science. An outgrowth of Kenji Williams' BELLA GAIA performance, Beautiful Earth fostered a new approach to teaching by combining live music, data visualizations and Earth science with indigenous perspectives, and hands-on workshops for K-12 students at 5 science centers. Inspired by the "Overview Effect," described by many astronauts who were awestruck by seeing the Earth from space and their realization of the profound interconnectedness of Earth's life systems, Beautiful Earth leveraged the power of multimedia performance to serve as a springboard to engage K-12 students in hands-on Earth science and Native wisdom workshops. Results will be presented regarding student perceptions of Earth science, environmental issues, and indigenous ways of knowing from 3 years of evaluation data.
Parrish, Russell V.; Busquets, Anthony M.; Hogge, Thomas W.
Video disk technology is one of the central themes of a technology demonstrator workstation being assembled as a man/machine interface for the Space Station Data Management Test Bed at Johnson Space Center. Langley Research Center personnel involved in the conception and implementation of this workstation have assembled a video production facility to allow production of video disk material for this propose. This paper documents the initial familiarization efforts in the field of video production for those personnel and that facility. Although the entire video disk production cycle was not operational for this initial effort, the production of a simulated disk on video tape did acquaint the personnel with the processes involved and with the operation of the hardware. Invaluable experience in storyboarding, script writing, audio and video recording, and audio and video editing was gained in the production process.
Kevin YEE; Jace HARGIS
It is fruitful to consider Bloom's Taxonomy of Educational Objectives (Bloom & Krathwohl, 1956) when employing video or any media in the classroom to maximize the intentionality of teaching and learning. The use of video for demonstration or modeling corresponds well to Blooms levels of Knowledge, Comprehension, and Application; while case studies offer a chance to demonstrate Analysis and Synthesis, and perhaps even Evaluation, when comparing a video to information from a text b...
Tussyadiah, Iis; Fesenmaier, D.R.
The emergence of new media using multimedia features has generated a new set of mediators for tourists' experiences. This study examines two hypotheses regarding the roles that online travel videos play as mediators of tourist experiences. The results confirm that online shared videos can provide...... mental pleasure to viewers by stimulating fantasies and daydreams, as well as bringing back past travel memories. In addition, the videos act as a narrative transportation, providing access to foreign landscapes and socioscapes....
Whitton, Nicola; Maclure, Maggie
Increasingly prevalent educational discourses promote the use of video games in schools and universities. At the same time, populist discourses persist, particularly in print media, which condemn video games because of putative negative effects on behaviour and socialisation. These contested discourses, we suggest, influence the acceptability of…
An art history video created at the Columbia University (New York) Media Center for Art History takes the art student on a computer-animated video tour of Amiens Cathedral (France) designed to make architectural history come alive by illustrating the chronology of the building's construction. The Center was established to encourage faculty to…
Bowers, Janet; Passentino, Gabriela; Connors, Curtis
Online video sharing websites have had a profound impact on the ways that students learn about the world, about the culture, and about mathematics. However, we would like to challenge McLuhan's assertion that changing the media has necessarily changed the message. In fact, the authors posit that the majority of online videos are seen as…
Despite the growing use of media in the classroom, the effects of using of audio versus video in pronunciation teaching has been largely ignored. To analyze the impact of the use of audio or video training on aural discrimination of vowels, 61 participants (all students at a large American university) took a pre-test followed by two training…
von Feilitzen, Cecilia, Ed.; Carlsson, Ulla, Ed.
This document consists of three sources which compile research on the influence of media sex and violence on children's development. The first is a collection of articles on children and the media; the remaining two are bibliographies of research--one on pornography and sex in the media, the other on video and computer games. The articles in the…
van der Schuur, W.A.
More than ever, adolescents juggle with media. They use multiple media simultaneously, for example, they send text messages to their friends while watching a movie. In addition, they use media during academic and social activities, such as watching YouTube videos while doing homework. Although this
This case study explored how adolescents were empowered through after school media production activities and, in the process, re-imagined themselves as active and engaged citizens within their community. Through analyzing interviews, participant observations, and media artifacts of 14 participants (aged 15-19) over a period of 18 months, three main themes emerged from the triangulation of data: (1) sociocultural capital through group ownership; (2) safe space for creative expression; and (3) developing a sense of community with diverse voices. These young people exercised their collective voice toward pro-social actions by writing and producing their stories and showcasing their works at community screenings. They hoped that their videos would promote individual and community transformations. Building on youth development, community psychology, and media literacy frameworks, this article discusses educational implications like advocating for the power of youth media production to bridge participants' personal and private artistry to public and political statements.
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: ...
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 ...
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Crump, John M; Deutsch, Thomas
Laryngeal examinations, especially stroboscopic examinations, are increasingly recorded using digital video formats on computer media, rather than using analog formats on videotape. It would be useful to share these examinations with other medical professionals in formats that would facilitate reliable and high-quality playback on a personal computer by the recipients. Unfortunately, a personal computer is not well designed for reliable presentation of artifact-free video. It is particularly important that laryngeal video play without artifacts of motion or color because these are often the characteristics of greatest clinical interest. With proper tools and procedures, and with reasonable compromises in image resolution and the duration of the examination, digital video of laryngeal examinations can be reliably exchanged. However, the tools, procedures, and formats for recording, converting to another digital format ("transcoding"), communicating, copying, and playing digital video with a personal computer are not familiar to most medical professionals. Some understanding of digital video and the tools available is required of those wanting to exchange digital video. Best results are achieved by recording to a digital format best suited for recording (such as MJPEG or DV),judiciously selecting a segment of the recording for sharing, and converting to a format suited to distribution (such as MPEG1 or MPEG2) using a medium suited to the situation (such as e-mail attachment, CD-ROM, a "clip" within a Microsoft PowerPoint presentation, or DVD-Video). If digital video is sent to a colleague, some guidance on playing files and using a PC media player is helpful.
Palmgren-Neuvonen, Laura; Jaakkola, Maarit; Korkeamäki, Riitta-Liisa
This article reports a case study on sChOOLtv, an online television for primary and secondary schools that aims to bridge the media gap between in-school and out-of-school learning environments. Contrary to its creators' expectations, the number of published videos has not increased since its establishment. Furthermore, the videos were mostly…
Douglas A Gentile
The concept that doing something to "vent" aggression as a method of reducing aggressive feelings and behaviors, such as watching media violence or playing violent video games, continues to enjoy...
Zerebecki, Chris; Stanfield, Brodie; Tawadrous, Mina; Buckstein, Daniel; Hogue, Andrew; Kapralos, Bill
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.
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 ...
textabstractOne of the challenges of multimedia applications is to provide user-tailored access to information encoded in different media. Particularly, previous research has not yet fully explored how to automatically compose different video segments according to a communicative goal. We propose a
Wiens, Jacob H.
Helical scan video tape recorders were tested for their dubbing characteristics in order to make selection data available to media personnel. The equipment, two recorders of each type tested, was submitted by the manufacturers. The test was designed to produce quality evaluations for three generations of a single tape, thereby encompassing all…
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.
Chamberlain, Alan; Bødker, Mads; Papangelis, Konstantinos
places and intangible personal content can be used to develop meaningful experiences. The paper explores the use of autoethnography as a method for soundscape design in the fields of personal heritage and locative media. Specifically, we explore possible connections between digital media, space...
The growing use of social media by students and adults is impacting schools. A recent Pew study found that 73% of teens use social-networking sites to connect with others. Social media includes blogs, wikis, and podcasts as well as sites such as MySpace, Facebook, and Linkedin. While such sites promote connection with others, their use has created…
Ferriter, William N.; Ramsden, Jason T.; Sheninger, Eric C.
Incorporating social media tools into your professional practices does not have to be intimidating as long as you are willing to tackle five action steps. It is far easier to articulate the strengths--and to imagine the possibilities--of social media spaces as tools for communication and professional development when you are actively using those…
My long-term goal is to enhance public understanding of complex systems that can be best demonstrated through richly detailed computer graphic animation displayed with full-dome video technology. My current focus is on health science advances that focus on regenerative medicine, which helps the body heal itself. Such topics facilitate science learning and health literacy. My team develops multi-media presentations that bring the scientific and medical advances to the public through immersive high-definition video animation. Implicit in treating the topics of regenerative medicine will be the need to address stem cell biology. The topics are clarified and presented from a platform of facts and balanced ethical consideration. The production process includes communicating scientific information about the excitement and importance of stem cell research. Principles of function are emphasized over specific facts or terminology by focusing on a limited, but fundamental set of concepts. To achieve this, visually rich, biologically accurate 3D computer graphic environments are created to illustrate the cells, tissues and organs of interest. A suite of films are produced, and evaluated in pre- post-surveys assessing attitudes, knowledge and learning. Each film uses engaging interactive demonstrations to illustrate biological functions, the things that go wrong due to disease and disability, and the remedy provided by regenerative medicine. While the images are rich and detailed, the language is accessible and appropriate to the audience. The digital, high-definition video is also re-edited for presentation in other ``flat screen'' formats, increasing our distribution potential. Show content is also presented in an interactive web space (www.sepa.duq.edu) with complementing teacher resource guides and student workbooks and companion video games.
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...
Written in a friendly, Beginner's Guide format, showing the user how to use the digital media aspects of Matlab (image, video, sound) in a practical, tutorial-based style.This is great for novice programmers in any language who would like to use Matlab as a tool for their image and video processing needs, and also comes in handy for photographers or video editors with even less programming experience wanting to find an all-in-one tool for their tasks.
Zhang, Jianguang; Han, Yahong; Tang, Jinhui; Hu, Qinghua; Jiang, Jianmin
Human action recognition has been well explored in applications of computer vision. Many successful action recognition methods have shown that action knowledge can be effectively learned from motion videos or still images. For the same action, the appropriate action knowledge learned from different types of media, e.g., videos or images, may be related. However, less effort has been made to improve the performance of action recognition in videos by adapting the action knowledge conveyed from images to videos. Most of the existing video action recognition methods suffer from the problem of lacking sufficient labeled training videos. In such cases, over-fitting would be a potential problem and the performance of action recognition is restrained. In this paper, we propose an adaptation method to enhance action recognition in videos by adapting knowledge from images. The adapted knowledge is utilized to learn the correlated action semantics by exploring the common components of both labeled videos and images. Meanwhile, we extend the adaptation method to a semi-supervised framework which can leverage both labeled and unlabeled videos. Thus, the over-fitting can be alleviated and the performance of action recognition is improved. Experiments on public benchmark datasets and real-world datasets show that our method outperforms several other state-of-the-art action recognition methods.
Wickramasuriya, Jehan; Alhazzazi, Mohanned; Datt, Mahesh; Mehrotra, Sharad; Venkatasubramanian, Nalini
Forms of surveillance are very quickly becoming an integral part of crime control policy, crisis management, social control theory and community consciousness. In turn, it has been used as a simple and effective solution to many of these problems. However, privacy-related concerns have been expressed over the development and deployment of this technology. Used properly, video cameras help expose wrongdoing but typically come at the cost of privacy to those not involved in any maleficent activity. This work describes the design and implementation of a real-time, privacy-protecting video surveillance infrastructure that fuses additional sensor information (e.g. Radio-frequency Identification) with video streams and an access control framework in order to make decisions about how and when to display the individuals under surveillance. This video surveillance system is a particular instance of a more general paradigm of privacy-protecting data collection. In this paper we describe in detail the video processing techniques used in order to achieve real-time tracking of users in pervasive spaces while utilizing the additional sensor data provided by various instrumented sensors. In particular, we discuss background modeling techniques, object tracking and implementation techniques that pertain to the overall development of this system.
Forsyth, Susan R; Malone, Ruth E
Video games are played by a majority of adolescents, yet little is known about whether and how video games are associated with smoking behavior and attitudes. This systematic review examines research on the relationship between video games and smoking. We searched MEDLINE, psycINFO, and Web of Science through August 20, 2014. Twenty-four studies met inclusion criteria. Studies were synthesized qualitatively in four domains: the prevalence and incidence of smoking imagery in video games (n = 6), video game playing and smoking behavior (n = 11), video game addiction and tobacco addiction (n = 5) and genre-specific game playing and smoking behavior (n = 3). Tobacco content was present in a subset of video games. The literature is inconclusive as to whether exposure to video games as a single construct is associated with smoking behavior. Four of five studies found an association between video game addiction and smoking. For genre-specific game playing, studies suggest that the type of game played affected association with smoking behavior. Research on how playing video games influences adolescents' perceptions of smoking and smoking behaviors is still in its nascence. Further research is needed to understand how adolescents respond to viewing and manipulating tobacco imagery, and whether engaging in game smoking translates into changes in real-world attitudes or behavior. Smoking imagery in video games may contribute to normalizing adolescent smoking. A large body of research has shown that smoking imagery in a variety of media types contributes to adolescent smoking uptake and the normalization of smoking behavior, and almost 90% of adolescents play video games, yet there has never been a published systematic review of the literature on this important topic. This is the first systematic review to examine the research on tobacco and video games.We found that tobacco imagery is indeed present in video games, the relationship between video game playing and smoking
Höferlin, Markus Johannes
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...
Biddiss, Elaine; Knibbe, Tara Joy; Fehlings, Darcy; Mckeever, Patricia; Cohen, Ashley; Mcpherson, Amy
To investigate the efficacy of waiting room media for reducing anxiety and increasing satisfaction at a paediatric rehabilitation hospital. In this clustered, parallel, randomized controlled trial, 310 young people with disabilities (age range 5-19y) and their parents attending outpatient clinics were assigned to interactive media (n=113), a silent nature video (n=97), or media-free comparison (n=100) groups. Young person and parent anxiety was reported using the State-Trait Anxiety Inventory (STAI) on arrival and after 10 minutes in the waiting space. Questionnaires measured young person, parent, and staff satisfaction. Young people exposed to interactive media reported a postexposure state anxiety that was 1.1 raw points (2.7 standardized points) lower on the STAI than the comparison group (95% confidence interval [CI] -1.9 to -0.22). There was no difference in postexposure state anxiety between the passive media and comparison groups (95% CI -0.64 to 1.1). Parents' state anxiety did not differ between conditions, but interactive media were associated with greater satisfaction (p=0.009). Of 120 staff, 119 reported that interactive media improved the clinic experience for families. Interactive media designed for accessible, hands-free play mitigate waiting anxiety and increases satisfaction. This paper provides evidence to guide design and decision-making around the use of interactive media in health care spaces. Interactive media reduced preclinic waiting anxiety for young people with disabilities. Interactive media were accessible to young people with a range of mobility. Interactive media increased parental and staff satisfaction in the clinic. Guidelines for the design of hands-free, inclusive interactive media for health care facilities are presented. © 2017 Mac Keith Press.
YouTube is usually considered an entertainment medium to watch cats, gaming, and music videos. But educational channels have been gaining momentum on the platform, some garnering millions of subscribers and billions of views. The Physics Girl YouTube channel is an educational series with PBS Digital Studios created by Dianna Cowern. Using Physics Girl as an example, this talk will examine what it takes to start a short-form educational video series, including logistics and resources. One benefit of video is that every failure is documented on camera and can, and will, be used in this talk as a learning tool. We will look at the channels demographical reach, discuss best practices for effective physics outreach, and survey how online media and technology can facilitate good and bad learning. The aim of this talk is to show how videos are a unique way to share science and enrich the learning experience, in and out of a classroom.
Actually, application fields, such as medicine, space exploration, surveillance, authentication, HDTV, and automated industry inspection, require capturing, storing and processing continuous streams of video data. Consequently, different process techniques (video enhancement, segmentation, object detection, or video compression, as examples) are involved in these applications. Such techniques often require a significant number of operations depending on the algorithm complexity and the video ...
McCarty, Kaley Corinne
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.
Burgess, Stephen R.; Stermer, Steven Paul; Burgess, Melinda C. R.
The relations between media consumption, especially TV viewing, and school performance have been extensively examined. However, even though video game playing may have replaced TV viewing as the most frequent form of media usage, relatively little research has examined its relations to school performance, especially in older students. We surveyed…
A. J. Falade
Full Text Available Digital video compression technologies have become part of life, in the way visual information is created, communicated and consumed. Some application areas of video compression focused on the problem of optimizing storage space and transmission bandwidth (BW. The two dimensional discrete cosine transform (2-D DCT is an integral part of video and image compression, which is used in Moving Picture Expert Group (MPEG encoding standards. Thus, several video compression algorithms had been developed to reduce the data quantity and provide the acceptable quality standard. In the proposed study, the Matlab Simulink Model (MSM has been used for video coding/compression. The approach is more modern and reduces error resilience image distortion.
This thesis explores the roles of popular music in video games. It draws on the analytical tools used in ludomusicology, film music studies and studies of music videos. Unlike other audiovisual media, video games are based on interactivity and a range of narrativity based on genre. Some games focus on gameplay and others are more inclined with telling a good story. Implementation of popular music in video games has history stretching all the way back to the 80's, and is currently becoming an ...
Verbal methods of realisation of addresser-addressee relations in French political media texts (through the example of the texts of political videos issued by the candidates for the French 2017 presidential election
Dmitrieva Anastasia Valerievna
Full Text Available The article deals with the addresser-addressee relations in the texts of French political advertising video clips from the verbal, textual point of view. The texts of video clips issued by the candidates for the French 2017 presidential election during the first round of the campaign serve as the material for this article. The aim of the article is to determine how the candidates (i.e. the addressers effectuate their relations with the voters (i.e. the addressees in the texts of their videos. As a result, a range of rhetorical methods were used by the candidates allowing them to attract maximum attention of the target audience. It makes the addressees trust the addresser and provide the desired perlocutionary effect.
Ian M. Peters
Full Text Available Material artifacts included in video game packaging, referred to in the industry as feelies, operate as media paratexts that are both extensions of and separate from the video games that inspired them. Although most discourses on video game feelies are centered on 1980s text-based adventure games, feelies have continually been included in contemporary games, albeit primarily in collector's or special editions. To explore the diversity of feelies and how they are able to generate their own texts away from the digital game itself, I identify two specific types of feelies: artifact feelies, which are life-size reproductions of objects from within the game space, and collectible feelies, which serve as extensions of the game space into the physical realm but tend to include objects more frequently associated with fan collecting activities. Taking an interdisciplinary approach that includes material culture studies and media studies, I show how feelies allow scholars to gain further insight into how screen media operate away from the screens themselves, how the accumulation of material objects in the digital age encourages us to reevaluate our notions of the material and the immaterial, and how the concept of play is crucial to understanding how these objects are reappropriated in ways that move beyond their originally intended use.
Barlow, Christopher J; Morrison, Stewart; Stephens, Hugh On; Jenkins, Emily; Bailey, Michael J; Pilcher, David
To describe the social media usage patterns of medical students and to identify factors associated with their posting of unprofessional content on social media. Voluntary survey, delivered online. All students in all 20 Australian medical schools were eligible to participate (16 993 individuals). Of 1027 initial respondents during the study period (29 March - 12 August 2013), 880 completed the survey. Prevalence of unprofessional online behaviour on social media by medical students, as reported by students about their own and others' accounts. Posting of unprofessional content was self-reported by 306 students (34.7%), mainly depictions of intoxication (301 students, 34.2%) or illegal drug use (14 students, 1.6%), or posting of patient information (14 students, 1.6%). Posting of unprofessional content was associated with posting evidence of alcohol use and racist content online, MySpace use, and planning to change one's profile name after graduation. Factors associated with reduced unprofessional content included believing that videos depicting medical events with heavy alcohol use were inappropriate, and being happy with one's own social media portrayal. Exposure to guidelines on professional online conduct had no effect on posting behaviour. Social media use was nearly universal in the surveyed cohort. Posting of unprofessional content was highly prevalent despite understanding that this might be considered inappropriate, and despite awareness of professionalism guidelines. Medical educators should consider approaches to this problem that involve more than simply providing guidelines or policies, and students should be regularly prompted to evaluate and moderate their own online behaviour.
This article describes the pedagogy, practice and outcomes of a digital art program developed to enable high school and middle school students to become active participants in new forms of grassroots public media. Students and their teachers become producers and controllers of art-based videos and associated digital dialogue which is distributed…
Due to immense popularity of video games the author investigates the presence of gender portrayal within them. The purpose of this study is to thoroughly analyse a general phenomenon, such as gender, within video games to develop a better understanding of its particularities in this form of media and to expand the general body of knowledge on video games as a research topic. As prior literature shows, gender within video games can be either defined by its biased and sexualized character or by...
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...
This thesis addresses the problem of Bayer-pattern video communications using Wyner-Ziv video coding. There are three major contributions. Firstly, a state-of-the-art Wyner-Ziv video codec using turbo codes is optimized and its functionality is extended. Secondly, it is studied how to realize joint source-channel coding using Wyner-Ziv video coding. The motivation is to achieve high error resiliency for wireless video transmission. Thirdly, a new color space transform method is proposed speci...
Full Text Available Ambient Video is an emergent cultural phenomenon, with roots that go deeply into the history of experimental film and video art. Ambient Video, like Brian Eno's ambient music, is video that "must be as easy to ignore as notice" . This minimalist description conceals the formidable aesthetic challenge that faces this new form. Ambient video art works will hang on the walls of our living rooms, corporate offices, and public spaces. They will play in the background of our lives, living video paintings framed by the new generation of elegant, high-resolution flat-panel display units. However, they cannot command attention like a film or television show. They will patiently play in the background of our lives, yet they must always be ready to justify our attention in any given moment. In this capacity, ambient video works need to be equally proficient at rewarding a fleeting glance, a more direct look, or a longer contemplative gaze. This paper connects a series of threads that collectively illuminate the aesthetics of this emergent form: its history as a popular culture phenomenon, its more substantive artistic roots in avant-garde cinema and video art, its relationship to new technologies, the analysis of the viewer's conditions of reception, and the work of current artists who practice within this form.
Jason, Leonard A.; Danielewicz, Jennifer; Mesina, Anna
American children spend an average of 6 hours and 32 minutes each day using various forms of media. Research has suggested that this high level of exposure has a negative impact on children's attitudes and behaviors. For example, media violence increases aggression in children, especially video games which allows children to be the aggressor and…
M. Clements (Maarten)
htmlabstractOn many websites users can personally contribute information, ranging from short text messages to photos and videos. Users can see the information contributed by others and respond to it. These social media actively engage their community in the structuring of the collection by making
On many websites users can personally contribute information, ranging from short text messages to photos and videos. Users can see the information contributed by others and respond to it. These social media actively engage their community in the structuring of the collection by making use of
Full Text Available The digital manifestations of city are internet communities, virtual cities and cyberspace as represented in computer games, virtual reality, computer visualisation, digital film etc. Representations of urban space in the new media provide a feedback to physical cities thus becoming a hybrid space.
Laurant-Paul Robert; Vesna Petrešin Robert
The digital manifestations of city are internet communities, virtual cities and cyberspace as represented in computer games, virtual reality, computer visualisation, digital film etc. Representations of urban space in the new media provide a feedback to physical cities thus becoming a hybrid space.
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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.
Adek Zico Sitorus
Full Text Available The evolution of technology has made communication much easier. The existence of recent sophisticated platforms, operating systems, and apps has changed the way people communicate. This is supported by McLuhan’s statement about the determinism theory of technology which in his 1962 book ‘The Guttenberg Galaxy: The Making of Thypographic Man’ declared that technology affects the way people communicate (Straubhaar, Larose, & Davenport, 2010. In this modern era, the evolution of technology has brought the communication amongs celebrities, fans, and haters to the next level. Through social media programs such as Instagram, a celebrity just need post a picture or a video to give an update about their activities for the followers. However, their followers are not just their lovers or fans but their haters as well. Instagram as a social media platform offers a cyber space which enables cyber societies to interact freely. However, this cyber space also allows haters to exist on social media. BAHASA INDONESIA ABSTRAK: Kemajuan teknologi mempermudah komunikasi antar manusia. Dapat dikatakan dengan semakin canggihnya platform, sistem operasi dan aplikasi yang merupakan bagian dari teknologi mempengaruhi cara komunikasi masyarakat sebagaimana yang dikatakan McLuhan pada teori determinasi teknologi di tahun 1962 tertulis dalam bukunya yang berjudul The Guttenberg Galaxy: The Making of Thypographic Man (Straubhaar, Larose, & Davenport, 2010 yaitu bahwa teknologi mempengaruhi cara berkomunikasi manusia satu dengan lainnya. Pada era modern ini kemajuan teknologi mempermudah komunikasi antar selebriti dan fans melalui media sosial, khususnya Instagram. Dimana melalui Instagram seorang idola atau selebriti cukup memposting sebuah foto atau video di Instagram untuk bertegur sapa dengan para penggemarnya. Namun pada kenyataanya tidak hanya komentar positif yang didapat oleh seorang idola namun juga kritikan pedas dari para haters. Dengan mudahnya akses
Christensen, Lars Holmgaard; Rasmussen, Tove Arendt; Kofoed, Peter
This paper discusses the changing relationship between texts, producers and audiences and tries to understand user-generated audio-visual content or to be more precise, intertextuality in user-generated videos in relation to distribution formats, cultural form and genres. Continuing on from...... people, in particular user-generated videos uploaded and shared in social media networks online. Finally we are informed by Paul Ricoeur's work on hermeneutics and self as another, we explore the role of user-generated content as a specific kind of mediated sociability we suggest that user...
Pasch, H. L.
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.
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.
Potter, Ray; Roberts, Deborah
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...
... 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...
Full Text Available Recent growth in popularity of mobile video services raises a demand for one of the most popular and convenient methods of delivering multimedia data, video streaming. However, heterogeneity of currently existing mobile devices involves an issue of separate video transcoding for each type of mobile devices such as smartphones, tablet PCs, and smart TVs. As a result additional burden comes to media servers, which pretranscode multimedia data for number of clients. Regarding even higher increase of video data in the Internet in the future, the problem of media servers overload is impending. To struggle against the problem an offloading method is introduced in this paper. By the use of SorTube offloading framework video transcoding process is shifted from the centralized media server to the local offloading server. Thus, clients can receive personally customized video stream; meanwhile the overload of centralized servers is reduced.
Buggey, Tom; Ogle, Lindsey
Video self-modeling (VSM) first appeared on the psychology and education stage in the early 1970s. The practical applications of VSM were limited by lack of access to tools for editing video, which is necessary for almost all self-modeling videos. Thus, VSM remained in the research domain until the advent of camcorders and VCR/DVD players and,…
Epley, Hannah K.
There is a need for Extension professionals to show clientele the benefits of their program. This article shares how promotional videos are one way of reaching audiences online. An example is given on how a promotional video has been used and developed using iMovie software. Tips are offered for how professionals can create a promotional video and…
National Aeronautics and Space Administration — The GPM Ground Validation Two-Dimensional Video Disdrometer (2DVD) NSSTC dataset was collected by the Two-Dimensional Video Disdrometer (2DVD), which uses two high...
National Aeronautics and Space Administration — The GPM Ground Validation Two-Dimensional Video Disdrometer (2DVD) GCPEX dataset was collected by the Two-Dimensional Video Disdrometer (2DVD) data, which was...
National Aeronautics and Space Administration — This data set presents georeferenced digital video files from Validation Overflight for Amazon Mosaics (VOAM) aerial video surveys as part of the Large-Scale...
Wollin, Uwe; Larsen, Steen Linke; Christensen, Rene Lindekrone
administrative, technical, organisational and educational efforts within higher education. Various projects like common media standard, podcast portal and establishing the media backbone for this effort will be discussed. Key words: Podcast, Enhanced Podcast, Webcast, Streaming Video, Web 2.0, DVTS/N over IP......Since early 2005 the former Academic Support Center - Media (now ITMEDIA) have produced podcasts for the Faculty of Humanities, University of Copenhagen. With almost 30 years of collective experience of producing media (sound and video/TV) at the Faculty of Humanities the jump into these new media...
Full Text Available Relations between religion and politics are complex and paradoxical. Both strive to achieve and maintain power. Both politics and religion involve control over social relations and emphasiye social integration (politics in its concern for order in society, and religion in its concern for observance of order and obligations within the congregation. But they differ in respect of specific goals, the values that ascribe to power and differences in their conceptions of the nature and source of power. In the modern world, power, embodied in political institutions, is secular; in the past, its association with religion created a transcendental relationship, causing the possession of power to be of different quality, to come from another world. But, while politics is focused on interpersonal relationships, religion is more oriented towards relations between humans and gods or other spiritual forces.
Timimi Farris K
Abstract Social media includes many different forms of technology including online forums, blogs, microblogs (i.e. Twitter), wikipedias, video blogs, social networks and podcasting. The use of social media has grown exponentially and time spent on social media sites now represents one in five minutes spent online. Concomitant with this online growth, there has been an inverse trajectory in direct face-to-face patient-provider moments, which continue to become scarcer across the spectrum of he...
In her article "Literary Aspects in New Media Art Works" Narvika Bovcon discusses examples of new media literature in the works of new media artists Jaka Železnikar and Srečo Dragan. While Železnikar is primarily a net artist who authors new media poetry and online linguistic interventions, the literary segments in Dragan's work are based in conceptual art and video art and he uses them to initiate a happening. Bovcon argues that studies of new media literature — of those works which require ...
Roberts, D F
To describe U.S. youth's access and exposure to the full array of media, as well as the social contexts in which media exposure occurs. A cross-sectional national random sample of 2065 adolescents aged 8 through 18 years, including oversamples of African-American and Hispanic youth, completed questionnaires about use of television, videotapes, movies, computers, video games, radio, compact discs, tape players, books, newspapers, and magazines. U.S. youngsters are immersed in media. Most households contain most media (computers and video game systems are the exception); the majority of youth have their own personal media. The average youth devotes 6 3/4 h to media; simultaneous use of multiple media increases exposure to 8 h of media messages daily. Overall, media exposure and exposure to individual media vary as a function of age, gender, race/ethnicity, and family socioeconomic level. Television remains the dominant medium. About one-half of the youth sampled uses a computer daily. A substantial proportion of children's and adolescents' media use occurs in the absence of parents. American youth devote more time to media than to any other waking activity, as much as one-third of each day. This demands increased parental attention and research into the effects of such extensive exposure.
Mounaix, Mickael; Defienne, Hugo; Gigan, Sylvain
When an ultrashort pulse of light propagates in a scattering medium, its spatial and temporal properties get mixed and distorted because of the scattering process. Spatially, the output pattern is the result of the multiple interference between the scattered photons. Temporally, light gets stretched within the medium due to its characteristic confinement time, thus the output pulse is broadened in the time domain. Nonetheless, as the scattering process is linear and deterministic, the spatio-temporal profile of light at the output can be controlled by shaping the input light using a single spatial light modulator (SLM). We report the first experimental measurement of the Time-Resolved Transmission Matrix of a multiple scattering medium using a coherent time-gated detection system. This operator contains the relationship between the input field, controllable with a SLM, and the output field accessible with a CCD camera for a given arrival time of photons at the output of medium. The delay line of the time-gated detection system sets the arrival time at will within the time of flight distribution of photons of the output pulse. We exploit this time-resolved matrix to achieve spatio-temporal focusing of the output pulse at any arbitrary space and time position. The pulse is recompressed in time to its original Fourier-limited temporal width and spatially to the diffraction-limited size defined by the speckle grain size. We also generate more sophisticated spatio-temporal profiles such as pump-probe like pulse, thus opening interesting perspectives in coherent control, light-matter interaction and imaging in disordered media.
Alizadeh Nomeli, M.; Riaz, A.
Increasing concentration of CO2 as a greenhouse gas in the atmosphere causes global warming and it subsequently perturbs the balance of the life cycle. In order to mitigate the concentration of CO2 in the atmosphere, the sequestration of CO2 into deep geological formations has been investigated theoretically and experimentally in recent decades. Solubility and mineral trapping are the most promising long term solutions to geologic CO2 sequestration, because they prevent its return to the atmosphere. In this study, the CO2 sequestration capacity of both aqueous and mineral phases is evaluated. Mineral alterations, however, are too slow to be modeled experimentally; therefore a numerical model is required. This study presents a model to simulate a reactive fluid within permeable porous media. The problem contains reactive transport modeling between a miscible flow and minerals in post-injection regime. Rates of dissolution and precipitation (PD) of minerals are determined by taking into account the pH of the system, in addition to the consideration of the influence of temperature. We solve fluid convection, diffusion and PD reactions inside a fracture in order to predict the amount of CO2 that can be stored as precipitation of secondary carbonates after specific period of time. The modeling of flow and transport inside the fracture for the mineral trapping purpose is based on space discretization by means of integral finite differences. Dissolution and precipitation of all minerals in simulations presented in the current study are assumed to be kinetically controlled. Therefore the model can monitor changes in porosity and permeability during the simulation from changes in the volume of the fracture.
This study applied social-cognitive models of aggression in order to examine relations between video game use and aggressive tendencies and biases in social information processing. To this end, 499 secondary school students (aged 12-16) completed a survey on two occasions one year apart. Hierarchical regression analysis probed media effects and selection effects and included relevant contextual variables (parental monitoring of media consumption, impulsivity, and victimization). Results revealed that it was not the consumption of violent video games but rather an uncontrolled pattern of video game use that was associated with increasing aggressive tendencies. This increase was partly mediated by a hostile attribution bias in social information processing. The influence of aggressive tendencies on later video game consumption was also examined (selection path). Adolescents with aggressive traits intensified their video game behavior only in terms of their uncontrolled video game use. This was found even after controlling for sensation seeking and parental media control.
Presently, application layer multicast protocols (ALM) are proposed as substitute for IP multicast and have made extraordinary achievements. Integrated with Multi-data-stream mode such as Multiple Description Coding (MDC), ALM becomes more scalable and robust in high-dynamic Internet environment compared with single data stream. Although MDC can provide a flexible data transmission style, the synchronization of different descriptions encoded from one video source is proved to be difficult due to different delay on diverse transmission paths. In this paper, an ALM system called HMDC is proposed to improve accepted video quality of streaming media, hosts can join the separate overlay trees in different layers simultaneously, then the maximum synchronized descriptions of the same layer are worked out to acquire the best video quality. Simulations implemented on Internet-like topology indicate that HMDC achieves better video quality, lower link stress, higher robustness and comparable latency compared with traditional ALM protocols.
This comprehensive and accessible text/reference presents an overview of the state of the art in video coding technology. Specifically, the book introduces the tools of the AVS2 standard, describing how AVS2 can help to achieve a significant improvement in coding efficiency for future video networks and applications by incorporating smarter coding tools such as scene video coding. Topics and features: introduces the basic concepts in video coding, and presents a short history of video coding technology and standards; reviews the coding framework, main coding tools, and syntax structure of AV
Belonging to the wider academic field of computer vision, video analytics has aroused a phenomenal surge of interest since the current millennium. Video analytics is intended to solve the problem of the incapability of exploiting video streams in real time for the purpose of detection or anticipation. It involves analyzing the videos using algorithms that detect and track objects of interest over time and that indicate the presence of events or suspect behavior involving these objects.The aims of this book are to highlight the operational attempts of video analytics, to identify possi
There has been a phenomenal growth in video applications over the past few years. An accurate traffic model of Variable Bit Rate (VBR) video is necessary for performance evaluation of a network design and for generating synthetic traffic that can be used for benchmarking a network. A large number of models for VBR video traffic have been proposed in the literature for different types of video in the past 20 years. Here, the authors have classified and surveyed these models and have also evaluated the models for H.264 AVC and MVC encoded video and discussed their findings.
O'connell, E. A.
Engaging Americans and the international community in the excitement and value of Alaskan Arctic discovery is the goal of Frontier Scientists. With a changing climate, resources of polar regions are being eyed by many nations. Frontier Scientists brings the stories of field scientists in the Far North to the public. With a website, an app, short videos, and social media channels; FS is a model for making connections between the public and field scientists. FS will demonstrate how academia, web content, online communities, evaluation and marketing are brought together in a 21st century multi-media platform, how scientists can maintain their integrity while engaging in outreach, and how new forms of media such as short videos can entertain as well as inspire.
Birke, Alexander; Schoenau-Fog, Henrik; Reng, Lars
This paper presents Space Bugz! - a novel crowd game for large venues or cinemas that utilises the audience's smartphones as controllers for the game. This paper explains what crowd gaming is and describes how the approach used in Space Bugz! enables more advanced gameplay concepts and individual...... player control than current technologies allow. The gameplay of Space Bugz! is then explained along with the technical architecture of the game. After this, the iterative design process used to create the game is described together with future perspectives. The article concludes with links to a video...
Muhammad Audy Bazly
Full Text Available This paper aims to analyze Internet-based streaming video service in the communication media with variable bit rates. The proposed scheme on Dynamic Adaptive Streaming over HTTP (DASH using the internet network that adapts to the protocol Hyper Text Transfer Protocol (HTTP. DASH technology allows a video in the video segmentation into several packages that will distreamingkan. DASH initial stage is to compress the video source to lower the bit rate video codec uses H.26. Video compressed further in the segmentation using MP4Box generates streaming packets with the specified duration. These packages are assembled into packets in a streaming media format Presentation Description (MPD or known as MPEG-DASH. Streaming video format MPEG-DASH run on a platform with the player bitdash teritegrasi bitcoin. With this scheme, the video will have several variants of the bit rates that gave rise to the concept of scalability of streaming video services on the client side. The main target of the mechanism is smooth the MPEG-DASH streaming video display on the client. The simulation results show that the scheme based scalable video streaming MPEG- DASH able to improve the quality of image display on the client side, where the procedure bufering videos can be made constant and fine for the duration of video views
The full-color guide to shooting great video with the Flip Video camera. The inexpensive Flip Video camera is currently one of the hottest must-have gadgets. It's portable and connects easily to any computer to transfer video you shoot onto your PC or Mac. Although the Flip Video camera comes with a quick-start guide, it lacks a how-to manual, and this full-color book fills that void! Packed with full-color screen shots throughout, Flip Video For Dummies shows you how to shoot the best possible footage in a variety of situations. You'll learn how to transfer video to your computer and then edi
Riad I. Hammoud
Full Text Available We describe two advanced video analysis techniques, including video-indexed by voice annotations (VIVA and multi-media indexing and explorer (MINER. VIVA utilizes analyst call-outs (ACOs in the form of chat messages (voice-to-text to associate labels with video target tracks, to designate spatial-temporal activity boundaries and to augment video tracking in challenging scenarios. Challenging scenarios include low-resolution sensors, moving targets and target trajectories obscured by natural and man-made clutter. MINER includes: (1 a fusion of graphical track and text data using probabilistic methods; (2 an activity pattern learning framework to support querying an index of activities of interest (AOIs and targets of interest (TOIs by movement type and geolocation; and (3 a user interface to support streaming multi-intelligence data processing. We also present an activity pattern learning framework that uses the multi-source associated data as training to index a large archive of full-motion videos (FMV. VIVA and MINER examples are demonstrated for wide aerial/overhead imagery over common data sets affording an improvement in tracking from video data alone, leading to 84% detection with modest misdetection/false alarm results due to the complexity of the scenario. The novel use of ACOs and chat Sensors 2014, 14 19844 messages in video tracking paves the way for user interaction, correction and preparation of situation awareness reports.
Full Text Available This article discusses the position of social media as new media in communications and information technology in the development of preaching Islam or dakwah Islamiyah. Facebook as social media that is very far-reaching into a very good medium to spread the teachings of Islam. In the new media many other aspects of interest to serve as a medium of propaganda for example MP 3, DVD, e-mail, e-Book, applications mobile, live streaming, etc., but facebook is seen representing these media because social networking is very familiar to users in cyberspace. Most important is the content of facebook it should load side of goodness and teachings of Islamic, either in the form of statements, pictures and video.
Friedrichs, Henrike; von Gross, Friederike; Herde, Katharina; Sander, Uwe
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…
to the media it is based on. Theoretically seen it is inspired of two theoretical paradigms the Sociological Systems Theory of Niklas Luhmann and the Media Theory (also called the Toronto school). Empirically the paper primary draws on the literature about weblogs, which could be framed as CMC......Weblogs are not only one of the newest technical media for communication, but also one of the most difficult to understand. Are weblogs a kind of mass medium, a personal medium like an online diary, or a medium that gives space for communities to grow? Or are weblogs a medium that enable all...... these possibilities depended on the actual use? This paper throws some light on what weblogs are by using the methodology of Media Sociography (Tække 2003, 2004a, 2004b and 2004c). Media Sociography is a strategy for analysing mediated social systems or in other words a strategy for describing the social in relation...
A new test set design and benchmarking approach (US Patent pending) allows a "standard observer" to assess the end-to-end image quality characteristics of video imaging systems operating in day time or low-light conditions. It uses randomized targets based on extensive application of Photometry, Geometrical Optics, and Digital Media. The benchmarking takes into account the target's contrast sensitivity, its color characteristics, and several aspects of human vision such as visual acuity and dynamic response. The standard observer is part of the "extended video imaging system" (EVIS). The new test set allows image quality benchmarking by a panel of standard observers at the same time. The new approach shows that an unbiased assessment can be guaranteed. Manufacturers, system integrators, and end users will assess end-to-end performance by simulating a choice of different colors, luminance levels, and dynamic conditions in the laboratory or in permanent video systems installations.
Wang, Yinting; Tao, Dacheng; Li, Xiang; Song, Mingli; Bu, Jiajun; Tan, Ping
We address the problem of removing video color tone jitter that is common in amateur videos recorded with hand-held devices. To achieve this, we introduce color state to represent the exposure and white balance state of a frame. The color state of each frame can be computed by accumulating the color transformations of neighboring frame pairs. Then, the tonal changes of the video can be represented by a time-varying trajectory in color state space. To remove the tone jitter, we smooth the original color state trajectory by solving an L1 optimization problem with PCA dimensionality reduction. In addition, we propose a novel selective strategy to remove small tone jitter while retaining extreme exposure and white balance changes to avoid serious artifacts. Quantitative evaluation and visual comparison with previous work demonstrate the effectiveness of our tonal stabilization method. This system can also be used as a preprocessing tool for other video editing methods.
Kellems, Ryan O.
The purpose of this study was to evaluate the effectiveness of using video modeling delivered through a Portable media player (video iPod) as a means of teaching three job-related tasks to four young adults with autism spectrum disorders (ASD) in a community-based employment setting. The videos used in the study were enhanced by adding written…
Discusses multimedia Web site design that may include images, animations, audio, and video. Highlights include interfaces that stress user-centered design; using only relevant media; placing high-demand content on secondary pages and keeping the home page simpler; providing information about the media; considering users with disabilities; and user…
Marín Arraiza, Paloma; Plank, Margret; Löwe, Peter
Scientific audiovisual media such as videos of research, interactive displays or computer animations has become an important part of scientific communication and education. Dynamic phenomena can be described better by audiovisual media than by words and pictures. For this reason, scientific videos help us to understand and discuss environmental phenomena more efficiently. Moreover, the creation of scientific videos is easier than ever, thanks to mobile devices and open source editing software. Video-clips, webinars or even the interactive part of a PICO are formats of scientific audiovisual media used in the Geosciences. This type of media translates the location-referenced Science Communication such as environmental interpretation into computed-based Science Communication. A new way of Science Communication is video abstracting. A video abstract is a three- to five-minute video statement that provides background information about a research paper. It also gives authors the opportunity to present their research activities to a wider audience. Since this kind of media have become an important part of scientific communication there is a need for reliable infrastructures which are capable of managing the digital assets researchers generate. Using the reference of the usecase of video abstracts this paper gives an overview over the activities by the German National Library of Science and Technology (TIB) regarding publishing and linking audiovisual media in a scientifically sound way. The German National Library of Science and Technology (TIB) in cooperation with the Hasso Plattner Institute (HPI) developed a web-based portal (av.tib.eu) that optimises access to scientific videos in the fields of science and technology. Videos from the realms of science and technology can easily be uploaded onto the TIB|AV Portal. Within a short period of time the videos are assigned a digital object identifier (DOI). This enables them to be referenced, cited, and linked (e.g. to the
Video games have become a central part of Western popular culture, and while the academic study of the medium has progressed greatly in the past decade, analysis of games is still profoundly underdeveloped in comparison to analysis of other popular media such as film and television. Moreover, in the context of a highly mediated society characterized by volunteer-based militaries, direct experience with the reality of warfare is rare, and for the majority of citizens, war is something that is ...
Acne is a frequent disease with a strong impact upon quality of life. The most effective treatment of severe acne is isotretinoin. Cases of suicid have been reported during isotretinoin treatments in adolescents and were mediatised. Now a day, the link between isotretinoin intake and psychiatric troubles is not established at populational level. The pressure of public and medias led the French Drug Agency to send a letter to health professionals to summarize the scientific question. An explanative video is on line on the website of the French Society of Dermatology www.dermato-info.fr. This video summarizes the state of the art concerning the context of isotretinoin for public, dermatologists and other physicians To summarize isotretinoin is the drug for severe acne in case of failure of first line classical treatment. Dermatologists must stay the first line prescribers reminding that adolescence is a fragile period. Copyright © 2010 Elsevier Masson SAS. All rights reserved.
Flick, Catherine; Fothergill, B. Tyr
In this paper, we look at the historical place that chickens have held in media depictions and as entertainment, analyse several types of representations of chickens in video games, and draw out reflections on society in the light of these representations. We also look at real-life, modern historical, and archaeological evidence of chicken treatment and the evolution of social attitudes with regard to animal rights, and deconstruct the depiction of chickens in video games in this light.
Quinn, Brian; Burkhead, David; Henriksen, Peter
Video monitors and color printers provide ideal media for studying additive and subtractive color mixing. Emission spectra from monitors and absorption spectra of toners and inks from printers will be presented. The spectra of the primary additive colors from video monitors do not vary among the manufacturers whereas the primary subtractive color from printers is dependent on the type of printer as well as the manufacturer of toners or inks used in the printers. These spectra will be compared using the CIE system.
Heide Smith, Jonas; Tosca, Susana Pajares; Egenfeldt-Nielsen, Simon
From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews...... the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider...... larger questions about the medium: * What defines a video game? * Who plays games? * Why do we play games? * How do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping...
Henningsen, Birgitte; Gundersen, Peter Bukovica; Hautopp, Heidi
This paper introduces to what we define as a collaborative video sketching process. This process links various sketching techniques with digital storytelling approaches and creative reflection processes in video productions. Traditionally, sketching has been used by designers across various...... forms and through empirical examples, we present and discuss the video recording of sketching sessions, as well as development of video sketches by rethinking, redoing and editing the recorded sessions. The empirical data is based on workshop sessions with researchers and students from universities...... and university colleges and primary and secondary school teachers. As researchers, we have had different roles in these action research case studies where various video sketching techniques were applied.The analysis illustrates that video sketching can take many forms, and two common features are important...
Videos of teachers that students taped in secrecy are all over online sites like YouTube and MySpace. Angry teachers, enthusiastic teachers, teachers clowning around, singing, and even dancing are captured, usually with camera phones, for the whole world to see. Some students go so far as to create elaborately edited videos, shot over several…
Smartphone adoption has surpassed 50% of the population in more than 15 countries, and there are now more than one million mobile applications people can download to their phones. Many of these applications take advantage of smartphones as locative media, which is what allows smartphones to be located in physical space. Applications that take advantage of people's location are called location-based services, and they are the focus of this book. Smartphones as locative media raise important questions about how we understand the complicated relationship between the Internet and physical space
Alshina, Elena; Zakharchenko, Vladyslav
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.
Engelhardt, Christopher R.; Bartholow, Bruce D.; Kerr, Geoffrey T.; Bushman, Brad J.
International audience; Previous research has shown that media violence exposure can cause desensitization to violence, which in theory can increase aggression. However, no study to date has demonstrated this association. In the present experiment, participants played a violent or nonviolent video game, viewed violent and nonviolent photos while their brain activity was measured, and then gave an ostensible opponent unpleasant noise blasts. Participants low in previous exposure to video game ...
Ali Shariq Imran
Full Text Available Today’s eLearning websites are heavily loaded with multimedia contents, which are often unstructured, unedited, unsynchronized, and lack inter-links among different multimedia components. Hyperlinking different media modality may provide a solution for quick navigation and easy retrieval of pedagogical content in media driven eLearning websites. In addition, finding meta-data information to describe and annotate media content in eLearning platforms is challenging, laborious, prone to errors, and time-consuming task. Thus annotations for multimedia especially of lecture videos became an important part of video learning objects. To address this issue, this paper proposes three major contributions namely, automated video annotation, the 3-Dimensional (3D tag clouds, and the hyper interactive presenter (HIP eLearning platform. Combining existing state-of-the-art SIFT together with tag cloud, a novel approach for automatic lecture video annotation for the HIP is proposed. New video annotations are implemented automatically providing the needed random access in lecture videos within the platform, and a 3D tag cloud is proposed as a new way of user interaction mechanism. A preliminary study of the usefulness of the system has been carried out, and the initial results suggest that 70% of the students opted for using HIP as their preferred eLearning platform at Gjøvik University College (GUC.
Space is an introduction to the mysteries of the Universe. Included are Task Cards for independent learning, Journal Word Cards for creative writing, and Hands-On Activities for reinforcing skills in Math and Language Arts. Space is a perfect introduction to further research of the Solar System.
Williams, S.; Maples, J. E.; Castle, C. E.
Foreknowledge of upcoming events and anniversary dates can be extraordinarily valuable in the planning and preparation of a variety of aviation and Space-related educational programming. Alignment of programming with items "newsworthy" enough to attract media attention on their own can result in effective program promotion at low/no cost. Similarly, awareness and avoidance of dates upon which media and public attention will likely be elsewhere can keep programs from being lost in the noise.NASA has created a useful and entertaining app called "SPACE 365" to help supply that foreknowledge. The app contains an extensive database of historical aviation and Space exploration-related events, along with other events and birthdays to provide socio-historical context, as well as an extensive file of present and future space missions, complete with images and videos. The user can search by entry topic category, date, and key words. Upcoming Events allows the user to plan, participate, and engage in significant "don't miss" happenings.The historical database was originally developed for use at the National Air and Space Museum, then expanded significantly to include more NASA-related information. The CIMA team at NASA MSFC, sponsored by the Planetary Science Division, added NASA current events and NASA educational programming information, and are continually adding new information and improving the functionality and features of the app. Features of SPACE 365 now include: NASA Image of the Day, Upcoming NASA Events, Event Save, Do Not Miss, and Ask Dr. Steve functions, and the CIMA team recently added a new start page and added improved search and navigation capabilities. App users can now socialize the Images of the Day via Twitter, Pinterest, Facebook, and other social media outlets.SPACE 365 is available at no cost from both the Apple appstore and GooglePlay, and has helped NASA, NASM, and other educators plan and schedule programming events. It could help you, too!
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
The Green Power Partnership develops videos on a regular basis that explore a variety of topics including, Green Power partnership, green power purchasing, Renewable energy certificates, among others.
Terri Towner; Caroline Lego Munoz
Facebook posts, YouTube videos, tweets and wooing political bloggers have become standard practice in marketing political campaigns. Research has demonstrated the effect of new media on a host of politically-related behavior, including political participation, knowledge acquisition, group formation and self-efficacy. Yet, issues related to media trust, media performance and candidate evaluations have not been fully explored. In addition, much of the political marketing research looks exclusiv...