WorldWideScience

Sample records for video media space

  1. Video media-induced aggressiveness in children.

    Science.gov (United States)

    Cardwell, Michael Steven

    2013-09-01

    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.

  2. PERANCANGAN VIDEO PANDUAN FITNES SEBAGAI MEDIA PEMBELAJARAN

    Directory of Open Access Journals (Sweden)

    Rizkysari Meimaharani

    2013-06-01

    Full Text Available ABSTRACT Designing fitness exercise tutorial level beginner as learning and promotion media for life gym was designed to provide guidelines of good movement in the fitness training sessions for beginners, especially the gym because life member will be distributed free of charge for new members sign up. For the process of editing video tutorial software and hardware needed adequate for smooth production. The results also depend on the ability of either constituent knowledge of a general nature and especially directing, editing, creativity, and the ability of hardware, software and technology / computer. Excess video guide allows members to understand the movement is good and right to avoid unwanted injury. Not only guides the movement are presented in this video project but also the member is given petuntuk diet and proper diet for target practice can be easily achieved. Excess video guide allows members to understand the movement is good and right to avoid unwanted injury. Not only guides the movement are presented in this video project but also the member is given guide of diet and proper diet for target practice can be easily achieved. The presence of video editing technology offers convenience to an agency to educate the public through video learning and served as media promotion of a service or related agency theme of the video.

  3. Astronauts Exercising in Space Video

    Science.gov (United States)

    2001-01-01

    To minimize the effects of weightlessness and partial gravity, astronauts use several counter measures to maintain health and fitness. One counter measure is exercise to help reduce or eliminate muscle atrophy and bone loss, and to improve altered cardiovascular function. This video shows astronauts on the International Space Station (ISS) using the stationary Cycle/ Ergometer Vibration Isolation System (CVIS), the Treadmill Vibration Isolation System (TVIS), and the resistance exercise device. These technologies and activities will be crucial to keeping astronauts healthy and productive during the long missions to the Moon. Mars, and beyond.

  4. A video of Mixed Interaction Space video

    DEFF Research Database (Denmark)

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

    Mixed Interaction Space is a new concept that uses the mobile phone to interact with either applications on the phone or in the environment by tracking the position and rotation with the camera in 4 dimmension. Most mobile devices today has a camera onboard. In the project about Mixed Interaction...... Spaces we use image processing algorithms to track the movement of the mobile phone according to a fixed point and use this information as input to different applications. We are able to track the movement of the device in 3D plus the rotation of the device and uses these information as a kind of four...... dimensional input device. As a fixed point we use a circle in the first version of Mixis. By tracking the circle we have developed a number of applications that uses this technique as input. Above is three examples....

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

    Science.gov (United States)

    Lin, Lin; Lee, Jennifer; Robertson, Tip

    2011-01-01

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

  6. New media sociofugal spaces

    Directory of Open Access Journals (Sweden)

    Andrea Mubi Brighenti

    2014-09-01

    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.

  7. Media Spaces, Places and Palpable Technologies

    DEFF Research Database (Denmark)

    Kristensen, Margit; Kyng, Morten

    2006-01-01

    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...

  8. The MediaMill TRECVID 2010 semantic video search engine

    NARCIS (Netherlands)

    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.

    2010-01-01

    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

  9. The MediaMill TRECVID 2012 semantic video search engine

    NARCIS (Netherlands)

    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.

    2012-01-01

    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

  10. The MediaMill TRECVID 2011 semantic video search engine

    NARCIS (Netherlands)

    Snoek, C.G.M.; van de Sande, K.E.A.; Li, X.; Mazloom, M.; Jiang, Y.; Koelma, D.C.; Smeulders, A.W.M.

    2011-01-01

    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

  11. Online Media Business Models: Lessons from the Video Game Sector

    OpenAIRE

    Komorowski, Marlen; Delaere, Simon

    2016-01-01

    Today’s media industry is characterized by disruptive changes and business models have been acknowledged as a driving force for success. Current business model research manages only to grasp static descriptions while in reality media managers are struggling with the dynamics of the industry. This article aims to close this gap by investigating a new paradigm of online media business models. Based on three video game case studies of the massively multiplayer online role-playing game genre, thi...

  12. Consumer Response to Social Media and Online Video Advertising

    NARCIS (Netherlands)

    G. Liberali (Gui); G.L. Urban (Glen); C. Tucker (Catherine); Y. Bart (Yakov)

    2016-01-01

    textabstractThis paper investigates the effectiveness of social media advertising and online video advertising using three large-scale controlled field experiments in the U.S., China and the Netherlands. The study was implemented using a technological approach that allows researchers to combine

  13. How Blogs, Social Media, and Video Games Improve Education

    Science.gov (United States)

    West, Darrell M.

    2012-01-01

    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…

  14. CERN in the MediaVideo Presentations

    CERN Multimedia

    Carolyn Lee

    2010-01-01

    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...

  15. Scalable and Media Aware Adaptive Video Streaming over Wireless Networks

    Directory of Open Access Journals (Sweden)

    Béatrice Pesquet-Popescu

    2008-07-01

    Full Text Available 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.

  16. The production of subject and space in video games

    Directory of Open Access Journals (Sweden)

    Altuğ Işığan

    2013-03-01

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

  17. WHITE SPACE DALAM IKLAN DI MEDIA CETAK

    Directory of Open Access Journals (Sweden)

    Andrian D. Hagijanto

    1999-01-01

    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.

  18. Best Practices for Learning Video Concept Detectors from Social Media Examples

    NARCIS (Netherlands)

    Kordumova, S.; Li, X.; Snoek, C.G.M.

    2015-01-01

    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

  19. Media space of the modern school

    Directory of Open Access Journals (Sweden)

    Anna A. Vakneeva

    2017-01-01

    Full Text Available What should be the media of a modern education institution? How is the educational organization supposed to be represented in social media? What methods of increasing the level of media literacy of teachers and students should optimally use?As the purpose of this study the authors can see in the development and presentation of an optimal model of media space for modern educational institutions which will take into account not only the changes in the education process, but also the needs of the modern audience – teachers, students, parents, and educational partners. The resources of “Moscow e-school” become part of the educational media sphere of modern educational organizations.Resources and methods: resources of an educational institution, namely, social media, blogs and microblogs, users’ accounts, channels, educational platforms, which present the work of educators. The importance of analyzing media of the modern educational institution is that media-education serves as a pedagogical system, allowing the use of modern techniques and technologies through the development of critical thinking, which occurs under the influence of information flows. In this regard, there is a need for the comprehensive approach to the media organization in the modern school. An integral element of the complex approach is the creation of conditions for the development of media literacy for teachers and learners.The result of this research is the optimal model of media space for the modern school, which includes social networking profiles, microblogging, blogs, users’ accounts, and web resources, each of which has its own purpose and functional features.As a conclusion we can note that one of the core values of the media model is the development of creative and critical thinking, the acquisition of experience and tools of media, independent search, the ability to use information flows for the effective communication, solving educational and cognitive

  20. Video diaries on social media: Creating online communities for geoscience research and education

    Science.gov (United States)

    Tong, V.

    2013-12-01

    Making video clips is an engaging way to learn and teach geoscience. As smartphones become increasingly common, it is relatively straightforward for students to produce ';video diaries' by recording their research and learning experience over the course of a science module. Instead of keeping the video diaries for themselves, students may use the social media such as Facebook for sharing their experience and thoughts. There are some potential benefits to link video diaries and social media in pedagogical contexts. For example, online comments on video clips offer useful feedback and learning materials to the students. Students also have the opportunity to engage in geoscience outreach by producing authentic scientific contents at the same time. A video diary project was conducted to test the pedagogical potential of using video diaries on social media in the context of geoscience outreach, undergraduate research and teaching. This project formed part of a problem-based learning module in field geophysics at an archaeological site in the UK. The project involved i) the students posting video clips about their research and problem-based learning in the field on a daily basis; and ii) the lecturer building an online outreach community with partner institutions. In this contribution, I will discuss the implementation of the project and critically evaluate the pedagogical potential of video diaries on social media. My discussion will focus on the following: 1) Effectiveness of video diaries on social media; 2) Student-centered approach of producing geoscience video diaries as part of their research and problem-based learning; 3) Learning, teaching and assessment based on video clips and related commentaries posted on Facebook; and 4) Challenges in creating and promoting online communities for geoscience outreach through the use of video diaries. I will compare the outcomes from this study with those from other pedagogical projects with video clips on geoscience, and

  1. Using Videos To Teach Mass Media and Society from a Critical Perspective.

    Science.gov (United States)

    King, Donna Lee

    2000-01-01

    Explores using videos to teach mass media and society from a critical sociological perspective. Discusses the content of the course from focusing on analysis of corporate capitalism and media producers to analyzing popular media texts on gender, race, the working class, and sexuality. Addresses the evaluation of the course. (CMK)

  2. Improving Tactical Psyop Video Dissemination in Media-Austere Operating Environments

    National Research Council Canada - National Science Library

    Tulak, Arthur

    2004-01-01

    .... Recent operations demonstrate the requirement for video PSYOP in media-austere environments where the target audience lacks access to television, due to poverty, or lack of supporting infrastructure...

  3. Educational Contribution of RPG Video Games: Modern Media in Modern Education

    OpenAIRE

    Kratochvíl, Martin

    2014-01-01

    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...

  4. Technology consumption and cognitive control: Contrasting action video game experience with media multitasking.

    Science.gov (United States)

    Cardoso-Leite, Pedro; Kludt, Rachel; Vignola, Gianluca; Ma, Wei Ji; Green, C Shawn; Bavelier, Daphne

    2016-01-01

    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.

  5. Using Video in Urban Elementary Professional Development to Support Digital Media Arts Integration

    Science.gov (United States)

    Woodard, Rebecca; Machado, Emily

    2017-01-01

    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…

  6. Utilizing social media and video games to control #DIY microscopes

    Directory of Open Access Journals (Sweden)

    Maxime Leblanc-Latour

    2017-12-01

    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.

  7. Review of the Effectiveness of Video Media in Instruction

    Science.gov (United States)

    1993-04-01

    did beginners . This is consistent with the finding that directing attention to the relevant aspect of the video is more effective, because more...abstract or theoretical concepts with animated flowcharts or diagrams (Riches, 1990). Enhancing Practice. Animation can be used within interactive video and

  8. Consumer Education Resources Catalog. 16mm Films, Multi Media Kits, Video Cassettes, Simulations & Games, Printed Material.

    Science.gov (United States)

    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…

  9. Social Media Usage Combined with TV/Video Watching: Opportunities and Associated Challenges

    NARCIS (Netherlands)

    M.A. Montagud Climent (Mario); P.S. Cesar Garcia (Pablo Santiago); F. Boronat (Fernando); D. Marfil (Dani)

    2015-01-01

    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

  10. Television, video game and social media use among children with ASD and typically developing siblings.

    Science.gov (United States)

    Mazurek, Micah O; Wenstrup, Colleen

    2013-06-01

    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 with ASD spent approximately 62% more time watching television and playing video games than in all non-screen activities combined. Compared with TD siblings, children with ASD spent more hours per day playing video games (2.4 vs. 1.6 for boys, and 1.8 vs. 0.8 for girls), and had higher levels of problematic video game use. In contrast, children with ASD spent little time using social media or socially interactive video games.

  11. The social dimension of modern media space and its content

    Directory of Open Access Journals (Sweden)

    V L Mouzykant

    2014-12-01

    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.

  12. Youth access, creation, and content of smokeless tobacco ("dip") videos in social media.

    Science.gov (United States)

    Seidenberg, Andrew B; Rodgers, Elizabeth J; Rees, Vaughan W; Connolly, Gregory N

    2012-04-01

    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 © 2012 Society for Adolescent Health and Medicine. Published by Elsevier Inc. All rights reserved.

  13. Video semaphore decoding for free-space optical communication

    Science.gov (United States)

    Last, Matthew; Fisher, Brian; Ezekwe, Chinwuba; Hubert, Sean M.; Patel, Sheetal; Hollar, Seth; Leibowitz, Brian S.; Pister, Kristofer S. J.

    2001-04-01

    Using teal-time image processing we have demonstrated a low bit-rate free-space optical communication system at a range of more than 20km with an average optical transmission power of less than 2mW. The transmitter is an autonomous one cubic inch microprocessor-controlled sensor node with a laser diode output. The receiver is a standard CCD camera with a 1-inch aperture lens, and both hardware and software implementations of the video semaphore decoding algorithm. With this system sensor data can be reliably transmitted 21 km form San Francisco to Berkeley.

  14. Identifying Unsafe Videos on Online Public Media using Real-time Crowdsourcing

    OpenAIRE

    Mridha, Sankar Kumar; Sarkar, Braznev; Chatterjee, Sujoy; Bhattacharyya, Malay

    2017-01-01

    Due to the significant growth of social networking and human activities through the web in recent years, attention to analyzing big data using real-time crowdsourcing has increased. This data may appear in the form of streaming images, audio or videos. In this paper, we address the problem of deciding the appropriateness of streaming videos in public media with the help of crowdsourcing in real-time.

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

    Directory of Open Access Journals (Sweden)

    Ana Sílvia Lopes Davi Médola

    2014-01-01

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

  16. Big Data Analytics: Challenges And Applications For Text, Audio, Video, And Social Media Data

    OpenAIRE

    Jai Prakash Verma; Smita Agrawal; Bankim Patel; Atul Patel

    2016-01-01

    All types of machine automated systems are generating large amount of data in different forms like statistical, text, audio, video, sensor, and bio-metric data that emerges the term Big Data. In this paper we are discussing issues, challenges, and application of these types of Big Data with the consideration of big data dimensions. Here we are discussing social media data analytics, content based analytics, text data analytics, audio, and video data analytics their issues and expected applica...

  17. Vox Populi : generating video documentaries from semantically annotated media repositories

    NARCIS (Netherlands)

    Bocconi, S.

    2006-01-01

    The context of this research is one or more online video repositories containing several hours of documentary footage and users possibly interested only in particular topics of that material. In such a setting it is not possible to craft a single version containing all possible topics the user might

  18. Pornography classification: The hidden clues in video space-time.

    Science.gov (United States)

    Moreira, Daniel; Avila, Sandra; Perez, Mauricio; Moraes, Daniel; Testoni, Vanessa; Valle, Eduardo; Goldenstein, Siome; Rocha, Anderson

    2016-11-01

    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

  19. A comparison between space-time video descriptors

    Science.gov (United States)

    Costantini, Luca; Capodiferro, Licia; Neri, Alessandro

    2013-02-01

    The description of space-time patches is a fundamental task in many applications such as video retrieval or classification. Each space-time patch can be described by using a set of orthogonal functions that represent a subspace, for example a sphere or a cylinder, within the patch. In this work, our aim is to investigate the differences between the spherical descriptors and the cylindrical descriptors. In order to compute the descriptors, the 3D spherical and cylindrical Zernike polynomials are employed. This is important because both the functions are based on the same family of polynomials, and only the symmetry is different. Our experimental results show that the cylindrical descriptor outperforms the spherical descriptor. However, the performances of the two descriptors are similar.

  20. Pengaruh penggunaan media video dan gambar terhadap keterampilan menulis kelas V

    Directory of Open Access Journals (Sweden)

    Dian Mariya Ulfah

    2017-01-01

    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

  1. Therapists? Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation

    OpenAIRE

    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, HF Machiel

    2015-01-01

    Background 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. Objective 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...

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

    Science.gov (United States)

    Zigon, Thomas

    1999-01-01

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

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

    Science.gov (United States)

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

    2017-01-01

    study highlight a potential gap between available information 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. PMID:29051137

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

    Science.gov (United States)

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

    2017-10-19

    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. ©Weizhou Tang, Kate Olscamp, Seul Ki Choi, Daniela B Friedman. Originally published in the Interactive Journal of Medical Research (http://www.i-jmr.org/), 19.10.2017.

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

    Science.gov (United States)

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

    2015-12-01

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

  6. MediaMill: Video Search using a Thesaurus of 500 Machine Learned Concepts

    NARCIS (Netherlands)

    Snoek, C.G.M.; Worring, M.; Huurnink, B.; van Gemert, J.C.; van de Sande, K.E.A.; Koelma, D.C.; de Rooij, O.

    2006-01-01

    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

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

    Science.gov (United States)

    Chung, Sheng Kuan

    2007-01-01

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

  8. Television, Video Game and Social Media Use among Children with ASD and Typically Developing Siblings

    Science.gov (United States)

    Mazurek, Micah O.; Wenstrup, Colleen

    2013-01-01

    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…

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

    Science.gov (United States)

    Giebelhausen, Robin

    2017-01-01

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

  10. VIDEO GAME SEBAGAI MEDIA PEMBELAJARAN SEJARAH (Suatu Alternatif dalam Menyelenggarakan Pembelajaran Sejarah

    Directory of Open Access Journals (Sweden)

    Johan Wahyudhi

    2014-12-01

    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.

  11. Nursing students' attitudes toward video games and related new media technologies.

    Science.gov (United States)

    Lynch-Sauer, Judith; Vandenbosch, Terry M; Kron, Frederick; Gjerde, Craig Livingston; Arato, Nora; Sen, Ananda; Fetters, Michael D

    2011-09-01

    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.

  12. Medical student attitudes toward video games and related new media technologies in medical education

    Science.gov (United States)

    2010-01-01

    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

  13. Medical student attitudes toward video games and related new media technologies in medical education

    Directory of Open Access Journals (Sweden)

    Kron Frederick W

    2010-06-01

    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

  14. Medical student attitudes toward video games and related new media technologies in medical education.

    Science.gov (United States)

    Kron, Frederick W; Gjerde, Craig L; Sen, Ananda; Fetters, Michael D

    2010-06-24

    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

  15. Pro Android Media Developing Graphics, Music, Video, and Rich Media Apps for Smartphones and Tablets

    CERN Document Server

    Every, Shawn

    2010-01-01

    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

  16. Inference in media space. The case of IBM Software Executive Briefing Center - Rome

    Directory of Open Access Journals (Sweden)

    Toni Marino

    2014-11-01

    Full Text Available In our paper we apply Peirce's model of Arguments (Statistical Deduction, Probabilistic Deduction, Induction and Abduction to a communication process where negotiating sense and meanings is emphasized. We selected a communication space where everything is planned as a medium of sense (video terminals, screens, lights, etc. namely the IBM Software Executive Briefing Center in Italy, a workplace used to exchange views, negotiate or transact. It is based in Rome in the same building as the International Development Laboratory of the IBM Software Group. The Software Center is the place where IBM welcomes its potential customers and has the opportunity to show them its technology and offer solutions. This paper focuses on "media space" in the Center which is structured by the seller according to his/her idea of the buyer's interpretive process. This paper analyzes the roles of visual codes in the allocation of functions. It also looks into the relation between the symbolism of the company with its marketing, past history and media space in order to define the buyer's typology of inference (deduction, induction or abduction in relation to the communication strategy of the media space design. The research is conducted directly in the field by interviewing the Manager of the IBM Center as well as asking people who use it to fill in an anonymous questionnaire, which analyses both the media space and the plan of the building.

  17. Curating New Media: Condensing Spaces and Images

    Directory of Open Access Journals (Sweden)

    Narvika Bovcon

    2012-12-01

    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.

  18. Towards a democratisation of new media spaces in multilingual ...

    African Journals Online (AJOL)

    Towards a democratisation of new media spaces in multilingual/multicultural Africa: A ... and can lead to misinterpretation and misunderstanding of the messages. ... also demonstrate that language and 'culture' are products of social activities.

  19. Sexually Explicit Media on the Internet: A Content Analysis of Sexual Behaviors, Risk, and Media Characteristics in Gay Male Adult Videos

    OpenAIRE

    Downing, Martin J.; Schrimshaw, Eric W.; Antebi, Nadav; Siegel, Karolynn

    2013-01-01

    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...

  20. Mobile sound: media art in hybrid spaces

    OpenAIRE

    Behrendt, Frauke

    2010-01-01

    The thesis explores the relationships between sound and mobility through an examination\\ud of sound art. The research engages with the intersection of sound, mobility and\\ud art through original empirical work and theoretically through a critical engagement with\\ud sound studies. In dialogue with the work of De Certeau, Lefebvre, Huhtamo and Habermas\\ud in terms of the poetics of walking, rhythms, media archeology and questions of\\ud publicness, I understand sound art as an experimental mobil...

  1. Talking Video in 'Everyday Life'

    DEFF Research Database (Denmark)

    McIlvenny, Paul

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

  2. The Ethics of Sharing Plastic Surgery Videos on Social Media: Systematic Literature Review, Ethical Analysis, and Proposed Guidelines.

    Science.gov (United States)

    Dorfman, Robert G; Vaca, Elbert E; Fine, Neil A; Schierle, Clark F

    2017-10-01

    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.

  3. Social Media and the Transformation of Public Space

    OpenAIRE

    José van Dijck; Thomas Poell

    2015-01-01

    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 diff...

  4. Understanding Media Architecture (Better): One Space, Three Cases

    DEFF Research Database (Denmark)

    Brynskov, Martin; Dalsgaard, Peter; Halskov, Kim

    2013-01-01

    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...

  5. Teaching Youth Media: A Critical Guide to Literacy, Video Production, & Social Change. The Series on School Reform.

    Science.gov (United States)

    Goodman, Steven

    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.…

  6. Using Social Media for Research Dissemination: The Digital Research Video Project

    Directory of Open Access Journals (Sweden)

    Suzanne Pilaar Birch

    2013-09-01

    Full Text Available This article discusses the outcomes of the Digital Research Video Project, which was part of the larger Social Media Knowledge Exchange program at the Centre for Research in the Arts, Social Sciences, and Humanities (CRASSH at the University of Cambridge and funded by the Arts & Humanities Research Council (UK. The project was founded on the premise that open access publication of research, while important, does not necessarily make research accessible. Often, PhD students and post-doctoral scholars lack the skills needed to communicate their research to a broader audience. The goal of the project was, first, to provide communication training to early career researchers (achieved through a workshop held in autumn 2012 and second, to create illustrated videos highlighting projects by early career researchers that would help them engage with their work using multimedia and share their results with a larger audience. This article considers the methods of dissemination and impact of the project.

  7. Media Effects on the New York Times' “the Women's March in Washington” Video News Coverage on Facebook

    OpenAIRE

    AGRIPHINA, ALMIRA

    2017-01-01

    The reliance towards Facebook in regard to obtaining information becomes a news habit among the society. Considerable number of news coverage from media is accessible to Facebook which creates effects on the audience on account of the media exposure. The study is conducted for the purposes of analyzing news elements which are embedded in The New York Times' “The Women's March in Wahsington”video news coverage on Facebook and discovering the effects of the coverage towards media audience. This...

  8. The Numa Numa dance e Gangnam Style: videos musicais no Youtube em múltiplas mediações

    Directory of Open Access Journals (Sweden)

    Simone Pereira de Sá

    2014-12-01

    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.

  9. Media education as a system of health personalities software in media-information space

    Directory of Open Access Journals (Sweden)

    Ye. M. Velykodna

    2014-04-01

    Full Text Available The main purpose of the article is to outline the problems of health and human security in the media­information education space. Media education as a system of values formation under conditions of medial ­ information educational environment focused on developing and providing protective functions in their close interdependence. Training is aimed at creating conditions for the development of spiritual subjects of education, promotion of positive changes in their personal development. Protective aimed at improving the social protection of business education in the destructive tendencies in society , to neutralize the impact of negative factors media. The most important part of media education in the context of ensuring the health of the individual is the formation of values education activity as the basis of spiritual health. It is shown that meaningful use sens formative influence of media­information space determines the priority position of media education as a factor in providing mental health of the individual. Formation of mental health is associated with the conscious assimilation of certain belief systems of the world. According media education focuses not on broadcast ready «moral absolutes «, and the simulation of specific situations in which the individual is necessary to self­determination regarding fundamental values and principles of implementing these values in life.

  10. Beyond information and utility: Transforming public spaces with media facades.

    Science.gov (United States)

    Fischer, Patrick Tobias; Zöllner, Christian; Hoffmann, Thilo; Piatza, Sebastian; Hornecker, Eva

    2013-01-01

    Media facades (often characterized as a building's digital skin) are public displays that substitute dynamic details and information for usually static structures. SMSlingshot is a media facade system at the confluence of art, architecture, and technology design in the context of urban human-computer interaction. It represents a participative approach to public displays that enlivens public spaces and fosters civic and social dialogue as an alternative to advertising and service-oriented information displays. Observations from SMSlingshot's implementation at festival exhibitions provide insight into the roles of scale, distance, and the spatial situation of media facade contexts. The lessons learned apply to most public-display situations and will be useful for designers and developers of this new medium in urban spaces.

  11. NASA SDO - Solar & Space Weather Education via Social Media

    Science.gov (United States)

    Durscher, Romeo; Wawro, Martha

    2012-03-01

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

  12. "Typing Back": Social Media as Space for Critical Discourse

    Science.gov (United States)

    Careless, Erin Jennifer

    2015-01-01

    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…

  13. Social Media and the Transformation of Public Space

    NARCIS (Netherlands)

    van Dijck, J.; Poell, T.

    2015-01-01

    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

  14. IMPLEMENTASI AUGMENTED REALITY UNTUK IDENTIFIKASI LOGO DAN VIDEO SEBAGAI MEDIA INFORMASI MENGGUNAKAN METODE KLASIFIKASI NAIVE BAYESIAN

    Directory of Open Access Journals (Sweden)

    Astrid Novita Putri

    2018-04-01

    Full Text Available Pada  Universitas Semarang Fakultas Teknologi Informasi dan  Komunikasi setiap  tahun  selalu mempunyai banyak kegiatan seperti kegiatan Seminar, Workshop, Pelatihan, Festifal, dsb. Kegiatan- kegiatan  tersebut  biasanya   didokumentasikan  dalam  bentuk  foto   dan   video.   Sedangkan  untuk dokumentasi publikasi kegiatan dalam bentuk media promosi maupun media informasi belum dilakukan, sehingga masyarakat umum yang kurang familiar tidak dapat mengetahui informasi dengan kegiatan yang ada. Memanfaatkan aplikasi smartphone yang berbasis android, blackberry, dan iphone dapat menggunakan  salah  satu  teknologi  augmented  reality  3D  yang  berfungsi  untuk  mengidentifikasi informasi melalui logo Fakultas TIK dan menerapkannya pada berbagai media cetak atau elektronik. Sehingga dengan adanya perubahan cara promosi tersebut diharapkan dapat menarik minat perhatian masyarakat umum dan masyarakat umum untuk mengetahui informasi mengenai kegiatan di Universitas Semarang khususnya Fakultas Teknologi Informasi dan Komunikasi. Pada penelitian ini, akan membahas bagaimana mengklasifikasikan kegiatan-kegiatan tersebut menggunakan metode naive bayes   menjadi dua  kategori yaitu favorit atau tidak favorit. Berdasarkan data foto dan video kegiatan FTIK tahun 2017 yang telah diimplementasikan menggunakan tools Unity 3D menunjukkan bahwa penerapan Augmented Reality untuk identifikasi logo sebagai media informasi menggunakan metode klasifikasi naive bayes dapat diimplementasikan dengan baik. Diharapkan dengan adanya klasifikasi kegiatan dengan memanfaatkan teknologi  augmented  reality  yang  diimplementasikan menggunakan  tools  Unity  3D, informasi yang dihasilkan akan lebih informatif dan menarik perhatian masyarakat umum.   Kata kunci: augmented, reality, naive, bayesian, kegiatan.

  15. Therapists' perceptions of social media and video game technologies in upper limb rehabilitation.

    Science.gov (United States)

    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

    2015-03-10

    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.

  16. Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation

    Science.gov (United States)

    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, HF Machiel

    2015-01-01

    Background 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. Objective 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. Methods 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. Results 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. Conclusions 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

  17. Social Media as Space for Peace Education: Conceptual Contours and Evidence from the Muslim World

    Science.gov (United States)

    Naseem, M. Ayaz; Arshad-Ayaz, Adeela; Doyle, Sophie

    2017-01-01

    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:…

  18. Video outside versus video inside the web: do media setting and image size have an impact on the emotion-evoking potential of video?

    NARCIS (Netherlands)

    Verleur, R.; Verhagen, Pleunes Willem; Crawford, Margaret; Simonson, Michael; Lamboy, Carmen

    2001-01-01

    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

  19. Video Lectures in E-Learning: Effects of Viewership and Media Diversity on Learning, Satisfaction, Engagement, Interest, and Future Behavioral Intention

    Science.gov (United States)

    Costley, Jamie; Lange, Christopher Henry

    2017-01-01

    Purpose: Because student viewership of video lectures serves as an important aspect of e-learning environments, video lectures should be delivered in a way that enhances the learning experience. The delivery of video lectures through diverse forms of media is a useful approach, which may have an effect on student learning, satisfaction, engagement…

  20. Sexually explicit media on the internet: a content analysis of sexual behaviors, risk, and media characteristics in gay male adult videos.

    Science.gov (United States)

    Downing, Martin J; Schrimshaw, Eric W; Antebi, Nadav; Siegel, Karolynn

    2014-05-01

    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.

  1. Students' Perceptions, Attitudes, and Incorporation of Demonstrations, Popular Media Videos, and Animations Concerning Chemical Reactions

    Science.gov (United States)

    Schlosser, Sarah Elizabeth

    2012-01-01

    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…

  2. A modular CUDA-based framework for scale-space feature detection in video streams

    International Nuclear Information System (INIS)

    Kinsner, M; Capson, D; Spence, A

    2010-01-01

    Multi-scale image processing techniques enable extraction of features where the size of a feature is either unknown or changing, but the requirement to process image data at multiple scale levels imposes a substantial computational load. This paper describes the architecture and emerging results from the implementation of a GPGPU-accelerated scale-space feature detection framework for video processing. A discrete scale-space representation is generated for image frames within a video stream, and multi-scale feature detection metrics are applied to detect ridges and Gaussian blobs at video frame rates. A modular structure is adopted, in which common feature extraction tasks such as non-maximum suppression and local extrema search may be reused across a variety of feature detectors. Extraction of ridge and blob features is achieved at faster than 15 frames per second on video sequences from a machine vision system, utilizing an NVIDIA GTX 480 graphics card. By design, the framework is easily extended to additional feature classes through the inclusion of feature metrics to be applied to the scale-space representation, and using common post-processing modules to reduce the required CPU workload. The framework is scalable across multiple and more capable GPUs, and enables previously intractable image processing at video frame rates using commodity computational hardware.

  3. DEVELOPING OF INSTRUCTIONAL MEDIA-BASED ANIMATION VIDEO ON ENZYME AND METABOLISM MATERIAL IN SENIOR HIGH SCHOOL

    Directory of Open Access Journals (Sweden)

    Muhammad Mustofa Yusuf

    2017-11-01

    Full Text Available The research aimed to product a learning material related to animation video on enzyme and metabolism material for high school student which is validated by media and material experts, educational practition and student legibility. Research and development model is ADDIE with quantitative-qualitative data analyzing methode. Data collection was obtained from validation results by media and material experts, educational partition and student legibility. The validation results were scores and suggestion. The percentage of product from expert media validation (100%, expert material validation (89,58%, educational practition (84,61%, and student legibility (81,91% showed valid of the criteria and feasible to use after revision.

  4. The role of empathy in making availability judgments from video and silhouette awareness information

    NARCIS (Netherlands)

    Ruyter, de B.E.R.; Baha, S.E.; Pijl, M.; Markopoulos, P.

    2011-01-01

    This paper reports research concerning video media spaces for the home and specifically the extent to which different approaches for video obfuscation can balance conflicting requirements for awareness between connected individuals and privacy. Different filtering techniques were compared regarding

  5. Making media work in space: an interdisciplinary perspective on media and communication requirements for current and future space communities

    Science.gov (United States)

    Babidge, S.; Cokley, J.; Gordon, F.; Louw, E.

    2005-10-01

    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.

  6. The Effect of the Instructional Media Based on Lecture Video and Slide Synchronization System on Statistics Learning Achievement

    Directory of Open Access Journals (Sweden)

    Partha Sindu I Gede

    2018-01-01

    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.

  7. Time, space, and the new media machine of the terrorphone

    Directory of Open Access Journals (Sweden)

    John Armitage

    2013-11-01

    Full Text Available In this short article, the author is concerned with how the contemporary form of the telephone, a new media machine which was of deep-rooted significance for Marshall McLuhan, promotes our obsession with forms of shared participation and social implosion. The author argues that the form of the telephone involves a complex abolition of our sense of space, interwoven with unexpected socio-cultural effects, which then create new subjectivities as well as new forms of decentralization that are intuited but not fully understood. To politicize these effects, and following the revelations of the American whistleblower Edward Snowden, the author identifies the form of the mobile telephone as a new form of media and argues that it is no longer an ‘extension of man’, as McLuhan suggested, but an extension of the US State, which is producing new forms of socio-cultural collapse. The author then explores how the remote-controlled time and space of what he calls the ‘terrorphone’ cultivates, among other things, the contemporary visualization of speech. Finally, he questions the desirability of unrelenting mobile telephone interaction as our only ‘intelligent’ choice today when such interaction is, contrary to McLuhan, not a great extension of our central nervous system, but in fact a danger to it.

  8. Improving Learning Outcomes in Office Automation Subjects Through Development of Video-Based Media Learning Operating Microsoft Publisher 2010

    Directory of Open Access Journals (Sweden)

    Irma Mastumasari

    2017-07-01

    Full Text Available The purpose of this research is to produce instructional media video-based operate Microsoft Publisher 2010 which is validated by experts for student at class X of Office Administration in SMKN 1 Malang through experimental class and control class. This study uses Research and Development research design (R & D through 8 steps, namely: (1 research and information gathering early, (2 planning, (3 product development, (4 validation expert, (5 product revision, (6 the trial court (small groups, (7 the revision of the product, and (8 field trials (large group. Results of validation by material experts, media experts and 12 students, the media is expressed very valid and can be used. Based on t test, it is known that a significant difference between the average student learning outcomes experimental class and control class, so that learning media can be said to be effective for use in the learning process.

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

    Science.gov (United States)

    Bohot, Cameron Brooke; Pfortmiller, Michelle

    2009-01-01

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

  10. VIDEO SEBAGAI MEDIA PEMBELAJARAN UNTUK MENINGKATKAN MOTIVASI BELAJAR BAHASA INGGRIS PARA SISWA KELAS XI IPS 2 MA NEGERI RENGEL TUBAN

    Directory of Open Access Journals (Sweden)

    . Muktamir

    2017-07-01

    Abstrak: Video sebagai Media Pembelajaran untuk Meningkatkan Motivasi Belajar Bahasa Inggris para Siswa Kelas XI IPS 2 MA Negeri Rengel Tuban. Keberhasilan beelajar indivisu sangat dipengaruhi oleh banyak factor. Motivasi sebagai bagian dari factor-faktor yang memberikan penaruh yang kuat bagi para siswa padaaktivitas pembelajaran Bahasa inggris. penelitian ini di desain untuk meningkatkan motivasi beljaran para siswa dengan menggunakan video. Pada penelitian ini kita menggunakan film pendek sebagai medi pembelajaran dengan menerapkan tiga langkah dalam proses pengajaran. Penelitian ini adalah Penelitian Tindakan Kelas. Subyek penelitian ini adalah parasiswa kelas sebelas IPS 2 MA Negeri rengel Tuban pada tahun pelejaran 2016/2017 yang terdiri atas 32 siswa. Instrumen yang digunakan dalam penelitian ini adalah tes, catatan lapangan, lembar observasi dan kuisioner. Hahil penelitian ini menunjukkan bahwa penggunaan video dapat meningkatkan motivasi para siswa. Hal ini dapat dilihat dari hasil pengisian kuesioner; hasil penelitian mengindikasikan bahwa motivasi instrinsik dan ekstrinsik para siswa mengalami peningkatan. Hal ini bisa bilihat dari hasil pembelajaran pada siklus 1 dan 2. Motivasi instrinsik siswa adalah pada saat studi pendahuluan adalah 53.4%, dan meningkt pada siklus 1 menjadi 68.8% dan di siklus 2 meningkat menjadi 85.4%. Motivasi ekstrinsik para siswa pada pre-studi adalah 51.5% dan pada siklus 1 adalah 78.6% dan hasil setelah siklus 2 adalah 89.6%. Kata kunci: Video, media pengajaran, motivasi.

  11. Conceptualizing, Designing, and Investigating Locative Media Use in Urban Space

    Science.gov (United States)

    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.

  12. Command and Control Research and Technology Symposium (2004):The Power Age Concepts and Technologies. Improving Tactical PSYOP Video Dissemination in Media-Austere Operating Environments

    National Research Council Canada - National Science Library

    Tulak, Arthur

    2004-01-01

    .... Recent operations demonstrate the requirement for video PSYOP in media-austere environments where the target audience lacks access to television, due to poverty, or lack of supporting infrastructure...

  13. WHICH HEALTH-RELATED PROBLEMS ARE ASSOCIATED WITH PROBLEMATIC VIDEO-GAMING OR SOCIAL MEDIA USE IN ADOLESCENTS? A LARGE-SCALE CROSS-SECTIONAL STUDY

    OpenAIRE

    Saskia Y. M. Mérelle; Annet M. Kleiboer; Miriam Schotanus; Theresia L. M. Cluitmans; Cornelia M. Waardenburg; Danielle Kramer; Dike van de Mheen; Antonius J. van Rooij

    2017-01-01

    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 study aims to gain a better understanding of the healthrelated problems and demographical factors associated with problematic video-gaming or social media use in early adolescence. _Method:_ A...

  14. The architecture of a video image processor for the space station

    Science.gov (United States)

    Yalamanchili, S.; Lee, D.; Fritze, K.; Carpenter, T.; Hoyme, K.; Murray, N.

    1987-01-01

    The architecture of a video image processor for space station applications is described. The architecture was derived from a study of the requirements of algorithms that are necessary to produce the desired functionality of many of these applications. Architectural options were selected based on a simulation of the execution of these algorithms on various architectural organizations. A great deal of emphasis was placed on the ability of the system to evolve and grow over the lifetime of the space station. The result is a hierarchical parallel architecture that is characterized by high level language programmability, modularity, extensibility and can meet the required performance goals.

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

    OpenAIRE

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

    2017-01-01

    Background Approximately 5.5 million Americans are living with Alzheimer’s disease (AD) in 2017. YouTube is a popular platform for disseminating health information; however, little is known about messages specifically regarding AD that are being communicated through YouTube. Objective This study aims to examine video characteristics, content, speaker characteristics, and mobilizing information (cues to action) of YouTube videos focused on AD. Methods Videos uploaded to YouTube from 2013 to 20...

  16. Media and human capital development: Can video game playing make you smarter?

    OpenAIRE

    Suziedelyte, A.

    2015-01-01

    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 data from 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...

  17. FCJ-161 Productive Provocations: Vitriolic Media, Spaces of Protest and Agonistic Outrage in the 2011 England Riots

    Directory of Open Access Journals (Sweden)

    Anthony McCosker

    2013-12-01

    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.

  18. Digital Media Platforms and the Use of TV Content: Binge Watching and Video-on-Demand in Germany

    Directory of Open Access Journals (Sweden)

    Lothar Mikos

    2016-07-01

    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.

  19. Media and human capital development: Can video game playing make you smarter?1

    Science.gov (United States)

    Suziedelyte, Agne

    2015-01-01

    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

  20. Media and human capital development: Can video game playing make you smarter?

    Science.gov (United States)

    Suziedelyte, Agne

    2015-04-01

    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.

  1. A Social Semiotic Mapping of Voice in Youth Media: The Pitch in Youth Video Production

    Science.gov (United States)

    Pyles, Damiana Gibbons

    2017-01-01

    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…

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

    Science.gov (United States)

    Sable, MFA, J.

    2013-12-01

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

  3. Social Media: New Spaces for Contention In Authoritarian Systems

    Science.gov (United States)

    2015-12-01

    restrictions and controls. Social media became the manner in which protesters used to mobilize as opposed to the traditional manner of word of mouth or...distribution is unlimited 12b. DISTRIBUTION CODE 13. ABSTRACT (maximum 200 words ) What role has social media played in Bahraini political movements...NAVAL POSTGRADUATE SCHOOL MONTEREY, CALIFORNIA THESIS Approved for public release; distribution is unlimited SOCIAL MEDIA : NEW

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

    Science.gov (United States)

    Copenhaver, Allen; Ferguson, Christopher J

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

  5. WHICH HEALTH-RELATED PROBLEMS ARE ASSOCIATED WITH PROBLEMATIC VIDEO-GAMING OR SOCIAL MEDIA USE IN ADOLESCENTS? A LARGE-SCALE CROSS-SECTIONAL STUDY

    Directory of Open Access Journals (Sweden)

    Saskia Y. M. Mérelle

    2017-02-01

    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

  6. The Space for Social Media in Structured Online Learning

    Science.gov (United States)

    Salmon, Gilly; Ross, Bella; Pechenkina, Ekaterina; Chase, Anne-Marie

    2015-01-01

    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…

  7. You can't take it with you? Effects of handheld portable media consoles on physiological and psychological responses to video game and movie content.

    Science.gov (United States)

    Ivory, James D; Magee, Robert G

    2009-06-01

    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.

  8. The space for social media in structured online learning

    Directory of Open Access Journals (Sweden)

    Gilly Salmon

    2015-12-01

    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.

  9. Individualising Media Practice Education Using a Feedback Loop and Instructional Videos Within an eLearning Environment.

    Directory of Open Access Journals (Sweden)

    Trevor Harris

    2012-06-01

    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

  10. Distributed Media Synchronization for Shared Video Watching: Issues, Challenges, and Examples

    NARCIS (Netherlands)

    F. Boronat (Fernando); R.N. Mekuria (Rufael); M.A. Montagud Climent (Mario); P.S. Cesar Garcia (Pablo Santiago)

    2012-01-01

    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

  11. Anisotropic fractal media by vector calculus in non-integer dimensional space

    International Nuclear Information System (INIS)

    Tarasov, Vasily E.

    2014-01-01

    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

  12. Anisotropic fractal media by vector calculus in non-integer dimensional space

    Energy Technology Data Exchange (ETDEWEB)

    Tarasov, Vasily E., E-mail: tarasov@theory.sinp.msu.ru [Skobeltsyn Institute of Nuclear Physics, Lomonosov Moscow State University, Moscow 119991 (Russian Federation)

    2014-08-15

    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.

  13. Anisotropic fractal media by vector calculus in non-integer dimensional space

    Science.gov (United States)

    Tarasov, Vasily E.

    2014-08-01

    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.

  14. Sensorial Organization as an Ethics of Space: Digital Media in Everyday Life

    Directory of Open Access Journals (Sweden)

    Stina Bengtsson

    2018-05-01

    Full Text Available This article outlines an analysis of the ethical organization of digital media and social and individual space in everyday life. This is made from a perspective of an ‘ethics of the ordinary’, highlighting the mundane negotiations and practices conducted to maintain a ‘good life’ with the media. The analysis shows a sensorial organization of space is conducted in relation to social space, as well as individually. The interviewees use facilities provided by media technologies in order to organize space, as well as organize their media devices spatially in order to construct space for specific purposes, and maintain a good life. These results call for a deepened analysis of the sensorial dimensions of everyday space, in order to understand the ethical struggles of a life with digital media. It is important to include the full spectrum of sensorial experiences in our approach to everyday life and to take the sensorial experiences of ordinary media users into account in our analysis of space as part of an everyday ethics.

  15. Dissolving the School Space: Young People's Media Production in and outside of School

    Science.gov (United States)

    Kupiainen, Reijo

    2013-01-01

    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…

  16. Constructing Public Space: Global Perspectives on Social Media and Popular Contestation

    NARCIS (Netherlands)

    Poell, T.; van Dijck, J.

    2016-01-01

    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

  17. Rethinking Educational Spaces: A Review of Literature on Urban Youth and Social Media

    Science.gov (United States)

    Kidd, Terry T.; Carpenter, B. Stephen, II

    2014-01-01

    This paper serves as an exploration into the landscape of social media use in educational research as it relates to urban youth in the United States. Initially, a social and learning context is provided that situates the implications social media may have for urban youth within formal and informal educational spaces. The paper offers a discussion…

  18. Academic Dishonesty and Video Game Play: Is New Media Use Changing Conceptions of Cheating?

    Science.gov (United States)

    Hamlen, Karla R.

    2012-01-01

    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…

  19. Media and memory: the efficacy of video and print materials for promoting patient education about asthma.

    Science.gov (United States)

    Wilson, Elizabeth A H; Park, Denise C; Curtis, Laura M; Cameron, Kenzie A; Clayman, Marla L; Makoul, Gregory; Vom Eigen, Keith; Wolf, Michael S

    2010-09-01

    We examined the effects of presentation medium on immediate and delayed recall of information and assessed the effect of giving patients take-home materials after initial presentations. Primary-care patients received video-based, print-based or no asthma education about asthma symptoms and triggers and then answered knowledge-based questions. Print participants and half the video participants received take-home print materials. A week later, available participants completed the knowledge assessment again. Participants receiving either intervention outperformed controls on immediate and delayed assessments (pprint and video participants. A week later, receiving take-home print predicted better performance (pprint (pprint participants immediately after seeing the materials (pmaterials, review predicted marginally better recall (p=0.06). Video and print interventions can promote recall of health-related information. Additionally, reviewable materials, if they are utilized, may improve retention. When creating educational tools, providers should consider how long information must be retained, its content, and the feasibility of providing tangible supporting materials. Copyright (c) 2010. Published by Elsevier Ireland Ltd.

  20. BEATING ISIS IN THE DIGITAL SPACE: FOCUS TESTING ISIS DEFECTOR COUNTER-NARRATIVE VIDEOS WITH AMERICAN COLLEGE STUDENTS

    OpenAIRE

    Allision McDowell-Smith; Anne Speckhard; Ahmet S. Yayla

    2017-01-01

    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 r...

  1. Eight-channel video broadcast feed service using free-space optical wireless technology at the Sydney 2000 Olympic Games

    Science.gov (United States)

    Szajowski, Paul F.; Rigas, A. J.; Robinson, J. W.; Nykolak, Gerald; Paulson, Bruce D.; Tourgee, G. E.; Auborn, James J.

    2001-02-01

    12 Terrestrial 1550 nm WDM free-space optical communication systems have been demonstrated to provide a viable means to transport data, voice and video channels for point-to-point applications without the use of optical fiber. Key features of free-space optical transmission systems are their ability to utilize present day telecommunication components such as: laser diode transmitters, high-power optical amplifiers operating within the 1550 nm optical transmission window and high-sensitivity optical receivers designed for multi-Giga- bit data rates. In this paper, we report on details of the world's first field test, demonstrating real time video transmission of eight uncompressed standard-definition (SD) video channels operating at an aggregate data rate of 1.485 Gb/s over a 0.89 km terrestrial free-space link. This data link was used in support of the 2000 Olympic games held recently in Sydney, Australia. Results from this eight- channel SD terrestrial free-space laser communications systems are presented. The transmission system operated error-free continuously from September 14, 2000 until October 1, 2000, twenty-four hours a day, throughout the coverage of the games. Modeling results predict that free- space SD video transmission systems can be designed and operated over significant link distances under nominal visibility conditions.

  2. SOCIAL MEDIA

    Science.gov (United States)

    RESPONSIBILITY CENTCOM COALITION MEDIA SOCIAL MEDIA NEWS ARTICLES PRESS RELEASES IMAGERY VIDEOS TRANSCRIPTS VISITORS AND PERSONNEL FAMILY CENTER FAMILY READINESS CENTCOM WEBMAIL SOCIAL MEDIA SECURITY ACCOUNTABILITY HomeMEDIASOCIAL MEDIA Social Media CENTCOM'S ENGLISH SOCIAL MEDIA ACCOUNTS There are many U.S. military commands

  3. Safe Spaces in Online Places: Social Media and LGBTQ Youth

    Science.gov (United States)

    Lucero, Leanna

    2017-01-01

    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,…

  4. Third Space, Social Media and Everyday Political Talk

    NARCIS (Netherlands)

    Wright, Scott; Graham, Todd; Jackson, Daniel; Bruns, Axel; Skogerbø, Eli; Christensen, Christian; Larsson, Anders Olof; Enli, Gunn Sara

    2015-01-01

    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

  5. The Public Sphere and Online Social Media: Exploring the Use of Online Social Media as Discursive Spaces in an Irish Context

    Science.gov (United States)

    English, Claire

    2013-01-01

    Online social media have become integral to individuals' media and communication repertoires globally. They provide spaces to meet with friends, reconnect with old acquaintances and gather around shared topics of interest. This chapter presents findings from a qualitative study into the role of online social media in the lives of 25 to 30 year…

  6. Newspaper Review Show in the Broadcast Media Space in Ghana

    Directory of Open Access Journals (Sweden)

    Jacob Nyarko

    2016-06-01

    Full Text Available Ghana’s public sphere has witnessed a growing media presence which has enhanced the relay of information to the citizenry. By this, society is given a full spectrum of alternatives to access media. Amid this atmosphere is a platform labeled the “Newspaper Review Show” which appears to have generated some sort of contention since its inception among newspaper publishers on one hand and broadcast stations on the other. Using an exploratory qualitative approach, this study has shown that review of newspaper content is pervasive in the landscape and the selective style of review of major agenda has affected readership, revenue of newspaper outlets, and reading culture, among others. However, the article also contended that falling readership is attributed to some factors other than only review of newspaper content.

  7. PREPARING THE PUBLIC FOR COMMERCIALIZATION AND GUIDANCE OF STRUCTURAL MEDIA SPACE TOWARDS ITS FUSION WITH ADVERTISING SPACE

    Directory of Open Access Journals (Sweden)

    Marina Đukić

    2015-07-01

    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.

  8. Can Social Media be a Space for Democratic Inclusivity?

    Directory of Open Access Journals (Sweden)

    Lynn Schofield Clark

    2015-04-01

    Full Text Available This think piece invites readers to imagine what it might be like to seek a technological solution regarding the problems inherent within participatory democracy. The piece suggests that such a process must begin by first identifying the constraints to participation that are structured into society in relation to privilege, and then imagining how social media could be designed to play a role in addressing these constraints in order to work toward a more equitable and participatory future.

  9. Which health-related problems are associated with problematic video-gaming or social media use in adolescents? : A large-scale cross-sectional study

    NARCIS (Netherlands)

    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)

    2017-01-01

    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,

  10. "Get Lucky!" Sexual Content in Music Lyrics, Videos and Social Media and Sexual Cognitions and Risk among Emerging Adults in the USA and Australia

    Science.gov (United States)

    Wright, Chrysalis L.; Rubin, Mark

    2017-01-01

    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…

  11. OAS :: Videos

    Science.gov (United States)

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

  12. itube, Youtube, Wetube: Social Media Videos in Chemistry Education and Outreach

    Science.gov (United States)

    Smith, David K.

    2014-01-01

    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…

  13. Murder and Media: What Elementary Teachers Can Do about Video Violence.

    Science.gov (United States)

    Kirman, Joseph M.

    1997-01-01

    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)

  14. New Media and Cyborgised Body as Space of Transhumanism Art

    Directory of Open Access Journals (Sweden)

    Ivana Greguric

    2013-09-01

    Full Text Available A new transhumanism concepts of ‘’human’’ and desire for transcending human boundaries is present in the post-modern art that uses new media, science and technology in the creation of post-human artistic vision of human. The transformation of the natural human body in order to enhance its natural limitations became an inspiration for many artists. The new ‘’art laboratory’’ uses the power of robotics, new media, and medical interventions as means of art expression. The reason for these efforts, artists see in questioning the limits of their own body, its improvements, dematerialization and the possibility of creating multiple identities in virtual reality. An example of a new concept ‘’cyborg/robotic art'' is an Australian artist and performance artist Stelarc who puts the body at the centre, as a representative object of art, ''enlarged and increased’’ through the technological prosthesis. Such transhumanism art, in which natural man is replaced by a ‘’robotic sculpture'' contributes to establishing transhuman image of future human nature.

  15. BEATING ISIS IN THE DIGITAL SPACE: FOCUS TESTING ISIS DEFECTOR COUNTER-NARRATIVE VIDEOS WITH AMERICAN COLLEGE STUDENTS

    Directory of Open Access Journals (Sweden)

    Allision McDowell-Smith

    2017-03-01

    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.

  16. Media education.

    Science.gov (United States)

    Strasburger, Victor C

    2010-11-01

    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.

  17. Diffusion aspects of designing porous growth media for earth and space

    DEFF Research Database (Denmark)

    Chamindu, Deepagoda; Møldrup, Per; Jensen, M P

    2012-01-01

    be avoided when designing safe plant growth media for space. The CWD concept was also applied to a natural volcanic ash soil (Nishi-Tokyo, Japan), and the natural soil was found competitive or better than the tested commercial growth media. This could bear large perspectives for Martian outpost missions......Growing plants in extraterrestrial environments, for example on a space station or in a future lunar or Martian outpost, is a challenge that has attracted increasing interest over the last few decades. Most of the essential plant needs for optimal growth (air, water, and nutrient supply...

  18. Immersive video

    Science.gov (United States)

    Moezzi, Saied; Katkere, Arun L.; Jain, Ramesh C.

    1996-03-01

    Interactive video and television viewers should have the power to control their viewing position. To make this a reality, we introduce the concept of Immersive Video, which employs computer vision and computer graphics technologies to provide remote users a sense of complete immersion when viewing an event. Immersive Video uses multiple videos of an event, captured from different perspectives, to generate a full 3D digital video of that event. That is accomplished by assimilating important information from each video stream into a comprehensive, dynamic, 3D model of the environment. Using this 3D digital video, interactive viewers can then move around the remote environment and observe the events taking place from any desired perspective. Our Immersive Video System currently provides interactive viewing and `walkthrus' of staged karate demonstrations, basketball games, dance performances, and typical campus scenes. In its full realization, Immersive Video will be a paradigm shift in visual communication which will revolutionize television and video media, and become an integral part of future telepresence and virtual reality systems.

  19. The role of taxonomies in social media and the semantic web for health education. A study of SNOMED CT terms in YouTube health video tags.

    Science.gov (United States)

    Konstantinidis, S; Fernandez-Luque, L; Bamidis, P; Karlsen, R

    2013-01-01

    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

  20. Portable Video Media Versus Standard Verbal Communication in Surgical Information Delivery to Nurses: A Prospective Multicenter, Randomized Controlled Crossover Trial.

    Science.gov (United States)

    Kam, Jonathan; Ainsworth, Hannah; Handmer, Marcus; Louie-Johnsun, Mark; Winter, Matthew

    2016-10-01

    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

  1. Mass media: spaces for leisure or socialization agents in adolescence?

    Directory of Open Access Journals (Sweden)

    Marc Pallarés Piquer

    2013-12-01

    Full Text Available The information and communication technologies are transforming ourways of living and our ways of being related with each other. They condition both the lives of individuals and the occurrence of social phenomena. In the last decade, have become a source of symbolic strategies for the younger sectors of society. The aim of this paper is to analyze the impact that these strategies have on 11 to 14-year-old students; socialization agents are those responsible for transmitting norms, values and behaviourmodels. From a sample of 846 students, who belong to schools situated in different geographical contexts, two variables have been researched into, with a Cronbach’s consistency index of 0,918: the first one analyzes the students’ implication factors, that is to say, the psychoeducational variables produced in their process of personal commitment and in their psychosocial development. The second one determines the organization into a hierarchy of those agents which play a socializing role on these students. Is an  utline of some frames of interaction among individuals and groups that enable new technologies. The results highlight the fact that mass media have took over from families and schools themselves as focal socialization points

  2. Vector calculus in non-integer dimensional space and its applications to fractal media

    Science.gov (United States)

    Tarasov, Vasily E.

    2015-02-01

    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.

  3. Internal Social Media at Marshall Space Flight Center - An Engineer's Snapshot

    Science.gov (United States)

    Scott, David W.

    2013-01-01

    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.

  4. Being a Learner Using Social Media in School: The Case of Space2cre8

    Science.gov (United States)

    Vasbø, Kristin Beate; Silseth, Kenneth; Erstad, Ola

    2014-01-01

    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…

  5. Diffusivity-Based Characterization of Plant Growth Media for Earth and Space

    DEFF Research Database (Denmark)

    Chamindu, Deepagoda; Møldrup, Per; Jones, Scot B.

    will likely fulfill diffusion requirements when designing safe plant growth media for earth and space. The CWD concept was also applied to a natural volcanic ash soil (Nishi-Tokyo, Japan), and natural volcanic ash soil exhibited a CWD performance fully comparable with the best among the aggregated growth...

  6. Politik Media Dalam Membingkai Perempuan (Analisis Framing Pemberitaan Kasus Video Porno Yahya Zaini Dan Maria Eva Di Harian Umum Kompas Dan Suara Merdeka)

    OpenAIRE

    Setiansah, Mite

    2009-01-01

    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 media’s telling story. The data are collected by using qualitative content...

  7. Politik Media dalam Membingkai Perempuan (Analisis Framing Pemberitaan Kasus Video Porno Yahya Zaini dan Maria Eva di Harian Umum Kompas dan Suara Merdeka)

    OpenAIRE

    Mite Setiansah

    2013-01-01

    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 media’s telling story. The data are collected by using qualitati...

  8. 78 FR 78319 - Media Bureau Seeks Comment on Application of the IP Closed Captioning Rules to Video Clips

    Science.gov (United States)

    2013-12-26

    ... Video Programming: Implementation of the Twenty-First Century Communications and Video Accessibility Act..., pursuant to the Twenty-First Century Communications and Video Accessibility Act of 2010 (``CVAA''),\\2\\ the... clips, especially news clips.\\8\\ The Commission stated that if it finds that consumers who are deaf or...

  9. Exploration and guidance in media-rich information spaces : the implementation and realization of guided tours in digital dossiers

    NARCIS (Netherlands)

    Riel, van C.; Wang, Y.; Eliëns, A.; Guerrero-Bote, V.P.

    2006-01-01

    Confronted with media-rich information spaces involves interfaces that are usually designed to facilitate personal exploration to locate information of interest. Navigating such media-rich information spaces, where information structures can be complex, may result in disorientation and demotivation.

  10. Practice development using video-reflexive ethnography: promoting safe space(s towards the end of life in hospital

    Directory of Open Access Journals (Sweden)

    Aileen Collier

    2016-05-01

    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

  11. Blur Quantification of Medical Images: Dicom Media, Whole Slide Images, Generic Images and Videos

    Directory of Open Access Journals (Sweden)

    D. Ameisen

    2016-10-01

    platform. The focus map may be displayed on the web interface next to the thumbnail link to the WSI, or in the viewer as a semi-transparent layer over the WSI, or over the WSI map. During the test phase and first integrations in laboratories and hospitals as well as in the FlexMIm project, more than 5000 whole slide images of multiple formats (Hamamatsu NDPI, Aperio SVS, Mirax MRXS, JPEG2000 … as well as hundreds of thousands of images of various formats (DICOM, TIFF, PNG, JPEG ... and videos (H264 have been analyzed using our standalone software or our C, C++, Java and Python libraries. Using default or customizable thresholds’ profiles, WSI are sorted as “accepted”, “to review”, “to rescan”. In order to target the samples contained inside each WSI, special attention was paid to detecting blank tiles. Dynamic blank tile detection based on statistical analysis of each WSI was built and successfully validated for all our samples. Results More than 20 trillion pixels have been analyzed at a 3.5 billion pixels per quad-core processor per minute speed rate. Quantified results can be stored in JSON formatted logs or inside a MySQL or MongoDB database or converted to any chosen data structure to be interoperable with existing software, each tile’s result being accessible in addition to the quality map and the global quality results. This solution is easily scalable as images can be stored at different locations, analysis can be distributed amongst local or remote servers, and quantified results can be stored in remote databases.

  12. The Issue of the Public Space – Pornography of Contemporary and new Media

    Directory of Open Access Journals (Sweden)

    Divna Vuksanović

    2014-05-01

    Full Text Available The text examines the relationship “intimate”, “private” and “public” space in the field of contemporary media. Questioning begins with the medium photography, to complete the research in the field of activity of social networks like Facebook, Twitter and Instagram, for example. There has been, in fact, a large number of pornographic content is distributed through these networks. However, this is not just about the flood of pornographic content in these media venues, but also on their structure, that the use of technical means, to the coincidence of public and intimate space of action in the area of private property. Text funds criticism tries to point out the specific problem of abuse of public space in contemporary times.

  13. Videos, Podcasts and Livechats

    Medline Plus

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

  14. Second space Christmas for ESA: Huygens to begin its final journey to Titan/ Media activities.

    Science.gov (United States)

    2004-12-01

    , designed, developed and assembled the Cassini orbiter. NASA's Deep Space Network, also managed by JPL, will be providing communications support via the Cassini orbiter and relaying it to ESA’s control centre in Darmstadt for processing. The Italian Space Agency provided the high-gain antenna on the Cassini orbiter, much of the radio system and elements of several of Cassini's science instruments. The Huygens payload has been provided by teams including from CNES, DLR, ASI and PPARC, and outside Europe, from NASA. Practical arrangements for the Media wishing to cover the event These dramatic events marking the first attempt ever to unveil the mysteries of Titan in-situ, a distant world bigger than Mercury and Pluto which may hold clues to the early days of our own planet, will be marked by several media activities not to be missed. Pencil them into your diary. Saturday 25 December Spacecraft operations will be run at NASA’s Jet Propulsion Laboratory (JPL) in Pasadena, California. The ESA Media Relations Office in Paris will be operational from 04:00 hrs to 12:00 CET. ESA specialists can be reached for interviews and comments via the ESA News Desk on +33(0)1.53.69.71.55. Contacts: Franco Bonacina, Anne-Marie Rémondin, Roberto Lo Verde. Interviews from JPL can also be arranged by calling the JPL media relations office at + 1. 818-354-5011. ESA specialists at JPL: Jean-Pierre Lebreton, Claudio Sollazzo. 05:08 CET - Expected separation of the Huygens probe from the Cassini orbiter ~07:00 CET - Status report upon successful separation from NASA/JPL 10:00 CET at the latest : ESA press release assessing the separation of the Huygens probe ~10:00 CET - ESA TV Video News Release produced at JPL during separation (contact for TVs: Claus Habfast: + 31(0)6.51.18.14.96, claus.habfast@esa.int) Transmission details will be on http://television.esa.int 12:00 CET - Replay of ESA TV Video News Release on separation Thursday 13 January ESA’s ESOC establishment in Darmstadt, Germany

  15. Misleading health-related information promoted through video-based social media: anorexia on YouTube.

    Science.gov (United States)

    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

    2013-02-13

    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, Ptrustworthiness 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 in order to develop algorithms that will automatically detect and filter those videos before they become popular.

  16. Perception Of Space, Empathy And Cognitive Processes: Design Of A Video Game For The Measurement Of Perspective Taking Skills

    Directory of Open Access Journals (Sweden)

    Pio Alfredo Di Tore

    2014-04-01

    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.

  17. Misleading Health-Related Information Promoted Through Video-Based Social Media: Anorexia on YouTube

    Science.gov (United States)

    Li, Yu-Chuan; Crain, Steven; Hsu, Min-Huei; Wang, Yao-Chin; Khandregzen, Dorjsuren; Chuluunbaatar, Enkhzaya; Nguyen, Phung Anh

    2013-01-01

    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, P<.001). Conclusions Pro-anorexia 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

  18. The public space of social media connected cultures of the network society

    CERN Document Server

    Tierney, Therese

    2013-01-01

    Social media is restructuring urban practices-through ad-hoc experimentation, commercial software development, and communities of participation. This book is the first to consider how practices contained within social media are situated within a larger genealogy of public space, including theories of communal identity, civitas and democracy, the fete, and self-expression. Through empirical research, the actual social practices of participants of networked publics are described and analyzed. Documenting how online counterpublics use the Internet to transmit classified photos, mobilize activists, and challenge the status quo, Tierney argues that online activities do not stop in online conversations; they are physically grounded through mobile GPS coordinates which are then transformed into activities in physical space-the street, the plaza, the places where people have traditionally gathered to demonstrate and express their opinions publicly.

  19. Design Effectiveness Analysis of a Media Literacy Intervention to Reduce Violent Video Games Consumption Among Adolescents: The Relevance of Lifestyles Segmentation.

    Science.gov (United States)

    Rivera, Reynaldo; Santos, David; Brändle, Gaspar; Cárdaba, Miguel Ángel M

    2016-04-01

    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.

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

    Science.gov (United States)

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

    2012-01-01

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

  1. Social Media Resources for Participative Design Research

    OpenAIRE

    Qaed, Fatema; Briggs, Jo; Cockton, Gilbert

    2016-01-01

    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 ...

  2. Music Videos and Sexual Risk in African American Adolescent Girls: Gender, Power and the Need for Media Literacy

    Science.gov (United States)

    Robillard, Alyssa

    2012-01-01

    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…

  3. Use of social media and online tools for participative space education and citizen science in India: Perspectives of future space leaders

    Science.gov (United States)

    Khan, Aafaque; Sridhar, Apoorva

    2012-07-01

    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

  4. Moral disengagement during exposure to media violence: Would it feel right to shoot an innocent civilian in a video game?

    NARCIS (Netherlands)

    Hartmann, Tilo

    2012-01-01

    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

  5. Compressed Sensing for Space-Based High-Definition Video Technologies, Phase I

    Data.gov (United States)

    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...

  6. High-tech tools for exercise motivation: use and role of technologies such as the internet, mobile applications, social media, and video games.

    Science.gov (United States)

    Tate, Deborah F; Lyons, Elizabeth J; Valle, Carmina G

    2015-01-01

    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.

  7. High-Tech Tools for Exercise Motivation: Use and Role of Technologies Such as the Internet, Mobile Applications, Social Media, and Video Games

    Science.gov (United States)

    Lyons, Elizabeth J.; Valle, Carmina G.

    2015-01-01

    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

  8. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  9. Delay/Disruption Tolerant Networks for Human Space Flight Video Project

    Science.gov (United States)

    Fink, Patrick W.; Ngo, Phong; Schlesinger, Adam

    2010-01-01

    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.

  10. Video Streaming Transfer in a Smart Satellite Mobile Environment

    OpenAIRE

    Celandroni, Nedo; Davoli, Franco; Ferro, Erina; Gotta, Alberto

    2009-01-01

    In the near future, transportation media are likely to become "smart spaces", where sophisticated services are offered to the passengers. Among such services, we concentrate on video streaming provided on buses that move in urban, suburban, or highway environments. A contents' source utilizes a satellite DVB-S2 link for transmitting video streams to a bus, which, in its turn, relays it to its passengers' devices. A bus works in a smart mode taking advantage of the knowledge of the exact point...

  11. The relationship between addictive use of social media and video games and symptoms of psychiatric disorders: A large-scale cross-sectional study.

    Science.gov (United States)

    Schou Andreassen, Cecilie; Billieux, Joël; Griffiths, Mark D; Kuss, Daria J; Demetrovics, Zsolt; Mazzoni, Elvis; Pallesen, Ståle

    2016-03-01

    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).

  12. Hybrid Windows and Mosaic Video: Reducing Complexity of Space Habitable Modules

    Data.gov (United States)

    National Aeronautics and Space Administration — We want to look at the concept of combining small, passive windows with replaceable cameras to improve viewing capabilities for habitable modules of future...

  13. Improving Students� Ability in Writing Hortatory Exposition Texts by Using Process-Genre Based Approach with YouTube Videos as the Media

    Directory of Open Access Journals (Sweden)

    fifin naili rizkiyah

    2017-06-01

    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

  14. An Analysis of Quality of Service (QoS In Live Video Streaming Using Evolved HSPA Network Media

    Directory of Open Access Journals (Sweden)

    Achmad Zakaria Azhar

    2016-10-01

    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.

  15. Superfund TIO videos: Set B. Community relations, communicating with the media and presenting technical information. Part 9. Audio-Visual

    International Nuclear Information System (INIS)

    1990-01-01

    The videotape is divided into three sections. Section 1 discusses the Superfund Community Relations (CR) Program and its history and objectives. Community Relations requirements as defined by CERCLA for Superfund actions are outlined. Community Relations requirements, the nature of community involvement in CR plans, effective CR techniques, and the roles of the OSC, RPM, and EPA Community Relations Coordinator (CRC) are discussed. Section 2 (1) describes the media's perspective on seeking information; (2) identifies five settings and mechanisms for interacting with the media; (3) offers good media-relations techniques; and (4) lists tips for conducting media interviews. Section 3 outlines techniques for presenting technical information, describes how to be prepared to address typical issues of community concern, and identifies the four key elements in handling tough questions

  16. Combining Social Media with Innovative Ways of Communicating about the James Webb Space Telescope

    Science.gov (United States)

    Masetti, Margaret

    2012-01-01

    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.

  17. ‪The Vulnerability of Social Networking Media and the Insider Threat: New Eyes for Bad Guys‬ [video

    OpenAIRE

    Lenkart, John; Center for Homeland Defense and Security Naval Postgraduate School

    2012-01-01

    Social networking media introduces a new set of vulnerabilities to protecting an organization's sensitive information. Adversaries are actively targeting U.S. industry to acquire trade secrets to undercut U.S. business in the marketplace. Of primary concern is an insider's betrayal of an organization by providing sensitive information to a hostile outsider. Social engineering, when coupled with the new and widespread use of social networking media, becomes more effective by exploiting the wea...

  18. Utilizing Video Games

    Science.gov (United States)

    Blaize, L.

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

  19. Conceptual Design of a Condensing Heat Exchanger for Space Systems Using Porous Media

    Science.gov (United States)

    Hasan, Mohammad M.; Khan, Lutful I.; Nayagam, Vedha; Balasubramaniam, Ramaswamy

    2006-01-01

    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.

  20. Videos, Podcasts and Livechats

    Medline Plus

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

  1. The pharmaco-kinetics of angiographic contrast media with special reference to the extravascular spaces. Fundamental studies on dogs for the characterization of angiographic media. Pt. 1

    International Nuclear Information System (INIS)

    Lagemann, K.

    1975-01-01

    The pharmaco-kinetics of angiographic contrast media in the extra-vascular space, which are largely unknown, were investigated experimentally in dogs. As part of a basic study, using radio-active contrast media, it was possible to determine the concentration and rate of elimination in practically all organs and tissues. Measurements were carried out first after prolonged infusion of contrast under conditions of balanced flow, and secondly six hours after the end of the infusion. It was therefore possible to determine the inflow and loss of contrast medium in various organs, or organs systems. The most commonly used angiographic contrast media in Germany were investigated. Their kinetic behaviour is largely identical, their pattern of distribution and elimination depended principally on the organ or tissue. (orig.) [de

  2. Media socialisation and the culturally dominant mode of representation - On the way from the coherent media to semiotic spaces, the example of Popstars

    Directory of Open Access Journals (Sweden)

    Ben Bachmair

    2006-06-01

    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.

  3. Using New Media to Spread the Word About the James Webb Space Telescope

    Science.gov (United States)

    Masetti, Maggie; Krishnamurthi, A.

    2008-05-01

    The James Webb Space Telescope is a 6.5 m infrared telescope that will be launched in 2013. This modern telescope will look very different from the simple telescope Galileo used to look up at the skies 400 years ago. Modern technology, coupled with scientific curiosity, is enabling science to help us understand a Universe Galileo had not dreamed of in his time. The International Year of Astronomy presents an excellent opportunity to take the public along on the journey of the development of the Webb Telescope and its technological innovations. In keeping with the cutting-edge nature of the Webb, its education and public outreach (EPO) team is using a variety of new media to engage the public. We will discuss several of our EPO projects including our website, exhibits and displays in Second Life (an internet-based virtual world), and involvement in podcasts. Webb's EPO team is looking to expand past a passive web presence to engage the new and growing internet-savvy audiences. We are making our website more interactive through a variety of means, including a Flash game that allows the user to compare the Webb to a common reflecting telescope. This will enable the user to learn about the changes in telescopes that have come about since Galileo's time. We are also taking advantage of other new media opportunities as they present themselves - we participate in podcasts and have an engaging presence for the Webb Telescope on NASA's "islands” in Second Life.

  4. Media ratings for movies, music, video games, and television: a review of the research and recommendations for improvements.

    Science.gov (United States)

    Gentile, Douglas A; Humphrey, Jeremy; Walsh, David A

    2005-06-01

    This article review is organized by studies that are relevant for testing the reliability and validity of ratings systems. Specifically, the interrater reliability, consistency, temporal stability, content validity, construct validity, and criterion validity of media ratings systems are reviewed. Data that are related to testing the "forbidden fruit" and "tainted fruit" hypotheses also are reviewed. Several changes are recommended to improve the ratings systems, including the creation of a universal ratings system that could be applied equally to all media. The research reviewed here can provide a guide for how to construct a reliable, valid, and more useful ratings system. This is important because the decisions that parents make regarding their children's media use can be only as good as the information to which the parents have access.

  5. Videos - The National Guard

    Science.gov (United States)

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

  6. Harnessing Visual Media in Environmental Education: Increasing Knowledge of Orangutan Conservation Issues and Facilitating Sustainable Behaviour through Video Presentations

    Science.gov (United States)

    Pearson, Elissa; Dorrian, Jillian; Litchfield, Carla

    2011-01-01

    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…

  7. Video Golf

    Science.gov (United States)

    1995-01-01

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

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

    Science.gov (United States)

    Wallington, Clint

    1999-01-01

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

  9. Streaming Video--The Wave of the Video Future!

    Science.gov (United States)

    Brown, Laura

    2004-01-01

    Videos and DVDs give the teachers more flexibility than slide projectors, filmstrips, and 16mm films but teachers and students are excited about a new technology called streaming. Streaming allows the educators to view videos on demand via the Internet, which works through the transfer of digital media like video, and voice data that is received…

  10. Politik Media dalam Membingkai Perempuan (Analisis Framing Pemberitaan Kasus Video Porno Yahya Zaini dan Maria Eva di Harian Umum Kompas dan Suara Merdeka

    Directory of Open Access Journals (Sweden)

    Mite Setiansah

    2013-12-01

    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 media’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.

  11. Adolescents and media literacy.

    Science.gov (United States)

    McCannon, Robert

    2005-06-01

    In the face of media industry consolidation, fewer people control media content which makes it harder for parents and citizens to know the research about media-related issues, such as video game violence, nutrition, and sexual risk-taking. Media literacy offers a popular and potentially successful way to counter the misinformation that is spread by Big Media public relations.

  12. SOCIAL MEDIA SECURITY

    Science.gov (United States)

    RESPONSIBILITY CENTCOM COALITION MEDIA SOCIAL MEDIA NEWS ARTICLES PRESS RELEASES IMAGERY VIDEOS TRANSCRIPTS VISITORS AND PERSONNEL FAMILY CENTER FAMILY READINESS CENTCOM WEBMAIL SOCIAL MEDIA SECURITY ACCOUNTABILITY HomeVISITORS AND PERSONNELSOCIAL MEDIA SECURITY FAQ on Security for Social Media Due to the widespread use of

  13. 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

    Directory of Open Access Journals (Sweden)

    Nia Sutisna

    2015-06-01

    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

  14. Behind the Photos and the Tears: Media Images, Neoliberal Discourses, Racialized Constructions of Space and School Closings in Chicago

    Science.gov (United States)

    Allweiss, Alexandra; Grant, Carl A.; Manning, Karla

    2015-01-01

    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…

  15. Real time three-dimensional space video rate sensors for millimeter waves imaging based very inexpensive plasma LED lamps

    Science.gov (United States)

    Levanon, Assaf; Yitzhaky, Yitzhak; Kopeika, Natan S.; Rozban, Daniel; Abramovich, Amir

    2014-10-01

    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

  16. Social video content delivery

    CERN Document Server

    Wang, Zhi; Zhu, Wenwu

    2016-01-01

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

  17. What Makes You Tick? An Empirical Study of Space Science Related Social Media Communications Using Machine Learning

    Science.gov (United States)

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

    2016-12-01

    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

  18. Racial Identity in Online Spaces: Social Media's Impact on Students of Color

    Science.gov (United States)

    Chan, Jason

    2017-01-01

    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…

  19. The Internet Explosion, Digital Media Principles and Implications to Communicate Effectively in the Digital Space

    Science.gov (United States)

    Reyna, Jorge; Hanham, Jose; Meier, Peter

    2018-01-01

    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…

  20. Social Network Facebook in News: Comparisiion of Space Dedicated to Social Network Facebook ads its Content in Czech Media in the Years 2009 and 2011

    OpenAIRE

    Bezdíčková, Andrea

    2012-01-01

    Diploma thesis "Social Network Facebook in News: Comparison of Space Dedicated to Social Network Facebook and its Content in Czech Media in the Years 2009 and 2011", is dedicated to the way of use and citation of social network Facebook in the selected news media. The paper summarizes the establishment and strengthening of online media, particularly the phenomenon of social networks on the example of social network Facebook, and their influence on the transformation of the media sector, news ...

  1. Nurses and social media.

    Science.gov (United States)

    Farrelly, Rory

    Nurses' use of social media and other electronic communications has increased significantly with growing numbers of social media opportunities, platforms and applications including blogs, social networking sites, video sites and online chat rooms and forums.

  2. Reflections on academic video

    Directory of Open Access Journals (Sweden)

    Thommy Eriksson

    2012-11-01

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

  3. Propagation and scattering of optical light beams in free space, in atmosphere and in biological media

    Science.gov (United States)

    Sahin, Serkan

    With their first production implemented around 1960's, lasers have afterwards proven to be excellent light sources in building the technology. Subsequently, it has been shown that the extraordinary properties of lasers are related to their coherence properties. Recent developments in optics make it possible to synthesize partially coherent light beams from fully coherent ones. In the last several decades it was seen that using partially coherent light sources may be advantageous, in the areas such as laser surface processing, fiber and free-space optical communications, and medical diagnostics. In this thesis, I study extensively the generation, the propagation in different media, and the scattering of partially coherent light beams with respect to their spectral polarization and coherence states. For instance, I analyze the evolution of recently introduced degree of cross-polarization of light fields in free space; then develop a novel partially coherent light source which acquires and keeps a flat intensity profile around the axis at any distance in the far field; and investigate the interaction of electromagnetic random light with the human eye lens. A part of the thesis treats the effect of atmospheric turbulence on random light beams. Due to random variations in the refractive index, atmospheric turbulence modulates all physical and statistical properties of propagating beams. I have explored the possibility of employing the polarimetric domain of the beam for scintillation reduction, which positively affects the performance of free-space communication systems. I also discuss novel techniques for the sensing of rough targets in the turbulent atmosphere by polarization and coherence properties of light. The other contribution to the thesis is the investigation of light scattering from deterministic or random collections of particles, within the validity of first Born approximation. In the case of a random collection, I introduce and model the new quantity

  4. The meaning of South African media's expansion into the rest of African space

    Directory of Open Access Journals (Sweden)

    Musa Ndlovu

    2011-10-01

    Full Text Available http://dx.doi.org/10.5007/2175-8026.2011n61p283 Focusing on South African media in Africa as a case study, this article argues that national media regionalisation of those economically dominant countries located geo-politically in the southern hemisphere is paradoxical. On the one hand, it follows the same liberal economic expansionist logic as their Western media counterparts and can pose a serious threat to the development of the national/local media of the recipient countries. On the other, it can foster new forms of cooperation among developing countries in the areas such as programme exchange and local media content production. Despite some advantages, the paper argues, these expansions and particularly the South African ones can function as intermediaries for extension of various forms of Western media and cultural imperialism(s.

  5. Migration, Displacement, and Movements in the Global Space: Ming-Yuen S. Ma’s Multi-Media Project Xin Lu: A Travelogue in Four Parts

    Directory of Open Access Journals (Sweden)

    Xiaojing Zhou

    2012-06-01

    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.

  6. MENINGKATKAN HASIL BELAJAR BOLA VOLI MELALUI MODIFIKASI PERATURAN PERMAINAN DAN MENGGUNAKAN MEDIA VIDEO DI SMK NEGERI 1 SEDAN TAHUN AJARAN 2013/2014

    Directory of Open Access Journals (Sweden)

    Agung Tri Nugroho

    2015-12-01

    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. ©

  7. Modeling of two-phase flow in membranes and porous media in microgravity as applied to plant irrigation in space

    Science.gov (United States)

    Scovazzo, P.; Illangasekare, T. H.; Hoehn, A.; Todd, P.

    2001-01-01

    In traditional applications in soil physics it is convention to scale porous media properties, such as hydraulic conductivity, soil water diffusivity, and capillary head, with the gravitational acceleration. In addition, the Richards equation for water flux in partially saturated porous media also contains a gravity term. With the plans to develop plant habitats in space, such as in the International Space Station, it becomes necessary to evaluate these properties and this equation under conditions of microgravitational acceleration. This article develops models for microgravity steady state two-phase flow, as found in irrigation systems, that addresses critical design issues. Conventional dimensionless groups in two-phase mathematical models are scaled with gravity, which must be assigned a value of zero for microgravity modeling. The use of these conventional solutions in microgravity, therefore, is not possible. This article therefore introduces new dimensionless groups for two-phase models. The microgravity models introduced here determined that in addition to porous media properties, important design factors for microgravity systems include applied water potential and the ratio of inner to outer radii for cylindrical and spherical porous media systems.

  8. Imagined Spaces: Motion Graphics in Performance Spaces

    DEFF Research Database (Denmark)

    Steijn, Arthur

    2016-01-01

    through theories drawn from two different fields. The first is from the field of direct visual perception as explored and described by the American psychologist J. J. Gibson. I supplement this angle by introducing relevant new media theories extracted from writings from L. Manovich. I also briefly...... introduce a second theoretic perspective from neuroscience, especially neurological theories related to aesthetic experiences as studied, categorized and explained by V. S. Ramachandran. Key Words: Motion graphics, video projections, space, direct visual perception, design process, new media, neuroscience...

  9. COMPOSITIONAL AND CONTENT-RELATED PARTICULARITIES OF POLITICAL MEDIA TEXTS (THROUGH THE EXAMPLE OF THE TEXTS OF POLITICAL VIDEO CLIPS ISSUED BY THE CANDIDATES FOR PRESIDENCY IN FRANCE IN 2017

    Directory of Open Access Journals (Sweden)

    Dmitrieva, A.V.

    2017-09-01

    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.

  10. Social Media Challenges and Affordances for International Students: Bridges, Boundaries, and Hybrid Spaces

    Science.gov (United States)

    Sleeman, Jade; Lang, Catherine; Lemon, Narelle

    2016-01-01

    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…

  11. Media Literacy Bibliography.

    Science.gov (United States)

    Duncan, Barry

    1989-01-01

    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…

  12. Three-directional motion compensation-based novel-look-up-table for video hologram generation of three-dimensional objects freely maneuvering in space.

    Science.gov (United States)

    Dong, Xiao-Bin; Kim, Seung-Cheol; Kim, Eun-Soo

    2014-07-14

    A new three-directional motion compensation-based novel-look-up-table (3DMC-NLUT) based on its shift-invariance and thin-lens properties, is proposed for video hologram generation of three-dimensional (3-D) objects moving with large depth variations in space. The input 3-D video frames are grouped into a set of eight in sequence, where the first and remaining seven frames in each set become the reference frame (RF) and general frames (GFs), respectively. Hence, each 3-D video frame is segmented into a set of depth-sliced object images (DOIs). Then x, y, and z-directional motion vectors are estimated from blocks and DOIs between the RF and each of the GFs, respectively. With these motion vectors, object motions in space are compensated. Then, only the difference images between the 3-directionally motion-compensated RF and each of the GFs are applied to the NLUT for hologram calculation. Experimental results reveal that the average number of calculated object points and the average calculation time of the proposed method have been reduced compared to those of the conventional NLUT, TR-NLUT and MPEG-NLUT by 38.14%, 69.48%, and 67.41% and 35.30%, 66.39%, and 64.46%, respectively.

  13. Modeling Sub-500MHz Space-Borne Radar Signal Propagation in Complex Media

    Data.gov (United States)

    National Aeronautics and Space Administration — Space-borne radar platforms are becoming increasingly prevalent in current and planned missions by NASA and partner organizations (e.g. the European Space Agency...

  14. Aplikasi Media Inspirasi Berbasis Web dan Android

    OpenAIRE

    Ferryanto, Sulistya; Yulia, Yulia; Handojo, Andreas

    2016-01-01

    Nowadays application for storing images and videos have been very easy to find. Videos and images can be found on social media appplications. However, images and videos are not too restricted to be submitted by member in social media applications. It makes the user rather difficult to find videos or images that are inspiring. In general, inspiration media application only for showing videos or images. Besides that, there are applications that can only be accessed on the website or Android. In...

  15. Analytical and ethical complexities in video game research

    DEFF Research Database (Denmark)

    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...

  16. The Interaction of Production and Consumption in the News Media Social Space

    Science.gov (United States)

    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.

  17. Professional Learning in Unlikely Spaces: Social Media and Virtual Communities as Professional Development

    Directory of Open Access Journals (Sweden)

    Kathleen P. King

    2011-12-01

    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.

  18. Methodological aspect of research of the process of socialization in media-cultural space of information society

    Directory of Open Access Journals (Sweden)

    N. Y. Hirlina

    2016-03-01

    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.

  19. Power Optimization of Wireless Media Systems With Space-Time Block Codes

    OpenAIRE

    Yousefi'zadeh, Homayoun; Jafarkhani, Hamid; Moshfeghi, Mehran

    2004-01-01

    We present analytical and numerical solutions to the problem of power control in wireless media systems with multiple antennas. We formulate a set of optimization problems aimed at minimizing total power consumption of wireless media systems subject to a given level of QoS and an available bit rate. Our formulation takes in to consideration the power consumption related to source coding, channel coding, and transmission of multiple-transmit antennas. In our study, we consider Gauss-Markov and...

  20. Professional Learning in Unlikely Spaces: Social Media and Virtual Communities as Professional Development

    OpenAIRE

    Kathleen P. King

    2011-01-01

    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 phe...

  1. Television in a New Media Environment

    Directory of Open Access Journals (Sweden)

    Viktorija Car

    2010-12-01

    Full Text Available The first decade of the 21st century has brought about comprehensive changes for media and communications in general. The new multimedia landscape has broken traditional boarders between telecommunications, the audiovisual industry, and information technology. Still, the border between traditional and new media is quite defined, yet there exists a tendency to mitigate it. Changes in media content production will play the dominant role in that process, as well the fact that the three-step flows of communication encompass new configurations of one-to-one, one-to-many, and many-to-many communication across the online/offline divide. In such processes of development and transformation, video content, once reserved exclusively for film and television using the one-way channel of communication (from content provider to viewers, now plays an increasingly important role. New media provides opportunities for video content to use three-step flows of communication, which subsequently enables space for new video genres and formats. This article presents the results of the study entitled, ”Media Accountability”, and compares them with the author’s own research on television news and with Forrester’s research on youth as a media audience. Finally, this article provides insights on the future of television as a medium and its existence as a traditional medium.

  2. The Overview and Appliance of some Streaming Video software solutions

    OpenAIRE

    Qin , Yan

    2010-01-01

    This paper introduces the basic streaming media technology, the streaming media system structure, principles of streaming media technology; streaming media file formats and so on. After that, it discusses the use streaming media in distance education, broadband video on demand, Internet broadcasting, video conferences and a more detailed exposition in streaming media. As the existing technology has been unable to satisfy the increasing needs of the Internet users, the streaming media technol...

  3. A new video programme

    CERN Multimedia

    CERN video productions

    2011-01-01

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

  4. Children's Video Games as Interactive Racialization

    OpenAIRE

    Martin, Cathlena

    2008-01-01

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

  5. Parents, Children & Media: A Kaiser Family Foundation Survey

    Science.gov (United States)

    Rideout, Victoria

    2007-01-01

    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,…

  6. C-space : Fostering new creative paradigms based on recording and sharing 'casual' videos through the internet

    NARCIS (Netherlands)

    Simoes, Bruno; Aksenov, Petr; Santos, Pedro; Arentze, Theo; De Amicis, Raffaele

    2015-01-01

    A key theme in ubiquitous computing is to create smart environments in which there is seamless integration of people, information, and physical reality. In this manuscript, we describe a set of tools that facilitate the creation of such environments, e,g, a service to transform videos recorded with

  7. Video Tutorial of Continental Food

    Science.gov (United States)

    Nurani, A. S.; Juwaedah, A.; Mahmudatussa'adah, A.

    2018-02-01

    This research is motivated by the belief in the importance of media in a learning process. Media as an intermediary serves to focus on the attention of learners. Selection of appropriate learning media is very influential on the success of the delivery of information itself both in terms of cognitive, affective and skills. Continental food is a course that studies food that comes from Europe and is very complex. To reduce verbalism and provide more real learning, then the tutorial media is needed. Media tutorials that are audio visual can provide a more concrete learning experience. The purpose of this research is to develop tutorial media in the form of video. The method used is the development method with the stages of analyzing the learning objectives, creating a story board, validating the story board, revising the story board and making video tutorial media. The results show that the making of storyboards should be very thorough, and detailed in accordance with the learning objectives to reduce errors in video capture so as to save time, cost and effort. In video capturing, lighting, shooting angles, and soundproofing make an excellent contribution to the quality of tutorial video produced. In shooting should focus more on tools, materials, and processing. Video tutorials should be interactive and two-way.

  8. Recent advances in intelligent image search and video retrieval

    CERN Document Server

    2017-01-01

    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...

  9. High Definition Video Streaming Using H.264 Video Compression

    OpenAIRE

    Bechqito, Yassine

    2009-01-01

    This thesis presents high definition video streaming using H.264 codec implementation. The experiment carried out in this study was done for an offline streaming video but a model for live high definition streaming is introduced, as well. Prior to the actual experiment, this study describes digital media streaming. Also, the different technologies involved in video streaming are covered. These include streaming architecture and a brief overview on H.264 codec as well as high definition t...

  10. Categorizing Video Game Audio

    DEFF Research Database (Denmark)

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

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

  11. Space-fractional model for the spreading of matter in heterogeneous porous media

    International Nuclear Information System (INIS)

    Krepysheva, N.; Neel, M.Ch.

    2005-01-01

    In very heterogeneous porous media (like the soil, or an aquifer, for instance), experimental results showed that mass transport sometimes does not obey Fourier's law. Continuous Time Random Walks in the form of L y Flights provide a small scale model for super diffusive spreading of a tracer plume, dissolved in a fluid, itself enclosed in a porous medium. In an infinite medium, the corresponding behavior of the concentration of solute is known to obey a variant of Fourier's law, with a Riesz-Feller operator in place of the Laplacian. Here we show that with some modifications the result extends to semi infinite media. A numerical method allowing for the simulation of fractional derivatives is adapted to semi infinite media, with special attention to convective terms, associated to a possibly non zero global trough flow. (authors)

  12. Space-fractional model for the spreading of matter in heterogeneous porous media

    Energy Technology Data Exchange (ETDEWEB)

    Krepysheva, N. [Institut National de Recherches Agronomiques (INRA), UMRA Climat-Sol-Environnement, 84 - Avignon (France); Neel, M.Ch. [Universite d' Avignon, Faculte des Sciences, UMRA Climat-Sol-Environnement, 84 - Avignon (France)

    2005-07-01

    In very heterogeneous porous media (like the soil, or an aquifer, for instance), experimental results showed that mass transport sometimes does not obey Fourier's law. Continuous Time Random Walks in the form of L y Flights provide a small scale model for super diffusive spreading of a tracer plume, dissolved in a fluid, itself enclosed in a porous medium. In an infinite medium, the corresponding behavior of the concentration of solute is known to obey a variant of Fourier's law, with a Riesz-Feller operator in place of the Laplacian. Here we show that with some modifications the result extends to semi infinite media. A numerical method allowing for the simulation of fractional derivatives is adapted to semi infinite media, with special attention to convective terms, associated to a possibly non zero global trough flow. (authors)

  13. Mural art as a media on making urban kampung's public space

    Science.gov (United States)

    Susanto, Dalhar; Widyarko, Widyarko; Nadia Ilmiani, Ajeng

    2017-12-01

    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.

  14. Development of a restricted state space stochastic differential equation model for bacterial growth in rich media

    DEFF Research Database (Denmark)

    Møller, Jan Kloppenborg; Philipsen, Kirsten Riber; Christiansen, Lasse Engbo

    2012-01-01

    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...

  15. Muutuv ruum : meediakunst eesti kultuuris = Changing spaces : new media art in Estonian culture / Katrin Kivimaa

    Index Scriptorium Estoniae

    Kivimaa, Katrin, 1969-

    2004-01-01

    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)?

  16. Audiovisual heritage preservation in Earth and Space Science Informatics: Videos from Free and Open Source Software for Geospatial (FOSS4G) conferences in the TIB|AV-Portal.

    Science.gov (United States)

    Löwe, Peter; Marín Arraiza, Paloma; Plank, Margret

    2016-04-01

    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

  17. Fermilab | Publications and Videos

    Science.gov (United States)

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

  18. Video processing project

    CSIR Research Space (South Africa)

    Globisch, R

    2009-03-01

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

  19. Videos, Podcasts and Livechats

    Medline Plus

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

  20. Dashboard Videos

    Science.gov (United States)

    Gleue, Alan D.; Depcik, Chris; Peltier, Ted

    2012-01-01

    Last school year, I had a web link emailed to me entitled "A Dashboard Physics Lesson." The link, created and posted by Dale Basier on his "Lab Out Loud" blog, illustrates video of a car's speedometer synchronized with video of the road. These two separate video streams are compiled into one video that students can watch and analyze. After seeing…

  1. Advanced digital video surveillance for safeguard and physical protection

    International Nuclear Information System (INIS)

    Kumar, R.

    2002-01-01

    Full text: Video surveillance is a very crucial component in safeguard and physical protection. Digital technology has revolutionized the surveillance scenario and brought in various new capabilities like better image quality, faster search and retrieval of video images, less storage space for recording, efficient transmission and storage of video, better protection of recorded video images, and easy remote accesses to live and recorded video etc. The basic safeguard requirement for verifiably uninterrupted surveillance has remained largely unchanged since its inception. However, changes to the inspection paradigm to admit automated review and remote monitoring have dramatically increased the demands on safeguard surveillance system. Today's safeguard systems can incorporate intelligent motion detection with very low rate of false alarm and less archiving volume, embedded image processing capability for object behavior and event based indexing, object recognition, efficient querying and report generation etc. It also demands cryptographically authenticating, encrypted, and highly compressed video data for efficient, secure, tamper indicating and transmission. In physical protection, intelligent on robust video motion detection, real time moving object detection and tracking from stationary and moving camera platform, multi-camera cooperative tracking, activity detection and recognition, human motion analysis etc. is going to play a key rote in perimeter security. Incorporation of front and video imagery exploitation tools like automatic number plate recognition, vehicle identification and classification, vehicle undercarriage inspection, face recognition, iris recognition and other biometric tools, gesture recognition etc. makes personnel and vehicle access control robust and foolproof. Innovative digital image enhancement techniques coupled with novel sensor design makes low cost, omni-directional vision capable, all weather, day night surveillance a reality

  2. The use of portable video media vs standard verbal communication in the urological consent process: a multicentre, randomised controlled, crossover trial.

    Science.gov (United States)

    Winter, Matthew; Kam, Jonathan; Nalavenkata, Sunny; Hardy, Ellen; Handmer, Marcus; Ainsworth, Hannah; Lee, Wai Gin; Louie-Johnsun, Mark

    2016-11-01

    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

  3. Video microblogging

    DEFF Research Database (Denmark)

    Bornoe, Nis; Barkhuus, Louise

    2010-01-01

    Microblogging is a recently popular phenomenon and with the increasing trend for video cameras to be built into mobile phones, a new type of microblogging has entered the arena of electronic communication: video microblogging. In this study we examine video microblogging, which is the broadcasting...... of short videos. A series of semi-structured interviews offers an understanding of why and how video microblogging is used and what the users post and broadcast....

  4. Using Informal Education through Music Video Creation

    Science.gov (United States)

    Cayari, Christopher

    2014-01-01

    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…

  5. The study of SMM as a virus strategy in the media space

    Directory of Open Access Journals (Sweden)

    V L Mouzykant

    2014-12-01

    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.

  6. Social Properties of Mobile Video

    Science.gov (United States)

    Mitchell, April Slayden; O'Hara, Kenton; Vorbau, Alex

    Mobile video is now an everyday possibility with a wide array of commercially available devices, services, and content. These new technologies have created dramatic shifts in the way video-based media can be produced, consumed, and delivered by people beyond the familiar behaviors associated with fixed TV and video technologies. Such technology revolutions change the way users behave and change their expectations in regards to their mobile video experiences. Building upon earlier studies of mobile video, this paper reports on a study using diary techniques and ethnographic interviews to better understand how people are using commercially available mobile video technologies in their everyday lives. Drawing on reported episodes of mobile video behavior, the study identifies the social motivations and values underpinning these behaviors that help characterize mobile video consumption beyond the simplistic notion of viewing video only to kill time. This paper also discusses the significance of user-generated content and the usage of video in social communities through the description of two mobile video technology services that allow users to create and share content. Implications for adoption and design of mobile video technologies and services are discussed as well.

  7. Upaya Meningkatkan Hasil Belajar Melalui Media Interactive Video pada Mata Diklat Memahami Prinsip-Prinsip Penyelengaraan Administrasi Perkantoran (Studi Kasus pada Kelas X Administrasi Perkantoran SMK Negeri 1 Batang Tahun Ajaran 2011/2012

    Directory of Open Access Journals (Sweden)

    Dewi Ciptaningsih

    2012-06-01

    Full Text Available Media interactive video suatu sistem penyampaian pengajaran dimana materi video rekaman disajikan dengan pengendalian komputer kepada penonton (siswa yang tidak hanya mendengar dan melihat video dan suara tetapi juga memberikan respon yang aktif. Memahami prinsip-prinsip penyelenggaraan administrasi perkantoran merupakan Kompetensi awal yang dipelajari siswa karena merupakan urat nadi dalam kegiatan administrasi Perkantoran. Subjek penelitian ini adalah siswa kelas X AP 1 SMK Negeri 1 Batang tahun ajaran 2011/2012. Prosedur penelitian ini terdiri dari dua siklus, meliputi perencanaan, tindakan, pengamatan dan refleksi. Metode pengumpulan data� adalah dokumentasi, lembar observasi kinerja guru dan aktivitas siswa, serta tes. Hasil penelitian yang diperoleh adalah terjadi peningkatan hasil belajar siswa dari siklus I ke siklus II. Pada siklus I ketuntasan belajar secara klasikal sebesar 73% berarti ada 27% siswa atau 10 siswa yang nilainya masih dibawah KKM. Hasil belajar siswa pada siklus II ketuntasan belajar klasikal sebesar 92% atau sebanyak 32 siswa mengalami peningkatan hasil belajar. Selain itu Aktivitas belajar siswa mengalami peningkatan dari siklus I ke siklus II. Pada siklus I aktivitas belajar sebesar 48% sedangkan pada siklus II aktivitas belajar mencapai sebesar 82%. Terjadi peningkatan pada kinerja guru yaitu siklus I sebesar 66% sedangkan pada siklus II adalah sebesar 90%. Kesimpulannya adalah terjadi peningkatan hasil belajar melalui media interactive video pada mata diklat memahami prinsip-prinsip penyelenggaraan administrasi perkantoran kelas X AP SMK Negeri 1 Batang. Avideointeractivemediadeliverysystem ofvideorecordingsof teaching wherethe materialis presentedwitha computercontrolto the audience(students whonot onlyhearandsee thevideoandsoundbutalsoprovideanactiveresponse. Understandingthe principlesof the administrationofficesarebeginningcompetencystudents are learningas it is aveinin theOfficeadministrative activities

  8. Effectiveness of media awareness campaigns on the proportion of vehicles that give space to ambulances on roads: An observational study.

    Science.gov (United States)

    Shaikh, Shiraz; Baig, Lubna A; Polkowski, Maciej

    2017-01-01

    The findings of the Health Care in Danger project in Karachi suggests that there is presence of behavioral negligence among vehicle operators on roads in regards to giving way to ambulances. A mass media campaign was conducted to raise people's awareness on the importance of giving way to ambulances. The main objective of this study was to determine the effectiveness of the campaign on increasing the proportion of vehicles that give way to ambulances. This was a quasi-experimental study that was based on before and after design. Three observation surveys were carried out in different areas of the city in Karachi, Pakistan before, during and after the campaign by trained observers who recorded their findings on a checklist. Each observation was carried out at three different times of the day for at least two days on each road. The relationship of the media campaign with regards to a vehicle giving space to an ambulance was calculated by means of odds ratios and 95% confidence intervals using multivariate logistic regression. Overall, 245 observations were included in the analysis. Traffic congestion and negligence/resistance, by vehicles operators who were in front of the ambulance, were the two main reasons why ambulances were not given way. Other reasons include: sudden stops by minibuses and in the process causing obstruction, ambulances not rushing through to alert vehicle operators to give way and traffic interruption by VIP movement. After adjustment for site, time of day, type of ambulance and number of cars in front of the ambulance, vehicles during (OR=2.13, 95% CI=1.22-3.71, p=0.007) and after the campaign (OR=1.73, 95% CI=1.02-2.95, p=0.042) were significantly more likely give space to ambulances. Mass media campaigns can play a significant role in changing the negligent behavior of people, especially when the campaign conveys a humanitarian message such as: giving way to ambulances can save lives.

  9. Multiphase Transport in Porous Media: Gas-Liquid Separation Using Capillary Pressure Gradients International Space Station (ISS) Flight Experiment Development

    Science.gov (United States)

    Wheeler, Richard R., Jr.; Holtsnider, John T.; Dahl, Roger W.; Deeks, Dalton; Javanovic, Goran N.; Parker, James M.; Ehlert, Jim

    2013-01-01

    Advances in the understanding of multiphase flow characteristics under variable gravity conditions will ultimately lead to improved and as of yet unknown process designs for advanced space missions. Such novel processes will be of paramount importance to the success of future manned space exploration as we venture into our solar system and beyond. In addition, because of the ubiquitous nature and vital importance of biological and environmental processes involving airwater mixtures, knowledge gained about fundamental interactions and the governing properties of these mixtures will clearly benefit the quality of life here on our home planet. The techniques addressed in the current research involving multiphase transport in porous media and gas-liquid phase separation using capillary pressure gradients are also a logical candidate for a future International Space Station (ISS) flight experiment. Importantly, the novel and potentially very accurate Lattice-Boltzmann (LB) modeling of multiphase transport in porous media developed in this work offers significantly improved predictions of real world fluid physics phenomena, thereby promoting advanced process designs for both space and terrestrial applications.This 3-year research effort has culminated in the design and testing of a zero-g demonstration prototype. Both the hydrophilic (glass) and hydrophobic (Teflon) media Capillary Pressure Gradient (CPG) cartridges prepared during the second years work were evaluated. Results obtained from ground testing at 1-g were compared to those obtained at reduced gravities spanning Martian (13-g), Lunar (16-g) and zero-g. These comparisons clearly demonstrate the relative strength of the CPG phenomena and the efficacy of its application to meet NASAs unique gas-liquid separation (GLS) requirements in non-terrestrial environments.LB modeling software, developed concurrently with the zero-g test effort, was shown to accurately reproduce observed CPG driven gas-liquid separation

  10. Encoding information using Laguerre Gaussian modes over free space turbulence media

    CSIR Research Space (South Africa)

    Trichili, A

    2016-07-01

    Full Text Available of the atmospheric turbulence on the proposed communication system. We believe that the proposed technique is promising for high-bit-rate spatial division multiplexing in optical fiber and free space communication systems....

  11. ONLINE LEARNING: CAN VIDEOS ENHANCE LEARNING?

    OpenAIRE

    HAJHASHEMI, Karim; ANDERSON, Neil; JACKSON, Cliff; CALTABIANO, Nerina

    2015-01-01

    Highereducation lecturers integrate different media into their courses. Internet-basededucational video clips have gained prominence, as this media is perceived topromote deeper thought processes, communication and interaction among users,and makeclassroom content more diverse.This paper provides a literature overview of the increasing importance ofonline videos across all modes of instruction. It discusses a quantitative andqualitative research design that was used to assess on-line video pe...

  12. Video demystified

    CERN Document Server

    Jack, Keith

    2004-01-01

    This international bestseller and essential reference is the "bible" for digital video engineers and programmers worldwide. This is by far the most informative analog and digital video reference available, includes the hottest new trends and cutting-edge developments in the field. Video Demystified, Fourth Edition is a "one stop" reference guide for the various digital video technologies. The fourth edition is completely updated with all new chapters on MPEG-4, H.264, SDTV/HDTV, ATSC/DVB, and Streaming Video (Video over DSL, Ethernet, etc.), as well as discussions of the latest standards throughout. The accompanying CD-ROM is updated to include a unique set of video test files in the newest formats. *This essential reference is the "bible" for digital video engineers and programmers worldwide *Contains all new chapters on MPEG-4, H.264, SDTV/HDTV, ATSC/DVB, and Streaming Video *Completely revised with all the latest and most up-to-date industry standards.

  13. Video pedagogy

    OpenAIRE

    Länsitie, Janne; Stevenson, Blair; Männistö, Riku; Karjalainen, Tommi; Karjalainen, Asko

    2016-01-01

    The short film is an introduction to the concept of video pedagogy. The five categories of video pedagogy further elaborate how videos can be used as a part of instruction and learning process. Most pedagogical videos represent more than one category. A video itself doesn’t necessarily define the category – the ways in which the video is used as a part of pedagogical script are more defining factors. What five categories did you find? Did you agree with the categories, or are more...

  14. Development of an Indexing Media Filtration System for Long Duration Space Missions

    Science.gov (United States)

    Agui, Juan H.; Vijayakumar, R.

    2013-01-01

    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 derived from multiple biological and material sources. 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. 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 reduce-gravity flight tests data will be presented. The features of the new filter system may also benefit other closed systems, such as submarines, and remote location terrestrial installations where servicing and replacement of filter units is not practical.

  15. Innovative Solution to Video Enhancement

    Science.gov (United States)

    2001-01-01

    Through a licensing agreement, Intergraph Government Solutions adapted a technology originally developed at NASA's Marshall Space Flight Center for enhanced video imaging by developing its Video Analyst(TM) System. Marshall's scientists developed the Video Image Stabilization and Registration (VISAR) technology to help FBI agents analyze video footage of the deadly 1996 Olympic Summer Games bombing in Atlanta, Georgia. VISAR technology enhanced nighttime videotapes made with hand-held camcorders, revealing important details about the explosion. Intergraph's Video Analyst System is a simple, effective, and affordable tool for video enhancement and analysis. The benefits associated with the Video Analyst System include support of full-resolution digital video, frame-by-frame analysis, and the ability to store analog video in digital format. Up to 12 hours of digital video can be stored and maintained for reliable footage analysis. The system also includes state-of-the-art features such as stabilization, image enhancement, and convolution to help improve the visibility of subjects in the video without altering underlying footage. Adaptable to many uses, Intergraph#s Video Analyst System meets the stringent demands of the law enforcement industry in the areas of surveillance, crime scene footage, sting operations, and dash-mounted video cameras.

  16. A detailed view of Earth across space and time: our changing planet through a 32-year global Landsat and Sentinel-2 timelapse video

    Science.gov (United States)

    Herwig, C.

    2017-12-01

    The Landsat program offers an unparalleled record of our changing planet, with satellites that have been observing the Earth since 1972 to the present day. However, clouds, seasonal variation, and technical challenges around access to large volumes of data make it difficult for researchers and the public to understand global and regional scale changes across time through the planetary dataset. Earth Timelapse is a global, zoomable video that has helped revolutionize how users - millions of which have never been capable of utilizing Landsat data before - monitor and understand a changing planet. It is made from 33 cloud-free annual mosaics, one for each year from 1984 to 2016, which are made interactively explorable by Carnegie Mellon University CREATE Lab's Time Machine library, a technology for creating and viewing zoomable and pannable timelapses over space and time. Using Earth Engine, we combined over 5 million satellite images acquired over the past three decades by 5 different satellites. The majority of the images come from Landsat, a joint USGS/NASA Earth observation program that has observed the Earth since the 1970s. For 2015 and 2016, we combined Landsat 8 imagery with imagery from Sentinel-2A, part of the European Commission and European Space Agency's Copernicus Earth observation program. Along with the interactive desktop Timelapse application, we created a 200-video YouTube playlist highlighting areas across the world exhibiting change in the dataset.Earth Timelapse is an example that illustrates the power of Google Earth Engine's cloud-computing platform, which enables users such as scientists, researchers, and journalists to detect changes, map trends, and quantify differences on the Earth's surface using Google's computational infrastructure and the multi-petabyte Earth Engine data catalog. Earth Timelapse also highlights the value of data visualization to communicate with non-scientific audiences with varied technical and internet connectivity

  17. Robust Watermarking of Video Streams

    Directory of Open Access Journals (Sweden)

    T. Polyák

    2006-01-01

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

  18. Streaming Audio and Video: New Challenges and Opportunities for Museums.

    Science.gov (United States)

    Spadaccini, Jim

    Streaming audio and video present new challenges and opportunities for museums. Streaming media is easier to author and deliver to Internet audiences than ever before; digital video editing is commonplace now that the tools--computers, digital video cameras, and hard drives--are so affordable; the cost of serving video files across the Internet…

  19. Problem with multi-video format M-learning applications

    CSIR Research Space (South Africa)

    Adeyeye, MO

    2014-01-01

    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...

  20. Time-Space Flexibility and Work: Analyzing the “Anywhere and Anytime Office” in the Entertainment, New Media, and Arts Sector

    OpenAIRE

    Leila Valoura

    2013-01-01

    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 ...

  1. Using the media.

    Science.gov (United States)

    1994-01-01

    To use the mass media (newspaper, radio, and TV) to reach a large audience with information about AIDS, it is important to choose the media outlets carefully, since they use information that satisfies their audience in content and style. For example, radio, TV, or videos are best to reach illiterate groups. Ways to approach each sector of the written and electronic media include press releases, news conferences, information kits, and personal contacts. Letters to the editor and offers of submitting articles for publication are additional ways to approach newspapers. Audio- or videocassettes with interviews or images conveying HIV/AIDS prevention messages can be submitted to TV and radio stations. It is important to present the information attractively to gain the journalists' attention. News releases should include sources of information and a contact name. It is important to inform the mass media of successes revolving around AIDS prevention, emphasizing local successes. One should identify what media slots have the most influence. For example, a medical officer in Chiang Mai, Thailand, notes that popular disc jockeys have more influence than do government information broadcasts. It is best to promote facts that probably will increase support for AIDS prevention campaigns. If possible, groups should seek free space or air time for AIDS prevention messages. AIDS prevention messages should not use fear because it does not promote safer sexual behavior. Instead, they should link condom use with a sense of independence, responsibility, and being fashionable. Leaflets, posters, videotapes, slides, displays, slogans, audiocassettes, T-shirts, stickers, and other activities or products reinforce the effectiveness of media campaigns. Interviews with or feature articles and programs about people infected or affected by HIV/AIDS chip away at the belief that "AIDS could never happen to me."

  2. Invading Public Spaces: Exploring the Effects of Media Type and Social Prompts on Learning Outcomes in an Interactive Environment

    Science.gov (United States)

    Downs, Edward; Erickson, Sarah; Borrett, Jacqueline

    2017-01-01

    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…

  3. The prevalence of encoded digital trace evidence in the nonfile space of computer media(,) (.).

    Science.gov (United States)

    Garfinkel, Simson L

    2014-09-01

    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.

  4. Digital cinema video compression

    Science.gov (United States)

    Husak, Walter

    2003-05-01

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

  5. The energy spectrum of electromagnetic normal modes in dissipative media: modes between two metal half spaces

    International Nuclear Information System (INIS)

    Sernelius, Bo E

    2008-01-01

    The energy spectrum of electromagnetic normal modes plays a central role in the theory of the van der Waals and Casimir interaction. Here we study the modes in connection with the van der Waals interaction between two metal half spaces. Neglecting dissipation leads to distinct normal modes with real-valued frequencies. Including dissipation seems to have the effect that these distinct modes move away from the real axis into the complex frequency plane. The summation of the zero-point energies of these modes render a complex-valued result. Using the contour integration, resulting from the use of the generalized argument principle, gives a real-valued and different result. We resolve this contradiction and show that the spectrum of true normal modes forms a continuum with real frequencies

  6. Reversing the direction of space and inverse Doppler effect in positive refraction index media

    International Nuclear Information System (INIS)

    Sun, Fei; He, Sailing

    2017-01-01

    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. (paper)

  7. Defining and Evaluating Video Hyperlinking for Navigating Multimedia Archives

    OpenAIRE

    Ordelman, Roeland J.F.; Eskevich, Maria; Aly, Robin; Huet, Benoit; Jones, Gareth J.F.

    2015-01-01

    Multimedia hyperlinking is an emerging research topic in the context of digital libraries and (cultural heritage) archives. We have been studying the concept of video-to-video hyperlinking from a video search perspective in the context of the MediaEval evaluation benchmark for several years. Our task considers a use case of exploring large quantities of video content via an automatically created hyperlink structure at the media fragment level. In this paper we report on our findings, examine ...

  8. The definitive guide to HTML 5 video

    CERN Document Server

    Pfeiffer, Silvia

    2010-01-01

    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

  9. Talking Video in 'Everyday Life':Interactional Practices of Localising, Translating and Stretching Conduct in Reality TV Parenting Programmes

    OpenAIRE

    McIlvenny, Paul

    2010-01-01

    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. Real...

  10. Mining Conversational Social Video

    OpenAIRE

    Biel, Joan-Isaac

    2013-01-01

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

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

    Directory of Open Access Journals (Sweden)

    Alexandra Crosby

    2010-01-01

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

  12. Gender and video games: How is female gender generally represented in various genres of video games?

    OpenAIRE

    Xeniya Kondrat

    2015-01-01

    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...

  13. HEP visualization and video technology

    International Nuclear Information System (INIS)

    Lebrun, P.; Swoboda, D.

    1994-01-01

    The use of scientific visualization for HEP analysis is briefly reviewed. The applications are highly interactive and very dynamical in nature. At Fermilab, E687, in collaboration with Visual Media Services, has produced a 1/2 hour video tape demonstrating the capability of SGI-EXPLORER applied to a Dalitz Analysis of Charm decay. This short contribution describes the authors experience with visualization and video technologies

  14. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

    This thesis is based on a detailed analysis of various topics related to the question of whether video games can be art. In the first place it analyzes the current academic discussion on this subject and confronts different opinions of both supporters and objectors of the idea, that video games can be a full-fledged art form. The second point of this paper is to analyze the properties, that are inherent to video games, in order to find the reason, why cultural elite considers video games as i...

  15. Introduction to media and advertising creative relationship

    Institute of Scientific and Technical Information of China (English)

    李晴

    2013-01-01

    This article is based on the relationship of media and advertising creative for the report, Through the analysis of the nature and characteristics of various advertising media, from video, print, advertising, outdoor this four aspects explain the relationship between media and advertising creative. Fully understand the media for advertising creative, make the best combination of media and advertising, make advertising creative into real productivity.

  16. Handbook of video databases design and applications

    CERN Document Server

    Furht, Borko

    2003-01-01

    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

  17. Tracing Sequential Video Production

    DEFF Research Database (Denmark)

    Otrel-Cass, Kathrin; Khalid, Md. Saifuddin

    2015-01-01

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

  18. Interactive Video, The Next Step

    Science.gov (United States)

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

    2012-12-01

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

  19. The Formative Elements of the Sense of Presence and Its Impact on the Identity of the Users of Video Games

    Directory of Open Access Journals (Sweden)

    Behroz Minaei

    2014-09-01

    Full Text Available Nowadays video games have provided an enriched environment for their users to make a sense of presence in interactive media. A sense of presence in the virtual space of video games leads to some sort of twin-concept or even further the unity of the user with the character within the game. This unification brings virtual identity for the user. As time goes by, through the presence in the virtual space of video games, real identity is complicated with virtual identity and it has to be influenced by the virtual elements. The way of making a sense of presence for the users of video games in which leads them to a virtual identity in the new-born medium, and the consequence of the sense of presence above in the real identity of users is the problem this paper is going to seek. Hence, the paper, according to the views of interactive media theorist and data collection of using library research method through descriptive–analytical explanation, suggests the assumption that cinematic aesthetic form, interactive narratives, and the use of the unique capabilities of the media in which video games take the advantages of them and suggest them as well, provides an enriched environment that brings a sense of presence for the user and will alter his real identity.

  20. Active-Set Reduced-Space Methods with Nonlinear Elimination for Two-Phase Flow Problems in Porous Media

    KAUST Repository

    Yang, Haijian

    2016-07-26

    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.

  1. Active-Set Reduced-Space Methods with Nonlinear Elimination for Two-Phase Flow Problems in Porous Media

    KAUST Repository

    Yang, Haijian; Yang, Chao; Sun, Shuyu

    2016-01-01

    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.

  2. Akademisk video

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2017-01-01

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

  3. Video Games - Did They Begin at Brookhaven

    Science.gov (United States)

    dropdown arrow Site Map A-Z Index Menu Synopsis Video Games – Did They Begin at Brookhaven? Additional Web program led to the pioneering development of video games. William Higinbotham William Higinbotham First Pong, now Space Invaders, next Star Castle – video games have mesmerized children of at all ages

  4. SnapVideo: Personalized Video Generation for a Sightseeing Trip.

    Science.gov (United States)

    Zhang, Luming; Jing, Peiguang; Su, Yuting; Zhang, Chao; Shaoz, Ling

    2017-11-01

    Leisure tourism is an indispensable activity in urban people's life. Due to the popularity of intelligent mobile devices, a large number of photos and videos are recorded during a trip. Therefore, the ability to vividly and interestingly display these media data is a useful technique. In this paper, we propose SnapVideo, a new method that intelligently converts a personal album describing of a trip into a comprehensive, aesthetically pleasing, and coherent video clip. The proposed framework contains three main components. The scenic spot identification model first personalizes the video clips based on multiple prespecified audience classes. We then search for some auxiliary related videos from YouTube 1 according to the selected photos. To comprehensively describe a scenery, the view generation module clusters the crawled video frames into a number of views. Finally, a probabilistic model is developed to fit the frames from multiple views into an aesthetically pleasing and coherent video clip, which optimally captures the semantics of a sightseeing trip. Extensive user studies demonstrated the competitiveness of our method from an aesthetic point of view. Moreover, quantitative analysis reflects that semantically important spots are well preserved in the final video clip. 1 https://www.youtube.com/.

  5. Video clip transfer of radiological images using a mobile telephone in emergency neurosurgical consultations (3G Multi-Media Messaging Service).

    Science.gov (United States)

    Waran, Vicknes; Bahuri, Nor Faizal Ahmad; Narayanan, Vairavan; Ganesan, Dharmendra; Kadir, Khairul Azmi Abdul

    2012-04-01

    The purpose of this study was to validate and assess the accuracy and usefulness of sending short video clips in 3gp file format of an entire scan series of patients, using mobile telephones running on 3G-MMS technology, to enable consultation between junior doctors in a neurosurgical unit and the consultants on-call after office hours. A total of 56 consecutive patients with acute neurosurgical problems requiring urgent after-hours consultation during a 6-month period, prospectively had their images recorded and transmitted using the above method. The response to the diagnosis and the management plan by two neurosurgeons (who were not on site) based on the images viewed on a mobile telephone were reviewed by an independent observer and scored. In addition to this, a radiologist reviewed the original images directly on the hospital's Patients Archiving and Communication System (PACS) and this was compared with the neurosurgeons' response. Both neurosurgeons involved in this study were in complete agreement with their diagnosis. The radiologist disagreed with the diagnosis in only one patient, giving a kappa coefficient of 0.88, indicating an almost perfect agreement. The use of mobile telephones to transmit MPEG video clips of radiological images is very advantageous for carrying out emergency consultations in neurosurgery. The images accurately reflect the pathology in question, thereby reducing the incidence of medical errors from incorrect diagnosis, which otherwise may just depend on a verbal description.

  6. Media Literacy Is the Message.

    Science.gov (United States)

    Trampiets, Frances

    1995-01-01

    Highlights the importance of using music, multimedia, video, and computers to enrich and enhance religious education, and of integrating media education into faith formation. Suggests that media literacy plays an important role in increasing awareness of the influence of mass media on society. (DJM)

  7. Identification of Factors that Most Influence the Advertising Spaces Buyers in Choosing Print Media to Advertise in Indonesia

    OpenAIRE

    Wijoga, Wiradiatma

    2008-01-01

    ABSTRACT Currently with the increasing competition in the print media industry in Indonesia, together with the growing interest of readers, the increase in purchasing power and the growing of the economy have made advertisers seize this opportunity to increase their profits by maximizing their marketing activities through various means including advertising. In the advertising decision, advertiser acquire service provided by media agencies to assist them in conducting the media planning ...

  8. Violent video games affecting our children.

    Science.gov (United States)

    Vessey, J A; Lee, J E

    2000-01-01

    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.

  9. 47 CFR 79.3 - Video description of video programming.

    Science.gov (United States)

    2010-10-01

    ... television audience measurement service, based on television viewership in the counties that make up each DMA... other distributor of video programming for residential reception that delivers such programming directly... the national audience share during prime time of nonbroadcast networks, as determined by Nielsen Media...

  10. Video Podcasts

    DEFF Research Database (Denmark)

    Nortvig, Anne Mette; Sørensen, Birgitte Holm

    2016-01-01

    This project’s aim was to support and facilitate master’s students’ preparation and collaboration by making video podcasts of short lectures available on YouTube prior to students’ first face-to-face seminar. The empirical material stems from group interviews, from statistical data created through...... YouTube analytics and from surveys answered by students after the seminar. The project sought to explore how video podcasts support learning and reflection online and how students use and reflect on the integration of online activities in the videos. Findings showed that students engaged actively...

  11. Video games.

    Science.gov (United States)

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.

  12. A DISCOURSE ON CHILD MEDIA LITERACY

    African Journals Online (AJOL)

    USER

    literacy skills they learn, to overall national development. ... The media literacy movement according to Baran and Davis (2012:414), .... media such as radio, television, newspapers, magazines, computers and video games, pop music, and the ...

  13. THE MODEL FOR DIEGETIC ANALYSIS OF SOUNDS IN SCREEN MEDIA

    Directory of Open Access Journals (Sweden)

    Denikin Anton A.

    2013-12-01

    Full Text Available This article includes the analysis of the relationship between representational visual spaces and sounds in screen media. The methodology presented in this paper can be used for the accurate classification and differentiation for screen sounds, as well as for the general analysis of the specific sound of screen media. For this, the concept of «diegesis» is used. It allows us to analyze the spatial specificity of audiovisual images in cinematographic works and the spatial-functional interactive action in video games and others multimedia.

  14. Video Comparator

    International Nuclear Information System (INIS)

    Rose, R.P.

    1978-01-01

    The Video Comparator is a comparative gage that uses electronic images from two sources, a standard and an unknown. Two matched video cameras are used to obtain the electronic images. The video signals are mixed and displayed on a single video receiver (CRT). The video system is manufactured by ITP of Chatsworth, CA and is a Tele-Microscope II, Model 148. One of the cameras is mounted on a toolmaker's microscope stand and produces a 250X image of a cast. The other camera is mounted on a stand and produces an image of a 250X template. The two video images are mixed in a control box provided by ITP and displayed on a CRT. The template or the cast can be moved to align the desired features. Vertical reference lines are provided on the CRT, and a feature on the cast can be aligned with a line on the CRT screen. The stage containing the casts can be moved using a Boeckleler micrometer equipped with a digital readout, and a second feature aligned with the reference line and the distance moved obtained from the digital display

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

    NARCIS (Netherlands)

    Goldsmith, Leo

    2015-01-01

    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

  16. Defining and Evaluating Video Hyperlinking for Navigating Multimedia Archives

    NARCIS (Netherlands)

    Ordelman, Roeland J.F.; Eskevich, Maria; Aly, Robin; Huet, Benoit; Jones, Gareth J.F.

    Multimedia hyperlinking is an emerging research topic in the context of digital libraries and (cultural heritage) archives. We have been studying the concept of video-to-video hyperlinking from a video search perspective in the context of the MediaEval evaluation benchmark for several years. Our

  17. Quality metric for spherical panoramic video

    Science.gov (United States)

    Zakharchenko, Vladyslav; Choi, Kwang Pyo; Park, Jeong Hoon

    2016-09-01

    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.

  18. Handheld CAT Video Game, Phase I

    Data.gov (United States)

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

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

    Science.gov (United States)

    Alem, Leila

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

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

    Science.gov (United States)

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

    2011-01-01

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

  1. Intellectual Video Filming

    DEFF Research Database (Denmark)

    Juel, Henrik

    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......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...

  2. Video personalization for usage environment

    Science.gov (United States)

    Tseng, Belle L.; Lin, Ching-Yung; Smith, John R.

    2002-07-01

    A video personalization and summarization system is designed and implemented incorporating usage environment to dynamically generate a personalized video summary. The personalization system adopts the three-tier server-middleware-client architecture in order to select, adapt, and deliver rich media content to the user. The server stores the content sources along with their corresponding MPEG-7 metadata descriptions. Our semantic metadata is provided through the use of the VideoAnnEx MPEG-7 Video Annotation Tool. When the user initiates a request for content, the client communicates the MPEG-21 usage environment description along with the user query to the middleware. The middleware is powered by the personalization engine and the content adaptation engine. Our personalization engine includes the VideoSue Summarization on Usage Environment engine that selects the optimal set of desired contents according to user preferences. Afterwards, the adaptation engine performs the required transformations and compositions of the selected contents for the specific usage environment using our VideoEd Editing and Composition Tool. Finally, two personalization and summarization systems are demonstrated for the IBM Websphere Portal Server and for the pervasive PDA devices.

  3. Geotail Video News Release

    Science.gov (United States)

    1992-01-01

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

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

    Directory of Open Access Journals (Sweden)

    Michail N. Giannakos

    2015-02-01

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

  5. Probabilistic recognition of human faces from video

    DEFF Research Database (Denmark)

    Zhou, Saohua; Krüger, Volker; Chellappa, Rama

    2003-01-01

    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...... 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-to-video...... information in a probe video, which simultaneously characterizes the kinematics and identity using a motion vector and an identity variable, respectively. The joint posterior distribution of the motion vector and the identity variable is estimated at each time instant and then propagated to the next time...

  6. Space Operations Learning Center

    Science.gov (United States)

    Lui, Ben; Milner, Barbara; Binebrink, Dan; Kuok, Heng

    2012-01-01

    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.

  7. Documentary Media and Religious Communities

    Directory of Open Access Journals (Sweden)

    Marie-Therese Mäder

    2015-11-01

    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.

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

    Science.gov (United States)

    Yang, Kyung-Hwa

    2014-01-01

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

  9. HTML5 Media

    CERN Document Server

    Powers, Shelley

    2011-01-01

    If you're a web developer or designer familiar with CSS and JavaScript, this tightly focused introduction shows you how to add HTML5 media elements to your web pages, and how to provide custom controls for letting web visitors interact with the content. You'll also learn how to provide subtitles and captions, using file formats that work in browsers now. This book includes code samples and downloadable examples to help you take full advantage of audio and video in your web pages. Ensure your audio or video works in all browsers that support HTML5 media elementsLearn about widely supported me

  10. Viewers Motivations for Watching Beauty Videos on You Tube

    OpenAIRE

    Jiroušková, Dominika

    2016-01-01

    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...

  11. Is love of nature in the US becoming love of electronic media? 16-year downtrend in national park visits explained by watching movies, playing video games, internet use, and oil prices.

    Science.gov (United States)

    Pergams, Oliver R W; Zaradic, Patricia A

    2006-09-01

    After 50 years of steady increase, per capita visits to US national parks have declined since 1988. This decline, coincident with the rise in electronic entertainment media, may represent a shift in recreation choices with broader implications for the value placed on biodiversity conservation and environmentally responsible behavior. We compared the decline in per capita visits with a set of indicators representing alternate recreation choices and constraints. The Spearman correlation analyses found this decline in NPV to be significantly negatively correlated with several electronic entertainment indicators: hours of television, (rs=-0.743, P<0.001), video games (rs=-0.773, P<0.001), home movies (rs=-0.788, P<0.001), theatre attendance (rs=-0.587, P<0.025) and internet use (rs=-0.783, P<0.001). There were also significant negative correlations with oil prices (rs=-0.547, P<0.025), foreign travel (rs=-0.452, P<0.05), and Appalachian Trail hikers (rs=-0.785, P<0.001). Income was significantly positively correlated with foreign travel (rs=0.621, P<0.005) but negatively correlated with national park visits (rs=-0.697, P<0.005). There was no significant correlation of mean number of vacation days, indicating available vacation time is probably not a factor. Federal funding actually increased during this period, and so was rejected as a probable factor. Park capacity was rejected as limiting since both total overnight stays and visits at the seven most popular parks rose well into the mid-1990s. Aging of baby boomers was also rejected as they are only now reaching retirement age, and thus during the period of visitation decline were still of prime family vacation age. Multiple linear regression of four of the entertainment media variables as well as oil prices explains 97.5% of this recent decline (r=0.975, multiple r2=0.950, adjusted multiple r2=0.925, SE=0.015, F=37.800, P<0.0001). We may be seeing evidence of a fundamental shift away from people's appreciation of

  12. Social media as a space for support: Young adults' perspectives on producing and consuming user-generated content about diabetes and mental health.

    Science.gov (United States)

    Fergie, Gillian; Hunt, Kate; Hilton, Shona

    2016-12-01

    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.

  13. New Media: Engaging and Educating the YouTube Generation

    Directory of Open Access Journals (Sweden)

    Anu Vedantham

    2011-12-01

    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.

  14. FCJ-171 Expectations denied: Fan and industry conflict around the localisation of the Japanese video game Yakuza 3

    Directory of Open Access Journals (Sweden)

    Craig Norris

    2014-12-01

    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.

  15. Media education. American Academy of Pediatrics. Committee on Public Education.

    Science.gov (United States)

    1999-08-01

    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.

  16. A video for teaching english tenses

    Directory of Open Access Journals (Sweden)

    Frida Unsiah

    2017-04-01

    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.

  17. How has my learning enabled me to create and share an animated video to assist newly qualified teachers in the creation of a safe critical space for their students?

    OpenAIRE

    Gallagher, Emma

    2011-01-01

    This paper presents my emergent living theory as it developed while I attempted to address my concern “How has my learning enabled me to create and share an animated video to assist Newly Qualified Teachers in the creation of a safe critical space for their students?” I explore how my learning on the Masters in Education and Training Management (e-learning) has affected me both personally and professionally and how my learning has impacted the learning of others. In particular, I look at t...

  18. State of the art in video system performance

    Science.gov (United States)

    Lewis, Michael J.

    1990-01-01

    The closed circuit television (CCTV) system that is onboard the Space Shuttle has the following capabilities: camera, video signal switching and routing unit (VSU); and Space Shuttle video tape recorder. However, this system is inadequate for use with many experiments that require video imaging. In order to assess the state-of-the-art in video technology and data storage systems, a survey was conducted of the High Resolution, High Frame Rate Video Technology (HHVT) products. The performance of the state-of-the-art solid state cameras and image sensors, video recording systems, data transmission devices, and data storage systems versus users' requirements are shown graphically.

  19. Video game addiction: The push to pathologize video games

    DEFF Research Database (Denmark)

    Nielsen, Rune Kristian Lundedal; Ferguson, Christopher; Bean, Anthony

    2017-01-01

    With proposals to include “gaming disorder” in both the Diagnostic and Statistical Manual (DSM) and International Compendium of Diseases (ICD), the concept of video game addiction has gained traction. However, many aspects of this concept remain controversial. At present, little clarity has been...... achieved regarding diagnostic criteria and appropriate symptoms. It is unclear if symptoms that involve problematic video gaming behavior should be reified as a new disorder, or are the expression of underlying mental conditions. Nonetheless, the recent proposals around gaming disorder from respected...... 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...

  20. ADAPTIVE STREAMING OVER HTTP (DASH UNTUK APLIKASI VIDEO STREAMING

    Directory of Open Access Journals (Sweden)

    I Made Oka Widyantara

    2015-12-01

    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

  1. REPRESENTASI HOMOSEKSUALITAS DI YOUTUBE: (Studi Semiotika pada Video Pernikahan Sam Tsui

    Directory of Open Access Journals (Sweden)

    Lilis Rucirisyanti

    2017-12-01

    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.

  2. Web Audio/Video Streaming Tool

    Science.gov (United States)

    Guruvadoo, Eranna K.

    2003-01-01

    In order to promote NASA-wide educational outreach program to educate and inform the public of space exploration, NASA, at Kennedy Space Center, is seeking efficient ways to add more contents to the web by streaming audio/video files. This project proposes a high level overview of a framework for the creation, management, and scheduling of audio/video assets over the web. To support short-term goals, the prototype of a web-based tool is designed and demonstrated to automate the process of streaming audio/video files. The tool provides web-enabled users interfaces to manage video assets, create publishable schedules of video assets for streaming, and schedule the streaming events. These operations are performed on user-defined and system-derived metadata of audio/video assets stored in a relational database while the assets reside on separate repository. The prototype tool is designed using ColdFusion 5.0.

  3. The fungicidal and phytotoxic properties of benomyl and PPM in supplemented agar media supporting transgenic arabidopsis plants for a Space Shuttle flight experiment

    Science.gov (United States)

    Paul, A. L.; Semer, C.; Kucharek, T.; Ferl, R. J.

    2001-01-01

    Fungal contamination is a significant problem in the use of sucrose-enriched agar-based media for plant culture, especially in closed habitats such as the Space Shuttle. While a variety of fungicides are commercially available, not all are equal in their effectiveness in inhibiting fungal contamination. In addition, fungicide effectiveness must be weighed against its phytotoxicity and in this case, its influence on transgene expression. In a series of experiments designed to optimize media composition for a recent shuttle mission, the fungicide benomyl and the biocide "Plant Preservative Mixture" (PPM) were evaluated for effectiveness in controlling three common fungal contaminants, as well as their impact on the growth and development of arabidopsis seedlings. Benomyl proved to be an effective inhibitor of all three contaminants in concentrations as low as 2 ppm (parts per million) within the agar medium, and no evidence of phytotoxicity was observed until concentrations exceeded 20 ppm. The biocide mix PPM was effective as a fungicide only at concentrations that had deleterious effects on arabidopsis seedlings. As a result of these findings, a concentration of 3 ppm benomyl was used in the media for experiment PGIM-01 which flew on shuttle Columbia mission STS-93 in July 1999.

  4. Learning from Multiple Sources for Video Summarisation

    OpenAIRE

    Zhu, Xiatian; Loy, Chen Change; Gong, Shaogang

    2015-01-01

    Many visual surveillance tasks, e.g.video summarisation, is conventionally accomplished through analysing imagerybased features. Relying solely on visual cues for public surveillance video understanding is unreliable, since visual observations obtained from public space CCTV video data are often not sufficiently trustworthy and events of interest can be subtle. On the other hand, non-visual data sources such as weather reports and traffic sensory signals are readily accessible but are not exp...

  5. Sounds of Space

    Science.gov (United States)

    Gurnett, D. A.

    2005-12-01

    Starting in the early 1960s, spacecraft-borne plasma wave instruments revealed that space is filled with an astonishing variety of radio and plasma wave sounds, which have come to be called "sounds of space." For over forty years these sounds have been collected and played to a wide variety of audiences, often as the result of press conferences or press releases involving various NASA projects for which the University of Iowa has provided plasma wave instruments. This activity has led to many interviews on local and national radio programs, and occasionally on programs haviang world-wide coverage, such as the BBC. As a result of this media coverage, we have been approached many times by composers requesting copies of our space sounds for use in their various projects, many of which involve electronic synthesis of music. One of these collaborations led to "Sun Rings," which is a musical event produced by the Kronos Quartet that has played to large audiences all over the world. With the availability of modern computer graphic techniques we have recently been attempting to integrate some of these sound of space into an educational audio/video web site that illustrates the scientific principles involved in the origin of space plasma waves. Typically I try to emphasize that a substantial gas pressure exists everywhere in space in the form of an ionized gas called a plasma, and that this plasma can lead to a wide variety of wave phenomenon. Examples of some of this audio/video material will be presented.

  6. SPACE COMMUNICATION AND THE MASS MEDIA. A UNESCO REPORT ON THE OCCASION OF THE 1963 SPACE COMMUNICATIONS CONFERENCE. REPORTS AND PAPERS ON MASS COMMUNICATION.

    Science.gov (United States)

    United Nations Educational, Scientific, and Cultural Organization, Paris (France).

    THIS REPORT DEFINES AND ANALYZES POTENTIAL ASPECTS OF WORLDWIDE COMMUNICATION BY SATELLITE, LISTS TECHNICAL PROBLEMS, AND SUGGESTS USES OF SPACE COMMUNICATION TO PROMOTE EDUCATION, CULTURAL EXCHANGE, AND INFORMATION FLOW. IT IS AVAILABLE FOR $0.50 FROM NATIONAL DISTRIBUTORS OF UNESCO PUBLICATIONS, OR FROM UNESCO, PLACE DE FONTENDOY, PARIS-7E,…

  7. Video Analytics for Business Intelligence

    CERN Document Server

    Porikli, Fatih; Xiang, Tao; Gong, Shaogang

    2012-01-01

    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...

  8. The impact of social media on children, adolescents, and families.

    Science.gov (United States)

    O'Keeffe, Gwenn Schurgin; Clarke-Pearson, Kathleen

    2011-04-01

    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.

  9. Is basic personality related to violent and non-violent video game play and preferences?

    Science.gov (United States)

    Chory, Rebecca M; Goodboy, Alan K

    2011-04-01

    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.

  10. Young Children's Learning with Digital Media

    Science.gov (United States)

    Lieberman, Debra A.; Bates, Cynthia H.; So, Jiyeon

    2009-01-01

    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;…

  11. Handbook of Children and the Media.

    Science.gov (United States)

    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…

  12. Multilevel Balancing Domain Decomposition by Constraints Deluxe Algorithms with Adaptive Coarse Spaces for Flow in Porous Media

    KAUST Repository

    Zampini, Stefano; Tu, Xuemin

    2017-01-01

    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.

  13. Multilevel Balancing Domain Decomposition by Constraints Deluxe Algorithms with Adaptive Coarse Spaces for Flow in Porous Media

    KAUST Repository

    Zampini, Stefano

    2017-08-03

    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.

  14. Playing prosocial video games increases the accessibility of prosocial thoughts.

    Science.gov (United States)

    Greitemeyer, Tobias; Osswald, Silvia

    2011-01-01

    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.

  15. Authentication for Propulsion Test Streaming Video

    Data.gov (United States)

    National Aeronautics and Space Administration — A streaming video system was developed and implemented at SSC to support various propulsion projects at SSC. These projects included J-2X and AJ-26 rocket engine...

  16. Smartphone Video Guidance Sensor for Small Satellites

    Data.gov (United States)

    National Aeronautics and Space Administration — Smartphone Video Guidance Sensor(SVGS) for Small Satellites will provide a low-cost,integrated rendezvous & proximity operations sensor system to allow an...

  17. Ductography - video

    International Nuclear Information System (INIS)

    Leginova, L.; Troscakova, I.

    1998-01-01

    The ductography is imaging of the milky ducts with an positive contrast media by retrograde method. Examination is made at secretion sickness of the mammary glands. Scanning is made on the mammograph in the cranio-caudal and in mediolateral projection with compression and without compression of the data. The contraindication of the ductography are inflammation of the boobs and allergy on the iodine at the hemorrhage secretion

  18. GPM GROUND VALIDATION CITATION VIDEOS IPHEX V1

    Data.gov (United States)

    National Aeronautics and Space Administration — The GPM Ground Validation Citation Videos IPHEx data were collected during the Integrated Precipitation and Hydrology Experiment (IPHEx) in the Southern...

  19. GPM GROUND VALIDATION PRECIPITATION VIDEO IMAGER (PVI) GCPEX V1

    Data.gov (United States)

    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...

  20. Media influence and violent crimes in the Niger Delta Region of ...

    African Journals Online (AJOL)

    Media violence is viewed by social psychologists, sociologists, social workers ... to the media via the various channels such as television, radio, video players, ... characters as heroes in the media, children and teens imitate the behaviours of ...

  1. Design spaces

    DEFF Research Database (Denmark)

    2005-01-01

    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...

  2. The Optimiser: monitoring and improving switching delays in video conferencing

    NARCIS (Netherlands)

    S. Gunkel (Simon); A.J. Jansen (Jack); I. Kegel; D.C.A. Bulterman (Dick); P.S. Cesar Garcia (Pablo Santiago)

    2014-01-01

    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

  3. There's Enough Space for Everyone

    Science.gov (United States)

    Schumacher, Daniel M.

    2010-01-01

    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."

  4. Time-Space Flexibility and Work: Analyzing the “Anywhere and Anytime Office” in the Entertainment, New Media, and Arts Sector

    Directory of Open Access Journals (Sweden)

    Leila Valoura

    2013-09-01

    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.

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

    African Journals Online (AJOL)

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

  6. Airborne Video Surveillance

    National Research Council Canada - National Science Library

    Blask, Steven

    2002-01-01

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

  7. Video Game Discourses and Implications for Game-Based Education

    Science.gov (United States)

    Whitton, Nicola; Maclure, Maggie

    2017-01-01

    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…

  8. Mediating Tourist Experiences. Access to Places via Shared Videos

    DEFF Research Database (Denmark)

    Tussyadiah, Iis; Fesenmaier, D.R.

    2009-01-01

    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...

  9. Physics and Video Analysis

    Science.gov (United States)

    Allain, Rhett

    2016-05-01

    We currently live in a world filled with videos. There are videos on YouTube, feature movies and even videos recorded with our own cameras and smartphones. These videos present an excellent opportunity to not only explore physical concepts, but also inspire others to investigate physics ideas. With video analysis, we can explore the fantasy world in science-fiction films. We can also look at online videos to determine if they are genuine or fake. Video analysis can be used in the introductory physics lab and it can even be used to explore the make-believe physics embedded in video games. This book covers the basic ideas behind video analysis along with the fundamental physics principles used in video analysis. The book also includes several examples of the unique situations in which video analysis can be used.

  10. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  11. A video authentication technique

    International Nuclear Information System (INIS)

    Johnson, C.S.

    1987-01-01

    Unattended video surveillance systems are particularly vulnerable to the substitution of false video images into the cable that connects the camera to the video recorder. New technology has made it practical to insert a solid state video memory into the video cable, freeze a video image from the camera, and hold this image as long as desired. Various techniques, such as line supervision and sync detection, have been used to detect video cable tampering. The video authentication technique described in this paper uses the actual video image from the camera as the basis for detecting any image substitution made during the transmission of the video image to the recorder. The technique, designed for unattended video systems, can be used for any video transmission system where a two-way digital data link can be established. The technique uses similar microprocessor circuitry at the video camera and at the video recorder to select sample points in the video image for comparison. The gray scale value of these points is compared at the recorder controller and if the values agree within limits, the image is authenticated. If a significantly different image was substituted, the comparison would fail at a number of points and the video image would not be authenticated. The video authentication system can run as a stand-alone system or at the request of another system

  12. Juggling with media : The consequences of media multitasking for adolescent development

    NARCIS (Netherlands)

    van der Schuur, W.A.

    2018-01-01

    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

  13. Children in the New Media Landscape: Games, Pornography, Perceptions. Children and Media Violence Yearbook, 2000.

    Science.gov (United States)

    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…

  14. Congregating to create for social change: Urban youth media production and sense of community.

    Science.gov (United States)

    Charmaraman, Linda

    2013-03-01

    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.

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

    Science.gov (United States)

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

    2012-03-01

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

  16. Public comment sentiment on educational videos: Understanding the effects of presenter gender, video format, threading, and moderation on YouTube TED talk comments.

    Directory of Open Access Journals (Sweden)

    George Veletsianos

    Full Text Available Scholars, educators, and students are increasingly encouraged to participate in online spaces. While the current literature highlights the potential positive outcomes of such participation, little research exists on the sentiment that these individuals may face online and on the factors that may lead some people to face different types of sentiment than others. To investigate these issues, we examined the strength of positive and negative sentiment expressed in response to TEDx and TED-Ed talks posted on YouTube (n = 655, the effect of several variables on comment and reply sentiment (n = 774,939, and the projected effects that sentiment-based moderation would have had on posted content. We found that most comments and replies were neutral in nature and some topics were more likely than others to elicit positive or negative sentiment. Videos of male presenters showed greater neutrality, while videos of female presenters saw significantly greater positive and negative polarity in replies. Animations neutralized both the negativity and positivity of replies at a very high rate. Gender and video format influenced the sentiment of replies and not just the initial comments that were directed toward the video. Finally, we found that using sentiment as a way to moderate offensive content would have a significant effect on non-offensive content. These findings have far-reaching implications for social media platforms and for those who encourage or prepare students and scholars to participate online.

  17. Public comment sentiment on educational videos: Understanding the effects of presenter gender, video format, threading, and moderation on YouTube TED talk comments

    Science.gov (United States)

    Kimmons, Royce; Larsen, Ross; Dousay, Tonia A.; Lowenthal, Patrick R.

    2018-01-01

    Scholars, educators, and students are increasingly encouraged to participate in online spaces. While the current literature highlights the potential positive outcomes of such participation, little research exists on the sentiment that these individuals may face online and on the factors that may lead some people to face different types of sentiment than others. To investigate these issues, we examined the strength of positive and negative sentiment expressed in response to TEDx and TED-Ed talks posted on YouTube (n = 655), the effect of several variables on comment and reply sentiment (n = 774,939), and the projected effects that sentiment-based moderation would have had on posted content. We found that most comments and replies were neutral in nature and some topics were more likely than others to elicit positive or negative sentiment. Videos of male presenters showed greater neutrality, while videos of female presenters saw significantly greater positive and negative polarity in replies. Animations neutralized both the negativity and positivity of replies at a very high rate. Gender and video format influenced the sentiment of replies and not just the initial comments that were directed toward the video. Finally, we found that using sentiment as a way to moderate offensive content would have a significant effect on non-offensive content. These findings have far-reaching implications for social media platforms and for those who encourage or prepare students and scholars to participate online. PMID:29856749

  18. Public comment sentiment on educational videos: Understanding the effects of presenter gender, video format, threading, and moderation on YouTube TED talk comments.

    Science.gov (United States)

    Veletsianos, George; Kimmons, Royce; Larsen, Ross; Dousay, Tonia A; Lowenthal, Patrick R

    2018-01-01

    Scholars, educators, and students are increasingly encouraged to participate in online spaces. While the current literature highlights the potential positive outcomes of such participation, little research exists on the sentiment that these individuals may face online and on the factors that may lead some people to face different types of sentiment than others. To investigate these issues, we examined the strength of positive and negative sentiment expressed in response to TEDx and TED-Ed talks posted on YouTube (n = 655), the effect of several variables on comment and reply sentiment (n = 774,939), and the projected effects that sentiment-based moderation would have had on posted content. We found that most comments and replies were neutral in nature and some topics were more likely than others to elicit positive or negative sentiment. Videos of male presenters showed greater neutrality, while videos of female presenters saw significantly greater positive and negative polarity in replies. Animations neutralized both the negativity and positivity of replies at a very high rate. Gender and video format influenced the sentiment of replies and not just the initial comments that were directed toward the video. Finally, we found that using sentiment as a way to moderate offensive content would have a significant effect on non-offensive content. These findings have far-reaching implications for social media platforms and for those who encourage or prepare students and scholars to participate online.

  19. Multiple Generations on Video Tape Recorders.

    Science.gov (United States)

    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…

  20. Media Pedagogy in Action: The Making of "The Virgin Appears in La Maldita Vecindad"

    Science.gov (United States)

    Cravey, Altha J.; Petit, Michael

    2014-01-01

    This article focuses on the video documentary "The Virgin Appears in La Maldita Vecindad" as an example of critical, creative geographic media literacy and pedagogy. Conducting research through media production in the video documentary form can constitute a powerful pedagogical tool across three registers: making a video documentary…

  1. Public Education and Outreach Through Full-Dome Video Technology

    Science.gov (United States)

    Pollock, John

    2009-03-01

    My long-term goal is to enhance public understanding of complex systems that can be best demonstrated through richly detailed computer graphic animation displayed with full-dome video technology. My current focus is on health science advances that focus on regenerative medicine, which helps the body heal itself. Such topics facilitate science learning and health literacy. My team develops multi-media presentations that bring the scientific and medical advances to the public through immersive high-definition video animation. Implicit in treating the topics of regenerative medicine will be the need to address stem cell biology. The topics are clarified and presented from a platform of facts and balanced ethical consideration. The production process includes communicating scientific information about the excitement and importance of stem cell research. Principles of function are emphasized over specific facts or terminology by focusing on a limited, but fundamental set of concepts. To achieve this, visually rich, biologically accurate 3D computer graphic environments are created to illustrate the cells, tissues and organs of interest. A suite of films are produced, and evaluated in pre- post-surveys assessing attitudes, knowledge and learning. Each film uses engaging interactive demonstrations to illustrate biological functions, the things that go wrong due to disease and disability, and the remedy provided by regenerative medicine. While the images are rich and detailed, the language is accessible and appropriate to the audience. The digital, high-definition video is also re-edited for presentation in other ``flat screen'' formats, increasing our distribution potential. Show content is also presented in an interactive web space (www.sepa.duq.edu) with complementing teacher resource guides and student workbooks and companion video games.

  2. Rare Disease Video Portal

    OpenAIRE

    Sánchez Bocanegra, Carlos Luis

    2011-01-01

    Rare Disease Video Portal (RD Video) is a portal web where contains videos from Youtube including all details from 12 channels of Youtube. Rare Disease Video Portal (RD Video) es un portal web que contiene los vídeos de Youtube incluyendo todos los detalles de 12 canales de Youtube. Rare Disease Video Portal (RD Video) és un portal web que conté els vídeos de Youtube i que inclou tots els detalls de 12 Canals de Youtube.

  3. Video: useful tool for delivering family planning messages.

    Science.gov (United States)

    Sumarsono, S K

    1985-10-01

    In 1969, the Government of Indonesia declared that the population explosion was a national problem. The National Family Planning Program was consequently launched to encourage adoption of the ideal of a small, happy and prosperous family norm. Micro-approach messages are composed of the following: physiology of menstruation; reproductive process; healthy pregnancy; rational family planning; rational application of contraceptives; infant and child care; nutrition improvement; increase in breastfeeding; increase in family income; education in family life; family health; and deferred marriage age. Macro-approach messages include: the population problem and its impact on socioeconomic aspects; efforts to cope with the population problem; and improvement of women's lot. In utilizing the media and communication channels, the program encourages the implementation of units and working units of IEC to produce IEC materials; utilizes all possible existing media and IEC channels; maintains the consistent linkage between the activity of mass media and the IEC activities in the field; and encourages the private sector to participate in the production of IEC media and materials. A media production center was set up and carries out the following activities: producing video cassettes for tv broadcasts of family planning drama, family planning news, and tv spots; producing duplicates of the video cassettes for distribution to provinces in support of the video network; producing teaching materials for family planning workers; and transfering family planning films into video cassettes. A video network was developed and includes video monitors in family planning service points such as hospitals, family planning clinics and public places like bus stations. In 1985, the program will be expanded by 50 mobile information units equipped with video monitors. Video has potentials to increase the productivity and effectiveness of the family planning program. The video production process is

  4. Advertising Pressures on Media.

    Science.gov (United States)

    Hammitt, Harry

    The majority of the media in the United States is funded through revenues derived from the sale of advertising space. The problem that arises from this situation is fundamentally an economic one: if advertisers are paying the bills for the media, how much control over content should they have? This report offers a review of instances in which…

  5. Mapping Media and Meaning

    DEFF Research Database (Denmark)

    Chamberlain, Alan; Bødker, Mads; Papangelis, Konstantinos

    2017-01-01

    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...

  6. Building Social Media Connections

    Science.gov (United States)

    Ferriter, William N.; Ramsden, Jason T.; Sheninger, Eric C.

    2012-01-01

    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…

  7. Visual media processing using Matlab beginner's guide

    CERN Document Server

    Siogkas, George

    2013-01-01

    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.

  8. Smoking in Video Games: A Systematic Review.

    Science.gov (United States)

    Forsyth, Susan R; Malone, Ruth E

    2016-06-01

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

  9. Radiation Tolerant Software Defined Video Processor, Phase I

    Data.gov (United States)

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

  10. Physics Girl: Where Education meets Cat Videos

    Science.gov (United States)

    Cowern, Dianna

    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.

  11. Making Media Studies

    Directory of Open Access Journals (Sweden)

    David Gauntlett

    2015-12-01

    Full Text Available This podcast is a recording of a research seminar that took place on December 3, 2015, at the University of Westminster's Communication and Media Research Institute (CAMRI. In this contribution, David Gauntlett discusses his new book, Making Media Studies, and other new work. In Making Media Studies (Peter Lang, 2015, Gauntlett proposes a vision of media studies based around doing and making – not about the acquisition of skills, as such, but an experience of building knowledge and understanding through creative hands-on engagement with all kinds of media. Gauntlett suggests that media studies scholars have failed to recognise the significance of everyday creativity – the vital drive of people to make, exchange, and learn together, supported by online networks. He argues that we should think about media in terms of conversations, inspirations, and making things happen. Media studies can be about genuine social change, he suggests, if we recognise the significance of everyday creativity, work to transform our tools, and learn to use them wisely. David Gauntlett is a Professor in the School of Media, Arts and Design at the University of Westminster, where he is also the School's Co-Director of Research. He is the author of several books, including: Creative Explorations (2007, Media, Gender and Identity: An Introduction (2nd edition 2008, Making is Connecting (2011, and Making Media Studies (2015. He has made a number of popular online resources, videos and playthings, and has pioneered creative research and workshop methods. He is external examiner for Information Experience Design at the Royal College of Art, London.

  12. Takahiko iimura: Video and Semiology

    OpenAIRE

    Andersson, Fred

    2004-01-01

    At the invitation of professor Jan-Gunnar Sjölin, following an initial suggestion from doctoral candidate Fred Andersson, Takahiko iimura visited our department during December 1st to December 4th 2003. A selection of mr iimura's video- and media-works from ca 1970 to the present day were screened on the evenings of December 2nd and 3rd. The screenings were attended by a great number of students at all educational levels of the department. A list of the screened works, with mr iimura'...

  13. Video Game Playing and Academic Performance in College Students

    Science.gov (United States)

    Burgess, Stephen R.; Stermer, Steven Paul; Burgess, Melinda C. R.

    2012-01-01

    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…

  14. Analisis Kinerja Trafik Video Chatting Pada Sistem Client- Client Dengan Aplikasi Wireshark

    OpenAIRE

    Yuvandra, Rayhan

    2014-01-01

    Teknologi Video chat adalah salah satu media komunikasi yang memberikan kemudahan pengguna untuk dapat melihat wajah lawan bicara dalam chatting dengan menggunakan kamera yang terdapat di notebook atau perangkat komputer. Video chat juga membutuhkan jaringan internet sebagai media transmisinya. Salah satu aplikasi untuk video chat adalah skype. Skype adalah software aplikasi komunikasi suara berbasis IP dengan teknologi P2P ( peer to peer ) melalui internet antara sesama pengguna skype. Pene...

  15. Performative Research in Art Education: Scenes from the Seminar "Exploring Performative Rituals in City Space"

    Directory of Open Access Journals (Sweden)

    Ulrike Stutz

    2008-05-01

    Full Text Available In my contribution, I lay the foundations for a performative approach to art education research and then apply it to three examples from a performance seminar conducted with university students. In the process, I subject video documentaries produced during performative exploration of everyday rituals in public space, to a fresh performative analysis using media techniques. My research interest targets the reactions of passers-by as an expanded audience, i.e., it targets the qualitative changes of social space brought about by these actions of site specific art. The contribution is presented as a multimedia document with videos and animations. The parallel presentation of different media formats produces differentiating and activating readings. URN: urn:nbn:de:0114-fqs0802514

  16. The Roles of Popular Music in Video Games

    OpenAIRE

    Frydenlund, Jørgen

    2015-01-01

    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 ...

  17. Peril-sensitive sunglasses, superheroes in miniature, and pink polka-dot boxers: Artifact and collectible video game feelies, play, and the paratextual gaming experience

    Directory of Open Access Journals (Sweden)

    Ian M. Peters

    2014-06-01

    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.

  18. Social media marketing : Acquiring customer loyalty and relationship management using social media as a marketing channel

    OpenAIRE

    Saqib, Muhammad

    2016-01-01

    Abstract Social media is a marketing phenomenon that is growing very fast. Social media helps creating value for customers in broadcasting the advertising among social networks. Blog posts, videos, pictures, reviews and ratings all have a significant impact on marketing. The purpose of the thesis is to investigate how companies can achieve customer loyalty and customer relationship management using social media marketing and if companies can target new customers by social media. An inductive ...

  19. Video Browsing on Handheld Devices

    Science.gov (United States)

    Hürst, Wolfgang

    Recent improvements in processing power, storage space, and video codec development enable users now to playback video on their handheld devices in a reasonable quality. However, given the form factor restrictions of such a mobile device, screen size still remains a natural limit and - as the term "handheld" implies - always will be a critical resource. This is not only true for video but any data that is processed on such devices. For this reason, developers have come up with new and innovative ways to deal with large documents in such limited scenarios. For example, if you look at the iPhone, innovative techniques such as flicking have been introduced to skim large lists of text (e.g. hundreds of entries in your music collection). Automatically adapting the zoom level to, for example, the width of table cells when double tapping on the screen enables reasonable browsing of web pages that have originally been designed for large, desktop PC sized screens. A multi touch interface allows you to easily zoom in and out of large text documents and images using two fingers. In the next section, we will illustrate that advanced techniques to browse large video files have been developed in the past years, as well. However, if you look at state-of-the-art video players on mobile devices, normally just simple, VCR like controls are supported (at least at the time of this writing) that only allow users to just start, stop, and pause video playback. If supported at all, browsing and navigation functionality is often restricted to simple skipping of chapters via two single buttons for backward and forward navigation and a small and thus not very sensitive timeline slider.

  20. Human recognition in a video network

    Science.gov (United States)

    Bhanu, Bir

    2009-10-01

    Video networks is an emerging interdisciplinary field with significant and exciting scientific and technological challenges. It has great promise in solving many real-world problems and enabling a broad range of applications, including smart homes, video surveillance, environment and traffic monitoring, elderly care, intelligent environments, and entertainment in public and private spaces. This paper provides an overview of the design of a wireless video network as an experimental environment, camera selection, hand-off and control, anomaly detection. It addresses challenging questions for individual identification using gait and face at a distance and present new techniques and their comparison for robust identification.

  1. Deep Learning for Video Game Playing

    OpenAIRE

    Justesen, Niels; Bontrager, Philip; Togelius, Julian; Risi, Sebastian

    2017-01-01

    In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique requirements that different game genres pose to a deep learning system and highlight important open challenges in the context of applying these machine learning methods to video games, such as general game playing, dealing with extremely large decision spaces...

  2. User interface using a 3D model for video surveillance

    Science.gov (United States)

    Hata, Toshihiko; Boh, Satoru; Tsukada, Akihiro; Ozaki, Minoru

    1998-02-01

    These days fewer people, who must carry out their tasks quickly and precisely, are required in industrial surveillance and monitoring applications such as plant control or building security. Utilizing multimedia technology is a good approach to meet this need, and we previously developed Media Controller, which is designed for the applications and provides realtime recording and retrieval of digital video data in a distributed environment. In this paper, we propose a user interface for such a distributed video surveillance system in which 3D models of buildings and facilities are connected to the surveillance video. A novel method of synchronizing camera field data with each frame of a video stream is considered. This method records and reads the camera field data similarity to the video data and transmits it synchronously with the video stream. This enables the user interface to have such useful functions as comprehending the camera field immediately and providing clues when visibility is poor, for not only live video but also playback video. We have also implemented and evaluated the display function which makes surveillance video and 3D model work together using Media Controller with Java and Virtual Reality Modeling Language employed for multi-purpose and intranet use of 3D model.

  3. GIF Video Sentiment Detection Using Semantic Sequence

    Directory of Open Access Journals (Sweden)

    Dazhen Lin

    2017-01-01

    Full Text Available With the development of social media, an increasing number of people use short videos in social media applications to express their opinions and sentiments. However, sentiment detection of short videos is a very challenging task because of the semantic gap problem and sequence based sentiment understanding problem. In this context, we propose a SentiPair Sequence based GIF video sentiment detection approach with two contributions. First, we propose a Synset Forest method to extract sentiment related semantic concepts from WordNet to build a robust SentiPair label set. This approach considers the semantic gap between label words and selects a robust label subset which is related to sentiment. Secondly, we propose a SentiPair Sequence based GIF video sentiment detection approach that learns the semantic sequence to understand the sentiment from GIF videos. Our experiment results on GSO-2016 (GIF Sentiment Ontology data show that our approach not only outperforms four state-of-the-art classification methods but also shows better performance than the state-of-the-art middle level sentiment ontology features, Adjective Noun Pairs (ANPs.

  4. The Aesthetics of the Ambient Video Experience

    Directory of Open Access Journals (Sweden)

    Jim Bizzocchi

    2008-01-01

    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" [9]. 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.

  5. Independent Media, Youth Agency, and the Promise of Media Education

    Science.gov (United States)

    Poyntz, Stuart R.

    2006-01-01

    Through a discussion of two videos--The Take (Naomi Klein & Avi Lewis, 2004), and a student project--I argue that media education can further the role of youth as critically engaged, democratic citizens most effectively when educators develop students' capacity for reflection and self-expression through engagement with those power structures that…

  6. Unprofessional behaviour on social media by medical students.

    Science.gov (United States)

    Barlow, Christopher J; Morrison, Stewart; Stephens, Hugh On; Jenkins, Emily; Bailey, Michael J; Pilcher, David

    2015-12-14

    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.

  7. Social Media Misuse in the United States Army

    Science.gov (United States)

    2016-06-10

    phenomenon for the Army and it will increase as more Soldiers in the millennial generation communicate through social media as well as use numerous...social media . Soldiers and leaders must also understand the punitive actions that could result from not upholding the Army values and ethics resulting...browsing a social media network’s community page in 2014 when she came upon a video that she found offensive and sexist. In one scene of the video

  8. Acoustic Neuroma Educational Video

    Medline Plus

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

  9. Videos, Podcasts and Livechats

    Medline Plus

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

  10. Reducing Media Viewing: Implications for Behaviorists

    Science.gov (United States)

    Jason, Leonard A.; Danielewicz, Jennifer; Mesina, Anna

    2005-01-01

    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…

  11. Video Design Games

    DEFF Research Database (Denmark)

    Smith, Rachel Charlotte; Christensen, Kasper Skov; Iversen, Ole Sejer

    We introduce Video Design Games to train educators in teaching design. The Video Design Game is a workshop format consisting of three rounds in which participants observe, reflect and generalize based on video snippets from their own practice. The paper reports on a Video Design Game workshop...... in which 25 educators as part of a digital fabrication and design program were able to critically reflect on their teaching practice....

  12. Video games as American popular culture

    OpenAIRE

    Wolf, Mark J.P.

    2017-01-01

    Video games have moved, possibly surpassing even movies, into a central role in American popular culture in a relatively short time, and today there is increasing evidence that the video game console –to some extent, as much as the personal computer– has emerged as a central media device through which “convergence culture” is taking place. In the world of massively multiplayer online games, new (and very real) economies and cultures have evolved with striking rapidity, while on a very differe...

  13. Influence of media on behavior

    OpenAIRE

    Schieser, Hans

    2013-01-01

    How far do Media (Television, Video Games, Publications) influence the behavior of young people? The increasing occurrence of violent behavior (e.g. amuck shootings) suggest a negative influence upon the minds and behavior of youth. Psychologists point to the effects of propaganda, the fallacy of "behaviorism" and the facts of experience with addiction (e.g. pornography) and physical effects on the brain.

  14. Personalised Access to Social Media

    NARCIS (Netherlands)

    Clements, M.

    2010-01-01

    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

  15. Personalised Access to Social Media

    NARCIS (Netherlands)

    M. Clements (Maarten)

    2010-01-01

    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

  16. The Children's Video Marketplace.

    Science.gov (United States)

    Ducey, Richard V.

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

  17. Video Self-Modeling

    Science.gov (United States)

    Buggey, Tom; Ogle, Lindsey

    2012-01-01

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

  18. Fenomena Haters Sebagai Dampak Negatif Perkembangan Media Sosial Di Indonesia [The Phenomena of Haters and the Negative Impact of Social Media Development in Indonesia

    Directory of Open Access Journals (Sweden)

    Adek Zico Sitorus

    2017-08-01

    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

  19. Researching media through practices: an ethnographic approach

    Directory of Open Access Journals (Sweden)

    Antoni Roig

    2009-05-01

    Full Text Available Anthropological and ethnographic research on media have been largely focused on analyzing reception of media products (television, radio, press and film and media consumption related to domestic appropriation of technologies (Rothenbuhler et al., 2005. There is also a wide body of research devoted to the study of the political dimension of alternative and indigenous media (Ginsburg, 2002. However, there has been a separation between media and internet studies, and between the analysis of media reception and practices of self-production, such as family photography or home video. Current digital media practices urge reexamination of self-produced content and media flows from a broader perspective that cuts across divisions between public and private, corporative media products and people's releases, home production and cultural industry, political activism and everyday life.

  20. HTML5 rich media foundation

    CERN Document Server

    David, Matthew

    2010-01-01

    Learn about the new ways in which video and audio can be easily embedded into your HTML5 Web pages. Discover how you can create new Web media content and how JavaScript, CSS, and SVG can be integrated to create a compelling, rich media foundation for your work. HTML 5, is the first major update to the core language of the Web in over a decade The focus of this book is on innovations that most directly effect Web site design and multimedia integration The companion Web site features working demonstrations and tutorial media for hands-on pract

  1. Energy-Reduction Offloading Technique for Streaming Media Servers

    Directory of Open Access Journals (Sweden)

    Yeongpil Cho

    2016-01-01

    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.

  2. Media, Religion and Public Space

    Directory of Open Access Journals (Sweden)

    Gheorghe FALCĂ

    2011-01-01

    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.

  3. Automated music selection of video ads

    Directory of Open Access Journals (Sweden)

    Wiesener Oliver

    2017-07-01

    Full Text Available The importance of video ads on social media platforms can be measured by views. For instance, Samsung’s commercial ad for one of its new smartphones reached more than 46 million viewers at Youtube. A video ad addresses the visual as well as the auditive sense of users. Often the visual sense is busy in the sense that users focus other screens than the screen with the video ad. This is called the second screen syndrome. Therefore, the importance of the audio channel seems to grow. To get back the visual attention of users that are deflected from other visual impulses it appears reasonable to adapt the music to the target group. Additionally, it appears useful to adapt the music to content of the video. Thus, the overall success of a video ad could by increased by increasing the attention of the users. Humans typically make the decision about the music of a video ad. If there is a correlation between music, products and target groups, a digitization of the music selection process seems to be possible. Since the digitization progress in the music sector is mainly focused on music composing this article strives for making a first step towards the digitization of the music selection.

  4. Mass-storage management for distributed image/video archives

    Science.gov (United States)

    Franchi, Santina; Guarda, Roberto; Prampolini, Franco

    1993-04-01

    The realization of image/video database requires a specific design for both database structures and mass storage management. This issue has addressed the project of the digital image/video database system that has been designed at IBM SEMEA Scientific & Technical Solution Center. Proper database structures have been defined to catalog image/video coding technique with the related parameters, and the description of image/video contents. User workstations and servers are distributed along a local area network. Image/video files are not managed directly by the DBMS server. Because of their wide size, they are stored outside the database on network devices. The database contains the pointers to the image/video files and the description of the storage devices. The system can use different kinds of storage media, organized in a hierarchical structure. Three levels of functions are available to manage the storage resources. The functions of the lower level provide media management. They allow it to catalog devices and to modify device status and device network location. The medium level manages image/video files on a physical basis. It manages file migration between high capacity media and low access time media. The functions of the upper level work on image/video file on a logical basis, as they archive, move and copy image/video data selected by user defined queries. These functions are used to support the implementation of a storage management strategy. The database information about characteristics of both storage devices and coding techniques are used by the third level functions to fit delivery/visualization requirements and to reduce archiving costs.

  5. VBR video traffic models

    CERN Document Server

    Tanwir, Savera

    2014-01-01

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

  6. Advanced video coding systems

    CERN Document Server

    Gao, Wen

    2015-01-01

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

  7. Intelligent video surveillance systems

    CERN Document Server

    Dufour, Jean-Yves

    2012-01-01

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

  8. [Violent video games and aggression: long-term impact and selection effects].

    Science.gov (United States)

    Staude-Müller, Frithjof

    2011-01-01

    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.

  9. Media and youth: access, exposure, and privatization.

    Science.gov (United States)

    Roberts, D F

    2000-08-01

    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.

  10. Flip Video for Dummies

    CERN Document Server

    Hutsko, Joe

    2010-01-01

    The full-color guide to shooting great video with the Flip Video camera. The inexpensive Flip Video camera is currently one of the hottest must-have gadgets. It's portable and connects easily to any computer to transfer video you shoot onto your PC or Mac. Although the Flip Video camera comes with a quick-start guide, it lacks a how-to manual, and this full-color book fills that void! Packed with full-color screen shots throughout, Flip Video For Dummies shows you how to shoot the best possible footage in a variety of situations. You'll learn how to transfer video to your computer and then edi

  11. Space Bugz!

    DEFF Research Database (Denmark)

    Birke, Alexander; Schoenau-Fog, Henrik; Reng, Lars

    2012-01-01

    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...

  12. MEKANISME SEGMENTASI LAJU BIT PADA DYNAMIC ADAPTIVE STREAMING OVER HTTP (DASH UNTUK APLIKASI VIDEO STREAMING

    Directory of Open Access Journals (Sweden)

    Muhammad Audy Bazly

    2015-12-01

    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

  13. Frontier Scientists use Modern Media

    Science.gov (United States)

    O'connell, E. A.

    2013-12-01

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

  14. Video quality pooling adaptive to perceptual distortion severity.

    Science.gov (United States)

    Park, Jincheol; Seshadrinathan, Kalpana; Lee, Sanghoon; Bovik, Alan Conrad

    2013-02-01

    It is generally recognized that severe video distortions that are transient in space and/or time have a large effect on overall perceived video quality. In order to understand this phenomena, we study the distribution of spatio-temporally local quality scores obtained from several video quality assessment (VQA) algorithms on videos suffering from compression and lossy transmission over communication channels. We propose a content adaptive spatial and temporal pooling strategy based on the observed distribution. Our method adaptively emphasizes "worst" scores along both the spatial and temporal dimensions of a video sequence and also considers the perceptual effect of large-area cohesive motion flow such as egomotion. We demonstrate the efficacy of the method by testing it using three different VQA algorithms on the LIVE Video Quality database and the EPFL-PoliMI video quality database.

  15. Automatic Association of Chats and Video Tracks for Activity Learning and Recognition in Aerial Video Surveillance

    Directory of Open Access Journals (Sweden)

    Riad I. Hammoud

    2014-10-01

    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.

  16. Automatic association of chats and video tracks for activity learning and recognition in aerial video surveillance.

    Science.gov (United States)

    Hammoud, Riad I; Sahin, Cem S; Blasch, Erik P; Rhodes, Bradley J; Wang, Tao

    2014-10-22

    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.

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

    Science.gov (United States)

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

    2015-01-01

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

  18. Public online information about tinnitus: A cross-sectional study of YouTube videos.

    Science.gov (United States)

    Basch, Corey H; Yin, Jingjing; Kollia, Betty; Adedokun, Adeyemi; Trusty, Stephanie; Yeboah, Felicia; Fung, Isaac Chun-Hai

    2018-01-01

    To examine the information about tinnitus contained in different video sources on YouTube. The 100 most widely viewed tinnitus videos were manually coded. Firstly, we identified the sources of upload: consumer, professional, television-based clip, and internet-based clip. Secondly, the videos were analyzed to ascertain what pertinent information they contained from a current National Institute on Deafness and Other Communication Disorders fact sheet. Of the videos, 42 were consumer-generated, 33 from media, and 25 from professionals. Collectively, the 100 videos were viewed almost 9 million times. The odds of mentioning "objective tinnitus" in professional videos were 9.58 times those from media sources [odds ratio (OR) = 9.58; 95% confidence interval (CI): 1.94, 47.42; P = 0.01], whereas these odds in consumer videos were 51% of media-generated videos (OR = 0.51; 95% CI: 0.20, 1.29; P = 0.16). The odds that the purpose of a video was to sell a product or service were nearly the same for both consumer and professional videos. Consumer videos were found to be 4.33 times as likely to carry a theme about an individual's own experience with tinnitus (OR = 4.33; 95% CI: 1.62, 11.63; P = 0.004) as media videos. Of the top 100 viewed videos on tinnitus, most were uploaded by consumers, sharing individuals' experiences. Actions are needed to make scientific medical information more prominently available and accessible on YouTube and other social media.

  19. Media Sociography on Weblogs

    DEFF Research Database (Denmark)

    Tække, Jesper

    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...... 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...

  20. Emerging role of media as the language art in children's literature in ...

    African Journals Online (AJOL)

    Emerging role of media as the language art in children's literature in Kenya. ... Inkanyiso: Journal of Humanities and Social Sciences ... literature calls for a rethinking, such that it is made 'integrative' and new media such as television, videos, ...

  1. Casual Empire: Video Games as Neocolonial Praxis

    OpenAIRE

    Harrer, Sabine

    2018-01-01

    As a media form entwined in the U.S. military-industrial complex, video games continue to celebrate imperialist imagery and Western-centric narratives of the great white explorer (Breger, 2008; Dyer-Witheford & de Peuter, 2009; Geyser & Tshalabala, 2011; Mukherjee, 2016). While much ink has been spilt on the detrimental effects of colonial imagery on those it objectifies and dehumanises, the question is why these games still get made, and what mechanisms are at work in the enjoyment o...

  2. How Online Access Changed Amateur Video Editing

    OpenAIRE

    Eugster Benjamin

    2014-01-01

    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 collec...

  3. Videos for Science Communication and Nature Interpretation: The TIB|AV-Portal as Resource.

    Science.gov (United States)

    Marín Arraiza, Paloma; Plank, Margret; Löwe, Peter

    2016-04-01

    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

  4. A Hands-on Guide to Video Podcasting

    Science.gov (United States)

    Christensen, L. L.; Hurt, R.

    2008-02-01

    Video podcasting, or vodcasting, is the latest evolution of the podcast revolution. The market for on demand multimedia content spans the gamut, ranging from portable media players to computers, and increasingly to televisions through home media centres. This new mode of accessing content is rapidly growing in popularity, particularly among younger audiences. Vodcasting allows a direct link between consumer and content producer, bypassing traditional media networks, making it ideal for EPO efforts. Even modest budgets can yield compelling astronomy vodcasts that will appeal to a large audience. Gateways like the iTunes Store and video community websites such as Veoh and YouTube have created new content markets where none existed before. This paper highlights the key steps for producing a vodcast and shows some statistics from two leading astronomy vodcasts. The reader will see how to make (or improve) a science video podcast and learn about some of the latest developments in this rapidly-evolving field.

  5. Video Toroid Cavity Imager

    Energy Technology Data Exchange (ETDEWEB)

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

    2004-08-10

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

  6. Digital Video in Research

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2012-01-01

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

  7. Video Game Literacy - Exploring new paradigms and new educational activities

    OpenAIRE

    Damiano Felini

    2010-01-01

    Literacy is a complex concept of relevance for both traditional and most recent educational theories. Today, concepts of media literacy are being discussed widely. In this article a simple theoretical model and an action-research project are presented. The research project focuses on a training course aiming at the development and strengthening of critical thinking and communicative skills of young people by way of making use of video games. Practical aspects of how to produce a video game wi...

  8. Identification, synchronisation and composition of user-generated videos

    OpenAIRE

    Bano, Sophia

    2016-01-01

    Cotutela Universitat Politècnica de Catalunya i Queen Mary University of London The increasing availability of smartphones is facilitating people to capture videos of their experience when attending events such as concerts, sports competitions and public rallies. Smartphones are equipped with inertial sensors which could be beneficial for event understanding. The captured User-Generated Videos (UGVs) are made available on media sharing websites. Searching and mining of UGVs of the same eve...

  9. Energy - 1986/87 photographic film and video tape directory

    International Nuclear Information System (INIS)

    1988-01-01

    The directory is addressed to power supply companies wishing to convey audiovisual information to the power consumer. With emphasis on electric power supplies the films and videos complied are also touching upon other topical subjects. The directory aims at informing about the films and videos available on different subjects as well as about the best sources of supply. The audiovisual media selected are classified by: General aspects, energy sources, energy conversion, electric power distribution, electric power uses, engineering, miscellaneous. (orig./HP) [de

  10. Cellphones in Classrooms Land Teachers on Online Video Sites

    Science.gov (United States)

    Honawar, Vaishali

    2007-01-01

    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…

  11. Discontinuity minimization for omnidirectional video projections

    Science.gov (United States)

    Alshina, Elena; Zakharchenko, Vladyslav

    2017-09-01

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

  12. Sound for digital video

    CERN Document Server

    Holman, Tomlinson

    2013-01-01

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

  13. Students’ Media Preferences in Online Learning

    Directory of Open Access Journals (Sweden)

    Michiko KOBAYASHI

    2017-07-01

    Full Text Available This study examined students’ preferred media in online learning and its relationship with learner characteristics and online technology self-efficacy. One hundred six college students in a mid-size U.S. university responded to a survey. The frequency analysis showed that students did not necessarily favor rich media over lean media in online learning. They preferred recorded online slide presentations with audio to Internet-based live video lectures in two-way video and audio interactions. Online discussion boards and chat groups were less favored than other types of media. As expected, online technology self-efficacy was correlated with a type of media requiring a relatively higher level of technology skills. The paper presents the results and discusses their implications of the study.

  14. User and Device Adaptation in Summarizing Sports Videos

    Science.gov (United States)

    Nitta, Naoko; Babaguchi, Noboru

    Video summarization is defined as creating a video summary which includes only important scenes in the original video streams. In order to realize automatic video summarization, the significance of each scene needs to be determined. When targeted especially on broadcast sports videos, a play scene, which corresponds to a play, can be considered as a scene unit. The significance of every play scene can generally be determined based on the importance of the play in the game. Furthermore, the following two issues should be considered: 1) what is important depends on each user's preferences, and 2) the summaries should be tailored for media devices that each user has. Considering the above issues, this paper proposes a unified framework for user and device adaptation in summarizing broadcast sports videos. The proposed framework summarizes sports videos by selecting play scenes based on not only the importance of each play itself but also the users' preferences by using the metadata, which describes the semantic content of videos with keywords, and user profiles, which describe users' preference degrees for the keywords. The selected scenes are then presented in a proper way using various types of media such as video, image, or text according to device profiles which describe the device type. We experimentally verified the effectiveness of user adaptation by examining how the generated summaries are changed by different preference degrees and by comparing our results with/without using user profiles. The validity of device adaptation is also evaluated by conducting questionnaires using PCs and mobile phones as the media devices.

  15. Space space space

    CERN Document Server

    Trembach, Vera

    2014-01-01

    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.

  16. This is your brain on violent video games: Neural desensitization to violence predicts increased aggression following violent video game exposure

    OpenAIRE

    Engelhardt , Christopher R.; Bartholow , Bruce D.; Kerr , Geoffrey T.; Bushman , Brad J.

    2011-01-01

    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 ...

  17. Automatic annotation of lecture videos for multimedia driven pedagogical platforms

    Directory of Open Access Journals (Sweden)

    Ali Shariq Imran

    2016-12-01

    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.

  18. Smartphones as locative media

    CERN Document Server

    Frith, Jordan

    2015-01-01

    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

  19. VIDEO TO AMPLIFY BANKING STUDENT’S WRITING PERFORMANCE

    Directory of Open Access Journals (Sweden)

    Fenny Thresia -

    2017-02-01

    Full Text Available Abstract: Writing is activity to mix between the idea, vocabulary and also grammar. By looking at the problems, the teacher should make the proper method in teaching writing in order to increase the students writing skill and also make the writing be an interesting activity to them. One of the good methods is using video as a media of learning. Video can stimulates the student’s to makes them easier to find the ideas in writing process, because video included 3D and also the complex media. This research was aimed at detecting the influence of using video as a media toward student's writing performance.This research was quantitative research form and the sampling technique was random sampling. The data collection method in this research used the documentation and test that consist of pre-test and pos-test. The data analysis technique of this research used T-test as the hypothetical statistic calculation. Based on the research analysis, there is any positive and significant influence of using video as a media toward students’ writing performance of banking students.

  20. Online videos to promote sun safety: results of a contest

    Directory of Open Access Journals (Sweden)

    Annelise Lorelei Dawson

    2011-06-01

    Full Text Available Seventy-percent of Americans search health information online, half of whom access medical content on social media websites.  In spite of this broad usage, the medical community underutilizes social media to distribute preventive health information.  This project aimed to highlight the promise of social media for delivering skin cancer prevention messaging by hosting and quantifying the impact of an online video contest. In 2010 and 2011, we solicited video submissions and searched existing YouTube videos.  Three finalists were selected and ranked. Winners were announced at national dermatology meetings and publicized via a contest website. Afterwards, YouTube view counts were monitored.  No increase in video viewing frequency was observed following the 2010 or 2011 contest.  This contest successfully identified exemplary online sun safety videos; however, increased viewership remains to be seen.  Social media offers a promising outlet for preventive health messaging. Future efforts must explore strategies for enhancing viewership of online content.

  1. SPACE 365: Upgraded App for Aviation and Space-Related Information and Program Planning

    Science.gov (United States)

    Williams, S.; Maples, J. E.; Castle, C. E.

    2014-12-01

    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!

  2. Processing Decoded Video for LCD-LED Backlight Display

    DEFF Research Database (Denmark)

    Nadernejad, Ehsan

    The quality of digital images and video signal on visual media such as TV screens and LCD displays is affected by two main factors; the display technology and compression standards. Accurate knowledge about the characteristics of display and the video signal can be utilized to develop advanced...... on local LED-LCD backlight. Second, removing the digital video codec artifacts such as blocking and ringing artifacts by post-processing algorithms. A novel algorithm based on image features with optimal balance between visual quality and power consumption was developed. In addition, to remove flickering...... algorithms for signal (image or video) enhancement. One particular application of such algorithms is the case of LCDs with dynamic local backlight. The thesis addressed two main problems; first, designing algorithms that improve the visual quality of perceived image and video and reduce power consumption...

  3. Hierarchical video summarization based on context clustering

    Science.gov (United States)

    Tseng, Belle L.; Smith, John R.

    2003-11-01

    A personalized video summary is dynamically generated in our video personalization and summarization system based on user preference and usage environment. The three-tier personalization system adopts the server-middleware-client architecture in order to maintain, select, adapt, and deliver rich media content to the user. The server stores the content sources along with their corresponding MPEG-7 metadata descriptions. In this paper, the metadata includes visual semantic annotations and automatic speech transcriptions. Our personalization and summarization engine in the middleware selects the optimal set of desired video segments by matching shot annotations and sentence transcripts with user preferences. Besides finding the desired contents, the objective is to present a coherent summary. There are diverse methods for creating summaries, and we focus on the challenges of generating a hierarchical video summary based on context information. In our summarization algorithm, three inputs are used to generate the hierarchical video summary output. These inputs are (1) MPEG-7 metadata descriptions of the contents in the server, (2) user preference and usage environment declarations from the user client, and (3) context information including MPEG-7 controlled term list and classification scheme. In a video sequence, descriptions and relevance scores are assigned to each shot. Based on these shot descriptions, context clustering is performed to collect consecutively similar shots to correspond to hierarchical scene representations. The context clustering is based on the available context information, and may be derived from domain knowledge or rules engines. Finally, the selection of structured video segments to generate the hierarchical summary efficiently balances between scene representation and shot selection.

  4. Video Game Literacy - Exploring new paradigms and new educational activities

    Directory of Open Access Journals (Sweden)

    Damiano Felini

    2010-12-01

    Full Text Available Literacy is a complex concept of relevance for both traditional and most recent educational theories. Today, concepts of media literacy are being discussed widely. In this article a simple theoretical model and an action-research project are presented. The research project focuses on a training course aiming at the development and strengthening of critical thinking and communicative skills of young people by way of making use of video games. Practical aspects of how to produce a video game with teens and conceptual aspects towards a "video game literacy" are discussed.

  5. From M.C. Escher to Mass Effect: impossible spaces and hyper-real worlds in video games. How can hyper-real worlds be designed and interpreted in a 2D, 2.5D and 3D virtual environment and how will this implementation affect the stereoscopic 3D video games of the future?

    Directory of Open Access Journals (Sweden)

    Athanasios Petrovits

    2013-03-01

    Full Text Available Game developers, even during the early years of game design, have always searched for new and interesting ways of creating more elaborate, immersive and realistic environments for their video games.

  6. Representasi Budaya Popular dalam Video Parodi Jokowi-Ahok di Youtube Selama Pemilukada DKI Jakarta 2012

    OpenAIRE

    Wulansari, Amalia Ayu; Lukmantoro, Triyono; Hasfi, Nurul

    2013-01-01

    Representation of Popular Culture in Jokowi-Ahok's Video Parodyson Youtube During Pemilukada DKI Jakarta 2012AbstractPemilukada DKI Jakarta 2012 was marked by the rise of videos that related toGovernor and Vice Governor candidates of DKI Jakarta 2012 on internet mediaYoutube, such as videos which is purposely made for campaign, or videos withSARA (etnic, religion, race and inter-group) issue, that attack one of the pair'scabdidates. The interesting point is videos made by partisipants and vol...

  7. Agency Video, Audio and Imagery Library

    Science.gov (United States)

    Grubbs, Rodney

    2015-01-01

    The purpose of this presentation was to inform the ISS International Partners of the new NASA Agency Video, Audio and Imagery Library (AVAIL) website. AVAIL is a new resource for the public to search for and download NASA-related imagery, and is not intended to replace the current process by which the International Partners receive their Space Station imagery products.

  8. Boomers versus Millennials: Online Media Influence on Media Performance and Candidate Evaluations

    OpenAIRE

    Terri Towner; Caroline Lego Munoz

    2016-01-01

    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...

  9. Video Surveillance in Mental Health Facilities: Is it Ethical?

    Science.gov (United States)

    Stolovy, Tali; Melamed, Yuval; Afek, Arnon

    2015-05-01

    Video surveillance is a tool for managing safety and security within public spaces. In mental health facilities, the major benefit of video surveillance is that it enables 24 hour monitoring of patients, which has the potential to reduce violent and aggressive behavior. The major disadvantage is that such observation is by nature intrusive. It diminishes privacy, a factor of huge importance for psychiatric inpatients. Thus, an ongoing debate has developed following the increasing use of cameras in this setting. This article presents the experience of a medium-large academic state hospital that uses video surveillance, and explores the various ethical and administrative aspects of video surveillance in mental health facilities.

  10. CAMEX-4 NOAA WP-3D VIDEO V1

    Data.gov (United States)

    National Aeronautics and Space Administration — The CAMEX-4 NOAA WP-3D Video dataset was collected during the fourth field campaign in the CAMEX series (CAMEX-4), which ran from 16 August to 25 September, 2001 and...

  11. Gender and video games: How is female gender generally represented in various genres of video games?

    Directory of Open Access Journals (Sweden)

    Xeniya Kondrat

    2015-06-01

    Full Text Available 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 video games and how they are represented, stereotyped and used as characters in games. Results show that there is a difference between portraying women in the past and present. This research paper is based on previous academic research and results which were achieved with online questionnaire among game players and two interviews with professionals in the field of game design. The results show that there is still negative stereotyping of female gender. However, at the same time, the answers of the respondents show that the target audience of video games desires improvements in presentation of female gender as well as male.

  12. Media Komunitas dan Media Literacy

    Directory of Open Access Journals (Sweden)

    Pawito .

    2013-12-01

    Full Text Available Abstract:This essay deals with community media in relation to media literacy. After a short discussion on a number of community media characters is made the essay goes further with somewhat detail theoretical presumptions of the roles of media community with respect primarily to the development as Amartya Sen mentioned about. The author suggests that community media may play some significant roles in the development including (a disseminating information (from varieties of perspective, (b facilitating public discussion, (c helping to reach solutions of problems, (d encouraging participations, and (e encouraging the development of media literacy. Regarding the last point the author remarks that media community may have a dual-roles i.e facilitating community’s member in media participation and facilitating community’s member in media education.

  13. Index/Directory of Women's Media. To Increase Communication Nationally and Internationally among Women.

    Science.gov (United States)

    Women's Inst. for Freedom of the Press, Washington, DC.

    This directory includes two sections: women's media groups, and individual media women and media-concerned women. In the first section, there are listings of periodicals, presses/publishers, news services, columns, radio-TV groups, regular programs-radio, regular programs-TV, video and cable, film, multi-media, music, arts, writers groups, public…

  14. Revolutionize Propulsion Test Facility High-Speed Video Imaging with Disruptive Computational Photography Enabling Technology

    Data.gov (United States)

    National Aeronautics and Space Administration — Advanced rocket propulsion testing requires high-speed video recording that can capture essential information for NASA during rocket engine flight certification...

  15. The Video Generation.

    Science.gov (United States)

    Provenzo, Eugene F., Jr.

    1992-01-01

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

  16. SECRETS OF SONG VIDEO

    Directory of Open Access Journals (Sweden)

    Chernyshov Alexander V.

    2014-04-01

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

  17. Reviews in instructional video

    NARCIS (Netherlands)

    van der Meij, Hans

    2017-01-01

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

  18. A Method for Estimating Surveillance Video Georeferences

    Directory of Open Access Journals (Sweden)

    Aleksandar Milosavljević

    2017-07-01

    Full Text Available The integration of a surveillance camera video with a three-dimensional (3D geographic information system (GIS requires the georeferencing of that video. Since a video consists of separate frames, each frame must be georeferenced. To georeference a video frame, we rely on the information about the camera view at the moment that the frame was captured. A camera view in 3D space is completely determined by the camera position, orientation, and field-of-view. Since the accurate measuring of these parameters can be extremely difficult, in this paper we propose a method for their estimation based on matching video frame coordinates of certain point features with their 3D geographic locations. To obtain these coordinates, we rely on high-resolution orthophotos and digital elevation models (DEM of the area of interest. Once an adequate number of points are matched, Levenberg–Marquardt iterative optimization is applied to find the most suitable video frame georeference, i.e., position and orientation of the camera.

  19. Rheumatoid Arthritis Educational Video Series

    Medline Plus

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

  20. Rheumatoid Arthritis Educational Video Series

    Science.gov (United States)

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

  1. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  2. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  3. Features for detecting smoke in laparoscopic videos

    Directory of Open Access Journals (Sweden)

    Jalal Nour Aldeen

    2017-09-01

    Full Text Available Video-based smoke detection in laparoscopic surgery has different potential applications, such as the automatic addressing of surgical events associated with the electrocauterization task and the development of automatic smoke removal. In the literature, video-based smoke detection has been studied widely for fire surveillance systems. Nevertheless, the proposed methods are insufficient for smoke detection in laparoscopic videos because they often depend on assumptions which rarely hold in laparoscopic surgery such as static camera. In this paper, ten visual features based on motion, texture and colour of smoke are proposed and evaluated for smoke detection in laparoscopic videos. These features are RGB channels, energy-based feature, texture features based on gray level co-occurrence matrix (GLCM, HSV colour space feature, features based on the detection of moving regions using optical flow and the smoke colour in HSV colour space. These features were tested on four laparoscopic cholecystectomy videos. Experimental observations show that each feature can provide valuable information in performing the smoke detection task. However, each feature has weaknesses to detect the presence of smoke in some cases. By combining all proposed features smoke with high and even low density can be identified robustly and the classification accuracy increases significantly.

  4. Online video examination

    DEFF Research Database (Denmark)

    Qvist, Palle

    have large influence on their own teaching, learning and curriculum. The programme offers streamed videos in combination with other learning resources. It is a concept which offers video as pure presentation - video lectures - but also as an instructional tool which gives the students the possibility...... to construct their knowledge, collaboration and communication. In its first years the programme has used Skype video communication for collaboration and communication within and between groups, group members and their facilitators. Also exams have been mediated with the help of Skype and have for all students......, examiners and external examiners been a challenge and opportunity and has brought new knowledge and experience. This paper brings results from a questionnaire focusing on how the students experience the video examination....

  5. Effects of Video Streaming Technology on Public Speaking Students' Communication Apprehension and Competence

    Science.gov (United States)

    Dupagne, Michel; Stacks, Don W.; Giroux, Valerie Manno

    2007-01-01

    This study examines whether video streaming can reduce trait and state communication apprehension, as well as improve communication competence, in public speaking classes. Video streaming technology has been touted as the next generation of video feedback for public speaking students because it is not limited by time or space and allows Internet…

  6. High data-rate video broadcasting over 3G wireless systems

    NARCIS (Netherlands)

    Atici, C.; Sunay, M.O.

    2007-01-01

    In cellular environments, video broadcasting is a challenging problem in which the number of users receiving the service and the average successfully decoded video data-rate have to be intelligently optimized. When video is broadcasted using the 3G packet data standard, 1xEV-DO, the code space may

  7. [Media and children's well-being].

    Science.gov (United States)

    Paavonen, E Juulia; Roine, Mira; Korhonen, Piia; Valkonen, Satu; Pennonen, Marjo; Partanen, Jukka; Lahikainen, Anja Riitta

    2011-01-01

    Watching television, video and computer games, and internet constitute a significant part of children's leisure time. High media exposure, however, increases the risk of psychosocial symptoms in children, such as aggressions, difficulties of behavioral regulation and concentration. In particular, media violence is thought to be harmful for children's well-being. Although the risks associated with media exposure may at least partly reflect the accumulation of social risk factors, they also seem to have an independent role as a factor increasing the symptoms. It is likely that the adverse effects of media can be lessened by providing guidance for parents.

  8. Children's media policy.

    Science.gov (United States)

    Jordan, Amy B

    2008-01-01

    Amy Jordan addresses the need to balance the media industry's potentially important contributions to the healthy development of America's children against the consequences of excessive and age-inappropriate media exposure. Much of the philosophical tension regarding how much say the government should have about media content and delivery stems from the U.S. Constitution's First Amendment protection against government interference in free speech, including commercial speech. Courts, Jordan says, have repeatedly had to weigh the rights of commercial entities to say what they please against the need to protect vulnerable citizens such as children. This balancing act is complicated even further, she says, because many government regulations apply only to broadcast television and not to non-broadcast media such as the Internet or cable television, though Congress has addressed the need to protect children's privacy online. The need to protect both free speech and children has given rise to a fluid media policy mix of federal mandates and industry self-regulation. Jordan describes the role of the three branches of the federal government in formulating and implementing media policy. She also notes the jockeying for influence in policymaking by industry lobbies, child advocacy groups, and academic researchers. The media industry itself, says Jordan, is spurred to self-regulation when public disapproval grows severe enough to raise the possibility of new government action. Jordan surveys a range of government and industry actions, from legislatively required parental monitoring tools, such as the V-Chip blocking device on television sets, to the voluntary industry ratings systems governing television, movies, and video games, to voluntary social website disclosures to outright government bans, such as indecency and child privacy information collection. She considers the success of these efforts in limiting children's exposure to damaging content and in improving parents

  9. Electronic evaluation for video commercials by impression index.

    Science.gov (United States)

    Kong, Wanzeng; Zhao, Xinxin; Hu, Sanqing; Vecchiato, Giovanni; Babiloni, Fabio

    2013-12-01

    How to evaluate the effect of commercials is significantly important in neuromarketing. In this paper, we proposed an electronic way to evaluate the influence of video commercials on consumers by impression index. The impression index combines both the memorization and attention index during consumers observing video commercials by tracking the EEG activity. It extracts features from scalp EEG to evaluate the effectiveness of video commercials in terms of time-frequency-space domain. And, the general global field power was used as an impression index for evaluation of video commercial scenes as time series. Results of experiment demonstrate that the proposed approach is able to track variations of the cerebral activity related to cognitive task such as observing video commercials, and help to judge whether the scene in video commercials is impressive or not by EEG signals.

  10. Fostering science communication and outreach through video production in Dartmouth's IGERT Polar Environmental Change graduate program

    Science.gov (United States)

    Hammond Wagner, C. R.; McDavid, L. A.; Virginia, R. A.

    2013-12-01

    Dartmouth's NSF-supported IGERT Polar Environmental Change graduate program has focused on using video media to foster interdisciplinary thinking and to improve student skills in science communication and public outreach. Researchers, educators, and funding organizations alike recognize the value of video media for making research results more accessible and relevant to diverse audiences and across cultures. We present an affordable equipment set and the basic video training needed as well as available Dartmouth institutional support systems for students to produce outreach videos on climate change and its associated impacts on people. We highlight and discuss the successes and challenges of producing three types of video products created by graduate and undergraduate students affiliated with the Dartmouth IGERT. The video projects created include 1) graduate student profile videos, 2) a series of short student-created educational videos for Greenlandic high school students, and 3) an outreach video about women in science based on the experiences of women students conducting research during the IGERT field seminar at Summit Station and Kangerlussuaq, Greenland. The 'Science in Greenland--It's a Girl Thing' video was featured on The New York Times Dot Earth blog and the Huffington Post Green blog among others and received international recognition. While producing these videos, students 1) identified an audience and created story lines, 2) worked in front of and behind the camera, 3) utilized low-cost digital editing applications, and 4) shared the videos on multiple platforms from social media to live presentations. The three video projects were designed to reach different audiences, and presented unique challenges for content presentation and dissemination. Based on student and faculty assessment, we conclude that the video projects improved student science communication skills and increased public knowledge of polar science and the effects of climate change.

  11. Forensic analysis of video steganography tools

    Directory of Open Access Journals (Sweden)

    Thomas Sloan

    2015-05-01

    Full Text Available Steganography is the art and science of concealing information in such a way that only the sender and intended recipient of a message should be aware of its presence. Digital steganography has been used in the past on a variety of media including executable files, audio, text, games and, notably, images. Additionally, there is increasing research interest towards the use of video as a media for steganography, due to its pervasive nature and diverse embedding capabilities. In this work, we examine the embedding algorithms and other security characteristics of several video steganography tools. We show how all feature basic and severe security weaknesses. This is potentially a very serious threat to the security, privacy and anonymity of their users. It is important to highlight that most steganography users have perfectly legal and ethical reasons to employ it. Some common scenarios would include citizens in oppressive regimes whose freedom of speech is compromised, people trying to avoid massive surveillance or censorship, political activists, whistle blowers, journalists, etc. As a result of our findings, we strongly recommend ceasing any use of these tools, and to remove any contents that may have been hidden, and any carriers stored, exchanged and/or uploaded online. For many of these tools, carrier files will be trivial to detect, potentially compromising any hidden data and the parties involved in the communication. We finish this work by presenting our steganalytic results, that highlight a very poor current state of the art in practical video steganography tools. There is unfortunately a complete lack of secure and publicly available tools, and even commercial tools offer very poor security. We therefore encourage the steganography community to work towards the development of more secure and accessible video steganography tools, and make them available for the general public. The results presented in this work can also be seen as a useful

  12. Effect of electronic media on children.

    Science.gov (United States)

    Ray, Munni; Jat, Kana Ram

    2010-07-01

    Radio, television (TV), movies, video games, cell phones, and computer networks have assumed central roles in our children's daily lives. The media has demonstrated potentially profound effects, both positive and negative, on children's cognitive, social, and behavioral development. Considering the increasing exposure of children to newer forms of media, we decided to review the current literature on the effects of media on child health both in the Western countries and India. It is widely accepted that media has profound influence on child health, including violence, obesity, tobacco and alcohol use, and risky sexual behaviors. Simultaneously, media may have some positive effects on child health. We need to find ways to optimize the role of media in our society, taking advantage of their positive attributes and minimizing their negative ones. We need to understand better how to reverse the negative impact of media and make it more positive.

  13. Global Social Media Directory. A Resource Guide

    Energy Technology Data Exchange (ETDEWEB)

    Noonan, Christine F. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Piatt, Andrew W. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States)

    2015-10-01

    Social media platforms are internet-based applications focused on broadcasting user-generated content. While primarily web-based, these services are increasingly available on mobile platforms. Communities and individuals share information, photos, music, videos, provide commentary and ratings/reviews, and more. In essence, social media is about sharing information, consuming information, and repurposing content. Social media technologies identified in this report are centered on social networking services, media sharing, blogging and microblogging. The purpose of this Resource Guide is to provide baseline information about use and application of social media platforms around the globe. It is not intended to be comprehensive as social media evolves on an almost daily basis. The long-term goal of this work is to identify social media information about all geographic regions and nations. The primary objective is that of understanding the evolution and spread of social networking and user-generated content technologies internationally.

  14. Violence in teen-rated video games.

    Science.gov (United States)

    Haninger, Kevin; Ryan, M Seamus; Thompson, Kimberly M

    2004-03-11

    Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for "Teen") by the Entertainment Software Rating Board (ESRB) has not been quantified. To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes. We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001 to identify the distribution of games by genre and to characterize the distribution of content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children. Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2%) received only a content descriptor for blood, and 14 game titles

  15. Journalism Practice and Social Media

    Directory of Open Access Journals (Sweden)

    Hanifi KURT

    2014-12-01

    Full Text Available Social media applications which have been emerging with the spread of developing internet technology, have deeply transformed all variants of the phenomenon of the communication, including mass communication. Social media has transformed phenomenon of communication into an accelerant and interactive format that can be contributed continuously; while, mass media carries the information which is designed from a certain center (newsrooms to masses conventionally. It can be expressed that social media applications, corresponding to the different forms of interactive communication, such as internet forums, weblogs, social blogs, wikis, photo/video/text sharing applications/websites, have also created significant changes in the field of journalism. This new (social media which provides readers to participate in the news texts actively, even provides the opportunity to every ordinary person (who has an internet connection for being a citizen journalist, is not only a new source of news for journalists, but it is also seen as a new reporting enviroment that provides possibility for making profession of journalism in an interactive format. This study aims to examine the social media usage habits of journalists and their relation with social media. The journalists who work for local and national media organizations located in İzmir, are determined as a sample of this study and the questionnaire/survey method is chosen for to achieve specific data for the aim of the study

  16. Selecting salient frames for spatiotemporal video modeling and segmentation.

    Science.gov (United States)

    Song, Xiaomu; Fan, Guoliang

    2007-12-01

    We propose a new statistical generative model for spatiotemporal video segmentation. The objective is to partition a video sequence into homogeneous segments that can be used as "building blocks" for semantic video segmentation. The baseline framework is a Gaussian mixture model (GMM)-based video modeling approach that involves a six-dimensional spatiotemporal feature space. Specifically, we introduce the concept of frame saliency to quantify the relevancy of a video frame to the GMM-based spatiotemporal video modeling. This helps us use a small set of salient frames to facilitate the model training by reducing data redundancy and irrelevance. A modified expectation maximization algorithm is developed for simultaneous GMM training and frame saliency estimation, and the frames with the highest saliency values are extracted to refine the GMM estimation for video segmentation. Moreover, it is interesting to find that frame saliency can imply some object behaviors. This makes the proposed method also applicable to other frame-related video analysis tasks, such as key-frame extraction, video skimming, etc. Experiments on real videos demonstrate the effectiveness and efficiency of the proposed method.

  17. Body dissatisfaction: can a short media literacy message reduce negative media exposure effects amongst adolescent girls?

    Science.gov (United States)

    Halliwell, Emma; Easun, Alice; Harcourt, Diana

    2011-05-01

    This experimental study examined whether a brief video intervention identifying the artificial nature of media images could protect adolescent girls from negative media exposure effects and body dissatisfaction. A 2 (intervention condition)×2 (exposure condition) between-groups design was used. Participants were 127 British girls aged between 10 and 13 recruited from two secondary schools. Girls were assigned to one of four experimental conditions. An intervention video was shown to half of the girls immediately before they viewed ultra-thin models or control images. The video was developed by Dove's Self-Esteem Fund and has the benefits of being professionally produced and freely available through the Internet. In the absence of the intervention video, viewing thin idealized models was associated with lower state body satisfaction and lower state body esteem than exposure to control images. However, viewing the video intervention immediately before exposure prevented this negative exposure effect. The results suggest that, in the short term, this widely available video prevents girls from making damaging social comparisons with media models. Although this study only examined short-term effects, the findings add to the growing evidence that media literacy interventions may be useful tools in protecting young girls from body dissatisfaction. ©2010 The British Psychological Society.

  18. Computing in nonlinear media and automata collectives

    CERN Document Server

    Adamatzky, Andrew

    2001-01-01

    Reaction-diffusion, excitation, and computation. Subdivision of space. Computation on and with graphs. Computational universality of excitable media. Phenomenology of lattice excitation and emergence of computation.

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

    Science.gov (United States)

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

    2009-01-01

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

  20. Rural Media Literacy: Youth Documentary Videomaking as a Rural Literacy Practice

    Science.gov (United States)

    Pyles, Damiana Gibbons

    2016-01-01

    Through an analysis of a corpus of youth-produced documentary video data collected at a youth media arts organization in rural Appalachia, I explore how these rural youth engaged in media literacy practices through creating documentary videos about themselves and their community. Using a theoretical foundation in literacies research, especially…

  1. Media Activism in XXIst Century

    Directory of Open Access Journals (Sweden)

    Tutu Pisleag

    2013-11-01

    Full Text Available The new instruments and means in social media practically reinvented the social activism and the “activists” are better defined through these means than by the causes they manifest for. The easy auto organization through social media opens the possibility that the one involved to manifest in real time, more efficiently, in national, regional or global sized spaces.

  2. Aplikasi Media Sosial Untuk Para Penggemar Cullinary Berbasis Android

    OpenAIRE

    Tanuwijaya, Yoel; Handojo, Andreas; Purba, Kristo Radion

    2015-01-01

    Along with the very fast growth of social media, more users use it to share photos/videos about food. Many people use it to store food pictures and recommend the food they like therefore it will make other people want to try it. The high demand of culinary information brings an opportunity for culinary business owner to promote their business through social media. This application can help users and business owners to obtain complete culinary information through photos/videos, address, contac...

  3. Konstruksi Identitas Kedaerahan oleh Media Massa Lokal

    Directory of Open Access Journals (Sweden)

    Putri Aiysiyah Rachma Dewi

    2011-01-01

    Full Text Available This article focuses on how the local print media view of regional identity artists involved in the video contained sexual scenes. The author raised the case of video sexual scenes involving Ariel, Luna Maya, and Cut Tari. All three are national artist when the video was circulated in the society. The three newspapers under study are the Bali Post, Serambi Indonesia, and Pikiran Rakyat. The results showed that the three newspapers was to discredit the three artists with the construction of such news. The newspaper did not give chance for artists to express their opinions.

  4. Locative media

    CERN Document Server

    Wilken, Rowan

    2014-01-01

    Not only is locative media one of the fastest growing areas in digital technology, but questions of location and location-awareness are increasingly central to our contemporary engagements with online and mobile media, and indeed media and culture generally. This volume is a comprehensive account of the various location-based technologies, services, applications, and cultures, as media, with an aim to identify, inventory, explore, and critique their cultural, economic, political, social, and policy dimensions internationally. In particular, the collection is organized around the perception that the growth of locative media gives rise to a number of crucial questions concerning the areas of culture, economy, and policy.

  5. Media Entrepreneurship

    DEFF Research Database (Denmark)

    Khajeheian, Datis

    2017-01-01

    Media Entrepreneurship has been an ambiguous, unclear and controversial concept and despite of growing academic efforts in the last decade, it is still a poorly defined subject. This paper is an effort to fill this gap by providing a comprehensive definition of media entrepreneurship. Firstly......, a literature review conducted and entrepreneurship, media, opportunity and innovation as building blocks of media entrepreneurship explained. Then by using of a mixed of bibliographic method and a Delphi method with multi-stage analysis process, a consensual definition of media entrepreneurship proposed...... entrepreneurship....

  6. Media Framing

    DEFF Research Database (Denmark)

    Pedersen, Rasmus T.

    2017-01-01

    The concept of media framing refers to the way in which the news media organize and provide meaning to a news story by emphasizing some parts of reality and disregarding other parts. These patterns of emphasis and exclusion in news coverage create frames that can have considerable effects on news...... consumers’ perceptions and attitudes regarding the given issue or event. This entry briefly elaborates on the concept of media framing, presents key types of media frames, and introduces the research on media framing effects....

  7. Delivering Instruction via Streaming Media: A Higher Education Perspective.

    Science.gov (United States)

    Mortensen, Mark; Schlieve, Paul; Young, Jon

    2000-01-01

    Describes streaming media, an audio/video presentation that is delivered across a network so that it is viewed while being downloaded onto the user's computer, including a continuous stream of video that can be pre-recorded or live. Discusses its use for nontraditional students in higher education and reports on implementation experiences. (LRW)

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

    Science.gov (United States)

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

    2016-12-01

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

  9. 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.

    Science.gov (United States)

    Smith, Lisa J; Gradisar, Michael; King, Daniel L; Short, Michelle

    2017-02-01

    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 relationship between flow and bedtime during adolescence was fully mediated by gaming duration (b = .142, p 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.

  10. Gamifying Video Object Segmentation.

    Science.gov (United States)

    Spampinato, Concetto; Palazzo, Simone; Giordano, Daniela

    2017-10-01

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

  11. Hierarchical video summarization

    Science.gov (United States)

    Ratakonda, Krishna; Sezan, M. Ibrahim; Crinon, Regis J.

    1998-12-01

    We address the problem of key-frame summarization of vide in the absence of any a priori information about its content. This is a common problem that is encountered in home videos. We propose a hierarchical key-frame summarization algorithm where a coarse-to-fine key-frame summary is generated. A hierarchical key-frame summary facilitates multi-level browsing where the user can quickly discover the content of the video by accessing its coarsest but most compact summary and then view a desired segment of the video with increasingly more detail. At the finest level, the summary is generated on the basis of color features of video frames, using an extension of a recently proposed key-frame extraction algorithm. The finest level key-frames are recursively clustered using a novel pairwise K-means clustering approach with temporal consecutiveness constraint. We also address summarization of MPEG-2 compressed video without fully decoding the bitstream. We also propose efficient mechanisms that facilitate decoding the video when the hierarchical summary is utilized in browsing and playback of video segments starting at selected key-frames.

  12. Medical video server construction.

    Science.gov (United States)

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

    2003-01-01

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

  13. Understanding Why Scholars Hold Different Views on the Influences of Video Games on Public Health

    OpenAIRE

    Ferguson, C.J.; Colwell, J.

    2017-01-01

    Despite decades of research, no scholarly consensus has been achieved regarding the potential impact of video games on youth aggression or other public health concerns. In recent years, hypotheses have been raised that scholarly opinions on video games may resemble past moral panics, with attitudes reflective of generational conflicts. These hypotheses are tested in a sample of 175 criminologists, psychologists and media scholars, examining both overall negative attitudes about video games an...

  14. The effect of violent video game playing on gamer's views of victims of crime

    OpenAIRE

    McLean, L

    2015-01-01

    This research was designed to explore the relationship between violent video game play and attitudes towards victims. As the violent genre of games become more popular and as the graphics and content becomes even more realistic and immersive, there has been concern that this media form offers a different perspective on violence to players than more passive forms of media. Much of the research in the area of violent video game research has focused on changes in players in terms of aggressive b...

  15. Perceptions of video gaming careers and its implications on parental mediation

    OpenAIRE

    Jiow, Hee Jhee; Athwal, Rayvinder Jit Singh; Chew, Ling Ling; Elias, Muhammad Helmi; Lim, Nina; Lye, Qin Ting; Ng, Xin Yu; Woo, Kenneth

    2018-01-01

    Since its advent in the 1970s, the video game industry has superseded its film counterpart, sporting a growth rate quadrupling that of other media and entertainment sectors. In contemporary times, video gaming occupations — namely game designers, professional gamers and YouTubers — have gained prominence, bolstered by the support of the media industry and government agencies. Yet, little remains known about the perceptions of these careers from the standpoint of parents and young gamers. This...

  16. Sensitive Media

    Directory of Open Access Journals (Sweden)

    Malinowska Anna

    2017-12-01

    Full Text Available The paper engages with what we refer to as “sensitive media,” a concept associated with developments in the overall media environment, our relationships with media devices, and the quality of the media themselves. Those developments point to the increasing emotionality of the media world and its infrastructures. Mapping the trajectories of technological development and impact that the newer media exert on human condition, our analysis touches upon various forms of emergent affect, emotion, and feeling in order to trace the histories and motivations of the sensitization of “the media things” as well as the redefinition of our affective and emotional experiences through technologies that themselves “feel.”

  17. Media Ecology

    Directory of Open Access Journals (Sweden)

    Marina Ašković

    2015-05-01

    Full Text Available Does the trend in which electronic media are gradually becoming extension of human body have to move towards full enslavement of a human and his personality, or the same human will unpredictably, with the aid of his personal media literacy, exit the whirls of media and technological censorships? Personality crisis is closely related to the crisis of language no matter how contradicted to global ideology of transnational transhumanism it may seem. Considering the fact that recent media presentations of the world are based on commercialization of environmentalism, philosophical and aesthetic thought appears as an important subject of ecology. As media mediates, the scenery of civilized living increasingly becomes more appealing even though it derives from commercial and political background. Consequently, the future of humanity depends by large on the philosophy of media. Media have to truly ecologise returning the humanum to its essence making it into the extension of the natural world.

  18. Leveraging New and Social Media to Educate the Masses

    Science.gov (United States)

    Gay, Pamela; CosmoQuest Team

    2018-01-01

    In today's connected world, scientists as individuals and as projects and institutions are turning to blogs, videos, and social media outlets like Twitter to share achievements, request aid, and discuss the issues of our science. Beyond sharing the thing-of-the-moment, these platforms also provide an environment where education is possible, and where creativity allows educators to engage broad audiences in active learning. In this presentation, we discuss how polling, ask-me-anything sessions, emoji, and animated gifs can be leveraged to test knowledge and facilitate engagement.Beyond looking at these techniques, we also examine audience engagement. Previously, it has been unclear if our day-to-day social media efforts have been merely preaching to one homogeneous choir from which we have all drawn our audiences, or if our individual efforts have been able to reach into different communities to multiply our impact. In this preliminary study, we examine the social media audiences of several space science Twitter feeds that relate to: podcasting; professional societies; individual programs; and individuals. This study directly measures the overlap in audiences and the diversity of interests held by these audiences. Through statistical analysis, we can discern if these audiences are all drawn from one single population, or if we are sampling different base populations with different feeds. The data generated in this project allow us to look beyond how our audiences interact with space science, with the added benefit of revealing their other interests. These interests are reflected by the non-space science accounts they follow on Twitter. This information will allow us to effectively recruit new people from space science adjacent interests.

  19. Camera network video summarization

    Science.gov (United States)

    Panda, Rameswar; Roy-Chowdhury, Amit K.

    2017-05-01

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

  20. Video Game Use and Problem Behaviors in Boys with Autism Spectrum Disorders

    Science.gov (United States)

    Mazurek, Micah O.; Engelhardt, Christopher R.

    2013-01-01

    Children with autism spectrum disorders (ASD) have strong preferences for screen-based media, particularly video games. Although problematic video game use has been associated with behavior problems among typically developing children, the relationship between these variables has not been previously examined among children with ASD. The current…