WorldWideScience

Sample records for video mission-highlights set

  1. Ranking Highlights in Personal Videos by Analyzing Edited Videos.

    Science.gov (United States)

    Sun, Min; Farhadi, Ali; Chen, Tseng-Hung; Seitz, Steve

    2016-11-01

    We present a fully automatic system for ranking domain-specific highlights in unconstrained personal videos by analyzing online edited videos. A novel latent linear ranking model is proposed to handle noisy training data harvested online. Specifically, given a targeted domain such as "surfing," our system mines the YouTube database to find pairs of raw and their corresponding edited videos. Leveraging the assumption that an edited video is more likely to contain highlights than the trimmed parts of the raw video, we obtain pair-wise ranking constraints to train our model. The learning task is challenging due to the amount of noise and variation in the mined data. Hence, a latent loss function is incorporated to mitigate the issues caused by the noise. We efficiently learn the latent model on a large number of videos (about 870 min in total) using a novel EM-like procedure. Our latent ranking model outperforms its classification counterpart and is fairly competitive compared with a fully supervised ranking system that requires labels from Amazon Mechanical Turk. We further show that a state-of-the-art audio feature mel-frequency cepstral coefficients is inferior to a state-of-the-art visual feature. By combining both audio-visual features, we obtain the best performance in dog activity, surfing, skating, and viral video domains. Finally, we show that impressive highlights can be detected without additional human supervision for seven domains (i.e., skating, surfing, skiing, gymnastics, parkour, dog activity, and viral video) in unconstrained personal videos.

  2. Video-Guidance Design for the DART Rendezvous Mission

    Science.gov (United States)

    Ruth, Michael; Tracy, Chisholm

    2004-01-01

    NASA's Demonstration of Autonomous Rendezvous Technology (DART) mission will validate a number of different guidance technologies, including state-differenced GPS transfers and close-approach video guidance. The video guidance for DART will employ NASA/Marshall s Advanced Video Guidance Sensor (AVGS). This paper focuses on the terminal phase of the DART mission that includes close-approach maneuvers under AVGS guidance. The closed-loop video guidance design for DART is driven by a number of competing requirements, including a need for maximizing tracking bandwidths while coping with measurement noise and the need to minimize RCS firings. A range of different strategies for attitude control and docking guidance have been considered for the DART mission, and design decisions are driven by a goal of minimizing both the design complexity and the effects of video guidance lags. The DART design employs an indirect docking approach, in which the guidance position targets are defined using relative attitude information. Flight simulation results have proven the effectiveness of the video guidance design.

  3. Multi-modal highlight generation for sports videos using an information-theoretic excitability measure

    Science.gov (United States)

    Hasan, Taufiq; Bořil, Hynek; Sangwan, Abhijeet; L Hansen, John H.

    2013-12-01

    The ability to detect and organize `hot spots' representing areas of excitement within video streams is a challenging research problem when techniques rely exclusively on video content. A generic method for sports video highlight selection is presented in this study which leverages both video/image structure as well as audio/speech properties. Processing begins where the video is partitioned into small segments and several multi-modal features are extracted from each segment. Excitability is computed based on the likelihood of the segmental features residing in certain regions of their joint probability density function space which are considered both exciting and rare. The proposed measure is used to rank order the partitioned segments to compress the overall video sequence and produce a contiguous set of highlights. Experiments are performed on baseball videos based on signal processing advancements for excitement assessment in the commentators' speech, audio energy, slow motion replay, scene cut density, and motion activity as features. Detailed analysis on correlation between user excitability and various speech production parameters is conducted and an effective scheme is designed to estimate the excitement level of commentator's speech from the sports videos. Subjective evaluation of excitability and ranking of video segments demonstrate a higher correlation with the proposed measure compared to well-established techniques indicating the effectiveness of the overall approach.

  4. VideoSET: Video Summary Evaluation through Text

    OpenAIRE

    Yeung, Serena; Fathi, Alireza; Fei-Fei, Li

    2014-01-01

    In this paper we present VideoSET, a method for Video Summary Evaluation through Text that can evaluate how well a video summary is able to retain the semantic information contained in its original video. We observe that semantics is most easily expressed in words, and develop a text-based approach for the evaluation. Given a video summary, a text representation of the video summary is first generated, and an NLP-based metric is then used to measure its semantic distance to ground-truth text ...

  5. STS-95 Mission Highlights Resources Tape

    Science.gov (United States)

    1999-01-01

    The STS-95 flight crew, Commander Curtis L. Brown, Pilot Steven W. Lindsey, Mission Specialists Scott E. Parazynski, Stephen K. Robinson, and Pedro Duque, and Payload Specialists Chiaki Mukai and John H. Glenn present a video overview of their space flight. They are seen performing pre-launch activities such as eating the traditional breakfast, crew suit-up, and the ride out to the launch pad. Also, included are various panoramic views of the shuttle on the pad. The crew is readied in the 'white room' for their mission. After the closing of the hatch and arm retraction, launch activities are shown including countdown, engine ignition, launch, and the separation of the Solid Rocket Boosters. Once on-orbit the primary objectives include conducting a variety of science experiments in the pressurized SPACEHAB module, the deployment and retrieval of the Spartan free-flyer payload, and operations with the Hubble Space Telescope (HST) Orbiting Systems Test (HOST) and the International Extreme Ultraviolet Hitchhiker (IEH) payloads being carried in the payload bay. Throughout the presentation, the astronauts take turns narrating particular aspects of the mission with which they were involved.

  6. 2015 Science Mission Directorate Technology Highlights

    Science.gov (United States)

    Seablom, Michael S.

    2016-01-01

    The role of the Science Mission Directorate (SMD) is to enable NASA to achieve its science goals in the context of the Nation's science agenda. SMD's strategic decisions regarding future missions and scientific pursuits are guided by Agency goals, input from the science community including the recommendations set forth in the National Research Council (NRC) decadal surveys and a commitment to preserve a balanced program across the major science disciplines. Toward this end, each of the four SMD science divisions -- Heliophysics, Earth Science, Planetary Science, and Astrophysics -- develops fundamental science questions upon which to base future research and mission programs. Often the breakthrough science required to answer these questions requires significant technological innovation, e.g., instruments or platforms with capabilities beyond the current state of the art. SMD's targeted technology investments fill technology gaps, enabling NASA to build the challenging and complex missions that accomplish groundbreaking science.

  7. Visual content highlighting via automatic extraction of embedded captions on MPEG compressed video

    Science.gov (United States)

    Yeo, Boon-Lock; Liu, Bede

    1996-03-01

    Embedded captions in TV programs such as news broadcasts, documentaries and coverage of sports events provide important information on the underlying events. In digital video libraries, such captions represent a highly condensed form of key information on the contents of the video. In this paper we propose a scheme to automatically detect the presence of captions embedded in video frames. The proposed method operates on reduced image sequences which are efficiently reconstructed from compressed MPEG video and thus does not require full frame decompression. The detection, extraction and analysis of embedded captions help to capture the highlights of visual contents in video documents for better organization of video, to present succinctly the important messages embedded in the images, and to facilitate browsing, searching and retrieval of relevant clips.

  8. "Discoveries in Planetary Sciences": Slide Sets Highlighting New Advances for Astronomy Educators

    Science.gov (United States)

    Brain, D. A.; Schneider, N. M.; Beyer, R. A.

    2010-12-01

    Planetary science is a field that evolves rapidly, motivated by spacecraft mission results. Exciting new mission results are generally communicated rather quickly to the public in the form of press releases and news stories, but it can take several years for new advances to work their way into college textbooks. Yet it is important for students to have exposure to these new advances for a number of reasons. In some cases, new work renders older textbook knowledge incorrect or incomplete. In some cases, new discoveries make it possible to emphasize older textbook knowledge in a new way. In all cases, new advances provide exciting and accessible examples of the scientific process in action. To bridge the gap between textbooks and new advances in planetary sciences we have developed content on new discoveries for use by undergraduate instructors. Called 'Discoveries in Planetary Sciences', each new discovery is summarized in a 3-slide PowerPoint presentation. The first slide describes the discovery, the second slide discusses the underlying planetary science concepts, and the third presents the big picture implications of the discovery. A fourth slide includes links to associated press releases, images, and primary sources. This effort is generously sponsored by the Division for Planetary Sciences of the American Astronomical Society, and the slide sets are available at http://dps.aas.org/education/dpsdisc/. Sixteen slide sets have been released so far covering topics spanning all sub-disciplines of planetary science. Results from the following spacecraft missions have been highlighted: MESSENGER, the Spirit and Opportunity rovers, Cassini, LCROSS, EPOXI, Chandrayan, Mars Reconnaissance Orbiter, Mars Express, and Venus Express. Additionally, new results from Earth-orbiting and ground-based observing platforms and programs such as Hubble, Keck, IRTF, the Catalina Sky Survey, HARPS, MEarth, Spitzer, and amateur astronomers have been highlighted. 4-5 new slide sets are

  9. OSART mission highlights related to on-the-job training

    International Nuclear Information System (INIS)

    Mazour, T.; Hide, K.

    1996-01-01

    This paper summarizes the highlights, related to the topic of on-the-job training (OJT), for Agency OSART missions conducted since 1990 (a total of 27 missions). Recommendations and suggestions for improvements related to on-the-job training and qualification programmes are discussed, as well as Good Practices and Good Performances. For Good Practices and Good Performances, the plant is identified to aid in follow-up by meeting participants. For recommendations and suggestions, the number of plants that had recommendations/findings in this area are identified by a number in parentheses after the item. The paper takes a broad approach toward highlights that are related to OJT. For example, there have been a number of OSART recommendations and suggestions concerning responsibilities, authorities and interfaces for NPP activities. These recommendations and suggestions relate not only to responsibilities and interfaces for on-the-job training and qualification programmes, but also to other areas as well

  10. Application of video imaging for improvement of patient set-up

    International Nuclear Information System (INIS)

    Ploeger, Lennert S.; Frenay, Michel; Betgen, Anja; Bois, Josien A. de; Gilhuijs, Kenneth G.A.; Herk, Marcel van

    2003-01-01

    Background and purpose: For radiotherapy of prostate cancer, the patient is usually positioned in the left-right (LR) direction by aligning a single marker on the skin with the projection of a room laser. The aim of this study is to investigate the feasibility of a room-mounted video camera in combination with previously acquired CT data to improve patient set-up along the LR axis. Material and methods: The camera was mounted in the treatment room at the caudal side of the patient. For 22 patients with prostate cancer 127 video and portal images were acquired. The set-up error determined by video imaging was found by matching video images with rendered CT images using various techniques. This set-up error was retrospectively compared with the set-up error derived from portal images. It was investigated whether the number of corrections based on portal imaging would decrease if the information obtained from the video images had been used prior to irradiation. Movement of the skin with respect to bone was quantified using an analysis of variance method. Results: The measurement of the set-up error was most accurate for a technique where outlines and groins on the left and right side of the patient were delineated and aligned individually to the corresponding features extracted from the rendered CT image. The standard deviations (SD) of the systematic and random components of the set-up errors derived from the portal images in the LR direction were 1.5 and 2.1 mm, respectively. When the set-up of the patients was retrospectively adjusted based on the video images, the SD of the systematic and random errors decreased to 1.1 and 1.3 mm, respectively. From retrospective analysis, a reduction of the number of set-up corrections (from nine to six corrections) is expected when the set-up would have been adjusted using the video images. The SD of the magnitude of motion of the skin of the patient with respect to the bony anatomy was estimated to be 1.1 mm. Conclusion: Video

  11. The Mission Accessible Near-Earth Object Survey (MANOS) -- Science Highlights

    Science.gov (United States)

    Moskovitz, Nicholas; Thirouin, Audrey; Binzel, Richard; Burt, Brian; Christensen, Eric; DeMeo, Francesca; Endicott, Thomas; Hinkle, Mary; Mommert, Michael; Person, Michael; Polishook, David; Siu, Hosea; Thomas, Cristina; Trilling, David; Willman, Mark

    2015-08-01

    Near-Earth objects (NEOs) are essential to understanding the origin of the Solar System through their compositional links to meteorites. As tracers of other parts of the Solar System they provide insight to more distant populations. Their small sizes and complex dynamical histories make them ideal laboratories for studying ongoing processes of planetary evolution. Knowledge of their physical properties is essential to impact hazard assessment. And the proximity of NEOs to Earth make them favorable targets for a variety of planetary mission scenarios. However, in spite of their importance, only the largest NEOs are well studied and a representative sample of physical properties for sub-km NEOs does not exist.MANOS is a multi-year physical characterization survey, originally awarded survey status by NOAO. MANOS is targeting several hundred mission-accessible, sub-km NEOs across visible and near-infrared wavelengths to provide a comprehensive catalog of physical properties (astrometry, light curves, spectra). Accessing these targets is enabled through classical, queue, and target-of-opportunity observations carried out at 1- to 8-meter class facilities in the northern and southern hemispheres. Our observing strategy is designed to rapidly characterize newly discovered NEOs before they fade beyond observational limits.Early progress from MANOS includes: (1) the de-biased taxonomic distribution of spectral types for NEOs smaller than ~100 meters, (2) the distribution of rotational properties for approximately 100 previously unstudied NEOs, (3) detection of the fastest known rotation period of any minor planet in the Solar System, (4) an investigation of the influence of planetary encounters on the rotational properties of NEOs, (5) dynamical models for the evolution of the overall NEO population over the past 0.5 Myr, and (6) development of a new set of online tools at asteroid.lowell.edu that will enable near realtime public dissemination of our data products while

  12. Intelligent keyframe extraction for video printing

    Science.gov (United States)

    Zhang, Tong

    2004-10-01

    Nowadays most digital cameras have the functionality of taking short video clips, with the length of video ranging from several seconds to a couple of minutes. The purpose of this research is to develop an algorithm which extracts an optimal set of keyframes from each short video clip so that the user could obtain proper video frames to print out. In current video printing systems, keyframes are normally obtained by evenly sampling the video clip over time. Such an approach, however, may not reflect highlights or regions of interest in the video. Keyframes derived in this way may also be improper for video printing in terms of either content or image quality. In this paper, we present an intelligent keyframe extraction approach to derive an improved keyframe set by performing semantic analysis of the video content. For a video clip, a number of video and audio features are analyzed to first generate a candidate keyframe set. These features include accumulative color histogram and color layout differences, camera motion estimation, moving object tracking, face detection and audio event detection. Then, the candidate keyframes are clustered and evaluated to obtain a final keyframe set. The objective is to automatically generate a limited number of keyframes to show different views of the scene; to show different people and their actions in the scene; and to tell the story in the video shot. Moreover, frame extraction for video printing, which is a rather subjective problem, is considered in this work for the first time, and a semi-automatic approach is proposed.

  13. Pre-OSART mission highlights. 1988-1990

    International Nuclear Information System (INIS)

    1994-09-01

    The IAEA Pre-Operational Safety Review Teams (Pre-OSART) programme is part of the Operational Safety Review teams (OSART) programme and provides advice and assistance to Member States for enhancing the operational safety of nuclear power plants. OSART and Pre-OSART reviews are available to all countries with nuclear power plants in operation or approaching operation. Most of these countries have participated in the programme, by hosting one or more OSART or Pre-OSART missions or by making experts available to participate in missions. This document, which summarizes the finding of Pre-OSART reviews, covers the period from January 1988 to December 1990, and it is intended that further such documents will be prepared to cover subsequent Pre-OSART reviews

  14. Task-oriented quality assessment and adaptation in real-time mission critical video streaming applications

    Science.gov (United States)

    Nightingale, James; Wang, Qi; Grecos, Christos

    2015-02-01

    In recent years video traffic has become the dominant application on the Internet with global year-on-year increases in video-oriented consumer services. Driven by improved bandwidth in both mobile and fixed networks, steadily reducing hardware costs and the development of new technologies, many existing and new classes of commercial and industrial video applications are now being upgraded or emerging. Some of the use cases for these applications include areas such as public and private security monitoring for loss prevention or intruder detection, industrial process monitoring and critical infrastructure monitoring. The use of video is becoming commonplace in defence, security, commercial, industrial, educational and health contexts. Towards optimal performances, the design or optimisation in each of these applications should be context aware and task oriented with the characteristics of the video stream (frame rate, spatial resolution, bandwidth etc.) chosen to match the use case requirements. For example, in the security domain, a task-oriented consideration may be that higher resolution video would be required to identify an intruder than to simply detect his presence. Whilst in the same case, contextual factors such as the requirement to transmit over a resource-limited wireless link, may impose constraints on the selection of optimum task-oriented parameters. This paper presents a novel, conceptually simple and easily implemented method of assessing video quality relative to its suitability for a particular task and dynamically adapting videos streams during transmission to ensure that the task can be successfully completed. Firstly we defined two principle classes of tasks: recognition tasks and event detection tasks. These task classes are further subdivided into a set of task-related profiles, each of which is associated with a set of taskoriented attributes (minimum spatial resolution, minimum frame rate etc.). For example, in the detection class

  15. OSART mission highlights 2001-2003. Operational safety practices in nuclear power plants

    International Nuclear Information System (INIS)

    2005-05-01

    The IAEA Operational Safety Review Team (OSART) programme provides advice and assistance to Member States in enhancing the operational safety of nuclear power plants (NPPs). Careful design and high quality of construction are prerequisites for a safe nuclear power plant. However, a plant's safety depends ultimately on the ability and conscientiousness of the operating personnel and on the plant programmes, processes and working methods. An OSART mission compares a facility's operational performance with IAEA Safety Standards and proven good international practices. The OSART reviews are available to all countries with nuclear power plants in operation, but also approaching operation, commissioning or in earlier stages of construction (Pre-OSART). Most countries have participated in the programme by hosting one or more OSART missions or by making experts available to participate in missions. Operational safety missions can also be part of the design review missions of nuclear power plants and are known as Safety Review Missions (SRMs). Teams that review only a few specific areas or a specific issue are called Expert missions. Follow-up visits are a standard part of the OSART programme and are conducted between 12 to 18 months following the OSART mission. This report continues the practice of summarizing mission results so that all the aspects of OSART missions, Pre-OSART missions and OSART good practices are to be found in one document. It also includes the results of follow-up visits. Attempts have been made in this report to highlight the most significant findings while retaining as much of the vital background information as possible. This report is in three parts: Part I summarizes the most significant observations made during the missions and follow-up visits between 2001 and 2003; Part II, in chronological order, reviews the major strengths and opportunities for improvement identified during each OSART mission and summarizes the follow-up visits performed

  16. An Empirical Investigation of USAF Logistics Readiness Officer Mission Sets

    Science.gov (United States)

    2013-03-01

    xi I. Introduction ...USAF LOGISTICS READINESS OFFICER MISSION SETS I. Introduction Background “While its mission and purpose are constant, the logistics...one can see that information mangement and business acumen are near the top in each one. Acquisitions and process improvement were the KSAs with

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

    Science.gov (United States)

    Asan, Onur; Montague, Enid

    2014-01-01

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

  18. Combining high-speed SVM learning with CNN feature encoding for real-time target recognition in high-definition video for ISR missions

    Science.gov (United States)

    Kroll, Christine; von der Werth, Monika; Leuck, Holger; Stahl, Christoph; Schertler, Klaus

    2017-05-01

    For Intelligence, Surveillance, Reconnaissance (ISR) missions of manned and unmanned air systems typical electrooptical payloads provide high-definition video data which has to be exploited with respect to relevant ground targets in real-time by automatic/assisted target recognition software. Airbus Defence and Space is developing required technologies for real-time sensor exploitation since years and has combined the latest advances of Deep Convolutional Neural Networks (CNN) with a proprietary high-speed Support Vector Machine (SVM) learning method into a powerful object recognition system with impressive results on relevant high-definition video scenes compared to conventional target recognition approaches. This paper describes the principal requirements for real-time target recognition in high-definition video for ISR missions and the Airbus approach of combining an invariant feature extraction using pre-trained CNNs and the high-speed training and classification ability of a novel frequency-domain SVM training method. The frequency-domain approach allows for a highly optimized implementation for General Purpose Computation on a Graphics Processing Unit (GPGPU) and also an efficient training of large training samples. The selected CNN which is pre-trained only once on domain-extrinsic data reveals a highly invariant feature extraction. This allows for a significantly reduced adaptation and training of the target recognition method for new target classes and mission scenarios. A comprehensive training and test dataset was defined and prepared using relevant high-definition airborne video sequences. The assessment concept is explained and performance results are given using the established precision-recall diagrams, average precision and runtime figures on representative test data. A comparison to legacy target recognition approaches shows the impressive performance increase by the proposed CNN+SVM machine-learning approach and the capability of real-time high

  19. Internet Protocol Display Sharing Solution for Mission Control Center Video System

    Science.gov (United States)

    Brown, Michael A.

    2009-01-01

    With the advent of broadcast television as a constant source of information throughout the NASA manned space flight Mission Control Center (MCC) at the Johnson Space Center (JSC), the current Video Transport System (VTS) characteristics provides the ability to visually enhance real-time applications as a broadcast channel that decision making flight controllers come to rely on, but can be difficult to maintain and costly. The Operations Technology Facility (OTF) of the Mission Operations Facility Division (MOFD) has been tasked to provide insight to new innovative technological solutions for the MCC environment focusing on alternative architectures for a VTS. New technology will be provided to enable sharing of all imagery from one specific computer display, better known as Display Sharing (DS), to other computer displays and display systems such as; large projector systems, flight control rooms, and back supporting rooms throughout the facilities and other offsite centers using IP networks. It has been stated that Internet Protocol (IP) applications are easily readied to substitute for the current visual architecture, but quality and speed may need to be forfeited for reducing cost and maintainability. Although the IP infrastructure can support many technologies, the simple task of sharing ones computer display can be rather clumsy and difficult to configure and manage to the many operators and products. The DS process shall invest in collectively automating the sharing of images while focusing on such characteristics as; managing bandwidth, encrypting security measures, synchronizing disconnections from loss of signal / loss of acquisitions, performance latency, and provide functions like, scalability, multi-sharing, ease of initial integration / sustained configuration, integration with video adjustments packages, collaborative tools, host / recipient controllability, and the utmost paramount priority, an enterprise solution that provides ownership to the whole

  20. Narrated animated solution videos in a mastery setting

    Directory of Open Access Journals (Sweden)

    Noah Schroeder

    2015-02-01

    Full Text Available Narrated animated solution videos were implemented in a clinical study that compared a mastery setting that employed repeated cycles of testing with instructional support to a group that had a single opportunity to experience the materials. The mastery setting students attempted sequential questions sets on a topic, with animated solutions between each set, until mastery was achieved, combining formative assessment with worked examples. Students showed significant improvement from their first to second tries on similar sets of problems, attributable to the feedback and solutions they were given after the first try. These improvements were shown in two topics, superposition and electric potential. The single try group was given one version of the questions and solutions, and while they were not required to watch the solutions to move forward, they chose to. On a post-test including near and far transfer questions, no significant difference was seen between the mastery group and the single try group, but both significantly outperformed a control group that received no instructional support, indicating that students successfully transferred the skills from the solutions to the post-test.

  1. Automatic summarization of soccer highlights using audio-visual descriptors.

    Science.gov (United States)

    Raventós, A; Quijada, R; Torres, Luis; Tarrés, Francesc

    2015-01-01

    Automatic summarization generation of sports video content has been object of great interest for many years. Although semantic descriptions techniques have been proposed, many of the approaches still rely on low-level video descriptors that render quite limited results due to the complexity of the problem and to the low capability of the descriptors to represent semantic content. In this paper, a new approach for automatic highlights summarization generation of soccer videos using audio-visual descriptors is presented. The approach is based on the segmentation of the video sequence into shots that will be further analyzed to determine its relevance and interest. Of special interest in the approach is the use of the audio information that provides additional robustness to the overall performance of the summarization system. For every video shot a set of low and mid level audio-visual descriptors are computed and lately adequately combined in order to obtain different relevance measures based on empirical knowledge rules. The final summary is generated by selecting those shots with highest interest according to the specifications of the user and the results of relevance measures. A variety of results are presented with real soccer video sequences that prove the validity of the approach.

  2. Analysis of Inter-Sectoral Differentiation in Setting the Vision and Mission

    Directory of Open Access Journals (Sweden)

    Zrinka Blažević

    2010-12-01

    Full Text Available Design and implementation of strategy is the backbone of the business enterprise. Strategic management process begins by establishing the vision and mission. Therefore, they are important components of further development of the overall company strategy. Following the above, we can conclude that it is of paramount importance to set a quality statement about the vision and mission to develop strategies in a positive direction, being at the same time comprehensible and stimulating to all target groups. Economic development divides activities in four different sectors (primary, secondary, tertiary and quaternary. Each sector has its own specifics, which become a key component of differentiation of that sector in relation to others. Therefore, it can be assumed that the company's strategy within each sector is set in accordance with sector specifics. On the basis of the above mentioned facts we come to a conclusion that there are key components that are company’s strategies specific for each sector, which also differentiate strategy compared to strategies of other sectors. The aim of this paper is to find specific components to develop a strategy for each sector, and key components of inter-sectoral differentiation in setting the vision and mission.

  3. Acoustic Neuroma Educational Video

    Medline Plus

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

  4. Acoustic Neuroma Educational Video

    Medline Plus

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

  5. EEG-based recognition of video-induced emotions: selecting subject-independent feature set.

    Science.gov (United States)

    Kortelainen, Jukka; Seppänen, Tapio

    2013-01-01

    Emotions are fundamental for everyday life affecting our communication, learning, perception, and decision making. Including emotions into the human-computer interaction (HCI) could be seen as a significant step forward offering a great potential for developing advanced future technologies. While the electrical activity of the brain is affected by emotions, offers electroencephalogram (EEG) an interesting channel to improve the HCI. In this paper, the selection of subject-independent feature set for EEG-based emotion recognition is studied. We investigate the effect of different feature sets in classifying person's arousal and valence while watching videos with emotional content. The classification performance is optimized by applying a sequential forward floating search algorithm for feature selection. The best classification rate (65.1% for arousal and 63.0% for valence) is obtained with a feature set containing power spectral features from the frequency band of 1-32 Hz. The proposed approach substantially improves the classification rate reported in the literature. In future, further analysis of the video-induced EEG changes including the topographical differences in the spectral features is needed.

  6. STS-95 Day 06 Highlights

    Science.gov (United States)

    1998-01-01

    On this sixth day of the STS-95 mission, the flight crew, Cmdr. Curtis L. Brown, Pilot Steven W. Lindsey, Mission Specialists Scott E. Parazynski, Stephen K. Robinson, and Pedro Duque, and Payload Specialists Chiaki Mukai and John H. Glenn, test a device called the Video Guidance Sensor, a component of an automated docking system being prepared for use on the International Space Station. As Discovery closes in on Spartan, the astronauts will use a laser system that provides precise measurements of how far away the shuttle is from a target and how fast it is moving toward or away from the target.

  7. OSART mission highlights 1991-1992. Operational safety practices in nuclear power plants

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1995-05-01

    This report continues the practice of providing summaries of the OSART missions but the format is the first of its kind. Summaries of missions in the period 1983-1990 have covered missions to operational plants, missions to plants under construction or approaching commissioning and a compilation of good practices identified in OSART missions as separate publications. The format of this report includes all such aspects in one document.

  8. OSART mission highlights 1991-1992. Operational safety practices in nuclear power plants

    International Nuclear Information System (INIS)

    1995-05-01

    This report continues the practice of providing summaries of the OSART missions but the format is the first of its kind. Summaries of missions in the period 1983-1990 have covered missions to operational plants, missions to plants under construction or approaching commissioning and a compilation of good practices identified in OSART missions as separate publications. The format of this report includes all such aspects in one document

  9. A Video Game Platform for Exploring Satellite and In-Situ Data Streams

    Science.gov (United States)

    Cai, Y.

    2014-12-01

    Exploring spatiotemporal patterns of moving objects are essential to Earth Observation missions, such as tracking, modeling and predicting movement of clouds, dust, plumes and harmful algal blooms. Those missions involve high-volume, multi-source, and multi-modal imagery data analysis. Analytical models intend to reveal inner structure, dynamics, and relationship of things. However, they are not necessarily intuitive to humans. Conventional scientific visualization methods are intuitive but limited by manual operations, such as area marking, measurement and alignment of multi-source data, which are expensive and time-consuming. A new development of video analytics platform has been in progress, which integrates the video game engine with satellite and in-situ data streams. The system converts Earth Observation data into articulated objects that are mapped from a high-dimensional space to a 3D space. The object tracking and augmented reality algorithms highlight the objects' features in colors, shapes and trajectories, creating visual cues for observing dynamic patterns. The head and gesture tracker enable users to navigate the data space interactively. To validate our design, we have used NASA SeaWiFS satellite images of oceanographic remote sensing data and NOAA's in-situ cell count data. Our study demonstrates that the video game system can reduce the size and cost of traditional CAVE systems in two to three orders of magnitude. This system can also be used for satellite mission planning and public outreaching.

  10. Spring Research Festival Highlighted on WHAG-TV | Poster

    Science.gov (United States)

    WHAG-TV (Hagerstown, Md.) visited Fort Detrick to highlight the 2015 Spring Research Festival (SRF), sponsored by the National Interagency Confederation for Biological Research (NICBR). Visit the WHAG-TV website to see the video broadcast, which aired May 6. The video was produced by WHAG Reporter Mallory Sofastaii. The video featured Linganore High School senior Rebecca

  11. Development and setting of a time-lapse video camera system for the Antarctic lake observation

    Directory of Open Access Journals (Sweden)

    Sakae Kudoh

    2010-11-01

    Full Text Available A submersible video camera system, which aimed to record the growth image of aquatic vegetation in Antarctic lakes for one year, was manufactured. The system consisted of a video camera, a programmable controller unit, a lens-cleaning wiper with a submersible motor, LED lights, and a lithium ion battery unit. Changes of video camera (High Vision System and modification of the lens-cleaning wiper allowed higher sensitivity and clearer recording images compared to the previous submersible video without increasing the power consumption. This system was set on the lake floor in Lake Naga Ike (a tentative name in Skarvsnes in Soya Coast, during the summer activity of the 51th Japanese Antarctic Research Expedition. Interval record of underwater visual image for one year have been started by our diving operation.

  12. Snapshot spectral and polarimetric imaging; target identification with multispectral video

    Science.gov (United States)

    Bartlett, Brent D.; Rodriguez, Mikel D.

    2013-05-01

    As the number of pixels continue to grow in consumer and scientific imaging devices, it has become feasible to collect the incident light field. In this paper, an imaging device developed around light field imaging is used to collect multispectral and polarimetric imagery in a snapshot fashion. The sensor is described and a video data set is shown highlighting the advantage of snapshot spectral imaging. Several novel computer vision approaches are applied to the video cubes to perform scene characterization and target identification. It is shown how the addition of spectral and polarimetric data to the video stream allows for multi-target identification and tracking not possible with traditional RGB video collection.

  13. Design of a highly integrated video acquisition module for smart video flight unit development

    Science.gov (United States)

    Lebre, V.; Gasti, W.

    2017-11-01

    CCD and APS devices are widely used in space missions as instrument sensors and/or in Avionics units like star detectors/trackers. Therefore, various and numerous designs of video acquisition chains have been produced. Basically, a classical video acquisition chain is constituted of two main functional blocks: the Proximity Electronics (PEC), including detector drivers and the Analogue Processing Chain (APC) Electronics that embeds the ADC, a master sequencer and the host interface. Nowadays, low power technologies allow to improve the integration, radiometric performances and power budget optimisation of video units and to standardize video units design and development. To this end, ESA has initiated a development activity through a competitive process requesting the expertise of experienced actors in the field of high resolution electronics for earth observation and Scientific missions. THALES ALENIA SPACE has been granted this activity as a prime contractor through ESA contract called HIVAC that holds for Highly Integrated Video Acquisition Chain. This paper presents main objectives of the on going HIVAC project and focuses on the functionalities and performances offered by the usage of the under development HIVAC board for future optical instruments.

  14. Automated Video Analysis of Non-verbal Communication in a Medical Setting.

    Science.gov (United States)

    Hart, Yuval; Czerniak, Efrat; Karnieli-Miller, Orit; Mayo, Avraham E; Ziv, Amitai; Biegon, Anat; Citron, Atay; Alon, Uri

    2016-01-01

    Non-verbal communication plays a significant role in establishing good rapport between physicians and patients and may influence aspects of patient health outcomes. It is therefore important to analyze non-verbal communication in medical settings. Current approaches to measure non-verbal interactions in medicine employ coding by human raters. Such tools are labor intensive and hence limit the scale of possible studies. Here, we present an automated video analysis tool for non-verbal interactions in a medical setting. We test the tool using videos of subjects that interact with an actor portraying a doctor. The actor interviews the subjects performing one of two scripted scenarios of interviewing the subjects: in one scenario the actor showed minimal engagement with the subject. The second scenario included active listening by the doctor and attentiveness to the subject. We analyze the cross correlation in total kinetic energy of the two people in the dyad, and also characterize the frequency spectrum of their motion. We find large differences in interpersonal motion synchrony and entrainment between the two performance scenarios. The active listening scenario shows more synchrony and more symmetric followership than the other scenario. Moreover, the active listening scenario shows more high-frequency motion termed jitter that has been recently suggested to be a marker of followership. The present approach may be useful for analyzing physician-patient interactions in terms of synchrony and dominance in a range of medical settings.

  15. 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.

  16. 36 CFR 1194.24 - Video and multimedia products.

    Science.gov (United States)

    2010-07-01

    ... 36 Parks, Forests, and Public Property 3 2010-07-01 2010-07-01 false Video and multimedia products... Video and multimedia products. (a) All analog television displays 13 inches and larger, and computer... training and informational video and multimedia productions which support the agency's mission, regardless...

  17. Advancement of thyroid surgery video recording: A comparison between two full HD head mounted video cameras.

    Science.gov (United States)

    Ortensi, Andrea; Panunzi, Andrea; Trombetta, Silvia; Cattaneo, Alberto; Sorrenti, Salvatore; D'Orazi, Valerio

    2017-05-01

    The aim of this study was to test two different video cameras and recording systems used in thyroid surgery in our Department. This is meant to be an attempt to record the real point of view of the magnified vision of surgeon, so as to make the viewer aware of the difference with the naked eye vision. In this retrospective study, we recorded and compared twenty thyroidectomies performed using loupes magnification and microsurgical technique: ten were recorded with GoPro ® 4 Session action cam (commercially available) and ten with our new prototype of head mounted video camera. Settings were selected before surgery for both cameras. The recording time is about from 1 to 2 h for GoPro ® and from 3 to 5 h for our prototype. The average time of preparation to fit the camera on the surgeon's head and set the functionality is about 5 min for GoPro ® and 7-8 min for the prototype, mostly due to HDMI wiring cable. Videos recorded with the prototype require no further editing, which is mandatory for videos recorded with GoPro ® to highlight the surgical details. the present study showed that our prototype of video camera, compared with GoPro ® 4 Session, guarantees best results in terms of surgical video recording quality, provides to the viewer the exact perspective of the microsurgeon and shows accurately his magnified view through the loupes in thyroid surgery. These recordings are surgical aids for teaching and education and might be a method of self-analysis of surgical technique. Copyright © 2017 IJS Publishing Group Ltd. Published by Elsevier Ltd. All rights reserved.

  18. Acoustic Neuroma Educational Video

    Medline Plus

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

  19. Use of Video Analysis System for Working Posture Evaluations

    Science.gov (United States)

    McKay, Timothy D.; Whitmore, Mihriban

    1994-01-01

    In a work environment, it is important to identify and quantify the relationship among work activities, working posture, and workplace design. Working posture may impact the physical comfort and well-being of individuals, as well as performance. The Posture Video Analysis Tool (PVAT) is an interactive menu and button driven software prototype written in Supercard (trademark). Human Factors analysts are provided with a predefined set of options typically associated with postural assessments and human performance issues. Once options have been selected, the program is used to evaluate working posture and dynamic tasks from video footage. PVAT has been used to evaluate postures from Orbiter missions, as well as from experimental testing of prototype glove box designs. PVAT can be used for video analysis in a number of industries, with little or no modification. It can contribute to various aspects of workplace design such as training, task allocations, procedural analyses, and hardware usability evaluations. The major advantage of the video analysis approach is the ability to gather data, non-intrusively, in restricted-access environments, such as emergency and operation rooms, contaminated areas, and control rooms. Video analysis also provides the opportunity to conduct preliminary evaluations of existing work areas.

  20. Acoustic Neuroma Educational Video

    Medline Plus

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

  1. Mobile Ad Hoc Networks in Bandwidth-Demanding Mission-Critical Applications: Practical Implementation Insights

    KAUST Repository

    Bader, Ahmed; Alouini, Mohamed-Slim

    2016-01-01

    There has been recently a growing trend of using live video feeds in mission-critical applications. Real-time video streaming from front-end personnel or mobile agents is believed to substantially improve situational awareness in mission

  2. 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

  3. STS-69 flight day 6 highlights

    Science.gov (United States)

    1995-09-01

    After being awakened by the Beatles song, 'A Hard Days Night', the flightcrew of the STS-69 mission, Cmdr. Dave Walker, Pilot Ken Cockrell, and Mission Specialists Jim Voss, Jim Newman, and Mike Gernhardt, began their sixth day in orbit by monitoring the free orbiting Wake Shield Facility (WSF). Later Cmdr. Walker conducted an interview with television reporters from Atlanta and Boston, answering questions about the mission and general questions about NASA's space program. The crew filmed a video fo themselves performing daily routines (eating, shaving, exercising), as well as some of the physiological experiments, and shuttle equipment maintenance and checkout. One of the secondary experiments included the Commercial Generic Bioprocessing Apparatus-7 (CGBA-7), which served as an incubator and experiment station for a variety of tests (agricultural, pharmaceutical, biomedical, and environmental). Earth views included some cloud cover, the Gulf of Mexico, Texas, and the Atlantic Ocean.

  4. Comparison of cortical activation during Mahjong game play in a video game setting and a real-life setting

    OpenAIRE

    Fujimori, Satomi; Terasawa, Koji; Murata, Yuki; Ogawa, Kishiko; Tabuchi, Hisaaki; Yanagisawa, Hiroki; Terasawa, Saiki; Shinohara, Kikunori; Yanagisawa, Akitaka

    2015-01-01

    The purpose of this study was to compare the hemodynamic changes that occur during Mahjong game play in virtual and real-life settings. Fourteen healthy right-handed men (average age ± standard deviation; 36.7 ± 14.9 years) played: 1) a Mahjong solitaire game on a video console against virtual rivals; 2) a Mahjong game against human opponents without conversation; and 3) a Mahjong game against human opponents with conversation. We measured oxygenated hemoglobin concentration at 44 locations o...

  5. When security and medicine missions conflict: confidentiality in prison settings.

    Science.gov (United States)

    Allen, Scott A; Aburabi, Raed

    2016-06-13

    Purpose - It is a simple fact that prisons cannot exist - practically, legally, ethically or morally - without the support of physicians and other health professionals. Access to adequate healthcare is one of the fundamental measures of the legitimacy of a jail or prison. At the same time, there is a fundamental tension in the missions of the prison and doctor. The primary mission of the prison is security and often punishment. Reform and rehabilitation have intermittently been stated goals of prisons in the last century, but in practice those humane goals have rarely governed prison administrative culture. The primary mission of the physician is to promote the health and welfare of his or her patient. The paper aims to discuss these issues. Design/methodology/approach - At times, what is required to serve the patient's best interest is at odds with the interests of security. Much of the work of the prison physician does not conflict with the operation of security. Indeed, much of the work of the prison physician is allowed to proceed without much interference from the security regime. But given the fundamental discord in the legitimate missions of security vs medicine, conflict between the doctor and the warden is inevitable. Findings - In this paper, the authors consider the example of patient confidentiality to illustrate this conflict, using case examples inspired by real cases from the experience of the authors. Originality/value - The authors provide an ethical and practical framework for health professionals to employ when confronting these inevitable conflicts in correctional settings.

  6. Development of P4140 video data wall projector; Video data wall projector

    Energy Technology Data Exchange (ETDEWEB)

    Watanabe, H.; Inoue, H. [Toshiba Corp., Tokyo (Japan)

    1998-12-01

    The P4140 is a 3 cathode-ray tube (CRT) video data wall projector for super video graphics array (SVGA) signals. It is used as an image display unit, providing a large screen when several sets are put together. A high-quality picture has been realized by higher resolution and improved color uniformity technology. A new convergence adjustment system has also been developed through the optimal combination of digital and analog technologies. This video data wall installation has been greatly enhanced by the automation of cubes and cube performance settings. The P4140 video data wall projector can be used for displaying not only data but video as well. (author)

  7. Is Pluto a planet? Student powered video rap ';battle' over tiny Pluto's embattled planetary standing

    Science.gov (United States)

    Beisser, K.; Cruikshank, D. P.; McFadden, T.

    2013-12-01

    Is Pluto a planet? Some creative low income Bay-area middle-schoolers put a musical spin on this hot science debate with a video rap ';battle' over tiny Pluto's embattled planetary standing. The students' timing was perfect, with NASA's New Horizons mission set to conduct the first reconnaissance of Pluto and its moons in July 2015. Pluto - the last of the nine original planets to be explored by spacecraft - has been the subject of scientific study and speculation since Clyde Tombaugh discovered it in 1930, orbiting the Sun far beyond Neptune. Produced by the students and a very creative educator, the video features students 'battling' back and forth over the idea of Pluto being a planet. The group collaborated with actual space scientists to gather information and shot their video before a 'green screen' that was eventually filled with animations and visuals supplied by the New Horizons mission team. The video debuted at the Pluto Science Conference in Maryland in July 2013 - to a rousing response from researchers in attendance. The video marks a nontraditional approach to the ongoing 'great planet debate' while educating viewers on a recently discovered region of the solar system. By the 1990s, researchers had learned that Pluto possessed multiple exotic ices on its surface, a complex atmosphere and seasonal cycles, and a large moon (Charon) that likely resulted from a giant impact on Pluto itself. It also became clear that Pluto was no misfit among the planets - as had long been thought - but the largest and brightest body in a newly discovered 'third zone' of our planetary system called the Kuiper Belt. More recent observations have revealed that Pluto has a rich system of satellites - five known moons - and a surface that changes over time. Scientists even speculate that Pluto may possess an internal ocean. For these and other reasons, the 2003 Planetary Decadal Survey ranked a Pluto/Kuiper Belt mission as the highest priority mission for NASA's newly created

  8. No Reference Video-Quality-Assessment Model for Monitoring Video Quality of IPTV Services

    Science.gov (United States)

    Yamagishi, Kazuhisa; Okamoto, Jun; Hayashi, Takanori; Takahashi, Akira

    Service providers should monitor the quality of experience of a communication service in real time to confirm its status. To do this, we previously proposed a packet-layer model that can be used for monitoring the average video quality of typical Internet protocol television content using parameters derived from transmitted packet headers. However, it is difficult to monitor the video quality per user using the average video quality because video quality depends on the video content. To accurately monitor the video quality per user, a model that can be used for estimating the video quality per video content rather than the average video quality should be developed. Therefore, to take into account the impact of video content on video quality, we propose a model that calculates the difference in video quality between the video quality of the estimation-target video and the average video quality estimated using a packet-layer model. We first conducted extensive subjective quality assessments for different codecs and video sequences. We then model their characteristics based on parameters related to compression and packet loss. Finally, we verify the performance of the proposed model by applying it to unknown data sets different from the training data sets used for developing the model.

  9. Video enhancement : content classification and model selection

    NARCIS (Netherlands)

    Hu, H.

    2010-01-01

    The purpose of video enhancement is to improve the subjective picture quality. The field of video enhancement includes a broad category of research topics, such as removing noise in the video, highlighting some specified features and improving the appearance or visibility of the video content. The

  10. Living with a Star (LWS) Space Environment Testbeds (SET), Mission Carrier Overview and Capabilities

    Science.gov (United States)

    Patschke, Robert; Barth, Janet; Label, Ken; Mariano, Carolyn; Pham, Karen; Brewer, Dana; Cuviello, Michael; Kobe, David; Wu, Carl; Jarosz, Donald

    2004-01-01

    NASA has initiated the Living With a Star (LWS) Program to develop the scientific understanding to address the aspects of the Connected Sun-Earth system that affect life and society. A goal of the program is to bridge the gap between science, engineering, and user application communities. This will enable future science, operational, and commercial objectives in space and atmospheric environments by improving engineering approaches to the accommodation and/or mitigation of the effects of solar variability on technological systems. The three program elements of the LWS Program are Science Missions; Targeted Research and Technology; and Space Environment Testbeds (SETS). SET is an ideal platform for small experiments performing research on space environment effects on technologies and on the mitigation of space weather effects. A short description of the LWS Program will be given, and the SET will be described in detail, giving the mission objectives, available carrier services, and upcoming flight opportunities.

  11. Automatic Online Lecture Highlighting Based on Multimedia Analysis

    Science.gov (United States)

    Che, Xiaoyin; Yang, Haojin; Meinel, Christoph

    2018-01-01

    Textbook highlighting is widely considered to be beneficial for students. In this paper, we propose a comprehensive solution to highlight the online lecture videos in both sentence- and segment-level, just as is done with paper books. The solution is based on automatic analysis of multimedia lecture materials, such as speeches, transcripts, and…

  12. 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

  13. Validation of the Amsterdam Dynamic Facial Expression Set--Bath Intensity Variations (ADFES-BIV: A Set of Videos Expressing Low, Intermediate, and High Intensity Emotions.

    Directory of Open Access Journals (Sweden)

    Tanja S H Wingenbach

    Full Text Available Most of the existing sets of facial expressions of emotion contain static photographs. While increasing demand for stimuli with enhanced ecological validity in facial emotion recognition research has led to the development of video stimuli, these typically involve full-blown (apex expressions. However, variations of intensity in emotional facial expressions occur in real life social interactions, with low intensity expressions of emotions frequently occurring. The current study therefore developed and validated a set of video stimuli portraying three levels of intensity of emotional expressions, from low to high intensity. The videos were adapted from the Amsterdam Dynamic Facial Expression Set (ADFES and termed the Bath Intensity Variations (ADFES-BIV. A healthy sample of 92 people recruited from the University of Bath community (41 male, 51 female completed a facial emotion recognition task including expressions of 6 basic emotions (anger, happiness, disgust, fear, surprise, sadness and 3 complex emotions (contempt, embarrassment, pride that were expressed at three different intensities of expression and neutral. Accuracy scores (raw and unbiased (Hu hit rates were calculated, as well as response times. Accuracy rates above chance level of responding were found for all emotion categories, producing an overall raw hit rate of 69% for the ADFES-BIV. The three intensity levels were validated as distinct categories, with higher accuracies and faster responses to high intensity expressions than intermediate intensity expressions, which had higher accuracies and faster responses than low intensity expressions. To further validate the intensities, a second study with standardised display times was conducted replicating this pattern. The ADFES-BIV has greater ecological validity than many other emotion stimulus sets and allows for versatile applications in emotion research. It can be retrieved free of charge for research purposes from the

  14. Validation of the Amsterdam Dynamic Facial Expression Set--Bath Intensity Variations (ADFES-BIV): A Set of Videos Expressing Low, Intermediate, and High Intensity Emotions.

    Science.gov (United States)

    Wingenbach, Tanja S H; Ashwin, Chris; Brosnan, Mark

    2016-01-01

    Most of the existing sets of facial expressions of emotion contain static photographs. While increasing demand for stimuli with enhanced ecological validity in facial emotion recognition research has led to the development of video stimuli, these typically involve full-blown (apex) expressions. However, variations of intensity in emotional facial expressions occur in real life social interactions, with low intensity expressions of emotions frequently occurring. The current study therefore developed and validated a set of video stimuli portraying three levels of intensity of emotional expressions, from low to high intensity. The videos were adapted from the Amsterdam Dynamic Facial Expression Set (ADFES) and termed the Bath Intensity Variations (ADFES-BIV). A healthy sample of 92 people recruited from the University of Bath community (41 male, 51 female) completed a facial emotion recognition task including expressions of 6 basic emotions (anger, happiness, disgust, fear, surprise, sadness) and 3 complex emotions (contempt, embarrassment, pride) that were expressed at three different intensities of expression and neutral. Accuracy scores (raw and unbiased (Hu) hit rates) were calculated, as well as response times. Accuracy rates above chance level of responding were found for all emotion categories, producing an overall raw hit rate of 69% for the ADFES-BIV. The three intensity levels were validated as distinct categories, with higher accuracies and faster responses to high intensity expressions than intermediate intensity expressions, which had higher accuracies and faster responses than low intensity expressions. To further validate the intensities, a second study with standardised display times was conducted replicating this pattern. The ADFES-BIV has greater ecological validity than many other emotion stimulus sets and allows for versatile applications in emotion research. It can be retrieved free of charge for research purposes from the corresponding author.

  15. Does a video displaying a stair climbing model increase stair use in a worksite setting?

    Science.gov (United States)

    Van Calster, L; Van Hoecke, A-S; Octaef, A; Boen, F

    2017-08-01

    This study evaluated the effects of improving the visibility of the stairwell and of displaying a video with a stair climbing model on climbing and descending stair use in a worksite setting. Intervention study. Three consecutive one-week intervention phases were implemented: (1) the visibility of the stairs was improved by the attachment of pictograms that indicated the stairwell; (2) a video showing a stair climbing model was sent to the employees by email; and (3) the same video was displayed on a television screen at the point-of-choice (POC) between the stairs and the elevator. The interventions took place in two buildings. The implementation of the interventions varied between these buildings and the sequence was reversed. Improving the visibility of the stairs increased both stair climbing (+6%) and descending stair use (+7%) compared with baseline. Sending the video by email yielded no additional effect on stair use. By contrast, displaying the video at the POC increased stair climbing in both buildings by 12.5% on average. One week after the intervention, the positive effects on stair climbing remained in one of the buildings, but not in the other. These findings suggest that improving the visibility of the stairwell and displaying a stair climbing model on a screen at the POC can result in a short-term increase in both climbing and descending stair use. Copyright © 2017 The Royal Society for Public Health. Published by Elsevier Ltd. All rights reserved.

  16. Obscene Video Recognition Using Fuzzy SVM and New Sets of Features

    Directory of Open Access Journals (Sweden)

    Alireza Behrad

    2013-02-01

    Full Text Available In this paper, a novel approach for identifying normal and obscene videos is proposed. In order to classify different episodes of a video independently and discard the need to process all frames, first, key frames are extracted and skin regions are detected for groups of video frames starting with key frames. In the second step, three different features including 1- structural features based on single frame information, 2- features based on spatiotemporal volume and 3-motion-based features, are extracted for each episode of video. The PCA-LDA method is then applied to reduce the size of structural features and select more distinctive features. For the final step, we use fuzzy or a Weighted Support Vector Machine (WSVM classifier to identify video episodes. We also employ a multilayer Kohonen network as an initial clustering algorithm to increase the ability to discriminate between the extracted features into two classes of videos. Features based on motion and periodicity characteristics increase the efficiency of the proposed algorithm in videos with bad illumination and skin colour variation. The proposed method is evaluated using 1100 videos in different environmental and illumination conditions. The experimental results show a correct recognition rate of 94.2% for the proposed algorithm.

  17. Production of iridium-alloy clad vent sets for the Cassini mission to Saturn

    International Nuclear Information System (INIS)

    Helle, K.J.; Moore, J.P.

    1995-01-01

    Martin Marietta Energy Systems, Inc., has successfully produced the iridium-alloy clad vent sets required for encapsulation of plutonia for the National Aeronautics and Space Administration Cassini mission to Saturn. Numerous improvements were made to the manufacturing process in various areas including dye-penetrant examination of cups, foil part stamping, chemical analysis, tungsten fixturing for laser welding, and enhanced inspections at high magnification. In addition, systems were initiated to ensure process control, and a detailed quality and technical surveillance program was prepared and followed to detect any incipient production problem early in the process so that corrective action could be taken immediately. The quality of the resulting iridium components has been high, and production yields have been above 90%. During the course of the production campaign for the Cassini mission, worker efficiencies lowered production costs, and further cost reductions are possible if operations are consolidated into a single area and bare-forming of the iridium alloys cups can be qualified for flight-quality clad vent sets

  18. Candidate Smoke Region Segmentation of Fire Video Based on Rough Set Theory

    Directory of Open Access Journals (Sweden)

    Yaqin Zhao

    2015-01-01

    Full Text Available Candidate smoke region segmentation is the key link of smoke video detection; an effective and prompt method of candidate smoke region segmentation plays a significant role in a smoke recognition system. However, the interference of heavy fog and smoke-color moving objects greatly degrades the recognition accuracy. In this paper, a novel method of candidate smoke region segmentation based on rough set theory is presented. First, Kalman filtering is used to update video background in order to exclude the interference of static smoke-color objects, such as blue sky. Second, in RGB color space smoke regions are segmented by defining the upper approximation, lower approximation, and roughness of smoke-color distribution. Finally, in HSV color space small smoke regions are merged by the definition of equivalence relation so as to distinguish smoke images from heavy fog images in terms of V component value variety from center to edge of smoke region. The experimental results on smoke region segmentation demonstrated the effectiveness and usefulness of the proposed scheme.

  19. Video demystified

    CERN Document Server

    Jack, Keith

    2004-01-01

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

  20. Tackling action-based video abstraction of animated movies for video browsing

    Science.gov (United States)

    Ionescu, Bogdan; Ott, Laurent; Lambert, Patrick; Coquin, Didier; Pacureanu, Alexandra; Buzuloiu, Vasile

    2010-07-01

    We address the issue of producing automatic video abstracts in the context of the video indexing of animated movies. For a quick browse of a movie's visual content, we propose a storyboard-like summary, which follows the movie's events by retaining one key frame for each specific scene. To capture the shot's visual activity, we use histograms of cumulative interframe distances, and the key frames are selected according to the distribution of the histogram's modes. For a preview of the movie's exciting action parts, we propose a trailer-like video highlight, whose aim is to show only the most interesting parts of the movie. Our method is based on a relatively standard approach, i.e., highlighting action through the analysis of the movie's rhythm and visual activity information. To suit every type of movie content, including predominantly static movies or movies without exciting parts, the concept of action depends on the movie's average rhythm. The efficiency of our approach is confirmed through several end-user studies.

  1. Robust UAV Mission Planning

    NARCIS (Netherlands)

    Evers, L.; Dollevoet, T.; Barros, A.I.; Monsuur, H.

    2014-01-01

    Unmanned Aerial Vehicles (UAVs) can provide significant contributions to information gathering in military missions. UAVs can be used to capture both full motion video and still imagery of specific target locations within the area of interest. In order to improve the effectiveness of a

  2. Robust UAV mission planning

    NARCIS (Netherlands)

    Evers, L.; Dollevoet, T.; Barros, A.I.; Monsuur, H.

    2011-01-01

    Unmanned Areal Vehicles (UAVs) can provide significant contributions to information gathering in military missions. UAVs can be used to capture both full motion video and still imagery of specific target locations within the area of interest. In order to improve the effectiveness of a reconnaissance

  3. Robust UAV Mission Planning

    NARCIS (Netherlands)

    Evers, L.; Dollevoet, T; Barros, A.I.; Monsuur, H.

    2011-01-01

    Unmanned Aerial Vehicles (UAVs) can provide significant contributions to information gathering in military missions. UAVs can be used to capture both full motion video and still imagery of specific target locations within the area of interest. In order to improve the effectiveness of a

  4. Robust UAV Mission Planning

    NARCIS (Netherlands)

    L. Evers (Lanah); T.A.B. Dollevoet (Twan); A.I. Barros (Ana); H. Monsuur (Herman)

    2011-01-01

    textabstractUnmanned Areal Vehicles (UAVs) can provide significant contributions to information gathering in military missions. UAVs can be used to capture both full motion video and still imagery of specific target locations within the area of interest. In order to improve the effectiveness of a

  5. Validation of the Amsterdam Dynamic Facial Expression Set – Bath Intensity Variations (ADFES-BIV): A Set of Videos Expressing Low, Intermediate, and High Intensity Emotions

    Science.gov (United States)

    Wingenbach, Tanja S. H.

    2016-01-01

    Most of the existing sets of facial expressions of emotion contain static photographs. While increasing demand for stimuli with enhanced ecological validity in facial emotion recognition research has led to the development of video stimuli, these typically involve full-blown (apex) expressions. However, variations of intensity in emotional facial expressions occur in real life social interactions, with low intensity expressions of emotions frequently occurring. The current study therefore developed and validated a set of video stimuli portraying three levels of intensity of emotional expressions, from low to high intensity. The videos were adapted from the Amsterdam Dynamic Facial Expression Set (ADFES) and termed the Bath Intensity Variations (ADFES-BIV). A healthy sample of 92 people recruited from the University of Bath community (41 male, 51 female) completed a facial emotion recognition task including expressions of 6 basic emotions (anger, happiness, disgust, fear, surprise, sadness) and 3 complex emotions (contempt, embarrassment, pride) that were expressed at three different intensities of expression and neutral. Accuracy scores (raw and unbiased (Hu) hit rates) were calculated, as well as response times. Accuracy rates above chance level of responding were found for all emotion categories, producing an overall raw hit rate of 69% for the ADFES-BIV. The three intensity levels were validated as distinct categories, with higher accuracies and faster responses to high intensity expressions than intermediate intensity expressions, which had higher accuracies and faster responses than low intensity expressions. To further validate the intensities, a second study with standardised display times was conducted replicating this pattern. The ADFES-BIV has greater ecological validity than many other emotion stimulus sets and allows for versatile applications in emotion research. It can be retrieved free of charge for research purposes from the corresponding author

  6. Teaching science through video games

    Science.gov (United States)

    Smaldone, Ronald A.; Thompson, Christina M.; Evans, Monica; Voit, Walter

    2017-02-01

    Imagine a class without lessons, tests and homework, but with missions, quests and teamwork. Video games offer an attractive educational platform because they are designed to be fun and engaging, as opposed to traditional approaches to teaching through lectures and assignments.

  7. Parental influences on adolescent video game play: a study of accessibility, rules, limit setting, monitoring, and cybersafety.

    Science.gov (United States)

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

    2015-05-01

    Adolescents' video gaming is increasing at a rapid rate. Yet, little is known about what factors contribute toward more hours of gaming per week, as well as what factors may limit or protect adolescents from excessive gaming. The aim of the present study was to examine associations between adolescents' accessibility to video gaming devices, the locations played (i.e., bedroom, shared rooms), parental regulation of technology use, and the amount of hours spent video gaming during the week (weekdays vs. weekends). Adolescents (N=422; age 16.3±2.0 years, 41% male) completed an online questionnaire battery, including demographics, video gaming behaviors (e.g., hours played weekdays/weekends, time of day played, devices owned, locations played, etc.), and a questionnaire measuring aspects of parents' regulation of game playing (e.g., rules, limit setting, co-gaming). Accessibility to the adolescents' own devices, but not shared devices or device portability, was predictive of hours gaming on weekdays and weekends. Location (i.e., bedroom) was associated with increased gaming across the week. Parents discussing cybersafety was predictive of lower hours of gaming (weekdays and weekends). However, limit setting, monitoring, and co-gaming showed no significant effects. Adolescents' access to their own gaming equipped devices, as well as gaming in their bedrooms, were linked to increased hours of gaming. The findings suggest that in order to curb the increase in hours gaming, parents are advised to delay the ownership of adolescents' devices, encourage use in shared rooms, and discuss aspects of cybersafety with their teenage children.

  8. Effect of a Neonatal Resuscitation Course on Healthcare Providers' Performances Assessed by Video Recording in a Low-Resource Setting.

    Science.gov (United States)

    Trevisanuto, Daniele; Bertuola, Federica; Lanzoni, Paolo; Cavallin, Francesco; Matediana, Eduardo; Manzungu, Olivier Wingi; Gomez, Ermelinda; Da Dalt, Liviana; Putoto, Giovanni

    2015-01-01

    We assessed the effect of an adapted neonatal resuscitation program (NRP) course on healthcare providers' performances in a low-resource setting through the use of video recording. A video recorder, mounted to the radiant warmers in the delivery rooms at Beira Central Hospital, Mozambique, was used to record all resuscitations. One-hundred resuscitations (50 before and 50 after participation in an adapted NRP course) were collected and assessed based on a previously published score. All 100 neonates received initial steps; from these, 77 and 32 needed bag-mask ventilation (BMV) and chest compressions (CC), respectively. There was a significant improvement in resuscitation scores in all levels of resuscitation from before to after the course: for "initial steps", the score increased from 33% (IQR 28-39) to 44% (IQR 39-56), pproviders improved after participation in an adapted NRP course. Video recording was well-accepted by the staff, useful for objective assessment of performance during resuscitation, and can be used as an educational tool in a low-resource setting.

  9. On-line task scheduling and trajectory planning techniques for reconnaissance missions with multiple unmanned aerial vehicles supervised by a single human operator

    Science.gov (United States)

    Ortiz Rubiano, Andres Eduardo

    The problem of a single human operator monitoring multiple UAVs in reconnaissance missions is addressed in this work. In such missions, the operator inspects and classifies targets as they appear on video feeds from the various UAVs. In parallel, the aircraft autonomously execute a flight plan and transmit real-time video of an unknown terrain. The main contribution of this work is the development of a system that autonomously schedules the display of video feeds such that the human operator is able to inspect each target in real time (i.e., no video data is recorded and queued for later inspection). The construction of this non-overlapping schedule is made possible by commanding changes to the flight plan of the UAVs. These changes are constructed such that the impact on the mission time is minimized. The development of this system is addressed in the context of both fixed and arbitrary target inspection times. Under the assumption that the inspection time is constant, a Linear Program (LP) formulation is used to optimally solve the display scheduling problem in the time domain. The LP solution is implemented in the space domain via velocity and trajectory modifications to the flight plan of the UAVs. An online algorithm is proposed to resolve scheduling conflicts between multiple video feeds as targets are discovered by the UAVs. Properties of this algorithm are studied to develop conflict resolution strategies that ensure correctness regardless of the target placement. The effect of such strategies on the mission time is evaluated via numerical simulations. In the context of arbitrary inspection time, the human operator indicates the end of target inspection in real time. A set of maneuvers is devised that enable the operator to inspect each target uninterruptedly and indefinitely. In addition, a cuing mechanism is proposed to increase the situational awareness of the operator and potentially reduce the inspection times. The benefits of operator cuing on mission

  10. 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.

  11. The Effects of Evaluating Video Examples of Staffs' Own versus Others' Performance on Discrete-Trial Training Skills in a Human Service Setting

    Science.gov (United States)

    Williams, W. Larry; Gallinat, Julianne

    2011-01-01

    Many studies have been conducted evaluating the use of feedback in staff training in organizational settings. Central to this literature has been the use of a variety of forms of feedback, including videotaped feedback. A distinction is outlined between video modeling and a variety of possible video feedback procedures. Previous studies have…

  12. The effects of self-controlled video feedback on the learning of the basketball set shot

    Directory of Open Access Journals (Sweden)

    Christopher Adam Aiken

    2012-09-01

    Full Text Available Allowing learners to control some aspect of instructional support (e.g., augmented feedback appears to facilitate motor skill acquisition. No studies, however, have examined self-controlled (SC video feedback without the provision of additional attentional cueing. The purpose of this study was to extend previous SC research using video feedback about movement form for the basketball set shot without explicitly directing attention to specific aspects of the movement. The SC group requested video feedback of their performance following any trial during the acquisition phase. The yoked (YK group received feedback according to a schedule created by a SC counterpart. During acquisition participants were also allowed to view written instructional cues at any time. Results revealed that the SC group had significantly higher form scores during the transfer phase and utilized the instructional cues more frequently during acquisition. Post-training questionnaire responses indicated no preference for requesting or receiving feedback following good trials as reported by Chiviacowsky and Wulf (2002, 2005. The nature of the task was such that participants could have assigned both positive and negative evaluations to different aspects of the movement during the same trial. Thus, the lack of preferences along with the similarity in scores for feedback and no-feedback trials may simply have reflected this complexity. Importantly, however, the results indicated that SC video feedback conferred a learning benefit without the provision of explicit additional attentional cueing.

  13. The Scale of Exploration: Planetary Missions Set in the Context of Tourist Destinations on Earth

    Science.gov (United States)

    Garry, W. B.; Bleacher, L. V.; Bleacher, J. E.; Petro, N. E.; Mest, S. C.; Williams, S. H.

    2012-03-01

    What if the Apollo astronauts explored Washington, DC, or the Mars Exploration Rovers explored Disney World? We present educational versions of the traverse maps for Apollo and MER missions set in the context of popular tourist destinations on Earth.

  14. Feasibility of activity-promoting video games among obese adolescents and young adults in a clinical setting.

    Science.gov (United States)

    Radon, Katja; Fürbeck, Barbara; Thomas, Silke; Siegfried, Wolfgang; Nowak, Dennis; von Kries, Rüdiger

    2011-01-01

    One component of the recent obesity epidemic is the sedentary behaviour of children and adolescents e.g., use of video games consoles. The new generation of video games requires body movements and might thus increase activity. The aim of this study was to evaluate whether such games could have an effect on physical activity in obese adolescents in a clinical setting. Between March and May 2007 activity-promoting video games ("apvg") were offered to all 84 inpatients (aged 13-28 years) registered in a long-term rehabilitation programme on a voluntary base. Reasons for (non-)attendance were assessed. Frequency and duration of use of the activity-promoting video game sessions were documented. Furthermore, heart rate and activity counts during use of "apvg", endurance training, and strength training were measured. Of 84 inpatients, 51 used the "apvg" at least once (69%) over the study period. The median weekly use of the intervention was 27 min during the first week (range 0-182 min), declining to zero (range 0-74 min) in week four. Mean heart rate during the sessions (mean 115 bpm; 95% confidence interval 108-122 bpm) was similar to the heart rate during strength training (106 bpm; 101-112 bpm). The results indicate that the video games could have an impact on the activity of obese adolescents and young adults. However, as the interest in the devices seems to be too low the suitability of them for weight reduction programmes in young people cannot be ensured. Copyright © 2010 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  15. Roadside video data analysis deep learning

    CERN Document Server

    Verma, Brijesh; Stockwell, David

    2017-01-01

    This book highlights the methods and applications for roadside video data analysis, with a particular focus on the use of deep learning to solve roadside video data segmentation and classification problems. It describes system architectures and methodologies that are specifically built upon learning concepts for roadside video data processing, and offers a detailed analysis of the segmentation, feature extraction and classification processes. Lastly, it demonstrates the applications of roadside video data analysis including scene labelling, roadside vegetation classification and vegetation biomass estimation in fire risk assessment.

  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. OSART mission highlights 1989-1990: Operational safety practices in nuclear power plants

    International Nuclear Information System (INIS)

    1992-12-01

    The IAEA Operational Safety Review Team (OSART) programme provides advice and assistance to Member States in enhancing the operational safety of nuclear power plants. OSART reviews are available to all countries with nuclear power plants in operation or approaching operation. Most of these countries have participated in the programme, by hosting one or more OSART missions or by making experts available to participate in missions. Careful design and high quality of construction are prerequisites for a safe nuclear power plant. However, a plant's safety depends ultimately on the ability and conscientiousness of the operating personnel and on their tools and work methods. OSART missions assess a facility's operational practices in comparison with those used successfully in other countries, and exchange, at the working level, ideas for promoting safety. Both the plants reviewed and the organizations providing experts have benefited from the programme. The observations of the OSART members are documented in technical notes which are then used as source material for the official OSART Report submitted to the government of the host country. The technical notes contain recommendations for improvements and descriptions of recommendable good practices. The same notes have been used to compile the present summary report which is intended for wide distribution to all organizations constructing, operating or regulating nuclear power plants. This report is the fourth in a series following IAEA-TECDOC-458, IAEA-TECDOC-497 and IAEA-TECDOC-570 and covers the period June 1989 to December 1990. Reference is also made to a summary report of Pre-OSART missions, which is in preparation. In addition, a report presenting OSART Good Practices has been published (IAEA-TECDOC-605)

  18. MIT Project Apophis: Surface Evaulation & Tomography (SET) Mission Study for the April 2029 Earth Encounter

    Science.gov (United States)

    Binzel, R. P.; Earle, A. M.; Vanatta, M.; Miller, D. W.

    2017-12-01

    Nature is providing a once-per-thousand year opportunity to study the geophysical outcome induced on an unprecedentedly large (350 meter) asteroid making an extremely close passage by the Earth (inside the distance of geosynchronous satellites) on Friday April 13, 2029. The aircraft carrier-sized (estimated 20 million metric ton) asteroid is named Apophis. While many previous spacecraft missions have studied asteroids, none has ever had the opportunity to study "live" the outcome of planetary tidal forces on their shapes, spin states, surface geology, and internal structure. Beyond the science interest directly observing this planetary process, the Apophis encounter provides an invaluable opportunity to gain knowledge for any eventuality of a known asteroid found to be on a certain impact trajectory. MIT's Project Apophis [1] is our response to nature's generous opportunity by developing a detailed mission concept for sending a spacecraft to orbit Apophis with the objectives of surveying its surface and interior structure before, during, and after its 2029 near-Earth encounter. The Surface Evaluation & Tomography (SET) mission concept we present is designed toward accomplishing three key science objectives: (1) bulk physical characterization, (2) internal structure, and (3) long-term orbit tracking. For its first mission objective, SET will study Apophis' bulk properties, including: shape, size, mass, volume, bulk density, surface geology, and composition, rotation rate, and spin state. The second mission objective is to characterize Apophis' internal structure before and after the encounter to determine its strength and cohesion - including tidally induced changes. Finally, the third objective studies the process of thermal re-radiation and consequential Yarkovsky drift, whose results will improve orbit predictions for Apophis as well as other potentially hazardous asteroids. [1] https://eapsweb.mit.edu/mit-project-apophis

  19. Remote Video Auditing in the Surgical Setting.

    Science.gov (United States)

    Pedersen, Anne; Getty Ritter, Elizabeth; Beaton, Megan; Gibbons, David

    2017-02-01

    Remote video auditing, a method first adopted by the food preparation industry, was later introduced to the health care industry as a novel approach to improving hand hygiene practices. This strategy yielded tremendous and sustained improvement, causing leaders to consider the potential effects of such technology on the complex surgical environment. This article outlines the implementation of remote video auditing and the first year of activity, outcomes, and measurable successes in a busy surgery department in the eastern United States. A team of anesthesia care providers, surgeons, and OR personnel used low-resolution cameras, large-screen displays, and cell phone alerts to make significant progress in three domains: application of the Universal Protocol for preventing wrong site, wrong procedure, wrong person surgery; efficiency metrics; and cleaning compliance. The use of cameras with real-time auditing and results-sharing created an environment of continuous learning, compliance, and synergy, which has resulted in a safer, cleaner, and more efficient OR. Copyright © 2017 AORN, Inc. Published by Elsevier Inc. All rights reserved.

  20. Mission X: Train Like an Astronaut Pilot Study

    Science.gov (United States)

    Lloyd, Charles W.; Olivotto, C.; Boese, A.; Spiero, F.; Galoforo, G.; Niihori, M.

    2011-01-01

    Mission X: Train Like an Astronaut is an international educational challenge focusing on fitness and nutrition as we encourage students to "train like an astronaut." Teams of students (aged 8-12) learn principles of healthy eating and exercise, compete for points by finishing training modules, and get excited about their future as "fit explorers." The 18 core exercises (targeting strength, endurance, coordination, balance, spatial awareness, and more) involve the same types of skills that astronauts learn in their training and use in spaceflight. This first-of-its-kind cooperative outreach program has allowed 14 space agencies and various partner institutions to work together to address quality health/fitness education, challenge students to be more physically active, increase awareness of the importance of lifelong health and fitness, teach students how fitness plays a vital role in human performance for exploration, and inspire and motivate students to pursue careers in STEM fields. The project was initiated in 2009 in response to a request by the International Space Life Sciences Working Group. USA, Netherlands, Italy, France, Germany, Austria, Colombia, Spain, and United Kingdom hosted teams for the pilot this past spring, and Japan held a modified version of the challenge. Several more agencies provided input into the preparations. Competing on 131 teams, more than 3700 students from 40 cities worldwide participated in the first round of Mission X. OUTCOMES AND BEST PRACTICES Members of the Mission X core team will highlight the outcomes of this international educational outreach pilot project, show video highlights of the challenge, provide the working group s initial assessment of the project and discuss the future potential of the effort. The team will also discuss ideas and best practices for international partnership in education outreach efforts from various agency perspectives and experiences

  1. STS-111 Flight Day 7 Highlights

    Science.gov (United States)

    2002-06-01

    On Flight Day 7 of STS-111 (Space Shuttle Endeavour crew includes: Kenneth Cockrell, Commander; Paul Lockhart, Pilot; Franklin Chang-Diaz, Mission Specialist; Philippe Perrin, Mission Specialist; International Space Station (ISS) Expedition 5 crew includes Valery Korzun, Commander; Peggy Whitson, Flight Engineer; Sergei Treschev, Flight Engineer; ISS Expedition 4 crew includes: Yury Onufrienko, Commander; Daniel Bursch, Flight Engineer; Carl Walz, Flight Engineer), this video opens with answers to questions asked by the public via e-mail about the altitude of the space station, the length of its orbit, how astronauts differentiate between up and down in the microgravity environment, and whether they hear wind noise during the shuttle's reentry. In video footage shot from inside the Quest airlock, Perrin is shown exiting the station to perform an extravehicular activity (EVA) with Chang-Diaz. Chang-Diaz is shown, in helmet mounted camera footage, attaching cable protection booties to a fish-stringer device with multiple hooks, and Perrin is seen loosening bolts that hold the replacement unit accomodation in launch position atop the Mobile Base System (MBS). Perrin then mounts a camera atop the mast of the MBS. During this EVA, the astronauts installed the MBS on the Mobile Transporter (MT) to support the Canadarm 2 robotic arm. A camera in the Endeavour's payload bay provides footage of the Pacific Ocean, the Baja Peninsula, and Midwestern United States. Plumes from wildfires in Nevada, Idaho, Yellowstone National Park, Wyoming, and Montana are visible. The station continues over the Great Lakes and the Eastern Provinces of Canada.

  2. Using Digital Video to Re-Think Teaching Practices

    Science.gov (United States)

    Girod, Mark; Bell, John; Mishra, Punya

    2007-01-01

    Video is a powerful medium for communication and learning. With increased accessibility to digital video production equipment, an important question is what role teacher production of video might have in teacher education. Using the lens of design that highlights authenticity, efficacy, and expressiveness as goals, 38 in-service teachers designed…

  3. VLSI-based video event triggering for image data compression

    Science.gov (United States)

    Williams, Glenn L.

    1994-02-01

    Long-duration, on-orbit microgravity experiments require a combination of high resolution and high frame rate video data acquisition. The digitized high-rate video stream presents a difficult data storage problem. Data produced at rates of several hundred million bytes per second may require a total mission video data storage requirement exceeding one terabyte. A NASA-designed, VLSI-based, highly parallel digital state machine generates a digital trigger signal at the onset of a video event. High capacity random access memory storage coupled with newly available fuzzy logic devices permits the monitoring of a video image stream for long term (DC-like) or short term (AC-like) changes caused by spatial translation, dilation, appearance, disappearance, or color change in a video object. Pre-trigger and post-trigger storage techniques are then adaptable to archiving only the significant video images.

  4. [The mission].

    Science.gov (United States)

    Ruiz Moreno, J; Blanch Mon, A

    2000-01-01

    After having made a historical review of the concept of mission statement, of evaluating its importance (See Part I), of describing the bases to create a mission statement from a strategic perspective and of analyzing the advantages of this concept, probably more important as a business policy (See Parts I and II), the authors proceed to analyze the mission statement in health organizations. Due to the fact that a mission statement is lacking in the majority of health organizations, the strategy of health organizations are not exactly favored; as a consequence, neither are its competitive advantage nor the development of its essential competencies. After presenting a series of mission statements corresponding to Anglo-Saxon health organizations, the authors highlight two mission statements corresponding to our social context. The article finishes by suggesting an adequate sequence for developing a mission statement in those health organizations having a strategic sense.

  5. Comparison of the Effects of Continuous Video Modeling, Video Prompting, and Video Modeling on Task Completion by Young Adults with Moderate Intellectual Disability

    Science.gov (United States)

    Mechling, Linda C.; Ayres, Kevin M.; Bryant, Kathryn J.; Foster, Ashley L.

    2014-01-01

    This study compared the effects of three procedures (video prompting: VP, video modeling: VM, and continuous video modeling: CVM) on task completion by three high school students with moderate intellectual disability. The comparison was made across three sets of fundamentally different tasks (putting away household items in clusters of two items;…

  6. Video change detection for fixed wing UAVs

    Science.gov (United States)

    Bartelsen, Jan; Müller, Thomas; Ring, Jochen; Mück, Klaus; Brüstle, Stefan; Erdnüß, Bastian; Lutz, Bastian; Herbst, Theresa

    2017-10-01

    In this paper we proceed the work of Bartelsen et al.1 We present the draft of a process chain for an image based change detection which is designed for videos acquired by fixed wing unmanned aerial vehicles (UAVs). From our point of view, automatic video change detection for aerial images can be useful to recognize functional activities which are typically caused by the deployment of improvised explosive devices (IEDs), e.g. excavations, skid marks, footprints, left-behind tooling equipment, and marker stones. Furthermore, in case of natural disasters, like flooding, imminent danger can be recognized quickly. Due to the necessary flight range, we concentrate on fixed wing UAVs. Automatic change detection can be reduced to a comparatively simple photogrammetric problem when the perspective change between the "before" and "after" image sets is kept as small as possible. Therefore, the aerial image acquisition demands a mission planning with a clear purpose including flight path and sensor configuration. While the latter can be enabled simply by a fixed and meaningful adjustment of the camera, ensuring a small perspective change for "before" and "after" videos acquired by fixed wing UAVs is a challenging problem. Concerning this matter, we have performed tests with an advanced commercial off the shelf (COTS) system which comprises a differential GPS and autopilot system estimating the repetition accuracy of its trajectory. Although several similar approaches have been presented,23 as far as we are able to judge, the limits for this important issue are not estimated so far. Furthermore, we design a process chain to enable the practical utilization of video change detection. It consists of a front-end of a database to handle large amounts of video data, an image processing and change detection implementation, and the visualization of the results. We apply our process chain on the real video data acquired by the advanced COTS fixed wing UAV and synthetic data. For the

  7. Topical video object discovery from key frames by modeling word co-occurrence prior.

    Science.gov (United States)

    Zhao, Gangqiang; Yuan, Junsong; Hua, Gang; Yang, Jiong

    2015-12-01

    A topical video object refers to an object, that is, frequently highlighted in a video. It could be, e.g., the product logo and the leading actor/actress in a TV commercial. We propose a topic model that incorporates a word co-occurrence prior for efficient discovery of topical video objects from a set of key frames. Previous work using topic models, such as latent Dirichelet allocation (LDA), for video object discovery often takes a bag-of-visual-words representation, which ignored important co-occurrence information among the local features. We show that such data driven co-occurrence information from bottom-up can conveniently be incorporated in LDA with a Gaussian Markov prior, which combines top-down probabilistic topic modeling with bottom-up priors in a unified model. Our experiments on challenging videos demonstrate that the proposed approach can discover different types of topical objects despite variations in scale, view-point, color and lighting changes, or even partial occlusions. The efficacy of the co-occurrence prior is clearly demonstrated when compared with topic models without such priors.

  8. Impact of different cloud deployments on real-time video applications for mobile video cloud users

    Science.gov (United States)

    Khan, Kashif A.; Wang, Qi; Luo, Chunbo; Wang, Xinheng; Grecos, Christos

    2015-02-01

    results are presented and discussed to quantify and explain the different impacts resulted from various cloud deployments, video application and wireless/mobile network setting, and user mobility. Additionally, this paper analyses the advantages, disadvantages, limitations and optimization techniques in various cloud networking deployments, in particular the cloudlet approach compared with the Internet cloud approach, with recommendations of optimized deployments highlighted. Finally, federated clouds and inter-cloud collaboration challenges and opportunities are discussed in the context of supporting real-time video applications for mobile users.

  9. Video-games used in a group setting is feasible and effective to improve indicators of physical activity in individuals with chronic stroke: a randomized controlled trial.

    Science.gov (United States)

    Givon, Noa; Zeilig, Gabi; Weingarden, Harold; Rand, Debbie

    2016-04-01

    To investigate the feasibility of using video-games in a group setting and to compare the effectiveness of video-games as a group intervention to a traditional group intervention for improving physical activity in individuals with chronic stroke. A single-blind randomized controlled trial with evaluations pre and post a 3-month intervention, and at 3-month follow-up. Compliance (session attendance), satisfaction and adverse effects were feasibility measures. Grip strength and gait speed were measures of physical activity. Hip accelerometers quantified steps/day and the Action Research Arm Test assessed the functional ability of the upper extremity. Forty-seven community-dwelling individuals with chronic stroke (29-78 years) were randomly allocated to receive video-game (N=24) or traditional therapy (N=23) in a group setting. There was high treatment compliance for both interventions (video-games-78%, traditional therapy-66%), but satisfaction was rated higher for the video-game (93%) than the traditional therapy (71%) (χ(2)=4.98, P=0.026). Adverse effects were not reported in either group. Significant improvements were demonstrated in both groups for gait speed (F=3.9, P=0.02), grip strength of the weaker (F=6.67, P=0.002) and stronger hands (F=7.5, P=0.001). Daily steps and functional ability of the weaker hand did not increase in either group. Using video-games in a small group setting is feasible, safe and satisfying. Video-games improve indicators of physical activity of individuals with chronic stroke. © The Author(s) 2015.

  10. Automated UAV-based video exploitation using service oriented architecture framework

    Science.gov (United States)

    Se, Stephen; Nadeau, Christian; Wood, Scott

    2011-05-01

    Airborne surveillance and reconnaissance are essential for successful military missions. Such capabilities are critical for troop protection, situational awareness, mission planning, damage assessment, and others. Unmanned Aerial Vehicles (UAVs) gather huge amounts of video data but it is extremely labour-intensive for operators to analyze hours and hours of received data. At MDA, we have developed a suite of tools that can process the UAV video data automatically, including mosaicking, change detection and 3D reconstruction, which have been integrated within a standard GIS framework. In addition, the mosaicking and 3D reconstruction tools have also been integrated in a Service Oriented Architecture (SOA) framework. The Visualization and Exploitation Workstation (VIEW) integrates 2D and 3D visualization, processing, and analysis capabilities developed for UAV video exploitation. Visualization capabilities are supported through a thick-client Graphical User Interface (GUI), which allows visualization of 2D imagery, video, and 3D models. The GUI interacts with the VIEW server, which provides video mosaicking and 3D reconstruction exploitation services through the SOA framework. The SOA framework allows multiple users to perform video exploitation by running a GUI client on the operator's computer and invoking the video exploitation functionalities residing on the server. This allows the exploitation services to be upgraded easily and allows the intensive video processing to run on powerful workstations. MDA provides UAV services to the Canadian and Australian forces in Afghanistan with the Heron, a Medium Altitude Long Endurance (MALE) UAV system. On-going flight operations service provides important intelligence, surveillance, and reconnaissance information to commanders and front-line soldiers.

  11. Automated UAV-based mapping for airborne reconnaissance and video exploitation

    Science.gov (United States)

    Se, Stephen; Firoozfam, Pezhman; Goldstein, Norman; Wu, Linda; Dutkiewicz, Melanie; Pace, Paul; Naud, J. L. Pierre

    2009-05-01

    Airborne surveillance and reconnaissance are essential for successful military missions. Such capabilities are critical for force protection, situational awareness, mission planning, damage assessment and others. UAVs gather huge amount of video data but it is extremely labour-intensive for operators to analyse hours and hours of received data. At MDA, we have developed a suite of tools towards automated video exploitation including calibration, visualization, change detection and 3D reconstruction. The on-going work is to improve the robustness of these tools and automate the process as much as possible. Our calibration tool extracts and matches tie-points in the video frames incrementally to recover the camera calibration and poses, which are then refined by bundle adjustment. Our visualization tool stabilizes the video, expands its field-of-view and creates a geo-referenced mosaic from the video frames. It is important to identify anomalies in a scene, which may include detecting any improvised explosive devices (IED). However, it is tedious and difficult to compare video clips to look for differences manually. Our change detection tool allows the user to load two video clips taken from two passes at different times and flags any changes between them. 3D models are useful for situational awareness, as it is easier to understand the scene by visualizing it in 3D. Our 3D reconstruction tool creates calibrated photo-realistic 3D models from video clips taken from different viewpoints, using both semi-automated and automated approaches. The resulting 3D models also allow distance measurements and line-of- sight analysis.

  12. STS-95 Day 05 Highlights

    Science.gov (United States)

    1998-01-01

    On this fifth day of the STS-95 mission, the flight crew, Cmdr. Curtis L. Brown, Pilot Steven W. Lindsey, Mission Specialists Scott E. Parazynski, Stephen K. Robinson, and Pedro Duque, and Payload Specialists Chiaki Mukai and John H. Glenn, check the status of components of the Hubble Space Telescope Orbital Systems Test (HOST) payload, which provides an on-orbit test bed for hardware that will be used during the third Hubble servicing mission. Then Parazynski and Pilot Steve Lindsey set up some of the tools that will be used during the rendezvous and subsequent capture and reberthing of the Spartan satellite.

  13. 4-H Science Inquiry Video Series

    Science.gov (United States)

    Green, Jeremy W.; Black, Lynette; Willis, Patrick

    2013-01-01

    Studies support science inquiry as a positive method and approach for 4-H professionals and volunteers to use for teaching science-based practices to youth. The development of a science inquiry video series has yielded positive results as it relates to youth development education and science. The video series highlights how to conduct science-rich…

  14. Beyond a Fad: Why Video Games Should Be Part of 21st Century Libraries

    Science.gov (United States)

    Buchanan, Kym; Elzen, Angela M. Vanden

    2012-01-01

    We believe video games have a place in libraries. We start by describing two provocative video games. Next, we offer a framework for the general mission of libraries, including access, motivation, and guidance. As a medium, video games have some distinguishing traits: they are visual, interactive, and based on simulations. We explain how these…

  15. Detection of goal events in soccer videos

    Science.gov (United States)

    Kim, Hyoung-Gook; Roeber, Steffen; Samour, Amjad; Sikora, Thomas

    2005-01-01

    In this paper, we present an automatic extraction of goal events in soccer videos by using audio track features alone without relying on expensive-to-compute video track features. The extracted goal events can be used for high-level indexing and selective browsing of soccer videos. The detection of soccer video highlights using audio contents comprises three steps: 1) extraction of audio features from a video sequence, 2) event candidate detection of highlight events based on the information provided by the feature extraction Methods and the Hidden Markov Model (HMM), 3) goal event selection to finally determine the video intervals to be included in the summary. For this purpose we compared the performance of the well known Mel-scale Frequency Cepstral Coefficients (MFCC) feature extraction method vs. MPEG-7 Audio Spectrum Projection feature (ASP) extraction method based on three different decomposition methods namely Principal Component Analysis( PCA), Independent Component Analysis (ICA) and Non-Negative Matrix Factorization (NMF). To evaluate our system we collected five soccer game videos from various sources. In total we have seven hours of soccer games consisting of eight gigabytes of data. One of five soccer games is used as the training data (e.g., announcers' excited speech, audience ambient speech noise, audience clapping, environmental sounds). Our goal event detection results are encouraging.

  16. Robust video object cosegmentation.

    Science.gov (United States)

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

    2015-10-01

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

  17. Statistical Analysis of Video Frame Size Distribution Originating from Scalable Video Codec (SVC

    Directory of Open Access Journals (Sweden)

    Sima Ahmadpour

    2017-01-01

    Full Text Available Designing an effective and high performance network requires an accurate characterization and modeling of network traffic. The modeling of video frame sizes is normally applied in simulation studies and mathematical analysis and generating streams for testing and compliance purposes. Besides, video traffic assumed as a major source of multimedia traffic in future heterogeneous network. Therefore, the statistical distribution of video data can be used as the inputs for performance modeling of networks. The finding of this paper comprises the theoretical definition of distribution which seems to be relevant to the video trace in terms of its statistical properties and finds the best distribution using both the graphical method and the hypothesis test. The data set used in this article consists of layered video traces generating from Scalable Video Codec (SVC video compression technique of three different movies.

  18. STS-114 Flight Day 6 Highlights

    Science.gov (United States)

    2005-01-01

    Day 6 is a relatively quiet day for the STS-114 crew. The main responsibility for crew members of Space Shuttle Discovery (Commander Eileen Collins, Pilot James Kelly, Mission Specialists Soichi Noguchi, Stephen Robinson, Andrew Thomas, Wendy Lawrence, and Charles Camarda) and the Expedition 11 crew of the International Space Station (ISS) (Commander Sergei Krikalev and NASA ISS Science Officer and Flight Engineer John Phillips) is to unload supplies from the shuttle payload bay and from the Raffaello Multipurpose Logistics Module onto the ISS. Several of the astronauts answer interview questions from the news media, with an emphasis on the significance of their mission for the Return to Flight, shuttle damage and repair, and the future of the shuttle program. Thomas announces the winners of an essay contest for Australian students about the importance of science and mathematics education. The video includes the installation of a stowage rack for the Human Research Facility onboard the ISS, a brief description of the ISS modules, and an inverted view of the Nile Delta.

  19. Digital Video Imagery and Wireless Communications for Land-Based Reconnaissance Missions

    National Research Council Canada - National Science Library

    Munroe, James

    1999-01-01

    .... This thesis explores, analyzes, and performs a proof-of-concept implementation for a real-time digital video reconnaissance system from forward locations to the rear using wireless communication...

  20. a Cloud-Based Architecture for Smart Video Surveillance

    Science.gov (United States)

    Valentín, L.; Serrano, S. A.; Oves García, R.; Andrade, A.; Palacios-Alonso, M. A.; Sucar, L. Enrique

    2017-09-01

    Turning a city into a smart city has attracted considerable attention. A smart city can be seen as a city that uses digital technology not only to improve the quality of people's life, but also, to have a positive impact in the environment and, at the same time, offer efficient and easy-to-use services. A fundamental aspect to be considered in a smart city is people's safety and welfare, therefore, having a good security system becomes a necessity, because it allows us to detect and identify potential risk situations, and then take appropriate decisions to help people or even prevent criminal acts. In this paper we present an architecture for automated video surveillance based on the cloud computing schema capable of acquiring a video stream from a set of cameras connected to the network, process that information, detect, label and highlight security-relevant events automatically, store the information and provide situational awareness in order to minimize response time to take the appropriate action.

  1. The problem of false positives and false negatives in violent video game experiments.

    Science.gov (United States)

    Ferguson, Christopher J

    The problem of false positives and negatives has received considerable attention in behavioral research in recent years. The current paper uses video game violence research as an example of how such issues may develop in a field. Despite decades of research, evidence on whether violent video games (VVGs) contribute to aggression in players has remained mixed. Concerns have been raised in recent years that experiments regarding VVGs may suffer from both "false positives" and "false negatives." The current paper examines this issue in three sets of video game experiments, two sets of video game experiments on aggression and prosocial behaviors identified in meta-analysis, and a third group of recent null studies. Results indicated that studies of VVGs and aggression appear to be particularly prone to false positive results. Studies of VVGs and prosocial behavior, by contrast are heterogeneous and did not demonstrate any indication of false positive results. However, their heterogeneous nature made it difficult to base solid conclusions on them. By contrast, evidence for false negatives in null studies was limited, and little evidence emerged that null studies lacked power in comparison those highlighted in past meta-analyses as evidence for effects. These results are considered in light of issues related to false positives and negatives in behavioral science more broadly. Copyright © 2017 Elsevier Ltd. All rights reserved.

  2. Learning from Narrated Instruction Videos.

    Science.gov (United States)

    Alayrac, Jean-Baptiste; Bojanowski, Piotr; Agrawal, Nishant; Sivic, Josef; Laptev, Ivan; Lacoste-Julien, Simon

    2017-09-05

    Automatic assistants could guide a person or a robot in performing new tasks, such as changing a car tire or repotting a plant. Creating such assistants, however, is non-trivial and requires understanding of visual and verbal content of a video. Towards this goal, we here address the problem of automatically learning the main steps of a task from a set of narrated instruction videos. We develop a new unsupervised learning approach that takes advantage of the complementary nature of the input video and the associated narration. The method sequentially clusters textual and visual representations of a task, where the two clustering problems are linked by joint constraints to obtain a single coherent sequence of steps in both modalities. To evaluate our method, we collect and annotate a new challenging dataset of real-world instruction videos from the Internet. The dataset contains videos for five different tasks with complex interactions between people and objects, captured in a variety of indoor and outdoor settings. We experimentally demonstrate that the proposed method can automatically discover, learn and localize the main steps of a task input videos.

  3. 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.

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

    Science.gov (United States)

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

    2017-02-01

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

  5. Comparative analysis of video processing and 3D rendering for cloud video games using different virtualization technologies

    Science.gov (United States)

    Bada, Adedayo; Alcaraz-Calero, Jose M.; Wang, Qi; Grecos, Christos

    2014-05-01

    This paper describes a comprehensive empirical performance evaluation of 3D video processing employing the physical/virtual architecture implemented in a cloud environment. Different virtualization technologies, virtual video cards and various 3D benchmarks tools have been utilized in order to analyse the optimal performance in the context of 3D online gaming applications. This study highlights 3D video rendering performance under each type of hypervisors, and other factors including network I/O, disk I/O and memory usage. Comparisons of these factors under well-known virtual display technologies such as VNC, Spice and Virtual 3D adaptors reveal the strengths and weaknesses of the various hypervisors with respect to 3D video rendering and streaming.

  6. PRagmatic trial Of Video Education in Nursing homes: The design and rationale for a pragmatic cluster randomized trial in the nursing home setting.

    Science.gov (United States)

    Mor, Vincent; Volandes, Angelo E; Gutman, Roee; Gatsonis, Constantine; Mitchell, Susan L

    2017-04-01

    Background/Aims Nursing homes are complex healthcare systems serving an increasingly sick population. Nursing homes must engage patients in advance care planning, but do so inconsistently. Video decision support tools improved advance care planning in small randomized controlled trials. Pragmatic trials are increasingly employed in health services research, although not commonly in the nursing home setting to which they are well-suited. This report presents the design and rationale for a pragmatic cluster randomized controlled trial that evaluated the "real world" application of an Advance Care Planning Video Program in two large US nursing home healthcare systems. Methods PRagmatic trial Of Video Education in Nursing homes was conducted in 360 nursing homes (N = 119 intervention/N = 241 control) owned by two healthcare systems. Over an 18-month implementation period, intervention facilities were instructed to offer the Advance Care Planning Video Program to all patients. Control facilities employed usual advance care planning practices. Patient characteristics and outcomes were ascertained from Medicare Claims, Minimum Data Set assessments, and facility electronic medical record data. Intervention adherence was measured using a Video Status Report embedded into electronic medical record systems. The primary outcome was the number of hospitalizations/person-day alive among long-stay patients with advanced dementia or cardiopulmonary disease. The rationale for the approaches to facility randomization and recruitment, intervention implementation, population selection, data acquisition, regulatory issues, and statistical analyses are discussed. Results The large number of well-characterized candidate facilities enabled several unique design features including stratification on historical hospitalization rates, randomization prior to recruitment, and 2:1 control to intervention facilities ratio. Strong endorsement from corporate leadership made randomization

  7. Construct-driven development of a video-based situational judgment test for integrity : A study in a multi-ethnic police setting

    NARCIS (Netherlands)

    L.A.L. de Meijer (Lonneke); M.Ph. Born (Marise); J. van Zielst (Jaap); H.T. van der Molen (Henk)

    2010-01-01

    textabstractIn a field study conducted in a multi-ethnic selection setting at the Dutch police, we examined the construct validity of a video-based situational judgment test (SJT) aimed to measure the construct of integrity. Integrity is of central importance to productive work performance of police

  8. Serious Games: Video Games for Good?

    Science.gov (United States)

    Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah

    2015-01-01

    As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…

  9. For Video Streaming/Delivery: Is HTML5 the Real Fix?

    Directory of Open Access Journals (Sweden)

    John Millard

    2013-10-01

    Full Text Available The general movement towards streaming or playing videos on the web has grown exponentially in the last decade. The combination of new streaming technologies and faster Internet connections continue to provide enhanced and robust user experience for video content. For many organizations, adding videos on their websites has transitioned from a “cool” feature to a mission critical service. Some of the benefits in putting videos online include: to engage and convert visitors, to raise awareness or drive interest, to share inspirational stories or recent unique events, etc. Along with the growth in the use and need for video content on the web; delivering videos online also remains a messy activity for developers and web teams. Examples of existing challenges include creating more accessible videos with captions and delivering content (using adaptive streaming for the diverse range of mobile and tablet devices. In this article, we report on the decision-making and early results in using the Kaltura video platform in two popular library platforms: CONTENTdm and DSpace.

  10. Atmospheric Research 2012 Technical Highlights

    Science.gov (United States)

    Lau, William K -M.

    2013-01-01

    This annual report, as before, is intended for a broad audience. Our readers include colleagues within NASA, scientists outside the Agency, science graduate students, and members of the general public. Inside are descriptions of atmospheric research science highlights and summaries of our education and outreach accomplishments for calendar year 2012.The report covers research activities from the Mesoscale Atmospheric Processes Laboratory, the Climate and Radiation Laboratory, the Atmospheric Chemistry and Dynamics Laboratory, and the Wallops Field Support Office under the Office of Deputy Director for Atmospheres, Earth Sciences Division in the Sciences and Exploration Directorate of NASAs Goddard Space Flight Center. The overall mission of the office is advancing knowledge and understanding of the Earths atmosphere. Satellite missions, field campaigns, peer-reviewed publications, and successful proposals are essential to our continuing research.

  11. Digital Learning Network Education Events of NASA's Extreme Environments Mission Operations

    Science.gov (United States)

    Paul, Heather; Guillory, Erika

    2007-01-01

    NASA's Digital Learning Network (DLN) reaches out to thousands of students each year through video conferencing and web casting. The DLN has created a series of live education videoconferences connecting NASA s Extreme Environment Missions Operations (NEEMO) team to students across the United States. The programs are also extended to students around the world live web casting. The primary focus of the events is the vision for space exploration. During the programs, NEEMO Crewmembers including NASA astronauts, engineers and scientists inform and inspire students about the importance of exploration and share the impact of the project as it correlates with plans to return to the moon and explore the planet Mars. These events highlight interactivity. Students talk live with the aquanauts in Aquarius, the National Oceanic and Atmospheric Administration s underwater laboratory. With this program, NASA continues the Agency s tradition of investing in the nation's education programs. It is directly tied to the Agency's major education goal of attracting and retaining students in science, technology, and engineering disciplines. Before connecting with the aquanauts, the students conduct experiments of their own designed to coincide with mission objectives. This paper describes the events that took place in September 2006.

  12. Student-Directed Video Validation of Psychomotor Skills Performance: A Strategy to Facilitate Deliberate Practice, Peer Review, and Team Skill Sets.

    Science.gov (United States)

    DeBourgh, Gregory A; Prion, Susan K

    2017-03-22

    Background Essential nursing skills for safe practice are not limited to technical skills, but include abilities for determining salience among clinical data within dynamic practice environments, demonstrating clinical judgment and reasoning, problem-solving abilities, and teamwork competence. Effective instructional methods are needed to prepare new nurses for entry-to-practice in contemporary healthcare settings. Method This mixed-methods descriptive study explored self-reported perceptions of a process to self-record videos for psychomotor skill performance evaluation in a convenience sample of 102 pre-licensure students. Results Students reported gains in confidence and skill acquisition using team skills to record individual videos of skill performance, and described the importance of teamwork, peer support, and deliberate practice. Conclusion Although time consuming, the production of student-directed video validations of psychomotor skill performance is an authentic task with meaningful accountabilities that is well-received by students as an effective, satisfying learner experience to increase confidence and competence in performing psychomotor skills.

  13. Video steganography based on bit-plane decomposition of wavelet-transformed video

    Science.gov (United States)

    Noda, Hideki; Furuta, Tomofumi; Niimi, Michiharu; Kawaguchi, Eiji

    2004-06-01

    This paper presents a steganography method using lossy compressed video which provides a natural way to send a large amount of secret data. The proposed method is based on wavelet compression for video data and bit-plane complexity segmentation (BPCS) steganography. BPCS steganography makes use of bit-plane decomposition and the characteristics of the human vision system, where noise-like regions in bit-planes of a dummy image are replaced with secret data without deteriorating image quality. In wavelet-based video compression methods such as 3-D set partitioning in hierarchical trees (SPIHT) algorithm and Motion-JPEG2000, wavelet coefficients in discrete wavelet transformed video are quantized into a bit-plane structure and therefore BPCS steganography can be applied in the wavelet domain. 3-D SPIHT-BPCS steganography and Motion-JPEG2000-BPCS steganography are presented and tested, which are the integration of 3-D SPIHT video coding and BPCS steganography, and that of Motion-JPEG2000 and BPCS, respectively. Experimental results show that 3-D SPIHT-BPCS is superior to Motion-JPEG2000-BPCS with regard to embedding performance. In 3-D SPIHT-BPCS steganography, embedding rates of around 28% of the compressed video size are achieved for twelve bit representation of wavelet coefficients with no noticeable degradation in video quality.

  14. Improving Video Generation for Multi-functional Applications

    OpenAIRE

    Kratzwald, Bernhard; Huang, Zhiwu; Paudel, Danda Pani; Dinesh, Acharya; Van Gool, Luc

    2017-01-01

    In this paper, we aim to improve the state-of-the-art video generative adversarial networks (GANs) with a view towards multi-functional applications. Our improved video GAN model does not separate foreground from background nor dynamic from static patterns, but learns to generate the entire video clip conjointly. Our model can thus be trained to generate - and learn from - a broad set of videos with no restriction. This is achieved by designing a robust one-stream video generation architectur...

  15. [Teaching Desktop] Video Conferencing in a Collaborative and Problem Based Setting

    DEFF Research Database (Denmark)

    Ørngreen, Rikke; Mouritzen, Per

    2013-01-01

    , teachers and assistant teachers wanted to find ways in the design for learning that enables the learners to acquire knowledge about the theories, models and concepts of the subject, as well as hands‐on competencies in a learning‐by‐doing manner. In particular we address the area of desktop video...... shows that the students experiment with various pedagogical situations, and that during the process of design, teaching, and reflection they acquire experiences at both a concrete specific and a general abstract level. The desktop video conference system creates challenges, with technical issues...

  16. Video Monitoring a Simulation-Based Quality Improvement Program in Bihar, India.

    Science.gov (United States)

    Dyer, Jessica; Spindler, Hilary; Christmas, Amelia; Shah, Malay Bharat; Morgan, Melissa; Cohen, Susanna R; Sterne, Jason; Mahapatra, Tanmay; Walker, Dilys

    2018-04-01

    Simulation-based training has become an accepted clinical training andragogy in high-resource settings with its use increasing in low-resource settings. Video recordings of simulated scenarios are commonly used by facilitators. Beyond using the videos during debrief sessions, researchers can also analyze the simulation videos to quantify technical and nontechnical skills during simulated scenarios over time. Little is known about the feasibility and use of large-scale systems to video record and analyze simulation and debriefing data for monitoring and evaluation in low-resource settings. This manuscript describes the process of designing and implementing a large-scale video monitoring system. Mentees and Mentors were consented and all simulations and debriefs conducted at 320 Primary Health Centers (PHCs) were video recorded. The system design, number of video recordings, and inter-rater reliability of the coded videos were assessed. The final dataset included a total of 11,278 videos. Overall, a total of 2,124 simulation videos were coded and 183 (12%) were blindly double-coded. For the double-coded sample, the average inter-rater reliability (IRR) scores were 80% for nontechnical skills, and 94% for clinical technical skills. Among 4,450 long debrief videos received, 216 were selected for coding and all were double-coded. Data quality of simulation videos was found to be very good in terms of recorded instances of "unable to see" and "unable to hear" in Phases 1 and 2. This study demonstrates that video monitoring systems can be effectively implemented at scale in resource limited settings. Further, video monitoring systems can play several vital roles within program implementation, including monitoring and evaluation, provision of actionable feedback to program implementers, and assurance of program fidelity.

  17. Induced Recall of Jane Austen's Novels: Films, Television, Videos.

    Science.gov (United States)

    Diaz de Chumaceiro, Cora L.

    2000-01-01

    Notes that the popularity of Jane Austen adaptations in theaters, television, and videos increases the probability that patients and therapists may recall these movies in treatment. Underscores excerpts from a comparison of an Austen novel with the psychoanalytic process and highlights available film adaptations in video format. (SC)

  18. A CLOUD-BASED ARCHITECTURE FOR SMART VIDEO SURVEILLANCE

    Directory of Open Access Journals (Sweden)

    L. Valentín

    2017-09-01

    Full Text Available Turning a city into a smart city has attracted considerable attention. A smart city can be seen as a city that uses digital technology not only to improve the quality of people’s life, but also, to have a positive impact in the environment and, at the same time, offer efficient and easy-to-use services. A fundamental aspect to be considered in a smart city is people’s safety and welfare, therefore, having a good security system becomes a necessity, because it allows us to detect and identify potential risk situations, and then take appropriate decisions to help people or even prevent criminal acts. In this paper we present an architecture for automated video surveillance based on the cloud computing schema capable of acquiring a video stream from a set of cameras connected to the network, process that information, detect, label and highlight security-relevant events automatically, store the information and provide situational awareness in order to minimize response time to take the appropriate action.

  19. Efficient Delivery of Scalable Video Using a Streaming Class Model

    Directory of Open Access Journals (Sweden)

    Jason J. Quinlan

    2018-03-01

    Full Text Available When we couple the rise in video streaming with the growing number of portable devices (smart phones, tablets, laptops, we see an ever-increasing demand for high-definition video online while on the move. Wireless networks are inherently characterised by restricted shared bandwidth and relatively high error loss rates, thus presenting a challenge for the efficient delivery of high quality video. Additionally, mobile devices can support/demand a range of video resolutions and qualities. This demand for mobile streaming highlights the need for adaptive video streaming schemes that can adjust to available bandwidth and heterogeneity, and can provide a graceful changes in video quality, all while respecting viewing satisfaction. In this context, the use of well-known scalable/layered media streaming techniques, commonly known as scalable video coding (SVC, is an attractive solution. SVC encodes a number of video quality levels within a single media stream. This has been shown to be an especially effective and efficient solution, but it fares badly in the presence of datagram losses. While multiple description coding (MDC can reduce the effects of packet loss on scalable video delivery, the increased delivery cost is counterproductive for constrained networks. This situation is accentuated in cases where only the lower quality level is required. In this paper, we assess these issues and propose a new approach called Streaming Classes (SC through which we can define a key set of quality levels, each of which can be delivered in a self-contained manner. This facilitates efficient delivery, yielding reduced transmission byte-cost for devices requiring lower quality, relative to MDC and Adaptive Layer Distribution (ALD (42% and 76% respective reduction for layer 2, while also maintaining high levels of consistent quality. We also illustrate how selective packetisation technique can further reduce the effects of packet loss on viewable quality by

  20. Knowledge-based approach to video content classification

    Science.gov (United States)

    Chen, Yu; Wong, Edward K.

    2001-01-01

    A framework for video content classification using a knowledge-based approach is herein proposed. This approach is motivated by the fact that videos are rich in semantic contents, which can best be interpreted and analyzed by human experts. We demonstrate the concept by implementing a prototype video classification system using the rule-based programming language CLIPS 6.05. Knowledge for video classification is encoded as a set of rules in the rule base. The left-hand-sides of rules contain high level and low level features, while the right-hand-sides of rules contain intermediate results or conclusions. Our current implementation includes features computed from motion, color, and text extracted from video frames. Our current rule set allows us to classify input video into one of five classes: news, weather, reporting, commercial, basketball and football. We use MYCIN's inexact reasoning method for combining evidences, and to handle the uncertainties in the features and in the classification results. We obtained good results in a preliminary experiment, and it demonstrated the validity of the proposed approach.

  1. European roadmap to the realization of fusion energy: Mission for solution on heat-exhaust systems

    International Nuclear Information System (INIS)

    Turnyanskiy, M.; Neu, R.; Albanese, R.; Ambrosino, R.; Bachmann, C.; Brezinsek, S.; Donne, T.; Eich, T.; Falchetto, G.; Federici, G.; Kalupin, D.; Litaudon, X.; Mayoral, M.L.; McDonald, D.C.; Reimerdes, H.; Romanelli, F.; Wenninger, R.; You, J.-H.

    2015-01-01

    Highlights: • A summary of the main aims of the Mission 2 for a solution on heat-exhaust systems. • A description of the EUROfusion consortium strategy to address Mission 2. • A definition of main unresolved issues and challenges in Mission 2. • Work Breakdown Structure to set up the collaborative efforts to address these challenges. - Abstract: Horizon 2020 is the largest EU Research and Innovation programme to date. The European fusion research programme for Horizon 2020 is outlined in the “Roadmap to the realization of fusion energy” and published in 2012 [1]. As part of it, the European Fusion Consortium (EUROfusion) has been established and will be responsible for implementing this roadmap through its members. The European fusion roadmap sets out a strategy for a collaboration to achieve the goal of generating fusion electricity by 2050. It is based on a goal-oriented approach with eight different missions including the development of heat-exhaust systems which must be capable of withstanding the large heat and particle fluxes of a fusion power plant (FPP). A summary of the main aims of the mission for a solution on heat-exhaust systems and the EUROfusion consortium strategy to set up an efficient Work Breakdown Structure and the collaborative efforts to address these challenges will be presented.

  2. European roadmap to the realization of fusion energy: Mission for solution on heat-exhaust systems

    Energy Technology Data Exchange (ETDEWEB)

    Turnyanskiy, M., E-mail: mikhail.turnyanskiy@euro-fusion.org [EUROfusion PMU Garching, Boltzmannstraße 2, D-85748 Garching (Germany); Neu, R. [Max-Planck-Institut für Plasmapysik, Boltzmannstraße 2, D-85748 Garching (Germany); Technische Universität München, Fachgebiet Plasma-Wand-Wechselwirkung, D-85748 Garching (Germany); Albanese, R.; Ambrosino, R. [Assoc. EURATOM/ENEA/CREATE/DIETI – Univ. Napoli Federico II, Via Claudio 21, I-80125 (Italy); Bachmann, C. [EUROfusion PMU Garching, Boltzmannstraße 2, D-85748 Garching (Germany); Brezinsek, S. [Association EURATOM/Forschungszentrum Jülich GmbH, 52425 Jülich (Germany); Donne, T. [EUROfusion PMU Garching, Boltzmannstraße 2, D-85748 Garching (Germany); Eich, T. [Max-Planck-Institut für Plasmapysik, Boltzmannstraße 2, D-85748 Garching (Germany); Falchetto, G. [CEA, IRFM, F-13108 Saint-Paul-lez-Durance (France); Federici, G.; Kalupin, D.; Litaudon, X.; Mayoral, M.L.; McDonald, D.C. [EUROfusion PMU Garching, Boltzmannstraße 2, D-85748 Garching (Germany); Reimerdes, H. [EPFL, CRPP, CH-1015 Lausanne (Switzerland); Romanelli, F.; Wenninger, R. [EUROfusion PMU Garching, Boltzmannstraße 2, D-85748 Garching (Germany); You, J.-H. [Max-Planck-Institut für Plasmapysik, Boltzmannstraße 2, D-85748 Garching (Germany)

    2015-10-15

    Highlights: • A summary of the main aims of the Mission 2 for a solution on heat-exhaust systems. • A description of the EUROfusion consortium strategy to address Mission 2. • A definition of main unresolved issues and challenges in Mission 2. • Work Breakdown Structure to set up the collaborative efforts to address these challenges. - Abstract: Horizon 2020 is the largest EU Research and Innovation programme to date. The European fusion research programme for Horizon 2020 is outlined in the “Roadmap to the realization of fusion energy” and published in 2012 [1]. As part of it, the European Fusion Consortium (EUROfusion) has been established and will be responsible for implementing this roadmap through its members. The European fusion roadmap sets out a strategy for a collaboration to achieve the goal of generating fusion electricity by 2050. It is based on a goal-oriented approach with eight different missions including the development of heat-exhaust systems which must be capable of withstanding the large heat and particle fluxes of a fusion power plant (FPP). A summary of the main aims of the mission for a solution on heat-exhaust systems and the EUROfusion consortium strategy to set up an efficient Work Breakdown Structure and the collaborative efforts to address these challenges will be presented.

  3. Reduced bandwidth video for remote vehicle operations

    Energy Technology Data Exchange (ETDEWEB)

    Noell, T.E.; DePiero, F.W.

    1993-08-01

    Oak Ridge National Laboratory staff have developed a video compression system for low-bandwidth remote operations. The objective is to provide real-time video at data rates comparable to available tactical radio links, typically 16 to 64 thousand bits per second (kbps), while maintaining sufficient quality to achieve mission objectives. The system supports both continuous lossy transmission of black and white (gray scale) video for remote driving and progressive lossless transmission of black and white images for remote automatic target acquisition. The average data rate of the resulting bit stream is 64 kbps. This system has been demonstrated to provide video of sufficient quality to allow remote driving of a High-Mobility Multipurpose Wheeled Vehicle at speeds up to 15 mph (24.1 kph) on a moguled dirt track. The nominal driving configuration provides a frame rate of 4 Hz, a compression per frame of 125:1, and a resulting latency of {approximately}1s. This paper reviews the system approach and implementation, and further describes some of our experiences when using the system to support remote driving.

  4. Video Classification and Adaptive QoP/QoS Control for Multiresolution Video Applications on IPTV

    Directory of Open Access Journals (Sweden)

    Huang Shyh-Fang

    2012-01-01

    Full Text Available With the development of heterogeneous networks and video coding standards, multiresolution video applications over networks become important. It is critical to ensure the service quality of the network for time-sensitive video services. Worldwide Interoperability for Microwave Access (WIMAX is a good candidate for delivering video signals because through WIMAX the delivery quality based on the quality-of-service (QoS setting can be guaranteed. The selection of suitable QoS parameters is, however, not trivial for service users. Instead, what a video service user really concerns with is the video quality of presentation (QoP which includes the video resolution, the fidelity, and the frame rate. In this paper, we present a quality control mechanism in multiresolution video coding structures over WIMAX networks and also investigate the relationship between QoP and QoS in end-to-end connections. Consequently, the video presentation quality can be simply mapped to the network requirements by a mapping table, and then the end-to-end QoS is achieved. We performed experiments with multiresolution MPEG coding over WIMAX networks. In addition to the QoP parameters, the video characteristics, such as, the picture activity and the video mobility, also affect the QoS significantly.

  5. A configurational analysis of success factors in crowdfunding video campaigns

    DEFF Research Database (Denmark)

    Lomberg, Carina; Li-Ying, Jason; Alkærsig, Lars

    Recent discussions on success factors on crowdfunding campaigns highlight a plentitude of diverse factors that stem from different, partly contradicting theories. We focus on campaign videos and assume more than one way of creating a successful crowdfunding video. We generate data of 1000 randomly...

  6. Tools and approaches for simplifying serious games development in educational settings

    OpenAIRE

    Calvo, Antonio; Rotaru, Dan C.; Freire, Manuel; Fernandez-Manjon, Baltasar

    2016-01-01

    Serious Games can benefit from the commercial video games industry by taking advantage of current development tools. However, the economics and requirements of serious games and commercial games are very different. In this paper, we describe the factors that impact the total cost of ownership of serious games used in educational settings, review the specific requirements of games used as learning material, and analyze the different development tools available in the industry highlighting thei...

  7. Integrating Usability Evaluation into Model-Driven Video Game Development

    OpenAIRE

    Fernandez , Adrian; Insfran , Emilio; Abrahão , Silvia; Carsí , José ,; Montero , Emanuel

    2012-01-01

    Part 3: Short Papers; International audience; The increasing complexity of video game development highlights the need of design and evaluation methods for enhancing quality and reducing time and cost. In this context, Model-Driven Development approaches seem to be very promising since a video game can be obtained by transforming platform-independent models into platform-specific models that can be in turn transformed into code. Although this approach is started to being used for video game de...

  8. Task-technology fit of video telehealth for nurses in an outpatient clinic setting.

    Science.gov (United States)

    Cady, Rhonda G; Finkelstein, Stanley M

    2014-07-01

    Incorporating telehealth into outpatient care delivery supports management of consumer health between clinic visits. Task-technology fit is a framework for understanding how technology helps and/or hinders a person during work processes. Evaluating the task-technology fit of video telehealth for personnel working in a pediatric outpatient clinic and providing care between clinic visits ensures the information provided matches the information needed to support work processes. The workflow of advanced practice registered nurse (APRN) care coordination provided via telephone and video telehealth was described and measured using a mixed-methods workflow analysis protocol that incorporated cognitive ethnography and time-motion study. Qualitative and quantitative results were merged and analyzed within the task-technology fit framework to determine the workflow fit of video telehealth for APRN care coordination. Incorporating video telehealth into APRN care coordination workflow provided visual information unavailable during telephone interactions. Despite additional tasks and interactions needed to obtain the visual information, APRN workflow efficiency, as measured by time, was not significantly changed. Analyzed within the task-technology fit framework, the increased visual information afforded by video telehealth supported the assessment and diagnostic information needs of the APRN. Telehealth must provide the right information to the right clinician at the right time. Evaluating task-technology fit using a mixed-methods protocol ensured rigorous analysis of fit within work processes and identified workflows that benefit most from the technology.

  9. 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...

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

    Science.gov (United States)

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

    2014-12-01

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

  11. The perception of video games : from visual power to immersive interaction

    OpenAIRE

    Glashüttner, Robert

    2008-01-01

    This paper highlights the different ways of perceiving video games and video game content, incorporating interactive and non-interactive methods. It examines varying cognitive and emotive reactions by persons who are used to play video games as well as persons who are unfamiliar with the aesthetics and the most basic game play rules incorporated within video games. Additionally, the principle of “Flow” serves as a theoretical and philosophical foundation. A small case-study featuring two game...

  12. Stimulating teachers' professional development using video feedback with reciprocal peer coaching.

    NARCIS (Netherlands)

    dr Rita Schildwacht; Dr. S. Bolhuis; J. van den Akker

    2007-01-01

    Our research aims to formulate design guidelines for stimulating teachers' professional development using video feedback in collaborative settings. The study investigates guidelines concerning video feedback in peer coaching settings and focuses on a setting with three roles (of trainee, coach and

  13. Non-Cooperative Facial Recognition Video Dataset Collection Plan

    Energy Technology Data Exchange (ETDEWEB)

    Kimura, Marcia L. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Erikson, Rebecca L. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Lombardo, Nicholas J. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States)

    2013-08-31

    The Pacific Northwest National Laboratory (PNNL) will produce a non-cooperative (i.e. not posing for the camera) facial recognition video data set for research purposes to evaluate and enhance facial recognition systems technology. The aggregate data set consists of 1) videos capturing PNNL role players and public volunteers in three key operational settings, 2) photographs of the role players for enrolling in an evaluation database, and 3) ground truth data that documents when the role player is within various camera fields of view. PNNL will deliver the aggregate data set to DHS who may then choose to make it available to other government agencies interested in evaluating and enhancing facial recognition systems. The three operational settings that will be the focus of the video collection effort include: 1) unidirectional crowd flow 2) bi-directional crowd flow, and 3) linear and/or serpentine queues.

  14. A bilingual child learns social communication skills through video modeling-a single case study in a norwegian school setting

    Directory of Open Access Journals (Sweden)

    Meral Özerk

    2015-09-01

    Full Text Available Video modeling is one of the recognized methods used in the training and teaching of children with Autism Spectrum Disorders (ASD. The model’s theoretical base stems from Albert Bandura's (1977; 1986 social learning theory in which he asserts that children can learn many skills and behaviors observationally through modeling. One can assume that by observing others, a child with ASD can construct an idea of how new behaviors are performed, and on later occasions this mentally and visually constructed information will serve as a guide for his/her way of behaving. There are two types of methods for model learning: 1 In Vivo Modeling and 2 Video Modeling. These can be used a to teach children with ASD skills that are not yet in their behavioral repertoire and / or b to improve the children's emerging behaviors or skills. In the case of linguistic minority children at any stage of their bilingual development, it has been presumed that some of their behaviors that can be interpreted as attitude or culture-related actions. This approach, however, can sometimes delay referral, diagnosis, and intervention. In our project, we used Video Modeling and achieved positive results with regard to teaching social communication skills and target behavior to an eleven year-old bilingual boy with ASD. Our study also reveals that through Video Modeling, children with ASD can learn desirable behavioral skills as by-products. Video Modeling can also contribute positively to the social inclusion of bilingual children with ASD in school settings. In other words, bilingual children with ASD can transfer the social communication skills and targeted behaviors they learn through second-language at school to a first-language milieu.

  15. Video camera use at nuclear power plants

    International Nuclear Information System (INIS)

    Estabrook, M.L.; Langan, M.O.; Owen, D.E.

    1990-08-01

    A survey of US nuclear power plants was conducted to evaluate video camera use in plant operations, and determine equipment used and the benefits realized. Basic closed circuit television camera (CCTV) systems are described and video camera operation principles are reviewed. Plant approaches for implementing video camera use are discussed, as are equipment selection issues such as setting task objectives, radiation effects on cameras, and the use of disposal cameras. Specific plant applications are presented and the video equipment used is described. The benefits of video camera use --- mainly reduced radiation exposure and increased productivity --- are discussed and quantified. 15 refs., 6 figs

  16. The Polarized Radiation Imaging and Spectroscopy Mission

    CERN Document Server

    André, Philippe; Banday, Anthony; Barbosa, Domingos; Barreiro, Belen; Bartlett, James; Bartolo, Nicola; Battistelli, Elia; Battye, Richard; Bendo, George; Benoȋt, Alain; Bernard, Jean-Philippe; Bersanelli, Marco; Béthermin, Matthieu; Bielewicz, Pawel; Bonaldi, Anna; Bouchet, François; Boulanger, François; Brand, Jan; Bucher, Martin; Burigana, Carlo; Cai, Zhen-Yi; Camus, Philippe; Casas, Francisco; Casasola, Viviana; Castex, Guillaume; Challinor, Anthony; Chluba, Jens; Chon, Gayoung; Colafrancesco, Sergio; Comis, Barbara; Cuttaia, Francesco; D'Alessandro, Giuseppe; Da Silva, Antonio; Davis, Richard; de Avillez, Miguel; de Bernardis, Paolo; de Petris, Marco; de Rosa, Adriano; de Zotti, Gianfranco; Delabrouille, Jacques; Désert, François-Xavier; Dickinson, Clive; Diego, Jose Maria; Dunkley, Joanna; Enßlin, Torsten; Errard, Josquin; Falgarone, Edith; Ferreira, Pedro; Ferrière, Katia; Finelli, Fabio; Fletcher, Andrew; Fosalba, Pablo; Fuller, Gary; Galli, Silvia; Ganga, Ken; García-Bellido, Juan; Ghribi, Adnan; Giard, Martin; Giraud-Héraud, Yannick; Gonzalez-Nuevo, Joaquin; Grainge, Keith; Gruppuso, Alessandro; Hall, Alex; Hamilton, Jean-Christophe; Haverkorn, Marijke; Hernandez-Monteagudo, Carlos; Herranz, Diego; Jackson, Mark; Jaffe, Andrew; Khatri, Rishi; Kunz, Martin; Lamagna, Luca; Lattanzi, Massimiliano; Leahy, Paddy; Lesgourgues, Julien; Liguori, Michele; Liuzzo, Elisabetta; Lopez-Caniego, Marcos; Macias-Perez, Juan; Maffei, Bruno; Maino, Davide; Mangilli, Anna; Martinez-Gonzalez, Enrique; Martins, Carlos J.A.P.; Masi, Silvia; Massardi, Marcella; Matarrese, Sabino; Melchiorri, Alessandro; Melin, Jean-Baptiste; Mennella, Aniello; Mignano, Arturo; Miville-Deschênes, Marc-Antoine; Monfardini, Alessandro; Murphy, Anthony; Naselsky, Pavel; Nati, Federico; Natoli, Paolo; Negrello, Mattia; Noviello, Fabio; O'Sullivan, Créidhe; Paci, Francesco; Pagano, Luca; Paladino, Rosita; Palanque-Delabrouille, Nathalie; Paoletti, Daniela; Peiris, Hiranya; Perrotta, Francesca; Piacentini, Francesco; Piat, Michel; Piccirillo, Lucio; Pisano, Giampaolo; Polenta, Gianluca; Pollo, Agnieszka; Ponthieu, Nicolas; Remazeilles, Mathieu; Ricciardi, Sara; Roman, Matthieu; Rosset, Cyrille; Rubino-Martin, Jose-Alberto; Salatino, Maria; Schillaci, Alessandro; Shellard, Paul; Silk, Joseph; Starobinsky, Alexei; Stompor, Radek; Sunyaev, Rashid; Tartari, Andrea; Terenzi, Luca; Toffolatti, Luigi; Tomasi, Maurizio; Trappe, Neil; Tristram, Matthieu; Trombetti, Tiziana; Tucci, Marco; Van de Weijgaert, Rien; Van Tent, Bartjan; Verde, Licia; Vielva, Patricio; Wandelt, Ben; Watson, Robert; Withington, Stafford; Cabrera, Nicolas

    2014-01-01

    PRISM (Polarized Radiation Imaging and Spectroscopy Mission) was proposed to ESA in May 2013 as a large-class mission for investigating within the framework of the ESA Cosmic Vision program a set of important scientific questions that require high resolution, high sensitivity, full-sky observations of the sky emission at wavelengths ranging from millimeter-wave to the far-infrared. PRISM's main objective is to explore the distant universe, probing cosmic history from very early times until now as well as the structures, distribution of matter, and velocity flows throughout our Hubble volume. PRISM will survey the full sky in a large number of frequency bands in both intensity and polarization and will measure the absolute spectrum of sky emission more than three orders of magnitude better than COBE FIRAS. The aim of this Extended White Paper is to provide a more detailed overview of the highlights of the new science that will be made possible by PRISM

  17. 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.

  18. Rate-distortion optimization for compressive video sampling

    Science.gov (United States)

    Liu, Ying; Vijayanagar, Krishna R.; Kim, Joohee

    2014-05-01

    The recently introduced compressed sensing (CS) framework enables low complexity video acquisition via sub- Nyquist rate sampling. In practice, the resulting CS samples are quantized and indexed by finitely many bits (bit-depth) for transmission. In applications where the bit-budget for video transmission is constrained, rate- distortion optimization (RDO) is essential for quality video reconstruction. In this work, we develop a double-level RDO scheme for compressive video sampling, where frame-level RDO is performed by adaptively allocating the fixed bit-budget per frame to each video block based on block-sparsity, and block-level RDO is performed by modelling the block reconstruction peak-signal-to-noise ratio (PSNR) as a quadratic function of quantization bit-depth. The optimal bit-depth and the number of CS samples are then obtained by setting the first derivative of the function to zero. In the experimental studies the model parameters are initialized with a small set of training data, which are then updated with local information in the model testing stage. Simulation results presented herein show that the proposed double-level RDO significantly enhances the reconstruction quality for a bit-budget constrained CS video transmission system.

  19. 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...

  20. Video medical interpretation over 3G cellular networks: a feasibility study.

    Science.gov (United States)

    Locatis, Craig; Williamson, Deborah; Sterrett, James; Detzler, Isabel; Ackerman, Michael

    2011-12-01

    To test the feasibility of using cell phone technology to provide video medical interpretation services at a distance. Alternative cell phone services were researched and videoconferencing technologies were tried out to identify video products and telecommunication services needed to meet video medical interpretation requirements. The video and telecommunication technologies were tried out in a pharmacy setting and compared with use of the telephone. Outcomes were similar to findings in previous research involving video medical interpretation with higher bandwidth and video quality. Patients appreciated the interpretation service no matter how it is provided, while health providers and interpreters preferred video. It is possible to provide video medical interpretation services via cellular communication using lower bandwidth videoconferencing technology that provides sufficient quality, at least in pharmacy settings. However, a number of issues need to be addressed to ensure quality of service.

  1. VideoStory Embeddings Recognize Events when Examples are Scarce

    OpenAIRE

    Habibian, Amirhossein; Mensink, Thomas; Snoek, Cees G. M.

    2015-01-01

    This paper aims for event recognition when video examples are scarce or even completely absent. The key in such a challenging setting is a semantic video representation. Rather than building the representation from individual attribute detectors and their annotations, we propose to learn the entire representation from freely available web videos and their descriptions using an embedding between video features and term vectors. In our proposed embedding, which we call VideoStory, the correlati...

  2. Deep learning for quality assessment in live video streaming

    NARCIS (Netherlands)

    Torres Vega, M.; Mocanu, D.C.; Famaey, J.; Stavrou, S.; Liotta, A.

    Video content providers put stringent requirements on the quality assessment methods realized on their services. They need to be accurate, real-time, adaptable to new content, and scalable as the video set grows. In this letter, we introduce a novel automated and computationally efficient video

  3. Video technical characteristics and recommendations for optical surveillance

    International Nuclear Information System (INIS)

    Wilson, G.L.; Whichello, J.V.

    1991-01-01

    The application of new video surveillance electronics to safeguards has introduced an urgent need to formulate and adopt video standards that will ensure the highest possible video quality and the orderly introduction of data insertion. Standards will provide guidance in the application of image processing and digital techniques. Realistic and practical standards are a benefit to the IAEA, Member States, Support Programme equipment developers and facility operators, as they assist in the efficient utilisation of available resources. Moreover, standards shall provide a clear path for orderly introduction of newer technologies, whilst ensuring authentication and verification of the original image through the video process. Standards emerging from IAEA are an outcome of experience based on current knowledge, both within the safeguards arena and the video parent industry which comprises commercial and professional television. This paper provides a brief synopsis of recent developments which have highlighted the need for a surveillance based video standard together with a brief outline of these standards

  4. Characterizing popularity dynamics of online videos

    Science.gov (United States)

    Ren, Zhuo-Ming; Shi, Yu-Qiang; Liao, Hao

    2016-07-01

    Online popularity has a major impact on videos, music, news and other contexts in online systems. Characterizing online popularity dynamics is nature to explain the observed properties in terms of the already acquired popularity of each individual. In this paper, we provide a quantitative, large scale, temporal analysis of the popularity dynamics in two online video-provided websites, namely MovieLens and Netflix. The two collected data sets contain over 100 million records and even span a decade. We characterize that the popularity dynamics of online videos evolve over time, and find that the dynamics of the online video popularity can be characterized by the burst behaviors, typically occurring in the early life span of a video, and later restricting to the classic preferential popularity increase mechanism.

  5. Making it Real: Faculty Collaboration to Create Video Content

    Directory of Open Access Journals (Sweden)

    Claudia Jennifer Dold

    2012-04-01

    Full Text Available Interest in integrative health care is a growing area of health practice, combining conventional medical treatments with safe and effective complementary and alternative medicine. These modalities relate to both improving physical and psychological well-being, and enhancing conventional talk therapy. In an interdisciplinary collaboration, teaching and library faculty have created a series of sixteen on-line video interviews that introduce practitioner-relevant experiences to students as supplemental course material. These videos are available through the department web-pages to students in other related disciplines as well, including Social Work, Counselor Education, Psychology, and the Colleges of Public Health, Nursing, and Medicine. The video series was undertaken as part of the educational mission of the library, bringing to the classroom new material that is essential to the professional development of future counselors.

  6. Early Mission Maneuver Operations for the Deep Space Climate Observatory Sun-Earth L1 Libration Point Mission

    Science.gov (United States)

    Roberts, Craig; Case, Sara; Reagoso, John; Webster, Cassandra

    2015-01-01

    The Deep Space Climate Observatory mission launched on February 11, 2015, and inserted onto a transfer trajectory toward a Lissajous orbit around the Sun-Earth L1 libration point. This paper presents an overview of the baseline transfer orbit and early mission maneuver operations leading up to the start of nominal science orbit operations. In particular, the analysis and performance of the spacecraft insertion, mid-course correction maneuvers, and the deep-space Lissajous orbit insertion maneuvers are discussed, com-paring the baseline orbit with actual mission results and highlighting mission and operations constraints..

  7. Hot subluminous stars: Highlights from the MUCHFUSS and Kepler missions

    Directory of Open Access Journals (Sweden)

    Geier S.

    2013-03-01

    Full Text Available Research into hot subdwarf stars is progressing rapidly. We present recent important discoveries. First we review the knowledge about magnetic fields in hot subdwarfs and highlight the first detection of a highly-magnetic, helium-rich sdO star. We briefly summarize recent discoveries based on Kepler light curves and finally introduce the closest known sdB+WD binary discovered by the MUCHFUSS project and discuss its relevance as a progenitor of a double-detonation type Ia supernova.

  8. Progress in video immersion using Panospheric imaging

    Science.gov (United States)

    Bogner, Stephen L.; Southwell, David T.; Penzes, Steven G.; Brosinsky, Chris A.; Anderson, Ron; Hanna, Doug M.

    1998-09-01

    Having demonstrated significant technical and marketplace advantages over other modalities for video immersion, PanosphericTM Imaging (PI) continues to evolve rapidly. This paper reports on progress achieved since AeroSense 97. The first practical field deployment of the technology occurred in June-August 1997 during the NASA-CMU 'Atacama Desert Trek' activity, where the Nomad mobile robot was teleoperated via immersive PanosphericTM imagery from a distance of several thousand kilometers. Research using teleoperated vehicles at DRES has also verified the exceptional utility of the PI technology for achieving high levels of situational awareness, operator confidence, and mission effectiveness. Important performance enhancements have been achieved with the completion of the 4th Generation PI DSP-based array processor system. The system is now able to provide dynamic full video-rate generation of spatial and computational transformations, resulting in a programmable and fully interactive immersive video telepresence. A new multi- CCD camera architecture has been created to exploit the bandwidth of this processor, yielding a well-matched PI system with greatly improved resolution. While the initial commercial application for this technology is expected to be video tele- conferencing, it also appears to have excellent potential for application in the 'Immersive Cockpit' concept. Additional progress is reported in the areas of Long Wave Infrared PI Imaging, Stereo PI concepts, PI based Video-Servoing concepts, PI based Video Navigation concepts, and Foveation concepts (to merge localized high-resolution views with immersive views).

  9. Human exploration mission studies

    Science.gov (United States)

    Cataldo, Robert L.

    1989-01-01

    The Office of Exploration has established a process whereby all NASA field centers and other NASA Headquarters offices participate in the formulation and analysis of a wide range of mission strategies. These strategies were manifested into specific scenarios or candidate case studies. The case studies provided a systematic approach into analyzing each mission element. First, each case study must address several major themes and rationale including: national pride and international prestige, advancement of scientific knowledge, a catalyst for technology, economic benefits, space enterprise, international cooperation, and education and excellence. Second, the set of candidate case studies are formulated to encompass the technology requirement limits in the life sciences, launch capabilities, space transfer, automation, and robotics in space operations, power, and propulsion. The first set of reference case studies identify three major strategies: human expeditions, science outposts, and evolutionary expansion. During the past year, four case studies were examined to explore these strategies. The expeditionary missions include the Human Expedition to Phobos and Human Expedition to Mars case studies. The Lunar Observatory and Lunar Outpost to Early Mars Evolution case studies examined the later two strategies. This set of case studies established the framework to perform detailed mission analysis and system engineering to define a host of concepts and requirements for various space systems and advanced technologies. The details of each mission are described and, specifically, the results affecting the advanced technologies required to accomplish each mission scenario are presented.

  10. SOLON: An autonomous vehicle mission planner

    Science.gov (United States)

    Dudziak, M. J.

    1987-01-01

    The State-Operator Logic Machine (SOLON) Planner provides an architecture for effective real-time planning and replanning for an autonomous vehicle. The highlights of the system, which distinguish it from other AI-based planners that have been designed previously, are its hybrid application of state-driven control architecture and the use of both schematic representations and logic programming for the management of its knowledge base. SOLON is designed to provide multiple levels of planning for a single autonomous vehicle which is supplied with a skeletal, partially-specified mission plan at the outset of the vehicle's operations. This mission plan consists of a set of objectives, each of which will be decomposable by the planner into tasks. These tasks are themselves comparatively complex sets of actions which are executable by a conventional real-time control system which does not perform planning but which is capable of making adjustments or modifications to the provided tasks according to constraints and tolerances provided by the Planner. The current implementation of the SOLON is in the form of a real-time simulation of the Planner module of an Intelligent Vehicle Controller (IVC) on-board an autonomous underwater vehicle (AUV). The simulation is embedded within a larger simulator environment known as ICDS (Intelligent Controller Development System) operating on a Symbolics 3645/75 computer.

  11. Use of Mobile Video to Enhance Situational Awareness in HA/DR Missions

    Science.gov (United States)

    2012-09-01

    challenges . Although many definitions have been proposed so far, Mica R. Endsley describes “situational awareness” as: [T]he perception of the...Player, QuickTime, Flash Player, VLC Media Player, HTML 5 Video and DivX Web Player. This feature helps overcome a usual handicap that developers

  12. Mobile Video in Everyday Social Interactions

    Science.gov (United States)

    Reponen, Erika; Lehikoinen, Jaakko; Impiö, Jussi

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

  13. 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.

  14. Video astronomy on the go using video cameras with small telescopes

    CERN Document Server

    Ashley, Joseph

    2017-01-01

    Author Joseph Ashley explains video astronomy's many benefits in this comprehensive reference guide for amateurs. Video astronomy offers a wonderful way to see objects in far greater detail than is possible through an eyepiece, and the ability to use the modern, entry-level video camera to image deep space objects is a wonderful development for urban astronomers in particular, as it helps sidestep the issue of light pollution. The author addresses both the positive attributes of these cameras for deep space imaging as well as the limitations, such as amp glow. The equipment needed for imaging as well as how it is configured is identified with hook-up diagrams and photographs. Imaging techniques are discussed together with image processing (stacking and image enhancement). Video astronomy has evolved to offer great results and great ease of use, and both novices and more experienced amateurs can use this book to find the set-up that works best for them. Flexible and portable, they open up a whole new way...

  15. Hierarchical event selection for video storyboards with a case study on snooker video visualization.

    Science.gov (United States)

    Parry, Matthew L; Legg, Philip A; Chung, David H S; Griffiths, Iwan W; Chen, Min

    2011-12-01

    Video storyboard, which is a form of video visualization, summarizes the major events in a video using illustrative visualization. There are three main technical challenges in creating a video storyboard, (a) event classification, (b) event selection and (c) event illustration. Among these challenges, (a) is highly application-dependent and requires a significant amount of application specific semantics to be encoded in a system or manually specified by users. This paper focuses on challenges (b) and (c). In particular, we present a framework for hierarchical event representation, and an importance-based selection algorithm for supporting the creation of a video storyboard from a video. We consider the storyboard to be an event summarization for the whole video, whilst each individual illustration on the board is also an event summarization but for a smaller time window. We utilized a 3D visualization template for depicting and annotating events in illustrations. To demonstrate the concepts and algorithms developed, we use Snooker video visualization as a case study, because it has a concrete and agreeable set of semantic definitions for events and can make use of existing techniques of event detection and 3D reconstruction in a reliable manner. Nevertheless, most of our concepts and algorithms developed for challenges (b) and (c) can be applied to other application areas. © 2010 IEEE

  16. Video Recording and the Research Process

    Science.gov (United States)

    Leung, Constant; Hawkins, Margaret R.

    2011-01-01

    This is a two-part discussion. Part 1 is entitled "English Language Learning in Subject Lessons", and Part 2 is titled "Video as a Research Tool/Counterpoint". Working with different research concerns, the authors attempt to draw attention to a set of methodological and theoretical issues that have emerged in the research process using video data.…

  17. Mission Applications Support at NASA: Coastal Applications of SWOT Mission Data

    Science.gov (United States)

    Srinivasan, M. M.; Peterson, C. A.; Chao, Y.

    2014-12-01

    The Surface Water and Ocean Topography (SWOT) mission is an international collaboration of two scientific communities focused on a better understanding of the world's oceans and its terrestrial surface waters. SWOT will produce the first global survey of Earth's surface water by measuring sea surface height and the heights, slopes, and inundated areas of rivers, lakes, and wetlands. These coastal, lake and river measurements will be useful for monitoring the hydrologic cycle, flooding, and climate impacts of a changing environment. NASA and their French, Canadian and the United Kingdom space agency partners are developing new wide swath altimetry technology that will cover most of the world's ocean and surface freshwater bodies, and will have the capability to make observations with unprecedented resolution compared to existing technologies and will have the capability of measuring how water bodies change over time. Along with existing altimetry datasets, simulated SWOT data sets are being planned to assess the quality and potential value of anticipated SWOT measurements to both oceanography and hydrology applications. With the surface water measurements anticipated from SWOT, a broad range of applications may inform coastal managers and marine operators of offshore conditions and currents relevant to their regions. One study proposed to the NASA ASP would highlight coastal and estuary applications potential of the future SWOT mission. This study would promote the use of remote sensing measurements to improve the understanding, monitoring and management of estuaries and deltas for a broad range of users. In addition, the AirSWOT airborne mission to demonstrate the wide swath technology of SWOT is providing preliminary data products in inland and coastal regions that may be useful for early assessment by users of the future value of SWOT. NASA's Applied Sciences Program (ASP), along with the international SWOT project teams, is supporting a program that promotes

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

    Science.gov (United States)

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

    2018-04-01

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

  19. Heterogeneity image patch index and its application to consumer video summarization.

    Science.gov (United States)

    Dang, Chinh T; Radha, Hayder

    2014-06-01

    Automatic video summarization is indispensable for fast browsing and efficient management of large video libraries. In this paper, we introduce an image feature that we refer to as heterogeneity image patch (HIP) index. The proposed HIP index provides a new entropy-based measure of the heterogeneity of patches within any picture. By evaluating this index for every frame in a video sequence, we generate a HIP curve for that sequence. We exploit the HIP curve in solving two categories of video summarization applications: key frame extraction and dynamic video skimming. Under the key frame extraction frame-work, a set of candidate key frames is selected from abundant video frames based on the HIP curve. Then, a proposed patch-based image dissimilarity measure is used to create affinity matrix of these candidates. Finally, a set of key frames is extracted from the affinity matrix using a min–max based algorithm. Under video skimming, we propose a method to measure the distance between a video and its skimmed representation. The video skimming problem is then mapped into an optimization framework and solved by minimizing a HIP-based distance for a set of extracted excerpts. The HIP framework is pixel-based and does not require semantic information or complex camera motion estimation. Our simulation results are based on experiments performed on consumer videos and are compared with state-of-the-art methods. It is shown that the HIP approach outperforms other leading methods, while maintaining low complexity.

  20. IceBridge Mission Flight Reports

    Data.gov (United States)

    National Aeronautics and Space Administration — The IceBridge Mission Flight Reports data set contains flight reports from NASA Operation IceBridge Greenland, Arctic, Antarctic, and Alaska missions. Flight reports...

  1. Advanced Education and Technology Business Plan, 2010-13. Highlights

    Science.gov (United States)

    Alberta Advanced Education and Technology, 2010

    2010-01-01

    The Ministry of Advanced Education and Technology envisions Alberta's prosperity through innovation and lifelong learning. Advanced Education and Technology's mission is to lead the development of a knowledge-driven future through a dynamic and integrated advanced learning and innovation system. This paper presents the highlights of the business…

  2. Video Productions as Learning Resources in Students' Knowledge Building in the Ubiquitous Society

    DEFF Research Database (Denmark)

    Buhl, Mie; Andreasen, Lars Birch; Ørngreen, Rikke

    2012-01-01

    The chapter investigates how video productions may facilitate students’ knowledge building. The video productions in question may either be existing video productions directly aimed for educational use, video productions created in other contexts, but used in educational settings, or video produc...

  3. The Contribution of Game Genre and other Use Patterns to Problem Video Game Play among Adult Video Gamers.

    Science.gov (United States)

    Elliott, Luther; Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise

    2012-12-01

    AIMS: To assess the contribution of patterns of video game play, including game genre, involvement, and time spent gaming, to problem use symptomatology. DESIGN: Nationally representative survey. SETTING: Online. PARTICIPANTS: Large sample (n=3,380) of adult video gamers in the US. MEASUREMENTS: Problem video game play (PVGP) scale, video game genre typology, use patterns (gaming days in the past month and hours on days used), enjoyment, consumer involvement, and background variables. FINDINGS: Study confirms game genre's contribution to problem use as well as demographic variation in play patterns that underlie problem video game play vulnerability. CONCLUSIONS: Identification of a small group of game types positively correlated with problem use suggests new directions for research into the specific design elements and reward mechanics of "addictive" video games. Unique vulnerabilities to problem use among certain groups demonstrate the need for ongoing investigation of health disparities related to contextual dimensions of video game play.

  4. The Contribution of Game Genre and other Use Patterns to Problem Video Game Play among Adult Video Gamers

    Science.gov (United States)

    Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise

    2012-01-01

    Aims To assess the contribution of patterns of video game play, including game genre, involvement, and time spent gaming, to problem use symptomatology. Design Nationally representative survey. Setting Online. Participants Large sample (n=3,380) of adult video gamers in the US. Measurements Problem video game play (PVGP) scale, video game genre typology, use patterns (gaming days in the past month and hours on days used), enjoyment, consumer involvement, and background variables. Findings Study confirms game genre's contribution to problem use as well as demographic variation in play patterns that underlie problem video game play vulnerability. Conclusions Identification of a small group of game types positively correlated with problem use suggests new directions for research into the specific design elements and reward mechanics of “addictive” video games. Unique vulnerabilities to problem use among certain groups demonstrate the need for ongoing investigation of health disparities related to contextual dimensions of video game play. PMID:23284310

  5. Video2vec Embeddings Recognize Events when Examples are Scarce

    OpenAIRE

    Habibian, A.; Mensink, T.; Snoek, C.G.M.

    2017-01-01

    This paper aims for event recognition when video examples are scarce or even completely absent. The key in such a challenging setting is a semantic video representation. Rather than building the representation from individual attribute detectors and their annotations, we propose to learn the entire representation from freely available web videos and their descriptions using an embedding between video features and term vectors. In our proposed embedding, which we call Video2vec, the correlatio...

  6. Video self-modeling in children with autism: a pilot study validating prerequisite skills and extending the utilization of VSM across skill sets.

    Science.gov (United States)

    Williamson, Robert L; Casey, Laura B; Robertson, Janna Siegel; Buggey, Tom

    2013-01-01

    Given the recent interest in the use of video self-modeling (VSM) to provide instruction within iPod apps and other pieces of handheld mobile assistive technologies, investigating appropriate prerequisite skills for effective use of this intervention is particularly timely and relevant. To provide additional information regarding the efficacy of VSM for students with autism and to provide insights into any possible prerequisite skills students may require for such efficacy, the authors investigated the use of VSM in increasing the instances of effective initiations of interpersonal greetings for three students with autism that exhibited different pre-intervention abilities. Results showed that only one of the three participants showed an increase in self-initiated greetings following the viewing of videos edited to show each participant self-modeling a greeting when entering his or her classroom. Due to the differences in initial skill sets between the three children, this finding supports anecdotally observed student prerequisite abilities mentioned in previous studies that may be required to effectively utilize video based teaching methods.

  7. 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

  8. FPGA-Based Real-Time Motion Detection for Automated Video Surveillance Systems

    Directory of Open Access Journals (Sweden)

    Sanjay Singh

    2016-03-01

    Full Text Available Design of automated video surveillance systems is one of the exigent missions in computer vision community because of their ability to automatically select frames of interest in incoming video streams based on motion detection. This research paper focuses on the real-time hardware implementation of a motion detection algorithm for such vision based automated surveillance systems. A dedicated VLSI architecture has been proposed and designed for clustering-based motion detection scheme. The working prototype of a complete standalone automated video surveillance system, including input camera interface, designed motion detection VLSI architecture, and output display interface, with real-time relevant motion detection capabilities, has been implemented on Xilinx ML510 (Virtex-5 FX130T FPGA platform. The prototyped system robustly detects the relevant motion in real-time in live PAL (720 × 576 resolution video streams directly coming from the camera.

  9. Geoscience Videos and Their Role in Supporting Student Learning

    Science.gov (United States)

    Wiggen, Jennifer; McDonnell, David

    2017-01-01

    A series of short (5 to 7 minutes long) geoscience videos were created to support student learning in a flipped class setting for an introductory geology class at North Carolina State University. Videos were made using a stylus, tablet, microphone, and video editing software. Essentially, we narrate a slide, sketch a diagram, or explain a figure…

  10. The Impact of Video Length on Learning in a Middle-Level Flipped Science Setting: Implications for Diversity Inclusion

    Science.gov (United States)

    Slemmons, Krista; Anyanwu, Kele; Hames, Josh; Grabski, Dave; Mlsna, Jeffery; Simkins, Eric; Cook, Perry

    2018-05-01

    Popularity of videos for classroom instruction has increased over the years due to affordability and user-friendliness of today's digital video cameras. This prevalence has led to an increase in flipped, K-12 classrooms countrywide. However, quantitative data establishing the appropriate video length to foster authentic learning is limited, particularly in middle-level classrooms. We focus on this aspect of video technology in two flipped science classrooms at the middle school level to determine the optimal video length to enable learning, increase retention and support student motivation. Our results indicate that while assessments directly following short videos were slightly higher, these findings were not significantly different from scores following longer videos. While short-term retention of material did not seem to be influenced by video length, longer-term retention for males and students with learning disabilities was higher following short videos compared to long as assessed on summative assessments. Students self-report that they were more engaged, had enhanced focus, and had a perceived higher retention of content following shorter videos. This study has important implications for student learning, application of content, and the development of critical thinking skills. This is particularly paramount in an era where content knowledge is just a search engine away.

  11. 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.

  12. Homicidal violence during foreign military missions - prevention and legal issues

    Directory of Open Access Journals (Sweden)

    G T Okulate

    2006-03-01

    Full Text Available Objectives. The study involved Nigerian soldiers engaged in peacekeeping missions in Liberia and Yugoslavia. Using case illustrations, the study sought to describe patterns of homicidal violence among soldiers from the same country or soldiers from allied forces, and to suggest possible reasons for the attacks. Design and setting. Nigeria was actively involved in peacekeeping missions in Liberia between 1990 and 1996. During this period, intentional homicidal attacks occurred among the Nigerian military personnel. Post- homicidal interviews conducted among the perpetrators were combined with evidence obtained at military courts to produce the case studies. Subjects. Six Nigerian military personnel who attacked other Nigerians or soldiers from allied forces, with homicidal intent. Results. Possible predisposing and precipitating factors for these attacks were highlighted. The possibility of recognising these factors before embarking on overseas missions was discussed, so that preventive measures could be instituted as far as possible. Finally, medico-legal implications of homicide in the military were discussed. Conclusions. A certain degree of pre-combat selection is essential to exclude soldiers with definite severe psychopathology. A clearly defined length of duty in the mission areas and adequate communication with home could reduce maladjustment. Health personnel deployed to mission areas should be very conversant with mental health issues so that early recognition of psychological maladjustment is possible.

  13. SVC VIDEO STREAM ALLOCATION AND ADAPTATION IN HETEROGENEOUS NETWORK

    Directory of Open Access Journals (Sweden)

    E. A. Pakulova

    2016-07-01

    Full Text Available The paper deals with video data transmission in format H.264/SVC standard with QoS requirements satisfaction. The Sender-Side Path Scheduling (SSPS algorithm and Sender-Side Video Adaptation (SSVA algorithm were developed. SSPS algorithm gives the possibility to allocate video traffic among several interfaces while SSVA algorithm dynamically changes the quality of video sequence in relation to QoS requirements. It was shown that common usage of two developed algorithms enables to aggregate throughput of access networks, increase parameters of Quality of Experience and decrease losses in comparison with Round Robin algorithm. For evaluation of proposed solution, the set-up was made. The trace files with throughput of existing public networks were used in experiments. Based on this information the throughputs of networks were limited and losses for paths were set. The results of research may be used for study and transmission of video data in heterogeneous wireless networks.

  14. Rate-control algorithms testing by using video source model

    DEFF Research Database (Denmark)

    Belyaev, Evgeny; Turlikov, Andrey; Ukhanova, Anna

    2008-01-01

    In this paper the method of rate control algorithms testing by the use of video source model is suggested. The proposed method allows to significantly improve algorithms testing over the big test set.......In this paper the method of rate control algorithms testing by the use of video source model is suggested. The proposed method allows to significantly improve algorithms testing over the big test set....

  15. Data catalog series for space science and applications flight missions. Volume 3B: Descriptions of data sets from low- and medium-altitude scientific spacecraft and investigations

    Science.gov (United States)

    Jackson, John E. (Editor); Horowitz, Richard (Editor)

    1986-01-01

    The main purpose of the data catalog series is to provide descriptive references to data generated by space science flight missions. The data sets described include all of the actual holdings of the Space Science Data Center (NSSDC), all data sets for which direct contact information is available, and some data collections held and serviced by foreign investigators, NASA and other U.S. government agencies. This volume contains narrative descriptions of data sets from low and medium altitude scientific spacecraft and investigations. The following spacecraft series are included: Mariner, Pioneer, Pioneer Venus, Venera, Viking, Voyager, and Helios. Separate indexes to the planetary and interplanetary missions are also provided.

  16. Data Catalog Series for Space Science and Applications Flight Missions. Volume 2B; Descriptions of Data Sets from Geostationary and High-Altitude Scientific Spacecraft and Investigations

    Science.gov (United States)

    Schofield, Norman J. (Editor); Parthasarathy, R. (Editor); Hills, H. Kent (Editor)

    1988-01-01

    The main purpose of the data catalog series is to provide descriptive references to data generated by space science flight missions. The data sets described include all of the actual holdings of the Space Science Data Center (NSSDC), all data sets for which direct contact information is available, and some data collections held and serviced by foreign investigators, NASA and other U.S. government agencies. This volume contains narrative descriptions of data sets from geostationary and high altitude scientific spacecraft and investigations. The following spacecraft series are included: Mariner, Pioneer, Pioneer Venus, Venera, Viking, Voyager, and Helios. Separate indexes to the planetary and interplanetary missions are also provided.

  17. Verbal and Non-Verbal Communication and Coordination in Mission Control

    Science.gov (United States)

    Vinkhuyzen, Erik; Norvig, Peter (Technical Monitor)

    1998-01-01

    In this talk I will present some video-materials gathered in Mission Control during simulations. The focus of the presentation will be on verbal and non-verbal communication between the officers in the front and backroom, especially the practices that have evolved around a peculiar communications technology called voice loops.

  18. Enabling 'Togetherness' in High-Quality Domestic Video Conferencing

    NARCIS (Netherlands)

    I. Kegel; P.S. Cesar Garcia (Pablo Santiago); A.J. Jansen (Jack); D.C.A. Bulterman (Dick); J. Kort; T. Stevens; N. Farber

    2012-01-01

    htmlabstractLow-cost video conferencing systems have provided an existence proof for the value of video communication in a home setting. At the same time, current systems have a number of fundamental limitations that inhibit more general social interactions among multiple groups of participants. In

  19. SIRSALE: integrated video database management tools

    Science.gov (United States)

    Brunie, Lionel; Favory, Loic; Gelas, J. P.; Lefevre, Laurent; Mostefaoui, Ahmed; Nait-Abdesselam, F.

    2002-07-01

    Video databases became an active field of research during the last decade. The main objective in such systems is to provide users with capabilities to friendly search, access and playback distributed stored video data in the same way as they do for traditional distributed databases. Hence, such systems need to deal with hard issues : (a) video documents generate huge volumes of data and are time sensitive (streams must be delivered at a specific bitrate), (b) contents of video data are very hard to be automatically extracted and need to be humanly annotated. To cope with these issues, many approaches have been proposed in the literature including data models, query languages, video indexing etc. In this paper, we present SIRSALE : a set of video databases management tools that allow users to manipulate video documents and streams stored in large distributed repositories. All the proposed tools are based on generic models that can be customized for specific applications using ad-hoc adaptation modules. More precisely, SIRSALE allows users to : (a) browse video documents by structures (sequences, scenes, shots) and (b) query the video database content by using a graphical tool, adapted to the nature of the target video documents. This paper also presents an annotating interface which allows archivists to describe the content of video documents. All these tools are coupled to a video player integrating remote VCR functionalities and are based on active network technology. So, we present how dedicated active services allow an optimized video transport for video streams (with Tamanoir active nodes). We then describe experiments of using SIRSALE on an archive of news video and soccer matches. The system has been demonstrated to professionals with a positive feedback. Finally, we discuss open issues and present some perspectives.

  20. Data catalog series for space science and applications flight missions. Volume 1B: Descriptions of data sets from planetary and heliocentric spacecraft and investigations

    Science.gov (United States)

    Horowitz, Richard (Compiler); Jackson, John E. (Compiler); Cameron, Winifred S. (Compiler)

    1987-01-01

    The main purpose of the data catalog series is to provide descriptive references to data generated by space science flight missions. The data sets described include all of the actual holdings of the Space Science Data Center (NSSDC), all data sets for which direct contact information is available, and some data collections held and serviced by foreign investigators, NASA and other U.S. government agencies. This volume contains narrative descriptions of planetary and heliocentric spacecraft and associated experiments. The following spacecraft series are included: Mariner, Pioneer, Pioneer Venus, Venera, Viking, Voyager, and Helios. Separate indexes to the planetary and interplanetary missions are also provided.

  1. Video stereopsis of cardiac MR images

    International Nuclear Information System (INIS)

    Johnson, R.F. Jr.; Norman, C.

    1988-01-01

    This paper describes MR images of the heart acquired using a spin-echo technique synchronized to the electrocardiogram. Sixteen 0.5-cm-thick sections with a 0.1-cm gap between each section were acquired in the coronal view to cover all the cardiac anatomy including vasculature. Two sets of images were obtained with a subject rotation corresponding to the stereoscopic viewing angle of the eyes. The images were digitized, spatially registered, and processed by a three-dimensional graphics work station for stereoscopic viewing. Video recordings were made of each set of images and then temporally synchronized to produce a single video image corresponding to the appropriate eye view

  2. Preventing back injuries in hospital settings: the effects of video modeling on safe patient lifting by nurses.

    Science.gov (United States)

    Nielsen, Don; Sigurdsson, Sigurdur O; Austin, John

    2009-01-01

    This study evaluated video scoring and feedback about scoring as a safety intervention among 6 nursing staff. The dependent variable was safety behavior on one-person transfers. Following baseline, 5 nursing staff participated in an information phase. A video scoring phase was then introduced for all 6. A feedback phase was added for 2 participants. All participants experienced treatment withdrawal. Information resulted in improvements for all 5 participants who received it. Further improvements were observed during video scoring for the 5 participants who improved following information. No improvements were observed for the participant who received only video scoring. Safety feedback further improved safety for the 2 participants who received it. However, participants' behavior returned to video scoring levels during withdrawal.

  3. Enabling 'togetherness' in high-quality domestic video conferencing

    NARCIS (Netherlands)

    Kegel, I.; Cesar, P.; Jansen, J.; Bulterman, D.C.A.; Stevens, T.; Kort, J.; Färber, N.

    2012-01-01

    Low-cost video conferencing systems have provided an existence proof for the value of video communication in a home setting. At the same time, current systems have a number of fundamental limitations that inhibit more general social interactions among multiple groups of participants. In our work, we

  4. The effects of video games on the receptive vocabulary proficiency of Swedish ESL students

    OpenAIRE

    Cabraja, Andreas

    2016-01-01

    Playing video games is an activity that takes up an increasing amount of children’s and adolescent’s spare time. While some previous studies have highlighted the negative aspects of video games, little research has been carried out on the linguistic learning opportunities that video games present. This study primarily investigates if Swedish second language learners of English can increase their vocabulary proficiency in English with the use of video games. In order to answer the research que...

  5. Massively Clustered CubeSats NCPS Demo Mission

    Science.gov (United States)

    Robertson, Glen A.; Young, David; Kim, Tony; Houts, Mike

    2013-01-01

    Technologies under development for the proposed Nuclear Cryogenic Propulsion Stage (NCPS) will require an un-crewed demonstration mission before they can be flight qualified over distances and time frames representative of a crewed Mars mission. In this paper, we describe a Massively Clustered CubeSats platform, possibly comprising hundreds of CubeSats, as the main payload of the NCPS demo mission. This platform would enable a mechanism for cost savings for the demo mission through shared support between NASA and other government agencies as well as leveraged commercial aerospace and academic community involvement. We believe a Massively Clustered CubeSats platform should be an obvious first choice for the NCPS demo mission when one considers that cost and risk of the payload can be spread across many CubeSat customers and that the NCPS demo mission can capitalize on using CubeSats developed by others for its own instrumentation needs. Moreover, a demo mission of the NCPS offers an unprecedented opportunity to invigorate the public on a global scale through direct individual participation coordinated through a web-based collaboration engine. The platform we describe would be capable of delivering CubeSats at various locations along a trajectory toward the primary mission destination, in this case Mars, permitting a variety of potential CubeSat-specific missions. Cameras on various CubeSats can also be used to provide multiple views of the space environment and the NCPS vehicle for video monitoring as well as allow the public to "ride along" as virtual passengers on the mission. This collaborative approach could even initiate a brand new Science, Technology, Engineering and Math (STEM) program for launching student developed CubeSat payloads beyond Low Earth Orbit (LEO) on future deep space technology qualification missions. Keywords: Nuclear Propulsion, NCPS, SLS, Mars, CubeSat.

  6. Challenges and opportunities: using a science-based video game in secondary school settings

    Science.gov (United States)

    Muehrer, Rachel; Jenson, Jennifer; Friedberg, Jeremy; Husain, Nicole

    2012-12-01

    Simulations and games are not new artifacts to the study of science in secondary school settings (Hug, Kriajcik and Marx 2005), however teachers remain skeptical as to their value, use and appropriateness (Rice 2006). The difficulty is not only the design and development of effective play environments that produce measurable changes in knowledge and/or understanding, but also in their on-the-ground use (Jaipal and Figg 2010). This paper reports on the use of a science-focused video game in five very different secondary school settings in Ontario, Canada. A mixed-methods approach was used in the study, and included data gathered on general gameplay habits and technology use, as well as informal interviews with teachers and students who played the game. In total, 161 participants played a series of games focused on the "life of a plant", and were given both a pre and post quiz to determine if the game helped them retain and/or change what they knew about scientific processes like plant cell anatomy and photosynthesis. Participants showed statistically significant improvement on quizzes that were taken after playing the game for approximately one-hour sessions, despite difficulties in some cases both accessing and playing the game for the full hour. Our findings also reveal the ongoing challenges in making use of technology in a variety of school sessions, even when using a browser-based game, that demanded very little other than a reliable internet connection.

  7. THE EDUCATIONAL POTENTIAL OF VIDEO GAMES

    Directory of Open Access Journals (Sweden)

    Ruxandra Claudia CHIRCA (NEACȘU

    2015-11-01

    Full Text Available In nowadays' world, technological assistance is no longer confined to its primary purpose of communication or informational support and the boundaries between real and virtual world are becoming increasingly harder to be defined. This is the world of digital natives, today's children, who grow up in a technology-brimming environment and who spend most of their time playing video games. Are these video games constructive in any way? Scientific studies state they are. Video games help children in setting their goals, provide constant feedback and offer immediate rewards, along with the opportunity to collaborate with other players. Furthermore, video games can generate strong emotional reactions, such as joy or fear, and they have a captivating story line, which reveals itself within a realm of elaborate graphics.

  8. A new video studio for CERN

    CERN Multimedia

    Anaïs Vernede

    2011-01-01

    On Monday, 14 February 2011 CERN's new video studio was inaugurated with a recording of "Spotlight on CERN", featuring an interview with the DG, Rolf Heuer.   CERN's new video studio. Almost all international organisations have a studio for their audiovisual communications, and now it's CERN’s turn to acquire such a facility. “In the past, we've made videos using the Globe audiovisual facilities and sometimes using the small photographic studio, which is equipped with simple temporary sets that aren’t really suitable for video,” explains Jacques Fichet, head of CERN‘s audiovisual service. Once the decision had been taken to create the new 100 square-metre video studio, the work took only five months to complete. The studio, located in Building 510, is equipped with a cyclorama (a continuous smooth white wall used as a background) measuring 3 m in height and 16 m in length, as well as a teleprompter, a rail-mounted camera dolly fo...

  9. Video Gaming Promotes Concussion Knowledge Acquisition in Youth Hockey Players

    Science.gov (United States)

    Goodman, David; Bradley, Nori L.; Paras, Bradley, Williamson, Ian J.; Bizzochi, James

    2006-01-01

    While the positive uses for video games in an educational setting have also been established, the educational aim is usually made explicit. The goal of this research was to develop a video game wherein the educational aspect was implicitly embedded in the video game, such that the gameing activity remained interesting and relevant. Following a…

  10. 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

  11. Real-time UAV trajectory generation using feature points matching between video image sequences

    Science.gov (United States)

    Byun, Younggi; Song, Jeongheon; Han, Dongyeob

    2017-09-01

    Unmanned aerial vehicles (UAVs), equipped with navigation systems and video capability, are currently being deployed for intelligence, reconnaissance and surveillance mission. In this paper, we present a systematic approach for the generation of UAV trajectory using a video image matching system based on SURF (Speeded up Robust Feature) and Preemptive RANSAC (Random Sample Consensus). Video image matching to find matching points is one of the most important steps for the accurate generation of UAV trajectory (sequence of poses in 3D space). We used the SURF algorithm to find the matching points between video image sequences, and removed mismatching by using the Preemptive RANSAC which divides all matching points to outliers and inliers. The inliers are only used to determine the epipolar geometry for estimating the relative pose (rotation and translation) between image sequences. Experimental results from simulated video image sequences showed that our approach has a good potential to be applied to the automatic geo-localization of the UAVs system

  12. Playing with Process: Video Game Choice as a Model of Behavior

    Science.gov (United States)

    Waelchli, Paul

    2010-01-01

    Popular culture experience in video games creates avenues to practice information literacy skills and model research in a real-world setting. Video games create a unique popular culture experience where players can invest dozens of hours on one game, create characters to identify with, organize skill sets and plot points, collaborate with people…

  13. Transfer Learning for Video Recognition with Scarce Training Data for Deep Convolutional Neural Network

    OpenAIRE

    Su, Yu-Chuan; Chiu, Tzu-Hsuan; Yeh, Chun-Yen; Huang, Hsin-Fu; Hsu, Winston H.

    2014-01-01

    Unconstrained video recognition and Deep Convolution Network (DCN) are two active topics in computer vision recently. In this work, we apply DCNs as frame-based recognizers for video recognition. Our preliminary studies, however, show that video corpora with complete ground truth are usually not large and diverse enough to learn a robust model. The networks trained directly on the video data set suffer from significant overfitting and have poor recognition rate on the test set. The same lack-...

  14. Exploring the Use of Video-Clips for Motivation Building in a Secondary School EFL Setting

    Science.gov (United States)

    Park, Yujong; Jung, Eunsu

    2016-01-01

    By employing an action research framework, this study evaluated the effectiveness of a video-based curriculum in motivating EFL learners to learn English. Fifteen Korean EFL students at the secondary school context participated in an 8-week English program, which employed video clips including TED talk replays, sitcoms, TV news reports and movies…

  15. The Measurement of Intelligence in the XXI Century using Video Games.

    Science.gov (United States)

    Quiroga, M A; Román, F J; De La Fuente, J; Privado, J; Colom, R

    2016-12-05

    This paper reviews the use of video games for measuring intelligence differences and reports two studies analyzing the relationship between intelligence and performance on a leisure video game. In the first study, the main focus was to design an Intelligence Test using puzzles from the video game. Forty-seven young participants played "Professor Layton and the curious village"® for a maximum of 15 hours and completed a set of intelligence standardized tests. Results show that the time required for completing the game interacts with intelligence differences: the higher the intelligence, the lower the time (d = .91). Furthermore, a set of 41 puzzles showed excellent psychometric properties. The second study, done seven years later, confirmed the previous findings. We finally discuss the pros and cons of video games as tools for measuring cognitive abilities with commercial video games, underscoring that psychologists must develop their own intelligence video games and delineate their key features for the measurement devices of next generation.

  16. Error Resilience in Current Distributed Video Coding Architectures

    Directory of Open Access Journals (Sweden)

    Tonoli Claudia

    2009-01-01

    Full Text Available In distributed video coding the signal prediction is shifted at the decoder side, giving therefore most of the computational complexity burden at the receiver. Moreover, since no prediction loop exists before transmission, an intrinsic robustness to transmission errors has been claimed. This work evaluates and compares the error resilience performance of two distributed video coding architectures. In particular, we have considered a video codec based on the Stanford architecture (DISCOVER codec and a video codec based on the PRISM architecture. Specifically, an accurate temporal and rate/distortion based evaluation of the effects of the transmission errors for both the considered DVC architectures has been performed and discussed. These approaches have been also compared with H.264/AVC, in both cases of no error protection, and simple FEC error protection. Our evaluations have highlighted in all cases a strong dependence of the behavior of the various codecs to the content of the considered video sequence. In particular, PRISM seems to be particularly well suited for low-motion sequences, whereas DISCOVER provides better performance in the other cases.

  17. Automated video surveillance: teaching an old dog new tricks

    Science.gov (United States)

    McLeod, Alastair

    1993-12-01

    The automated video surveillance market is booming with new players, new systems, new hardware and software, and an extended range of applications. This paper reviews available technology, and describes the features required for a good automated surveillance system. Both hardware and software are discussed. An overview of typical applications is also given. A shift towards PC-based hybrid systems, use of parallel processing, neural networks, and exploitation of modern telecomms are introduced, highlighting the evolution modern video surveillance systems.

  18. PhD students at Science & Technology exploring student learning in a collaborative video-circle

    DEFF Research Database (Denmark)

    Nielsen, Birgitte Lund; Hougaard, Rikke F.

    examined using video, audio and questionnaires. The TAs reported a high level of outcomes and referred to the importance of the video as evidence supporting the discussions. The importance of the collaboration between peers and staff (educational developers) was emphasized: highlighting the benefit...

  19. "Comuniquemonos, Ya]": strengthening interpersonal communication and health through video.

    Science.gov (United States)

    1992-01-01

    The Nutrition Communication Project has overseen production of a training video interpersonal communication for health workers involved in growth monitoring and promotion (GMP) programs in Latin America entitled Comuniquemonos, Ya] Producers used the following questions as their guidelines: Who is the audience?, Why is the training needed?, and What are the objectives and advantages of using video? Communication specialists, anthropologists, educators, and nutritionists worked together to write the script. Then video camera specialists taped the video in Bolivia and Guatemala. A facilitator's guide complete with an outline of an entire workshop comes with the video. The guide encourages trainees to participate in various situations. Trainees are able to compare their interpersonal skills with those of the health workers on the video. Further they can determine cause and effect. The video has 2 scenes to demonstrate poor and good communication skills using the same health worker in both situations. Other scenes highlight 6 communication skills: developing a warm environment, asking questions, sharing results, listening, observing, and doing demonstration. All types of health workers ranging from physicians to community health workers as well as health workers from various countries (Guatemala, Honduras, Bolivia, and Ecuador) approve of the video. Some trainers have used the video without using the guide and comment that it began a debate on communication 's role in GMP efforts.

  20. Design Principles for Serious Video Games in Mathematics Education: From Theory to Practice

    OpenAIRE

    Konstantinos Chorianopoulos; Michail Giannakos

    2014-01-01

    There is growing interest in the employment of serious video games in science education, but there are no clear design principles. After surveying previous work in serious video game design, we highlighted the following design principles: 1) engage the students with narrative (hero, story), 2) employ familiar gameplay mechanics from popular video games, 3) engage students into constructive trial and error game-play and 4) situate collaborative learning. As illustrated examples we designed two...

  1. An overview of structural characteristics in problematic video game playing

    OpenAIRE

    Griffiths, MD; Nuyens, F

    2017-01-01

    Purpose of Review: There are many different factors involved in how and why people develop problems with video game playing. One such set of factors concerns the structural characteristics of video games (i.e., the structure, elements, and components of the video games themselves). Much of the research examining the structural characteristics of video games was initially based on research and theorizing from the gambling studies field. The present review briefly overviews the key papers in th...

  2. The human story of Crew 173- capturing a Mars analog mission

    Science.gov (United States)

    Shaw, Niamh; Musilova, Michaela; Pons Lorente, Arnau; Sisaid, Idriss; Naor, Roy; Blake, Richard

    2017-04-01

    An international crew of six scientists, engineers, artists and entrepreneurs with different space specialisations were selected by the Mars Society to take part in a Martian simulation in January 2017. An ambitious outreach and media strategy was developed, aimed at communicating the benefits of missions to Mars to the public and to capture the public's interest by telling the human story of the crew's mission. Entitled Crew 173 Team PRIMA, they entered the Mars Desert Research Station in the Utah Desert and conducted research in 3D printing, hydroponics, geology and astronomy. Both the scientific and community experience of this mission was documented through still image, video, audio, diary and daily journalling by the resident artist of the mission, Niamh Shaw. The full experience of the crew was documented (before, during and after the expedition), to capture each individual experience of the crew and the human experience of isolation of future human space missions.

  3. LISA Mission and System architectures and performances

    International Nuclear Information System (INIS)

    Gath, Peter F; Weise, Dennis; Schulte, Hans-Reiner; Johann, Ulrich

    2009-01-01

    In the context of the LISA Mission Formulation Study, the LISA System was studied in detail and a new baseline architecture for the whole mission was established. This new baseline is the result of trade-offs on both, mission and system level. The paper gives an overview of the different mission scenarios and configurations that were studied in connection with their corresponding advantages and disadvantages as well as performance estimates. Differences in the required technologies and their influence on the overall performance budgets are highlighted for all configurations. For the selected baseline concept, a more detailed description of the configuration is given and open issues in the technologies involved are discussed.

  4. LISA Mission and System architectures and performances

    Energy Technology Data Exchange (ETDEWEB)

    Gath, Peter F; Weise, Dennis; Schulte, Hans-Reiner; Johann, Ulrich, E-mail: peter.gath@astrium.eads.ne [Astrium GmbH Satellites, 88039 Friedrichshafen (Germany)

    2009-03-01

    In the context of the LISA Mission Formulation Study, the LISA System was studied in detail and a new baseline architecture for the whole mission was established. This new baseline is the result of trade-offs on both, mission and system level. The paper gives an overview of the different mission scenarios and configurations that were studied in connection with their corresponding advantages and disadvantages as well as performance estimates. Differences in the required technologies and their influence on the overall performance budgets are highlighted for all configurations. For the selected baseline concept, a more detailed description of the configuration is given and open issues in the technologies involved are discussed.

  5. Online Video Modules for Improvement in Student Learning

    Science.gov (United States)

    Lancellotti, Matthew; Thomas, Sunil; Kohli, Chiranjeev

    2016-01-01

    The objective of this teaching innovation was to incorporate a comprehensive set of short online video modules covering key topics from the undergraduate principles of marketing class, and to evaluate its effectiveness in improving student learning. A quasiexperimental design was used to compare students who had access to video modules with a…

  6. Evolution of Orion Mission Design for Exploration Mission 1 and 2

    Science.gov (United States)

    Gutkowski, Jeffrey P.; Dawn, Timothy F.; Jedrey, Richard M.

    2016-01-01

    The evolving mission design and concepts of NASA’s next steps have shaped Orion into the spacecraft that it is today. Since the initial inception of Orion, through the Constellation Program, and now in the Exploration Mission frame-work with the Space Launch System (SLS), each mission design concept and pro-gram goal have left Orion with a set of capabilities that can be utilized in many different mission types. Exploration Missions 1 and 2 (EM-1 and EM-2) have now been at the forefront of the mission design focus for the last several years. During that time, different Design Reference Missions (DRMs) were built, analyzed, and modified to solve or mitigate enterprise level design trades to ensure a viable mission from launch to landing. The resulting DRMs for EM-1 and EM-2 were then expanded into multi-year trajectory scans to characterize vehicle performance as affected by variations in Earth-Moon geometry. This provides Orion’s subsystems with stressing reference trajectories to help design their system. Now that Orion has progressed through the Preliminary and Critical Design Reviews (PDR and CDR), there is a general shift in the focus of mission design from aiding the vehicle design to providing mission specific products needed for pre-flight and real time operations. Some of the mission specific products needed include, large quantities of nominal trajectories for multiple monthly launch periods and abort options at any point in the mission for each valid trajectory in the launch window.

  7. Video-assisted thoracoscopic surgery lobectomy via confronting upside-down monitor setting

    OpenAIRE

    Mun, Mingyon; Ichinose, Junji; Matsuura, Yosuke; Nakao, Masayuki; Okumura, Sakae

    2017-01-01

    Video-assisted thoracoscopic surgery (VATS) has been widely accepted as a minimally invasive surgery for treatment of early-stage lung cancer. However, various VATS approaches are available. In patients with lung cancer, VATS should achieve not only minimal invasiveness but also safety and oncological clearance. In this article, we introduce our method of VATS lobectomy.

  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. Mobile Ad Hoc Networks in Bandwidth-Demanding Mission-Critical Applications: Practical Implementation Insights

    KAUST Repository

    Bader, Ahmed

    2016-09-28

    There has been recently a growing trend of using live video feeds in mission-critical applications. Real-time video streaming from front-end personnel or mobile agents is believed to substantially improve situational awareness in mission-critical operations such as disaster relief, law enforcement, and emergency response. Mobile Ad Hoc Networks (MANET) is a natural contender in such contexts. However, classical MANET routing schemes fall short in terms of scalability, bandwidth and latency; all three metrics being quite essential for mission-critical applications. As such, autonomous cooperative routing (ACR) has gained traction as the most viable MANET proposition. Nonetheless, ACR is also associated with a few implementation challenges. If they go unaddressed, will deem ACR practically useless. In this paper, efficient and low-complexity remedies to those issues are presented, analyzed, and validated. The validation is based on field experiments carried out using software-defined radio (SDR) platforms. Compared to classical MANET routing schemes, ACR was shown to offer up to 2X better throughput, more than 4X reduction in end-to-end latency, while observing a given target of transport rate normalized to energy consumption.

  10. Exploring Missions: The 1992 ALA Midwinter Meeting.

    Science.gov (United States)

    Wilson Library Bulletin, 1992

    1992-01-01

    Presents highlights of the 1992 American Library Association Midwinter Meeting, including actions of the Executive Board, subgroups of the Association of College and Research Libraries, Intellectual Freedom Committee, Committee on Accreditation, and Video Round Table and discussion of White House conference followup, patron behavior policies, the…

  11. MPEG-7 based video annotation and browsing

    Science.gov (United States)

    Hoeynck, Michael; Auweiler, Thorsten; Wellhausen, Jens

    2003-11-01

    The huge amount of multimedia data produced worldwide requires annotation in order to enable universal content access and to provide content-based search-and-retrieval functionalities. Since manual video annotation can be time consuming, automatic annotation systems are required. We review recent approaches to content-based indexing and annotation of videos for different kind of sports and describe our approach to automatic annotation of equestrian sports videos. We especially concentrate on MPEG-7 based feature extraction and content description, where we apply different visual descriptors for cut detection. Further, we extract the temporal positions of single obstacles on the course by analyzing MPEG-7 edge information. Having determined single shot positions as well as the visual highlights, the information is jointly stored with meta-textual information in an MPEG-7 description scheme. Based on this information, we generate content summaries which can be utilized in a user-interface in order to provide content-based access to the video stream, but further for media browsing on a streaming server.

  12. Violent Video Games Recruit American Youth

    Science.gov (United States)

    Lugo, William

    2006-01-01

    An expert on the sociology of video games highlights the power of this medium to popularize violence among children. But few are aware that some of the most technologically potent products are violent war games now being produced at taxpayer expense. These are provided free as a recruiting tool by the United States military. The author contends…

  13. 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.

  14. 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.

  15. 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.

  16. A Super-resolution Reconstruction Algorithm for Surveillance Video

    Directory of Open Access Journals (Sweden)

    Jian Shao

    2017-01-01

    Full Text Available Recent technological developments have resulted in surveillance video becoming a primary method of preserving public security. Many city crimes are observed in surveillance video. The most abundant evidence collected by the police is also acquired through surveillance video sources. Surveillance video footage offers very strong support for solving criminal cases, therefore, creating an effective policy, and applying useful methods to the retrieval of additional evidence is becoming increasingly important. However, surveillance video has had its failings, namely, video footage being captured in low resolution (LR and bad visual quality. In this paper, we discuss the characteristics of surveillance video and describe the manual feature registration – maximum a posteriori – projection onto convex sets to develop a super-resolution reconstruction method, which improves the quality of surveillance video. From this method, we can make optimal use of information contained in the LR video image, but we can also control the image edge clearly as well as the convergence of the algorithm. Finally, we make a suggestion on how to adjust the algorithm adaptability by analyzing the prior information of target image.

  17. A Novel High Efficiency Fractal Multiview Video Codec

    Directory of Open Access Journals (Sweden)

    Shiping Zhu

    2015-01-01

    Full Text Available Multiview video which is one of the main types of three-dimensional (3D video signals, captured by a set of video cameras from various viewpoints, has attracted much interest recently. Data compression for multiview video has become a major issue. In this paper, a novel high efficiency fractal multiview video codec is proposed. Firstly, intraframe algorithm based on the H.264/AVC intraprediction modes and combining fractal and motion compensation (CFMC algorithm in which range blocks are predicted by domain blocks in the previously decoded frame using translational motion with gray value transformation is proposed for compressing the anchor viewpoint video. Then temporal-spatial prediction structure and fast disparity estimation algorithm exploiting parallax distribution constraints are designed to compress the multiview video data. The proposed fractal multiview video codec can exploit temporal and spatial correlations adequately. Experimental results show that it can obtain about 0.36 dB increase in the decoding quality and 36.21% decrease in encoding bitrate compared with JMVC8.5, and the encoding time is saved by 95.71%. The rate-distortion comparisons with other multiview video coding methods also demonstrate the superiority of the proposed scheme.

  18. Characterizing popularity dynamics of online videos

    OpenAIRE

    Ren, Zhuo-Ming; Shi, , Yu-Qiang; Liao, Hao

    2016-01-01

    Online popularity has a major impact on videos, music, news and other contexts in online systems. Characterizing online popularity dynamics is nature to explain the observed properties in terms of the already acquired popularity of each individual. In this paper, we provide a quantitative, large scale, temporal analysis of the popularity dynamics in two online video-provided websites, namely MovieLens and Netflix. The two collected data sets contain over 100 million records and even span...

  19. Advanced methods for image registration applied to JET videos

    Energy Technology Data Exchange (ETDEWEB)

    Craciunescu, Teddy, E-mail: teddy.craciunescu@jet.uk [EURATOM-MEdC Association, NILPRP, Bucharest (Romania); Murari, Andrea [Consorzio RFX, Associazione EURATOM-ENEA per la Fusione, Padova (Italy); Gelfusa, Michela [Associazione EURATOM-ENEA – University of Rome “Tor Vergata”, Roma (Italy); Tiseanu, Ion; Zoita, Vasile [EURATOM-MEdC Association, NILPRP, Bucharest (Romania); Arnoux, Gilles [EURATOM/CCFE Fusion Association, Culham Science Centre, Abingdon, Oxon (United Kingdom)

    2015-10-15

    Graphical abstract: - Highlights: • Development of an image registration method for JET IR and fast visible cameras. • Method based on SIFT descriptors and coherent point drift points set registration technique. • Method able to deal with extremely noisy images and very low luminosity images. • Computation time compatible with the inter-shot analysis. - Abstract: The last years have witnessed a significant increase in the use of digital cameras on JET. They are routinely applied for imaging in the IR and visible spectral regions. One of the main technical difficulties in interpreting the data of camera based diagnostics is the presence of movements of the field of view. Small movements occur due to machine shaking during normal pulses while large ones may arise during disruptions. Some cameras show a correlation of image movement with change of magnetic field strength. For deriving unaltered information from the videos and for allowing correct interpretation an image registration method, based on highly distinctive scale invariant feature transform (SIFT) descriptors and on the coherent point drift (CPD) points set registration technique, has been developed. The algorithm incorporates a complex procedure for rejecting outliers. The method has been applied for vibrations correction to videos collected by the JET wide angle infrared camera and for the correction of spurious rotations in the case of the JET fast visible camera (which is equipped with an image intensifier). The method has proved to be able to deal with the images provided by this camera frequently characterized by low contrast and a high level of blurring and noise.

  20. No-Reference Video Quality Assessment by HEVC Codec Analysis

    DEFF Research Database (Denmark)

    Huang, Xin; Søgaard, Jacob; Forchhammer, Søren

    2015-01-01

    This paper proposes a No-Reference (NR) Video Quality Assessment (VQA) method for videos subject to the distortion given by High Efficiency Video Coding (HEVC). The proposed assessment can be performed either as a BitstreamBased (BB) method or as a Pixel-Based (PB). It extracts or estimates...... the transform coefficients, estimates the distortion, and assesses the video quality. The proposed scheme generates VQA features based on Intra coded frames, and then maps features using an Elastic Net to predict subjective video quality. A set of HEVC coded 4K UHD sequences are tested. Results show...... that the quality scores computed by the proposed method are highly correlated with the subjective assessment....

  1. Old wine in new bottles: The adaptive capacity of the hydraulic mission in Ecuador

    Directory of Open Access Journals (Sweden)

    Jeroen F. Warner

    2017-06-01

    Full Text Available Despite a widely embraced ecological turn and strident critique of megastructures in the 1990s, construction of large infrastructure has been reignited worldwide. While Integrated Water Resources Management (IWRM and River Basin Management (RBM have at least discursively held sway as the dominant paradigm in water management since the late 1990s, we argue that the 'hydraulic mission' never really went away and has in some places energetically re-emerged. The development discourse that justified many dams in the past is now supplemented by a new set of appealing justifiers. With the help of the case of Ecuador we show that the hegemonic project of the hydraulic mission has a great discursive adaptive capacity and a new set of allies. The rise of the BRICS (especially China, South-South cooperation and private investors provides non-traditional sources of funding, making the construction of hydraulic infrastructure less dependent on Western conditionalities. The resulting governance picture highlights the disconnect between the still widely embraced policy discourse of IWRM/RBM and the drivers and practices of the hydraulic mission; questioning what value international calls for 'good water governance' have in the midst of new discourses, broader transnational political projects and the powerful dam-building alliances that underlie them.

  2. 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.

  3. Acquisition, compression and rendering of depth and texture for multi-view video

    NARCIS (Netherlands)

    Morvan, Y.

    2009-01-01

    Three-dimensional (3D) video and imaging technologies is an emerging trend in the development of digital video systems, as we presently witness the appearance of 3D displays, coding systems, and 3D camera setups. Three-dimensional multi-view video is typically obtained from a set of synchronized

  4. Revisiting video game ratings: Shift from content-centric to parent-centric approach

    Directory of Open Access Journals (Sweden)

    Jiow Hee Jhee

    2017-01-01

    Full Text Available The rapid adoption of video gaming among children has placed tremendous strain on parents’ ability to manage their children’s consumption. While parents refer online to video games ratings (VGR information to support their mediation efforts, there are many difficulties associated with such practice. This paper explores the popular VGR sites, and highlights the inadequacies of VGRs to capture the parents’ concerns, such as time displacement, social interactions, financial spending and various video game effects, beyond the widespread panics over content issues, that is subjective, ever-changing and irrelevant. As such, this paper argues for a shift from content-centric to a parent-centric approach in VGRs, that captures the evolving nature of video gaming, and support parents, the main users of VGRs, in their management of their young video gaming children. This paper proposes a Video Games Repository for Parents to represent that shift.

  5. Associations between children's video game playing and psychosocial health: Information from both parent and child reports

    NARCIS (Netherlands)

    Lobel, A.M.; Granic, I.; Stone, L.L.; Engels, R.C.M.E.

    2014-01-01

    Video games are a highly heterogeneous form of entertainment. As recent reviews highlight, this heterogeneity makes likely that video games have both positive and negative consequences for child development. This study investigated the associations between gaming frequency and psychosocial health

  6. Protocol Standards for Reporting Video Data in Academic Journals.

    Science.gov (United States)

    Rowland, Pamela A; Ignacio, Romeo C; de Moya, Marc A

    2016-04-01

    Editors of biomedical journals have estimated that a majority (40%-90%) of studies published in scientific journals cannot be replicated, even though an inherent principle of publication is that others should be able to replicate and build on published claims. Each journal sets its own protocols for establishing "quality" in articles, yet over the past 50 years, few journals in any field--especially medical education--have specified protocols for reporting the use of video data in research. The authors found that technical and industry-driven aspects of video recording, as well as a lack of standardization and reporting requirements by research journals, have led to major limitations in the ability to assess or reproduce video data used in research. Specific variables in the videotaping process (e.g., camera angle), which can be changed or be modified, affect the quality of recorded data, leading to major reporting errors and, in turn, unreliable conclusions. As more data are now in the form of digital videos, the historical lack of reporting standards makes it increasingly difficult to accurately replicate medical educational studies. Reproducibility is especially important as the medical education community considers setting national high-stakes standards in medicine and surgery based on video data. The authors of this Perspective provide basic protocol standards for investigators and journals using video data in research publications so as to allow for reproducibility.

  7. Use of an iPad to Provide Warfarin Video Education to Hospitalized Patients.

    Science.gov (United States)

    Kim, Jenny Jane; Mohammad, Rima A; Coley, Kim C; Donihi, Amy C

    2015-09-01

    To evaluate the effectiveness of a warfarin educational video in the hospital setting and to determine patients' satisfaction with using an iPad to view a warfarin educational video. This prospective quality improvement project included adult (≥18 years of age) patients on warfarin in the hospital. All patients completed pre-video and post-video knowledge tests on the iPad before and after viewing the educational video on warfarin therapy. Patients also completed a patient satisfaction survey. Forty hospitalized patients were educated using the warfarin video and included for analysis. The majority of patients were new to warfarin therapy (65%). Forty-three percent of patients passed the pre-video knowledge test, and 90% passed the post-video knowledge test (P iPad and found it easy to use. Patients who were younger (iPad more than older patients (P = 0.01) and male subjects (P = 0.02), respectively. Also, younger patients found the iPad easier to use compared with patients who were older (P = 0.01). Educating hospitalized patients about warfarin by using a video on an iPad was effective. Video education on an iPad may be an alternative to traditional education in the hospital setting.

  8. Descriptive analysis of YouTube music therapy videos.

    Science.gov (United States)

    Gooding, Lori F; Gregory, Dianne

    2011-01-01

    The purpose of this study was to conduct a descriptive analysis of music therapy-related videos on YouTube. Preliminary searches using the keywords music therapy, music therapy session, and "music therapy session" resulted in listings of 5000, 767, and 59 videos respectively. The narrowed down listing of 59 videos was divided between two investigators and reviewed in order to determine their relationship to actual music therapy practice. A total of 32 videos were determined to be depictions of music therapy sessions. These videos were analyzed using a 16-item investigator-created rubric that examined both video specific information and therapy specific information. Results of the analysis indicated that audio and visual quality was adequate, while narrative descriptions and identification information were ineffective in the majority of the videos. The top 5 videos (based on the highest number of viewings in the sample) were selected for further analysis in order to investigate demonstration of the Professional Level of Practice Competencies set forth in the American Music Therapy Association (AMTA) Professional Competencies (AMTA, 2008). Four of the five videos met basic competency criteria, with the quality of the fifth video precluding evaluation of content. Of particular interest is the fact that none of the videos included credentialing information. Results of this study suggest the need to consider ways to ensure accurate dissemination of music therapy-related information in the YouTube environment, ethical standards when posting music therapy session videos, and the possibility of creating AMTA standards for posting music therapy related video.

  9. Detection and localization of copy-paste forgeries in digital videos.

    Science.gov (United States)

    Singh, Raahat Devender; Aggarwal, Naveen

    2017-12-01

    Amidst the continual march of technology, we find ourselves relying on digital videos to proffer visual evidence in several highly sensitive areas such as journalism, politics, civil and criminal litigation, and military and intelligence operations. However, despite being an indispensable source of information with high evidentiary value, digital videos are also extremely vulnerable to conscious manipulations. Therefore, in a situation where dependence on video evidence is unavoidable, it becomes crucial to authenticate the contents of this evidence before accepting them as an accurate depiction of reality. Digital videos can suffer from several kinds of manipulations, but perhaps, one of the most consequential forgeries is copy-paste forgery, which involves insertion/removal of objects into/from video frames. Copy-paste forgeries alter the information presented by the video scene, which has a direct effect on our basic understanding of what that scene represents, and so, from a forensic standpoint, the challenge of detecting such forgeries is especially significant. In this paper, we propose a sensor pattern noise based copy-paste detection scheme, which is an improved and forensically stronger version of an existing noise-residue based technique. We also study a demosaicing artifact based image forensic scheme to estimate the extent of its viability in the domain of video forensics. Furthermore, we suggest a simplistic clustering technique for the detection of copy-paste forgeries, and determine if it possess the capabilities desired of a viable and efficacious video forensic scheme. Finally, we validate these schemes on a set of realistically tampered MJPEG, MPEG-2, MPEG-4, and H.264/AVC encoded videos in a diverse experimental set-up by varying the strength of post-production re-compressions and transcodings, bitrates, and sizes of the tampered regions. Such an experimental set-up is representative of a neutral testing platform and simulates a real

  10. Video2vec Embeddings Recognize Events when Examples are Scarce

    NARCIS (Netherlands)

    Habibian, A.; Mensink, T.; Snoek, C.G.M.

    2017-01-01

    This paper aims for event recognition when video examples are scarce or even completely absent. The key in such a challenging setting is a semantic video representation. Rather than building the representation from individual attribute detectors and their annotations, we propose to learn the entire

  11. Selective encryption for H.264/AVC video coding

    Science.gov (United States)

    Shi, Tuo; King, Brian; Salama, Paul

    2006-02-01

    Due to the ease with which digital data can be manipulated and due to the ongoing advancements that have brought us closer to pervasive computing, the secure delivery of video and images has become a challenging problem. Despite the advantages and opportunities that digital video provide, illegal copying and distribution as well as plagiarism of digital audio, images, and video is still ongoing. In this paper we describe two techniques for securing H.264 coded video streams. The first technique, SEH264Algorithm1, groups the data into the following blocks of data: (1) a block that contains the sequence parameter set and the picture parameter set, (2) a block containing a compressed intra coded frame, (3) a block containing the slice header of a P slice, all the headers of the macroblock within the same P slice, and all the luma and chroma DC coefficients belonging to the all the macroblocks within the same slice, (4) a block containing all the ac coefficients, and (5) a block containing all the motion vectors. The first three are encrypted whereas the last two are not. The second method, SEH264Algorithm2, relies on the use of multiple slices per coded frame. The algorithm searches the compressed video sequence for start codes (0x000001) and then encrypts the next N bits of data.

  12. An Analysis of Video Navigation Behavior for Web Leisure

    Directory of Open Access Journals (Sweden)

    Ying-Han Chang

    2012-12-01

    Full Text Available People nowadays put much emphasis on leisure activities, and web video has gradually become one of the main sources for popular leisure. This article introduces the related concepts of leisure and navigation behavior as well as some recent research topics. Moreover, using YouTube as an experimental setting, the authors invited some experienced web video users and conducted an empirical study on their navigating the web videos for leisure purpose. The study used questionnaires, navigation logs, diaries, and interviews to collect data. Major results show: the subjects watched a variety of video content on the web either from traditional media or user-generated video; these videos can meet their leisure needs of both the broad and personal interests; during the navigation process, each subject quite focuses on video leisure, and is willingly to explore unknown videos; however, within a limited amount of time for leisure, a balance between leisure and rest becomes an issue of achieving real relaxation, which is worth of further attention. [Article content in Chinese

  13. 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.

  14. The development of video game enjoyment in a role playing game.

    Science.gov (United States)

    Wirth, Werner; Ryffel, Fabian; von Pape, Thilo; Karnowski, Veronika

    2013-04-01

    This study examines the development of video game enjoyment over time. The results of a longitudinal study (N=62) show that enjoyment increases over several sessions. Moreover, results of a multilevel regression model indicate a causal link between the dependent variable video game enjoyment and the predictor variables exploratory behavior, spatial presence, competence, suspense and solution, and simulated experiences of life. These findings are important for video game research because they reveal the antecedents of video game enjoyment in a real-world longitudinal setting. Results are discussed in terms of the dynamics of video game enjoyment under real-world conditions.

  15. 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.

  16. Multimodal Semantics Extraction from User-Generated Videos

    Directory of Open Access Journals (Sweden)

    Francesco Cricri

    2012-01-01

    Full Text Available User-generated video content has grown tremendously fast to the point of outpacing professional content creation. In this work we develop methods that analyze contextual information of multiple user-generated videos in order to obtain semantic information about public happenings (e.g., sport and live music events being recorded in these videos. One of the key contributions of this work is a joint utilization of different data modalities, including such captured by auxiliary sensors during the video recording performed by each user. In particular, we analyze GPS data, magnetometer data, accelerometer data, video- and audio-content data. We use these data modalities to infer information about the event being recorded, in terms of layout (e.g., stadium, genre, indoor versus outdoor scene, and the main area of interest of the event. Furthermore we propose a method that automatically identifies the optimal set of cameras to be used in a multicamera video production. Finally, we detect the camera users which fall within the field of view of other cameras recording at the same public happening. We show that the proposed multimodal analysis methods perform well on various recordings obtained in real sport events and live music performances.

  17. An evaluation of mental health stigma perpetuated by horror video gaming.

    Directory of Open Access Journals (Sweden)

    Dickens, E. G.

    2017-07-01

    Full Text Available Video games often feature mental patients in their storylines. This review is intended to test the hypothesis that these depictions potentially contribute to stigma surrounding mental health communities, and may negatively reflect on those with mental health difficulties. The criteria for evaluating the chosen games were created by combining elements from four separate academic papers. The games were analyzed via screenshots from online videos detailing a playthrough of chosen games, and text from the games themselves. The research within this paper suggests stigma can exist outside of conventional media platforms and highlights the availability of stigma-related horror video games inside the gaming market. This study also emphasizes how the depictions of those with mental health difficulties inside of video games have the capacity to harm mental health communities.

  18. Delivery of video-on-demand services using local storages within passive optical networks.

    Science.gov (United States)

    Abeywickrama, Sandu; Wong, Elaine

    2013-01-28

    At present, distributed storage systems have been widely studied to alleviate Internet traffic build-up caused by high-bandwidth, on-demand applications. Distributed storage arrays located locally within the passive optical network were previously proposed to deliver Video-on-Demand services. As an added feature, a popularity-aware caching algorithm was also proposed to dynamically maintain the most popular videos in the storage arrays of such local storages. In this paper, we present a new dynamic bandwidth allocation algorithm to improve Video-on-Demand services over passive optical networks using local storages. The algorithm exploits the use of standard control packets to reduce the time taken for the initial request communication between the customer and the central office, and to maintain the set of popular movies in the local storage. We conduct packet level simulations to perform a comparative analysis of the Quality-of-Service attributes between two passive optical networks, namely the conventional passive optical network and one that is equipped with a local storage. Results from our analysis highlight that strategic placement of a local storage inside the network enables the services to be delivered with improved Quality-of-Service to the customer. We further formulate power consumption models of both architectures to examine the trade-off between enhanced Quality-of-Service performance versus the increased power requirement from implementing a local storage within the network.

  19. Twelve tips for the production of digital chalk-talk videos.

    Science.gov (United States)

    Rana, Jasmine; Besche, Henrike; Cockrill, Barbara

    2017-06-01

    Increasingly over the past decade, faculty in medical and graduate schools have received requests from digital millennial learners for concise faculty-made educational videos. At our institution, over the past couple of years alone, several hundred educational videos have been created by faculty who teach in a flipped-classroom setting of the pre-clinical medical school curriculum. Despite the appeal and potential learning benefits of digital chalk-talk videos first popularized by Khan Academy, we have observed that the conceptual and technological barriers for creating chalk-talk videos can be high for faculty. To this end, this tips article offers an easy-to-follow 12-step conceptual framework to guide at-home production of chalk-talk educational videos.

  20. Technical Progress of the New Worlds Observer Mission

    Science.gov (United States)

    Lo, Amy; Noecker, C.; Cash, W.; NWO Study Team

    2009-01-01

    We report on the technical progress of the New Worlds Observer (NWO) mission concept. NWO is a two spacecraft mission that is capable of detecting and characterizing extra-solar, terrestrial planets and planetary systems. NWO consists of an external starshade and an UV-optical space telescope, flying in tandem. The starshade is a petal-shaped, opaque screen that creates an extremely dark shadow large enough to shade the telescope aperture from the target star. The NWO team has been addressing the top technology challenges of the concept, and report here our progress. We will present the current mission configuration best suited to address Terrestrial Planet Finding requirements, and highlight the technological breakthroughs that we have achieved this year. In particular, we will report on progress made in precision deployables for the large starshade, and the trajectory & alignment control system for NWO. We will also briefly highlight advances in understanding the starshade optical performance.

  1. Implications of the law on video recording in clinical practice.

    Science.gov (United States)

    Henken, Kirsten R; Jansen, Frank Willem; Klein, Jan; Stassen, Laurents P S; Dankelman, Jenny; van den Dobbelsteen, John J

    2012-10-01

    Technological developments allow for a variety of applications of video recording in health care, including endoscopic procedures. Although the value of video registration is recognized, medicolegal concerns regarding the privacy of patients and professionals are growing. A clear understanding of the legal framework is lacking. Therefore, this research aims to provide insight into the juridical position of patients and professionals regarding video recording in health care practice. Jurisprudence was searched to exemplify legislation on video recording in health care. In addition, legislation was translated for different applications of video in health care found in the literature. Three principles in Western law are relevant for video recording in health care practice: (1) regulations on privacy regarding personal data, which apply to the gathering and processing of video data in health care settings; (2) the patient record, in which video data can be stored; and (3) professional secrecy, which protects the privacy of patients including video data. Practical implementation of these principles in video recording in health care does not exist. Practical regulations on video recording in health care for different specifically defined purposes are needed. Innovations in video capture technology that enable video data to be made anonymous automatically can contribute to protection for the privacy of all the people involved.

  2. Social Interaction Design for Online Video and Television

    NARCIS (Netherlands)

    P.S. Cesar Garcia (Pablo Santiago); D. Geerts (David)

    2016-01-01

    textabstractIn recent years social networking and social interactions have challenged old conceptions in the media landscape. Web applications that offer video content, connected television sets and set-top boxes, tablets and smartphones as second screens, and online TV widgets have radically

  3. Designing a large-scale video chat application

    OpenAIRE

    Scholl, Jeremiah; Parnes, Peter; McCarthy, John D.; Sasse, Angela

    2005-01-01

    Studies of video conferencing systems generally focus on scenarios where users communicate using an audio channel. However, text chat serves users in a wide variety of contexts, and is commonly included in multimedia conferencing systems as a complement to the audio channel. This paper introduces a prototype application which integrates video and text communication, and describes a formative evaluation of the prototype with 53 users in a social setting. We focus the evaluation on bandwidth an...

  4. A low false negative filter for detecting rare bird species from short video segments using a probable observation data set-based EKF method.

    Science.gov (United States)

    Song, Dezhen; Xu, Yiliang

    2010-09-01

    We report a new filter to assist the search for rare bird species. Since a rare bird only appears in front of a camera with very low occurrence (e.g., less than ten times per year) for very short duration (e.g., less than a fraction of a second), our algorithm must have a very low false negative rate. We verify the bird body axis information with the known bird flying dynamics from the short video segment. Since a regular extended Kalman filter (EKF) cannot converge due to high measurement error and limited data, we develop a novel probable observation data set (PODS)-based EKF method. The new PODS-EKF searches the measurement error range for all probable observation data that ensures the convergence of the corresponding EKF in short time frame. The algorithm has been extensively tested using both simulated inputs and real video data of four representative bird species. In the physical experiments, our algorithm has been tested on rock pigeons and red-tailed hawks with 119 motion sequences. The area under the ROC curve is 95.0%. During the one-year search of ivory-billed woodpeckers, the system reduces the raw video data of 29.41 TB to only 146.7 MB (reduction rate 99.9995%).

  5. Gradual cut detection using low-level vision for digital video

    Science.gov (United States)

    Lee, Jae-Hyun; Choi, Yeun-Sung; Jang, Ok-bae

    1996-09-01

    Digital video computing and organization is one of the important issues in multimedia system, signal compression, or database. Video should be segmented into shots to be used for identification and indexing. This approach requires a suitable method to automatically locate cut points in order to separate shot in a video. Automatic cut detection to isolate shots in a video has received considerable attention due to many practical applications; our video database, browsing, authoring system, retrieval and movie. Previous studies are based on a set of difference mechanisms and they measured the content changes between video frames. But they could not detect more special effects which include dissolve, wipe, fade-in, fade-out, and structured flashing. In this paper, a new cut detection method for gradual transition based on computer vision techniques is proposed. And then, experimental results applied to commercial video are presented and evaluated.

  6. Film grain noise modeling in advanced video coding

    Science.gov (United States)

    Oh, Byung Tae; Kuo, C.-C. Jay; Sun, Shijun; Lei, Shawmin

    2007-01-01

    A new technique for film grain noise extraction, modeling and synthesis is proposed and applied to the coding of high definition video in this work. The film grain noise is viewed as a part of artistic presentation by people in the movie industry. On one hand, since the film grain noise can boost the natural appearance of pictures in high definition video, it should be preserved in high-fidelity video processing systems. On the other hand, video coding with film grain noise is expensive. It is desirable to extract film grain noise from the input video as a pre-processing step at the encoder and re-synthesize the film grain noise and add it back to the decoded video as a post-processing step at the decoder. Under this framework, the coding gain of the denoised video is higher while the quality of the final reconstructed video can still be well preserved. Following this idea, we present a method to remove film grain noise from image/video without distorting its original content. Besides, we describe a parametric model containing a small set of parameters to represent the extracted film grain noise. The proposed model generates the film grain noise that is close to the real one in terms of power spectral density and cross-channel spectral correlation. Experimental results are shown to demonstrate the efficiency of the proposed scheme.

  7. Non-intrusive Packet-Layer Model for Monitoring Video Quality of IPTV Services

    Science.gov (United States)

    Yamagishi, Kazuhisa; Hayashi, Takanori

    Developing a non-intrusive packet-layer model is required to passively monitor the quality of experience (QoE) during service. We propose a packet-layer model that can be used to estimate the video quality of IPTV using quality parameters derived from transmitted packet headers. The computational load of the model is lighter than that of the model that takes video signals and/or video-related bitstream information such as motion vectors as input. This model is applicable even if the transmitted bitstream information is encrypted because it uses transmitted packet headers rather than bitstream information. For developing the model, we conducted three extensive subjective quality assessments for different encoders and decoders (codecs), and video content. Then, we modeled the subjective video quality assessment characteristics based on objective features affected by coding and packet loss. Finally, we verified the model's validity by applying our model to unknown data sets different from training data sets used above.

  8. Video motion detection for physical security applications

    International Nuclear Information System (INIS)

    Matter, J.C.

    1990-01-01

    Physical security specialists have been attracted to the concept of video motion detection for several years. Claimed potential advantages included additional benefit from existing video surveillance systems, automatic detection, improved performance compared to human observers, and cost-effectiveness. In recent years, significant advances in image-processing dedicated hardware and image analysis algorithms and software have accelerated the successful application of video motion detection systems to a variety of physical security applications. Early video motion detectors (VMDs) were useful for interior applications of volumetric sensing. Success depended on having a relatively well-controlled environment. Attempts to use these systems outdoors frequently resulted in an unacceptable number of nuisance alarms. Currently, Sandia National Laboratories (SNL) is developing several advanced systems that employ image-processing techniques for a broader set of safeguards and security applications. The Target Cueing and Tracking System (TCATS), the Video Imaging System for Detection, Tracking, and Assessment (VISDTA), the Linear Infrared Scanning Array (LISA); the Mobile Intrusion Detection and Assessment System (MIDAS), and the Visual Artificially Intelligent Surveillance (VAIS) systems are described briefly

  9. 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.

  10. Video segmentation for post-production

    Science.gov (United States)

    Wills, Ciaran

    2001-12-01

    Specialist post-production is an industry that has much to gain from the application of content-based video analysis techniques. However the types of material handled in specialist post-production, such as television commercials, pop music videos and special effects are quite different in nature from the typical broadcast material which many video analysis techniques are designed to work with; shots are short and highly dynamic, and the transitions are often novel or ambiguous. We address the problem of scene change detection and develop a new algorithm which tackles some of the common aspects of post-production material that cause difficulties for past algorithms, such as illumination changes and jump cuts. Operating in the compressed domain on Motion JPEG compressed video, our algorithm detects cuts and fades by analyzing each JPEG macroblock in the context of its temporal and spatial neighbors. Analyzing the DCT coefficients directly we can extract the mean color of a block and an approximate detail level. We can also perform an approximated cross-correlation between two blocks. The algorithm is part of a set of tools being developed to work with an automated asset management system designed specifically for use in post-production facilities.

  11. Evolution of Requirements and Assumptions for Future Exploration Missions

    Science.gov (United States)

    Anderson, Molly; Sargusingh, Miriam; Perry, Jay

    2017-01-01

    NASA programs are maturing technologies, systems, and architectures to enabling future exploration missions. To increase fidelity as technologies mature, developers must make assumptions that represent the requirements of a future program. Multiple efforts have begun to define these requirements, including team internal assumptions, planning system integration for early demonstrations, and discussions between international partners planning future collaborations. For many detailed life support system requirements, existing NASA documents set limits of acceptable values, but a future vehicle may be constrained in other ways, and select a limited range of conditions. Other requirements are effectively set by interfaces or operations, and may be different for the same technology depending on whether the hard-ware is a demonstration system on the International Space Station, or a critical component of a future vehicle. This paper highlights key assumptions representing potential life support requirements and explanations of the driving scenarios, constraints, or other issues that drive them.

  12. NASA CYGNSS Mission Overview

    Science.gov (United States)

    Ruf, C. S.; Balasubramaniam, R.; Gleason, S.; McKague, D. S.; O'Brien, A.

    2017-12-01

    The CYGNSS constellation of eight satellites was successfully launched on 15 December 2016 into a low inclination (tropical) Earth orbit. Each satellite carries a four-channel bi-static radar receiver that measures GPS signals scattered by the ocean, from which ocean surface roughness, near surface wind speed, and air-sea latent heat flux are estimated. The measurements are unique in several respects, most notably in their ability to penetrate through all levels of precipitation, made possible by the low frequency at which GPS operates, and in the frequent sampling of tropical cyclone intensification and of the diurnal cycle of winds, made possible by the large number of satellites. Engineering commissioning of the constellation was successfully completed in March 2017 and the mission is currently in the early phase of science operations. Level 2 science data products have been developed for near surface (10 m referenced) ocean wind speed, ocean surface roughness (mean square slope) and latent heat flux. Level 3 gridded versions of the L2 products have also been developed. A set of Level 4 products have also been developed specifically for direct tropical cyclone overpasses. These include the storm intensity (peak sustained winds) and size (radius of maximum winds), its extent (34, 50 and 64 knot wind radii), and its integrated kinetic energy. Assimilation of CYGNSS L2 wind speed data into the HWRF hurricane weather prediction model has also been developed. An overview and the current status of the mission will be presented, together with highlights of early on-orbit performance and scientific results.

  13. FPGA Implementation of Video Transmission System Based on LTE

    Directory of Open Access Journals (Sweden)

    Lu Yan

    2015-01-01

    Full Text Available In order to support high-definition video transmission, an implementation of video transmission system based on Long Term Evolution is designed. This system is developed on Xilinx Virtex-6 FPGA ML605 Evaluation Board. The paper elaborates the features of baseband link designed in Xilinx ISE and protocol stack designed in Xilinx SDK, and introduces the process of setting up hardware and software platform in Xilinx XPS. According to test, this system consumes less hardware resource and is able to transmit bidirectional video clearly and stably.

  14. Co-viewing supports toddlers' word learning from contingent and noncontingent video.

    Science.gov (United States)

    Strouse, Gabrielle A; Troseth, Georgene L; O'Doherty, Katherine D; Saylor, Megan M

    2018-02-01

    Social cues are one way young children determine that a situation is pedagogical in nature-containing information to be learned and generalized. However, some social cues (e.g., contingent gaze and responsiveness) are missing from prerecorded video, a potential reason why toddlers' language learning from video can be inefficient compared with their learning directly from a person. This study explored two methods for supporting children's word learning from video by adding social-communicative cues. A sample of 88 30-month-olds began their participation with a video training phase. In one manipulation, an on-screen actress responded contingently to children through a live video feed (similar to Skype or FaceTime "video chat") or appeared in a prerecorded demonstration. In the other manipulation, parents either modeled responsiveness to the actress's on-screen bids for participation or sat out of their children's view. Children then viewed a labeling demonstration on video, and their knowledge of the label was tested with three-dimensional objects. Results indicated that both on-screen contingency and parent modeling increased children's engagement with the actress during training. However, only parent modeling increased children's subsequent word learning, perhaps by revealing the symbolic (representational) intentions underlying this video. This study highlights the importance of adult co-viewing in helping toddlers to interpret communicative cues from video. Copyright © 2017 Elsevier Inc. All rights reserved.

  15. Enhancing Secondary Science Content Accessibility with Video Games

    Science.gov (United States)

    Marino, Matthew T.; Becht, Kathleen M.; Vasquez, Eleazar, III; Gallup, Jennifer L.; Basham, James D.; Gallegos, Benjamin

    2014-01-01

    Mobile devices, including iPads, tablets, and so on, are common in high schools across the country. Unfortunately, many secondary teachers see these devices as distractions rather than tools for scaffolding instruction. This article highlights current research related to the use of video games as a means to increase the cognitive and social…

  16. Students’ Perception on Teaching Practicum Evaluation using Video Technology

    Science.gov (United States)

    Chee Sern, Lai; ‘Ain Helan Nor, Nurul; Foong, Lee Ming; Hassan, Razali

    2017-08-01

    Video technology has been widely used in education especially in teaching and learning. However, the use of video technology for evaluation purpose especially in teaching practicum is extremely scarce and the benefits of video technology in teaching practicum evaluation have not yet been fully discovered. For that reason, this quantitative research aimed at identifying the perceptions of trainee teachers towards teaching practicum evaluation via video technology. A total of 260 students of Teacher Certification Programme (Program Pensiswazahan Guru - PPG) from the Faculty of Technical and Vocational Education (FPTV) of Universiti Tun Hussein Onn Malaysia (UTHM) had been randomly selected as respondents. A set of questionnaire was developed to assess the suitability, effectiveness and satisfaction of using video technology for teaching practicum. Conclusively, this research showed that the trainee teachers have positive perceptions in all three aspects related teaching practicum evaluation using video technology. Apart from that, no significant racial difference was found in the measured aspects. In addition, the trainee teachers also showed an understanding of the vast importance of teaching practicum evaluation via video. These research findings suggest that video technology can be a feasible and practical means of teaching practicum evaluation especially for distance learning program.

  17. Return of the Vision Video

    DEFF Research Database (Denmark)

    Vistisen, Peter; Poulsen, Søren Bolvig

    2017-01-01

    This paper examines the role of corporate vision videos as a possible setting for participation when exploring the future potentials (and pitfalls) of new technological concepts. We propose that through the recent decade’s rise web 2.0 platforms, and the viral effects of user sharing, the corpora...

  18. Content-based video retrieval by example video clip

    Science.gov (United States)

    Dimitrova, Nevenka; Abdel-Mottaleb, Mohamed

    1997-01-01

    This paper presents a novel approach for video retrieval from a large archive of MPEG or Motion JPEG compressed video clips. We introduce a retrieval algorithm that takes a video clip as a query and searches the database for clips with similar contents. Video clips are characterized by a sequence of representative frame signatures, which are constructed from DC coefficients and motion information (`DC+M' signatures). The similarity between two video clips is determined by using their respective signatures. This method facilitates retrieval of clips for the purpose of video editing, broadcast news retrieval, or copyright violation detection.

  19. The mission execution crew assistant : Improving human-machine team resilience for long duration missions

    OpenAIRE

    Neerincx, M.A.; Lindenberg, J.; Smets, N.J.J.M.; Bos, A.; Breebaart, L.; Grant, T.; Olmedo-Soler, A.; Brauer, U.; Wolff, M.

    2008-01-01

    Manned long-duration missions to the Moon and Mars set high operational, human factors and technical demands for a distributed support system, which enhances human-machine teams' capabilities to cope autonomously with unexpected, complex and potentially hazardous situations. Based on a situated Cognitive Engineering (sCE) method, we specified a theoretical and empirical founded Requirements Baseline (RB) for such a system (called Mission Execution Crew Assistant; MECA), and its rational consi...

  20. Current Highlights on ESA's Planetary Technology Reference Studies

    Science.gov (United States)

    Falkner, P.

    The concept of Technology Reference Studies has been introduced already at EGU05, where the Venus Entry Probe (VEP), the Jupiter Minisat Explorer (JME), the Deimos Sample Return (DSR) and the Interstellar Heliopause Probe (IHP) have been presented in detail. At the EGU06 the new studies in reaction to the Cosmic Vision exercise have been introduced. The formulation of themes and mapping into potential future missions has been taken as basis in the planning of additional new and adaptation of existing TRS's to cover areas, which have not yet been addressed by any TRS. These new ongoing studies are progressing well and current highlights will be presented in the paper in further detail as well as an overview on supporting technology studies and Concurrent Design Facility (CDF) sessions. The Jupiter System Explorer (JSE) study investigates mission concepts with up to two Magnetospheric Orbiters placed in a highly elliptical Jovian orbit and the possibility to deploy a Jovian Entry Probe. The mission profile is based on a solar powered concept launched on a Soyuz-Fregat launcher. Mission analysis and the application of a new Jovian radiation model are supporting the study activities. The Near-Earth Asteroid Sample Return (NEA-SR) concept explores the possibilities of sample return or in-situ mission profiles with visits to up to two NEA targets. Due to the assumed low cost cap a trade between a sample return and remote/in-situ exploration concept has a high attention in the study. The Cross Scale TRS (CS-TRS) is intended to simultaneously investigate magnetospheric and plasma processes in three spatial scales with a formation flight of up to 12 spacecraft, orbiting on deep elliptical orbits around Earth. One of the major challenges is the launch of that number of spacecraft on a single launcher and the collisionless deployment of the formation at the target orbit. The scope if the GeoSail TRS is to demonstrate deployment, attitude control and navigation concepts for a

  1. Flight Path Control Design for the Cassini Solstice Mission

    Science.gov (United States)

    Ballard, Christopher G.; Ionasescu, Rodica

    2011-01-01

    The Cassini spacecraft has been in orbit around Saturn for just over 7 years, with a planned 7-year extension, called the Solstice Mission, which started on September 27, 2010. The Solstice Mission includes 205 maneuvers and 70 flybys which consist of the moons Titan, Enceladus, Dione, and Rhea. This mission is designed to use all available propellant with a statistical margin averaging 0.6 m/s per encounter, and the work done to prove and ensure the viability of this margin is highlighted in this paper.

  2. Teaching autistic children conversational speech using video modeling.

    Science.gov (United States)

    Charlop, M H; Milstein, J P

    1989-01-01

    We assessed the effects of video modeling on acquisition and generalization of conversational skills among autistic children. Three autistic boys observed videotaped conversations consisting of two people discussing specific toys. When criterion for learning was met, generalization of conversational skills was assessed with untrained topics of conversation; new stimuli (toys); unfamiliar persons, siblings, and autistic peers; and other settings. The results indicated that the children learned through video modeling, generalized their conversational skills, and maintained conversational speech over a 15-month period. Video modeling shows much promise as a rapid and effective procedure for teaching complex verbal skills such as conversational speech. PMID:2793634

  3. 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.

  4. Liquid Effluents Program mission analysis

    International Nuclear Information System (INIS)

    Lowe, S.S.

    1994-01-01

    Systems engineering is being used to identify work to cleanup the Hanford Site. The systems engineering process transforms an identified mission need into a set of performance parameters and a preferred system configuration. Mission analysis is the first step in the process. Mission analysis supports early decision-making by clearly defining the program objectives, and evaluating the feasibility and risks associated with achieving those objectives. The results of the mission analysis provide a consistent basis for subsequent systems engineering work. A mission analysis was performed earlier for the overall Hanford Site. This work was continued by a ''capstone'' team which developed a top-level functional analysis. Continuing in a top-down manner, systems engineering is now being applied at the program and project levels. A mission analysis was conducted for the Liquid Effluents Program. The results are described herein. This report identifies the initial conditions and acceptable final conditions, defines the programmatic and physical interfaces and sources of constraints, estimates the resources to carry out the mission, and establishes measures of success. The mission analysis reflects current program planning for the Liquid Effluents Program as described in Liquid Effluents FY 1995 Multi-Year Program Plan

  5. Video based object representation and classification using multiple covariance matrices.

    Science.gov (United States)

    Zhang, Yurong; Liu, Quan

    2017-01-01

    Video based object recognition and classification has been widely studied in computer vision and image processing area. One main issue of this task is to develop an effective representation for video. This problem can generally be formulated as image set representation. In this paper, we present a new method called Multiple Covariance Discriminative Learning (MCDL) for image set representation and classification problem. The core idea of MCDL is to represent an image set using multiple covariance matrices with each covariance matrix representing one cluster of images. Firstly, we use the Nonnegative Matrix Factorization (NMF) method to do image clustering within each image set, and then adopt Covariance Discriminative Learning on each cluster (subset) of images. At last, we adopt KLDA and nearest neighborhood classification method for image set classification. Promising experimental results on several datasets show the effectiveness of our MCDL method.

  6. Stakeholder Orientation in Cruise Lines’ Mission Statements

    Directory of Open Access Journals (Sweden)

    Lara Penco

    2017-11-01

    Full Text Available Consistent with the extant management literature, mission statements are crucial for the sustainability and growth of any firms and have been considered to be a tool for the strategic management process. Despite the considerable attention awarded to this theme, the role of the mission statement in the strategic management of tourism firms has not been sufficiently highlighted. The present paper tries to bridge this literature gap and aims to (i analyze the content of mission statements; and (ii investigate the stakeholder orientation of cruise line mission statements. We apply a content analysis method to analyze the mission statements of 44 cruise lines, employing three different perspectives: (1 the inclusion of stakeholder groups; (2 mentions of specific “mission” components; (3 reference to four goals usually assigned to mission statements. The analysis was performed using the software package QDA-Miner. The results suggest that it is possible to identify four clusters of firms that present similar content in their mission statements, and that cruise companies tend to reserve a major attention to customers. This contribution presents some valuable research implications mainly useful for researchers and academics, but also maybe of benefit to professionals and investors.

  7. Cognitive Tempo, Violent Video Games, and Aggressive Behavior in Young Boys.

    Science.gov (United States)

    Irwin, A. Roland; Gross, Alan M.

    1995-01-01

    Assesses interpersonal aggression and aggression toward inanimate objects in a free-play setting where children played video games. Results indicated that subjects who played video games with aggressive content exhibited more object aggression during free-play and more interpersonal aggression during the frustrating situation than youngsters who…

  8. Resolution enhancement of low quality videos using a high-resolution frame

    NARCIS (Netherlands)

    Pham, T.Q.; Van Vliet, L.J.; Schutte, K.

    2006-01-01

    This paper proposes an example-based Super-Resolution (SR) algorithm of compressed videos in the Discrete Cosine Transform (DCT) domain. Input to the system is a Low-Resolution (LR) compressed video together with a High-Resolution (HR) still image of similar content. Using a training set of

  9. Augmented Reality Video Games: New Possibilities and Implications for Children and Adolescents

    Directory of Open Access Journals (Sweden)

    Prithwijit Das

    2017-04-01

    Full Text Available In recent years, the video game market has embraced augmented reality video games, a class of video games that is set to grow as gaming technologies develop. Given the widespread use of video games among children and adolescents, the health implications of augmented reality technology must be closely examined. Augmented reality technology shows a potential for the promotion of healthy behaviors and social interaction among children. However, the full immersion and physical movement required in augmented reality video games may also put users at risk for physical and mental harm. Our review article and commentary emphasizes both the benefits and dangers of augmented reality video games for children and adolescents.

  10. The Reliability of Bariatric Surgery Videos in YouTube Platform.

    Science.gov (United States)

    Erdem, Hasan; Sisik, Abdullah

    2018-03-01

    The growing number of bariatric surgery videos shared on YouTube highlights the need for content and quality assessment. The aim of this study was to answer the question 'Is watching these videos useful to surgeons and patients?' YouTube was searched using the keywords 'obesity surgery', 'bariatric surgery' and 'weight loss surgery', and 100 videos retrieved using each keyword were classified based on their 'usefulness score' as very useful, useful and not useful. Video content; source; length and number of views, likes and dislikes were recorded. Upload sources included doctors or hospitals (DH), medical web sites or TV channels (MW), commercial web sites (CW) or civilians (CI). Between-group differences were compared. Of the 300 videos watched, 175 were included in the study; 53.7% were useful and 24.6% were very useful. There were no between-group differences in the number of likes (p = 0.480), dislikes (p = 0.592) and views (p = 0.104). Most videos were uploaded by MW and DH, also with no significant differences in the number of likes (p = 0.35), dislikes (p = 0.14) and views (p = 0.93). No videos were found with misleading information. The popularity of bariatric surgery and interest of both patients and surgeons are increasing daily. Although videos on bariatric surgery on YouTube may be more useful than those on other surgical procedures, it is important that the videos are uploaded by medical professionals and that specific upload and retrieval filters are applied.

  11. 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...

  12. Effects of video modeling with video feedback on vocational skills of adults with autism spectrum disorder.

    Science.gov (United States)

    English, Derek L; Gounden, Sadhana; Dagher, Richard E; Chan, Shu Fen; Furlonger, Brett E; Anderson, Angelika; Moore, Dennis W

    2017-11-01

    To examine the effectiveness of a video modeling (VM) with video feedback (VFB) intervention to teach vocational gardening skills to three adults with autism spectrum disorder (ASD). A multiple probe design across skills was used to assess the effects of the intervention on the three participants' ability to perform skills accurately. The use of VM with VFB led to improvements across skills for two of the participants. The third participant required video prompting (VP) for successful skill acquisition. Skill performance generalized across personnel and settings for two of the participants, but it was not assessed for the third. Skill performance maintained at follow-up for all three participants. Social validity data gathered from participants, parents, and co-workers were positive. These findings suggest that VM with VFB and VP with VFB were effective and socially acceptable interventions for teaching vocational gardening skills to young adults with ASD.

  13. Video transmission on ATM networks. Ph.D. Thesis

    Science.gov (United States)

    Chen, Yun-Chung

    1993-01-01

    The broadband integrated services digital network (B-ISDN) is expected to provide high-speed and flexible multimedia applications. Multimedia includes data, graphics, image, voice, and video. Asynchronous transfer mode (ATM) is the adopted transport techniques for B-ISDN and has the potential for providing a more efficient and integrated environment for multimedia. It is believed that most broadband applications will make heavy use of visual information. The prospect of wide spread use of image and video communication has led to interest in coding algorithms for reducing bandwidth requirements and improving image quality. The major results of a study on the bridging of network transmission performance and video coding are: Using two representative video sequences, several video source models are developed. The fitness of these models are validated through the use of statistical tests and network queuing performance. A dual leaky bucket algorithm is proposed as an effective network policing function. The concept of the dual leaky bucket algorithm can be applied to a prioritized coding approach to achieve transmission efficiency. A mapping of the performance/control parameters at the network level into equivalent parameters at the video coding level is developed. Based on that, a complete set of principles for the design of video codecs for network transmission is proposed.

  14. Scientists feature their work in Arctic-focused short videos by FrontierScientists

    Science.gov (United States)

    Nielsen, L.; O'Connell, E.

    2013-12-01

    Whether they're guiding an unmanned aerial vehicle into a volcanic plume to sample aerosols, or documenting core drilling at a frozen lake in Siberia formed 3.6 million years ago by a massive meteorite impact, Arctic scientists are using video to enhance and expand their science and science outreach. FrontierScientists (FS), a forum for showcasing scientific work, produces and promotes radically different video blogs featuring Arctic scientists. Three- to seven- minute multimedia vlogs help deconstruct researcher's efforts and disseminate stories, communicating scientific discoveries to our increasingly connected world. The videos cover a wide range of current field work being performed in the Arctic. All videos are freely available to view or download from the FrontierScientists.com website, accessible via any internet browser or via the FrontierScientists app. FS' filming process fosters a close collaboration between the scientist and the media maker. Film creation helps scientists reach out to the public, communicate the relevance of their scientific findings, and craft a discussion. Videos keep audience tuned in; combining field footage, pictures, audio, and graphics with a verbal explanation helps illustrate ideas, allowing one video to reach people with different learning strategies. The scientists' stories are highlighted through social media platforms online. Vlogs grant scientists a voice, letting them illustrate their own work while ensuring accuracy. Each scientific topic on FS has its own project page where easy-to-navigate videos are featured prominently. Video sets focus on different aspects of a researcher's work or follow one of their projects into the field. We help the scientist slip the answers to their five most-asked questions into the casual script in layman's terms in order to free the viewers' minds to focus on new concepts. Videos are accompanied by written blogs intended to systematically demystify related facts so the scientists can focus

  15. A scheme for racquet sports video analysis with the combination of audio-visual information

    Science.gov (United States)

    Xing, Liyuan; Ye, Qixiang; Zhang, Weigang; Huang, Qingming; Yu, Hua

    2005-07-01

    As a very important category in sports video, racquet sports video, e.g. table tennis, tennis and badminton, has been paid little attention in the past years. Considering the characteristics of this kind of sports video, we propose a new scheme for structure indexing and highlight generating based on the combination of audio and visual information. Firstly, a supervised classification method is employed to detect important audio symbols including impact (ball hit), audience cheers, commentator speech, etc. Meanwhile an unsupervised algorithm is proposed to group video shots into various clusters. Then, by taking advantage of temporal relationship between audio and visual signals, we can specify the scene clusters with semantic labels including rally scenes and break scenes. Thirdly, a refinement procedure is developed to reduce false rally scenes by further audio analysis. Finally, an exciting model is proposed to rank the detected rally scenes from which many exciting video clips such as game (match) points can be correctly retrieved. Experiments on two types of representative racquet sports video, table tennis video and tennis video, demonstrate encouraging results.

  16. Mission operations technology

    Science.gov (United States)

    Varsi, Giulio

    In the last decade, the operation of a spacecraft after launch has emerged as a major component of the total cost of the mission. This trend is sustained by the increasing complexity, flexibility, and data gathering capability of the space assets and by their greater reliability and consequent longevity. The trend can, however, be moderated by the progressive transfer of selected functions from the ground to the spacecraft and by application, on the ground, of new technology. Advances in ground operations derive from the introduction in the mission operations environment of advanced microprocessor-based workstations in the class of a few million instructions per second and from the selective application of artificial intelligence technology. In the last few years a number of these applications have been developed, tested in operational settings and successfully demonstrated to users. Some are now being integrated in mission operations facilities. An analysis of mission operations indicates that the key areas are: concurrent control of multiple missions; automated/interactive production of command sequences of high integrity at low cost; automated monitoring of spacecraft health and automated aides for fault diagnosis; automated allocation of resources; automated processing of science data; and high-fidelity, high-speed spacecraft simulation. Examples of major advances in selected areas are described.

  17. High-Speed Video Analysis in a Conceptual Physics Class

    Science.gov (United States)

    Desbien, Dwain M.

    2011-09-01

    The use of probe ware and computers has become quite common in introductory physics classrooms. Video analysis is also becoming more popular and is available to a wide range of students through commercially available and/or free software.2,3 Video analysis allows for the study of motions that cannot be easily measured in the traditional lab setting and also allows real-world situations to be analyzed. Many motions are too fast to easily be captured at the standard video frame rate of 30 frames per second (fps) employed by most video cameras. This paper will discuss using a consumer camera that can record high-frame-rate video in a college-level conceptual physics class. In particular this will involve the use of model rockets to determine the acceleration during the boost period right at launch and compare it to a simple model of the expected acceleration.

  18. The Use of Smart Glasses for Surgical Video Streaming.

    Science.gov (United States)

    Hiranaka, Takafumi; Nakanishi, Yuta; Fujishiro, Takaaki; Hida, Yuichi; Tsubosaka, Masanori; Shibata, Yosaku; Okimura, Kenjiro; Uemoto, Harunobu

    2017-04-01

    Observation of surgical procedures performed by experts is extremely important for acquisition and improvement of surgical skills. Smart glasses are small computers, which comprise a head-mounted monitor and video camera, and can be connected to the internet. They can be used for remote observation of surgeries by video streaming. Although Google Glass is the most commonly used smart glasses for medical purposes, it is still unavailable commercially and has some limitations. This article reports the use of a different type of smart glasses, InfoLinker, for surgical video streaming. InfoLinker has been commercially available in Japan for industrial purposes for more than 2 years. It is connected to a video server via wireless internet directly, and streaming video can be seen anywhere an internet connection is available. We have attempted live video streaming of knee arthroplasty operations that were viewed at several different locations, including foreign countries, on a common web browser. Although the quality of video images depended on the resolution and dynamic range of the video camera, speed of internet connection, and the wearer's attention to minimize image shaking, video streaming could be easily performed throughout the procedure. The wearer could confirm the quality of the video as the video was being shot by the head-mounted display. The time and cost for observation of surgical procedures can be reduced by InfoLinker, and further improvement of hardware as well as the wearer's video shooting technique is expected. We believe that this can be used in other medical settings.

  19. Video Self-Modelling: An Intervention for Children with Behavioural Difficulties

    Science.gov (United States)

    Regan, Helen; Howe, Julia

    2017-01-01

    There has recently been a growth in interest in the use of video technology in the practice of educational psychologists. This research explores the effects of a video self-modelling (VSM) intervention on the behaviours of a child in mainstream education using a single case study design set within a behaviourist paradigm. VSM is a behavioural…

  20. Problematic video game use scale: initial psychometric properties with psychiatrically hospitalized adolescents.

    Science.gov (United States)

    Topor, David R; Swenson, Lance P; Liguori, Gina M; Spirito, Anthony; Lowenhaupt, Elizabeth A; Hunt, Jeffrey I

    2011-12-01

    Excessive video game use among youth has been a growing concern in the United States and elsewhere. The aims of this study are to establish validity of a video game measure in a large adolescent inpatient sample, identify clinical factors underlying problem video game use, and identify associations with measures of psychopathology. Three hundred eighty participants admitted to an adolescent inpatient psychiatric unit between November 2007 and March 2009 were administered a battery of self-report measures, including a questionnaire developed for this study that assessed reinforcers and consequences of past-year video game use (ie, Problematic Video Game Use Scale). Factor analysis was used to identify the underlying structure of behaviors associated with problem video game use. A factor analysis of the Problematic Video Game Use Scale indicated 2 primary factors. One was associated with engaging in problem behaviors that impaired the adolescent's functioning as a result of playing video games and one reflected the reinforcing effects of playing video games. Both factors were associated with measures of psychopathology, although associations were generally stronger for impairment in functioning than for reinforcing effects. Both factors were significantly correlated with self-reported daily video game use (P video game playing: impairment in functioning and reinforcing effects. Initial evidence of the content validity of the video game measure was established. Findings highlight the importance of assessing video game use among an adolescent population, the factors associated with video game use, and associations with symptoms of psychopathology. Limitations include a common reporter for multiple measures and cross-sectional data that do not allow for causal links to be made. © Copyright 2011 Physicians Postgraduate Press, Inc.

  1. Early Childhood Numeracy in a Multiage Setting

    Science.gov (United States)

    Wood, Karen; Frid, Sandra

    2005-01-01

    This research is a case study examining numeracy teaching and learning practices in an early childhood multiage setting with Pre-Primary to Year 2 children. Data were collected via running records, researcher reflection notes, and video and audio recordings. Video and audio transcripts were analysed using a mathematical discourse and social…

  2. Mission X: Train Like an Astronaut Challenge

    Science.gov (United States)

    Lloyd, Charles W.

    2016-01-01

    The Mission X: Train Like an Astronaut Challenge was developed in 2011 to encourage proper exercise and nutrition at an early age by teaching young people to live and eat like space explorers. The strong correlation between an unhealthy childhood diet and adolescent fitness, and the onset of chronic diseases as an adult is the catalyst for Mission X. Mission X is dedicated to assisting people on a global scale to live healthier lifestyles and learn about human space exploration. The Mission X: Train Like an Astronaut 2015 (MX15) International Challenge hosted almost 40,000 children on 800 teams, 28 countries affiliated with 12 space agencies. The MX15 website included 17 languages. MX15, the fifth annual international fitness challenges sponsored by the NASA Human Research Program worked with the European Space Agency and other space agencies from around the world. In comparison to MX14, MX15 expanded to include four additional new countries, increased the number of students by approximately 68% and the number of teams by 29%. Chile' and South Korea participated in the new fall Astro Charlie Walk Around the Earth Challenge. Pre-challenge training materials were made more readily available from the website. South Korea completed a prospective assessment of the usability of the MX content for improving health and fitness in 212 preschool children and their families. Mission X is fortunate to have the support of the NASA, ESA and JAXA astronaut corps. In MX15, they participated in the opening and closing events as well as while on-board the International Space Station. Italian Astronaut Samantha Cristoretti participated as the MX15 Astronaut Ambassador for health and fitness providing the opening video and other videos from ISS. United Kingdom Astronaut Tim Peake and US Astronaut Kate Rubins have agreed to be the MX Ambassadors for 2016 and 2017 respectively. The MX15 International Working Group Face-to-Face meeting and Closing Event were held at the Agenzia Spaziale

  3. Dynamic resource allocation engine for cloud-based real-time video transcoding in mobile cloud computing environments

    Science.gov (United States)

    Adedayo, Bada; Wang, Qi; Alcaraz Calero, Jose M.; Grecos, Christos

    2015-02-01

    The recent explosion in video-related Internet traffic has been driven by the widespread use of smart mobile devices, particularly smartphones with advanced cameras that are able to record high-quality videos. Although many of these devices offer the facility to record videos at different spatial and temporal resolutions, primarily with local storage considerations in mind, most users only ever use the highest quality settings. The vast majority of these devices are optimised for compressing the acquired video using a single built-in codec and have neither the computational resources nor battery reserves to transcode the video to alternative formats. This paper proposes a new low-complexity dynamic resource allocation engine for cloud-based video transcoding services that are both scalable and capable of being delivered in real-time. Firstly, through extensive experimentation, we establish resource requirement benchmarks for a wide range of transcoding tasks. The set of tasks investigated covers the most widely used input formats (encoder type, resolution, amount of motion and frame rate) associated with mobile devices and the most popular output formats derived from a comprehensive set of use cases, e.g. a mobile news reporter directly transmitting videos to the TV audience of various video format requirements, with minimal usage of resources both at the reporter's end and at the cloud infrastructure end for transcoding services.

  4. 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....

  5. A novel visual saliency detection method for infrared video sequences

    Science.gov (United States)

    Wang, Xin; Zhang, Yuzhen; Ning, Chen

    2017-12-01

    Infrared video applications such as target detection and recognition, moving target tracking, and so forth can benefit a lot from visual saliency detection, which is essentially a method to automatically localize the ;important; content in videos. In this paper, a novel visual saliency detection method for infrared video sequences is proposed. Specifically, for infrared video saliency detection, both the spatial saliency and temporal saliency are considered. For spatial saliency, we adopt a mutual consistency-guided spatial cues combination-based method to capture the regions with obvious luminance contrast and contour features. For temporal saliency, a multi-frame symmetric difference approach is proposed to discriminate salient moving regions of interest from background motions. Then, the spatial saliency and temporal saliency are combined to compute the spatiotemporal saliency using an adaptive fusion strategy. Besides, to highlight the spatiotemporal salient regions uniformly, a multi-scale fusion approach is embedded into the spatiotemporal saliency model. Finally, a Gestalt theory-inspired optimization algorithm is designed to further improve the reliability of the final saliency map. Experimental results demonstrate that our method outperforms many state-of-the-art saliency detection approaches for infrared videos under various backgrounds.

  6. For Video Games, Bad News Is Good News: News Reporting of Violent Video Game Studies.

    Science.gov (United States)

    Copenhaver, Allen; Mitrofan, Oana; Ferguson, Christopher J

    2017-12-01

    News coverage of video game violence studies has been critiqued for focusing mainly on studies supporting negative effects and failing to report studies that did not find evidence for such effects. These concerns were tested in a sample of 68 published studies using child and adolescent samples. Contrary to our hypotheses, study effect size was not a predictor of either newspaper coverage or publication in journals with a high-impact factor. However, a relationship between poorer study quality and newspaper coverage approached significance. High-impact journals were not found to publish studies with higher quality. Poorer quality studies, which tended to highlight negative findings, also received more citations in scholarly sources. Our findings suggest that negative effects of violent video games exposure in children and adolescents, rather than large effect size or high methodological quality, increase the likelihood of a study being cited in other academic publications and subsequently receiving news media coverage.

  7. Applied research of Primary Pump Mission Profile construction

    International Nuclear Information System (INIS)

    Zheng, Gang-yang; Zhang, Zhi-jian; Ye, Quan-liu; Du, Zhi-hao; Ma, Ying-fei; Zhang, Hua-zhi

    2017-01-01

    Highlights: • Minimum Associated Subtask (MAS) and Minimum Effective Component (MEC) are presented in Mission Profile analysis. • Via applying MAS and MEC, Mission Profile plays a more important role in complex system reliability analysis. • Mission Profile has already been used in the reliability analysis of localized Chinese 1000 MW NPP Primary Pump. - Abstract: The traditional Mission Profile analysis did not clarify the accurate concept of minimum subtask and component. However, there are several components, which could be the influencing key element of the system reliability; and there are several subtasks, which could be used as a basic and crucial mission. In this paper, traditional method of Mission Profile has been extended by incorporating two new ideas: Minimum Associated Subtask (MAS) and Minimum Effective Component (MEC). This method of Mission Profile modeling is derived from Chinese 1000 MW NPP Primary Pump localization. A case study on Primary Pump reliability has been presented; then, MAS and MEC have been existed as vital elements in its lifecycle profile construction. By means of MAS and MEC, Mission Profile plays a more important role on complex system (Primary Pump) reliability analysis.

  8. Syndicate of renewable energies - Highlights 2015

    International Nuclear Information System (INIS)

    2016-01-01

    This publication first proposes a presentation of the SER (Syndicat des Energies Renouvelables, Syndicate of Renewable Energies), a professional body: missions, scope of action, members. It outlines its commitment in the French policy for energy transition as a major actor of the sector of renewable energies. It addresses the legal and regulatory framework by indicating evolutions introduced by the French law for energy transition and for a green growth for the different renewable energies (hydroelectricity, wind energy, solar photovoltaic, geothermal, biofuels and bio-energies, biogas), by the new regimes of authorisations for onshore wind energy, methanization and hydroelectricity, and by the law for growth, activity and equality of economic opportunities. It proposes brief presentations of transverse actions (agreements, meetings, partnership in exhibitions, commitment in the COP21), and of actions regarding power grids, overseas territories, or the building sector. Some highlights related bio-energy sectors, geothermal energy, onshore wind energy, renewable marine energies and offshore wind energy, solar photovoltaic energy, hydroelectricity, or solar thermodynamic energy are mentioned. These highlights may concern legal, organisational, political or financial frameworks. Actions in the field of communication are indicated, and projects for 2016 are briefly indicated

  9. What do we do with all this video? Better understanding public engagement for image and video annotation

    Science.gov (United States)

    Wiener, C.; Miller, A.; Zykov, V.

    2016-12-01

    Advanced robotic vehicles are increasingly being used by oceanographic research vessels to enable more efficient and widespread exploration of the ocean, particularly the deep ocean. With cutting-edge capabilities mounted onto robotic vehicles, data at high resolutions is being generated more than ever before, enabling enhanced data collection and the potential for broader participation. For example, high resolution camera technology not only improves visualization of the ocean environment, but also expands the capacity to engage participants remotely through increased use of telepresence and virtual reality techniques. Schmidt Ocean Institute is a private, non-profit operating foundation established to advance the understanding of the world's oceans through technological advancement, intelligent observation and analysis, and open sharing of information. Telepresence-enabled research is an important component of Schmidt Ocean Institute's science research cruises, which this presentation will highlight. Schmidt Ocean Institute is one of the only research programs that make their entire underwater vehicle dive series available online, creating a collection of video that enables anyone to follow deep sea research in real time. We encourage students, educators and the general public to take advantage of freely available dive videos. Additionally, other SOI-supported internet platforms, have engaged the public in image and video annotation activities. Examples of these new online platforms, which utilize citizen scientists to annotate scientific image and video data will be provided. This presentation will include an introduction to SOI-supported video and image tagging citizen science projects, real-time robot tracking, live ship-to-shore communications, and an array of outreach activities that enable scientists to interact with the public and explore the ocean in fascinating detail.

  10. Opals: Mission System Operations Architecture for an Optical Communications Demonstration on the ISS

    Science.gov (United States)

    Abrahamson, Matthew J.; Sindiy, Oleg V.; Oaida, Bogdan V.; Fregoso, Santos; Bowles-Martinez, Jessica N.; Kokorowski, Michael; Wilkerson, Marcus W.; Konyha, Alexander L.

    2014-01-01

    In April of 2014, the Optical PAyload for Lasercomm Science (OPALS) Flight System (FS) launched to the International Space Station (ISS) to demonstrate space-to-ground optical communications. During a planned 90-day baseline mission, the OPALS FS will downlink high quality, short duration videos to the Optical Communications Telescope Laboratory (OCTL) ground station in Wrightwood, California. Interfaces to the ISS payload operations infrastructure have been established to facilitate activity planning, hazardous laser operations, commanding, and telemetry transmission. In addition, internal processes, such as pointing prediction and data processing, satisfy the technical requirements of the mission. The OPALS operations team participates in Operational Readiness Tests (ORTs) with external partners to exercise coordination processes and train for the overall mission. The ORTs have provided valuable insight into operational considerations for the instrument on the ISS.

  11. Overview of an Integrated Medical System for Exploration Missions

    Science.gov (United States)

    Watkins, Sharmila; Rubin, David

    2013-01-01

    The Exploration Medical Capability (ExMC) element of the NASA Human Research Program (HRP) is charged with addressing the risk of unacceptable health and mission outcomes due to limitations of inflight medical capabilities. The Exploration Medical System Demonstration (EMSD) is a project within the ExMC element aimed at reducing this risk by improving the medical capabilities available for exploration missions. The EMSD project will demonstrate, on the ground and on ISS, the integration of several components felt to be essential to the delivery of medical care during long ]duration missions outside of low Earth orbit. The components of the EMSD include the electronic medical record, assisted medical procedure software, medical consumables tracking technology and RFID ] tagged consumables, video conferencing capability, ultrasound device and probes (ground demonstration only), peripheral biosensors, and the software to allow communication among the various components (middleware). This presentation seeks to inform our international partners of the goals and objectives of the EMSD and to foster collaboration opportunities related to this and future projects.

  12. Video Capture of Plastic Surgery Procedures Using the GoPro HERO 3+.

    Science.gov (United States)

    Graves, Steven Nicholas; Shenaq, Deana Saleh; Langerman, Alexander J; Song, David H

    2015-02-01

    Significant improvements can be made in recoding surgical procedures, particularly in capturing high-quality video recordings from the surgeons' point of view. This study examined the utility of the GoPro HERO 3+ Black Edition camera for high-definition, point-of-view recordings of plastic and reconstructive surgery. The GoPro HERO 3+ Black Edition camera was head-mounted on the surgeon and oriented to the surgeon's perspective using the GoPro App. The camera was used to record 4 cases: 2 fat graft procedures and 2 breast reconstructions. During cases 1-3, an assistant remotely controlled the GoPro via the GoPro App. For case 4 the GoPro was linked to a WiFi remote, and controlled by the surgeon. Camera settings for case 1 were as follows: 1080p video resolution; 48 fps; Protune mode on; wide field of view; 16:9 aspect ratio. The lighting contrast due to the overhead lights resulted in limited washout of the video image. Camera settings were adjusted for cases 2-4 to a narrow field of view, which enabled the camera's automatic white balance to better compensate for bright lights focused on the surgical field. Cases 2-4 captured video sufficient for teaching or presentation purposes. The GoPro HERO 3+ Black Edition camera enables high-quality, cost-effective video recording of plastic and reconstructive surgery procedures. When set to a narrow field of view and automatic white balance, the camera is able to sufficiently compensate for the contrasting light environment of the operating room and capture high-resolution, detailed video.

  13. Developing and Testing a Video Tutorial for Software Training

    NARCIS (Netherlands)

    van der Meij, Hans

    2014-01-01

    Purpose: Video tutorials for software training are rapidly becoming popular. A set of dedicated guidelines for the construction of such tutorials was recently advanced in Technical Communication (Van der Meij & Van der Meij, 2013). The present study set out to assess the cognitive and motivational

  14. Video interviewing as a learning resource

    DEFF Research Database (Denmark)

    Hedemann, Lars; Søndergaard, Helle Alsted

    2011-01-01

    The present investigation was carried out as a pilot study, with the aim of obtaining exploratory insights into the field of learning, and more specifically, how the use of video technology can be used as a mean to excel the outcome of the learning process. The motivation behind the study has its...... basis in the management education literature, and thereby in the discussion of how to organize teaching, in order to equip students with improved skills in reflective realization. Following the notion that experience is the basis for knowledge, the study was set out to explore how students at higher...... education programmes, i.e. at MSc and MBA level, can benefit from utilizing video recorded interviews in their process of learning and reflection. On the basis of the study, it is suggested that video interviewing makes up an interesting alternative to other learning approaches such as Simulation...

  15. Video2vec Embeddings Recognize Events When Examples Are Scarce.

    Science.gov (United States)

    Habibian, Amirhossein; Mensink, Thomas; Snoek, Cees G M

    2017-10-01

    This paper aims for event recognition when video examples are scarce or even completely absent. The key in such a challenging setting is a semantic video representation. Rather than building the representation from individual attribute detectors and their annotations, we propose to learn the entire representation from freely available web videos and their descriptions using an embedding between video features and term vectors. In our proposed embedding, which we call Video2vec, the correlations between the words are utilized to learn a more effective representation by optimizing a joint objective balancing descriptiveness and predictability. We show how learning the Video2vec embedding using a multimodal predictability loss, including appearance, motion and audio features, results in a better predictable representation. We also propose an event specific variant of Video2vec to learn a more accurate representation for the words, which are indicative of the event, by introducing a term sensitive descriptiveness loss. Our experiments on three challenging collections of web videos from the NIST TRECVID Multimedia Event Detection and Columbia Consumer Videos datasets demonstrate: i) the advantages of Video2vec over representations using attributes or alternative embeddings, ii) the benefit of fusing video modalities by an embedding over common strategies, iii) the complementarity of term sensitive descriptiveness and multimodal predictability for event recognition. By its ability to improve predictability of present day audio-visual video features, while at the same time maximizing their semantic descriptiveness, Video2vec leads to state-of-the-art accuracy for both few- and zero-example recognition of events in video.

  16. Lunar Exploration Missions Since 2006

    Science.gov (United States)

    Lawrence, S. J. (Editor); Gaddis, L. R.; Joy, K. H.; Petro, N. E.

    2017-01-01

    The announcement of the Vision for Space Exploration in 2004 sparked a resurgence in lunar missions worldwide. Since the publication of the first "New Views of the Moon" volume, as of 2017 there have been 11 science-focused missions to the Moon. Each of these missions explored different aspects of the Moon's geology, environment, and resource potential. The results from this flotilla of missions have revolutionized lunar science, and resulted in a profoundly new emerging understanding of the Moon. The New Views of the Moon II initiative itself, which is designed to engage the large and vibrant lunar science community to integrate the results of these missions into new consensus viewpoints, is a direct outcome of this impressive array of missions. The "Lunar Exploration Missions Since 2006" chapter will "set the stage" for the rest of the volume, introducing the planetary community at large to the diverse array of missions that have explored the Moon in the last decade. Content: This chapter will encompass the following missions: Kaguya; ARTEMIS (Acceleration, Reconnection, Turbulence, and Electrodynamics of the Moon’s Interaction with the Sun); Chang’e-1; Chandrayaan-1; Moon Impact Probe; Lunar Reconnaissance Orbiter (LRO); Lunar Crater Observation Sensing Satellite (LCROSS); Chang’e-2; Gravity Recovery and Interior Laboratory (GRAIL); Lunar Atmosphere and Dust Environment Explorer (LADEE); Chang’e-3.

  17. DML in VIDEO-CONFERENCING APPLICATIONS

    OpenAIRE

    Giske, Mats Andreas

    2012-01-01

    Today's audio in video-conference rooms do not in general have high quality audio standards.Most of the set-ups are PC-Speakers mounted on the wall, with a microphone on the table. With this, strong room modes are often excited from the speakers. When speaking to someone which also have bad equipment, the speech-intelligibility can be really bad. One solution presented with this Master thesis is to improve the loudspeaker set-up by mounting a DML(Distributed Mode Loudspeaker) above and parall...

  18. De-framing video games from the light of cinema

    Directory of Open Access Journals (Sweden)

    Bernard Perron

    2015-09-01

    Full Text Available In this essay, we shall try to step back from a blinding cinema-centric approach in order to examine the impact such a framing has caused, to question its limitations, and to reflect on the interpretive communities that have relied on film (communities we are part of, due to our film studies background to position video games as an important cultural phenomenon as well as an object worthy of scholarly attention. Using Gaudreault and Marion’s notion of cultural series and wishing to spread a French theoretical approach we find very relevant to the discussion, we will question the bases on which we frame video games as cinema. This inquiry will focus on the audiovisual nature of both media and highlight their differing technical and aesthetic aspects, which will lead us to consider video games as being closer to other forms of audiovisual media.

  19. Cyber Pearl Harbor - Strategic Setting [video

    OpenAIRE

    Center for Homeland Defense and Security Naval Postgraduate School

    2017-01-01

    Part 2: Strategic Setting. Strategic surprise attack allows the weaker opponent to achieve objectives that it realistically could not expect to secure if it faced a military superior. Because the weaker party recognizes its military inferiority, it seeks to develop ways to circumvent a stronger opponent’s military might and reduce the likelihood that it will act on its deterrent threats.

  20. Using Video for Microanalysis of Teachers' Embodied Pedagogical Practices

    Science.gov (United States)

    Tobin, Joseph; Hayashi, Akiko

    2015-01-01

    This paper briefly reviews theories of embodiment and then provides an example from our recent work on how we use video in our comparative studies of preschools to highlight embodied and implicit cultural pedagogies. The example we present focuses on how Japanese preschool teachers use the Japanese cultural practice of "mimamoru"…

  1. Online discussion forums with embedded streamed videos on distance courses

    Directory of Open Access Journals (Sweden)

    Vicenc Fernandez

    2014-03-01

    Full Text Available Existing literature on education and technology has frequently highlighted the usefulness of online discussion forums for distance courses; however, the majority of such investigations have focused their attention only on text-based forums. The objective of this paper is to determine if the embedding of streamed videos in online discussion forums generates educational dialogue and consequently the feedback that students need in a Management Accounting Course. The findings suggest some interesting issues, such as: students prefer text answers except in complex questions, and videos never replace text commentaries and explanations, but rather complement them.

  2. LISA system design highlights

    Energy Technology Data Exchange (ETDEWEB)

    Sallusti, M [European Space Agency, ESTEC, Keplerlaan 1, 2200 AG Noordwijk ZH (Netherlands); Gath, P; Weise, D; Berger, M; Schulte, H R, E-mail: marcello.sallusti@esa.in, E-mail: peter.gath@astrium.eads.ne, E-mail: dennis.weise@astrium.eads.ne, E-mail: marcel.berger@astrium.eads.ne, E-mail: Hans.Reiner.Schulte@astrium.eads.ne [Astrium GmbH Satellites, Claude-Dornier-Str., 88039 Friedrichshafen (Germany)

    2009-05-07

    A contract, started in January 2005, was awarded to a consortium of Astrium GmbH and Astrium Ltd for the LISA Mission Formulation. The scope of the contract was the development of a reference design for the mission architecture and for the mission elements (with particular focus on the payload) and a successive phase of derivation of requirements, to be concluded with a mission design review. The technical starting point was the output of the previous LISA study formalized in the Final Technical Report, issued in the year 2000. During the design phase, different architecture concepts were identified and traded off, including the LISA orbits, the measurement scheme and the opto-mechanical architecture. During the Mission Design Review (July 2008) the consolidated mission baseline design, and the specifications of the flight elements and of the payload subsystem and major components were presented. This paper gives a brief overview of the major design points of the latest design of the LISA system.

  3. LISA system design highlights

    International Nuclear Information System (INIS)

    Sallusti, M; Gath, P; Weise, D; Berger, M; Schulte, H R

    2009-01-01

    A contract, started in January 2005, was awarded to a consortium of Astrium GmbH and Astrium Ltd for the LISA Mission Formulation. The scope of the contract was the development of a reference design for the mission architecture and for the mission elements (with particular focus on the payload) and a successive phase of derivation of requirements, to be concluded with a mission design review. The technical starting point was the output of the previous LISA study formalized in the Final Technical Report, issued in the year 2000. During the design phase, different architecture concepts were identified and traded off, including the LISA orbits, the measurement scheme and the opto-mechanical architecture. During the Mission Design Review (July 2008) the consolidated mission baseline design, and the specifications of the flight elements and of the payload subsystem and major components were presented. This paper gives a brief overview of the major design points of the latest design of the LISA system.

  4. Scalable Adaptive Graphics Environment (SAGE) Software for the Visualization of Large Data Sets on a Video Wall

    Science.gov (United States)

    Jedlovec, Gary; Srikishen, Jayanthi; Edwards, Rita; Cross, David; Welch, Jon; Smith, Matt

    2013-01-01

    The use of collaborative scientific visualization systems for the analysis, visualization, and sharing of "big data" available from new high resolution remote sensing satellite sensors or four-dimensional numerical model simulations is propelling the wider adoption of ultra-resolution tiled display walls interconnected by high speed networks. These systems require a globally connected and well-integrated operating environment that provides persistent visualization and collaboration services. This abstract and subsequent presentation describes a new collaborative visualization system installed for NASA's Shortterm Prediction Research and Transition (SPoRT) program at Marshall Space Flight Center and its use for Earth science applications. The system consists of a 3 x 4 array of 1920 x 1080 pixel thin bezel video monitors mounted on a wall in a scientific collaboration lab. The monitors are physically and virtually integrated into a 14' x 7' for video display. The display of scientific data on the video wall is controlled by a single Alienware Aurora PC with a 2nd Generation Intel Core 4.1 GHz processor, 32 GB memory, and an AMD Fire Pro W600 video card with 6 mini display port connections. Six mini display-to-dual DVI cables are used to connect the 12 individual video monitors. The open source Scalable Adaptive Graphics Environment (SAGE) windowing and media control framework, running on top of the Ubuntu 12 Linux operating system, allows several users to simultaneously control the display and storage of high resolution still and moving graphics in a variety of formats, on tiled display walls of any size. The Ubuntu operating system supports the open source Scalable Adaptive Graphics Environment (SAGE) software which provides a common environment, or framework, enabling its users to access, display and share a variety of data-intensive information. This information can be digital-cinema animations, high-resolution images, high-definition video

  5. Scalable Adaptive Graphics Environment (SAGE) Software for the Visualization of Large Data Sets on a Video Wall

    Science.gov (United States)

    Jedlovec, G.; Srikishen, J.; Edwards, R.; Cross, D.; Welch, J. D.; Smith, M. R.

    2013-12-01

    The use of collaborative scientific visualization systems for the analysis, visualization, and sharing of 'big data' available from new high resolution remote sensing satellite sensors or four-dimensional numerical model simulations is propelling the wider adoption of ultra-resolution tiled display walls interconnected by high speed networks. These systems require a globally connected and well-integrated operating environment that provides persistent visualization and collaboration services. This abstract and subsequent presentation describes a new collaborative visualization system installed for NASA's Short-term Prediction Research and Transition (SPoRT) program at Marshall Space Flight Center and its use for Earth science applications. The system consists of a 3 x 4 array of 1920 x 1080 pixel thin bezel video monitors mounted on a wall in a scientific collaboration lab. The monitors are physically and virtually integrated into a 14' x 7' for video display. The display of scientific data on the video wall is controlled by a single Alienware Aurora PC with a 2nd Generation Intel Core 4.1 GHz processor, 32 GB memory, and an AMD Fire Pro W600 video card with 6 mini display port connections. Six mini display-to-dual DVI cables are used to connect the 12 individual video monitors. The open source Scalable Adaptive Graphics Environment (SAGE) windowing and media control framework, running on top of the Ubuntu 12 Linux operating system, allows several users to simultaneously control the display and storage of high resolution still and moving graphics in a variety of formats, on tiled display walls of any size. The Ubuntu operating system supports the open source Scalable Adaptive Graphics Environment (SAGE) software which provides a common environment, or framework, enabling its users to access, display and share a variety of data-intensive information. This information can be digital-cinema animations, high-resolution images, high-definition video

  6. Mission Driven Scene Understanding: Dynamic Environments

    Science.gov (United States)

    2016-06-01

    WindowsSdkDir%VisualStudioInteg ration \\Tools\\Bin;%PATH% set INCLUDE=%VCINSTALLDIR%Include;%WindowsSdkDir%VisualStudioInte gration\\Common\\Inc;%INCLUDE...Hung HSW. From visual saliency to video behaviour understanding [doctoral dissertation]. [London (UK)]: Queen Mary, University of London; 2007. 10

  7. An Overview of Structural Characteristics in Problematic Video Game Playing.

    Science.gov (United States)

    Griffiths, Mark D; Nuyens, Filip

    2017-01-01

    There are many different factors involved in how and why people develop problems with video game playing. One such set of factors concerns the structural characteristics of video games (i.e., the structure, elements, and components of the video games themselves). Much of the research examining the structural characteristics of video games was initially based on research and theorizing from the gambling studies field. The present review briefly overviews the key papers in the field to date. The paper examines a number of areas including (i) similarities in structural characteristics of gambling and video gaming, (ii) structural characteristics in video games, (iii) narrative and flow in video games, (iv) structural characteristic taxonomies for video games, and (v) video game structural characteristics and game design ethics. Many of the studies carried out to date are small-scale, and comprise self-selected convenience samples (typically using self-report surveys or non-ecologically valid laboratory experiments). Based on the small amount of empirical data, it appears that structural features that take a long time to achieve in-game are the ones most associated with problematic video game play (e.g., earning experience points, managing in-game resources, mastering the video game, getting 100% in-game). The study of video games from a structural characteristic perspective is of benefit to many different stakeholders including academic researchers, video game players, and video game designers, as well as those interested in prevention and policymaking by making the games more socially responsible. It is important that researchers understand and recognize the psycho-social effects and impacts that the structural characteristics of video games can have on players, both positive and negative.

  8. OSART mission highlights 1988-1989

    International Nuclear Information System (INIS)

    1990-09-01

    The IAEA Operational Safety Review Team (OSART) programme provides advice and assistance to Member States for enhancing the operational safety of nuclear power plants. The observations of the OSART members are documented in technical notes which are then used as source material for the official OSART Report submitted to the government of the host country. The technical notes contain recommendations for improvements and description of commendable good practices. The same notes have been used to compile this summary report. This report is the third in a series following IAEA-TECDOC-458 and IAEA-TECDOC-497 and covers the period June 1988 to May 1989

  9. Design considerations for view interpolation in a 3D video coding framework

    NARCIS (Netherlands)

    Morvan, Y.; Farin, D.S.; With, de P.H.N.; Lagendijk, R.L.; Weber, Jos H.; Berg, van den A.F.M.

    2006-01-01

    A 3D video stream typically consists of a set of views capturing simultaneously the same scene. For an efficient transmission of the 3D video, a compression technique is required. In this paper, we describe a coding architecture and appropriate algorithms that enable the compression and

  10. Kepler Planet-Detection Mission: Introduction and First Results

    Science.gov (United States)

    2010-02-19

    those predicted for gas giant planets. Since the first discoveries of planetarycompanions around pulsars (1, 2) andnormal stars (3), more than 400...52,496 in total). Analysis of these data sets also led to a series of astrophysical discoveries , including oscillations of giant stars and two... Discovery mission. Funding for this mission is provided by NASA’s Science Mission Directorate. Supporting Online Material www.sciencemag.org/cgi

  11. Managing the Perception of Advanced Technology Risks in Mission Proposals

    Science.gov (United States)

    Bellisario, Sebastian Nickolai

    2012-01-01

    Through my work in the project proposal office I became interested in how technology advancement efforts affect competitive mission proposals. Technology development allows for new instruments and functionality. However, including technology advancement in a mission proposal often increases perceived risk. Risk mitigation has a major impact on the overall evaluation of the proposal and whether the mission is selected. In order to evaluate the different approaches proposals took I compared the proposals claims of heritage and technology advancement to the sponsor feedback provided in the NASA debriefs. I examined a set of Discovery 2010 Mission proposals to draw patterns in how they were evaluated and come up with a set of recommendations for future mission proposals in how they should approach technology advancement to reduce the perceived risk.

  12. Community of Inquiry and Video in Higher Education: Engaging Students Online

    Science.gov (United States)

    Conrad, Oliver

    2015-01-01

    The purpose of this literature review was to explore how video technology can be effectively used in an online classroom setting. The author found and cited online journals with information about the Community of Inquiry (CoI) framework. He further explored specific sources that could give readers an idea how online video technology can affect…

  13. Identification of Mission Sensitivities with Mission Modeling from the One System Organization at Hanford - 13292

    Energy Technology Data Exchange (ETDEWEB)

    Belsher, Jeremy D.; Pierson, Kayla L. [Washington River Protection Solutions, LLC, Richland, WA 99352 (United States); Gimpel, Rod F. [One System - Waste Treatment Project, Richland, WA 99352 (United States)

    2013-07-01

    The Hanford site in southeast Washington contains approximately 207 million liters of radioactive and hazardous waste stored in 177 underground tanks. The U.S. Department of Energy's Office of River Protection is currently managing the Hanford waste treatment mission, which includes the storage, retrieval, treatment and disposal of the tank waste. Two recent studies, employing the modeling tools managed by the One System organization, have highlighted waste cleanup mission sensitivities. The Hanford Tank Waste Operations Simulator Sensitivity Study evaluated the impact that varying 21 different parameters had on the Hanford Tank Waste Operations Simulator model. It concluded that inaccuracies in the predicted phase partitioning of a few key components can result in significant changes in the waste treatment duration and in the amount of immobilized high-level waste that is produced. In addition, reducing the efficiency with which tank waste is retrieved and staged can increase mission duration. The 2012 WTP Tank Utilization Assessment concluded that flowsheet models need to include the latest low-activity waste glass algorithms or the waste treatment mission duration and the amount of low activity waste that is produced could be significantly underestimated. (authors)

  14. 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.

  15. An integrated circuit/packet switched video conferencing system

    Energy Technology Data Exchange (ETDEWEB)

    Kippenhan Junior, H.A.; Lidinsky, W.P.; Roediger, G.A. [Fermi National Accelerator Lab., Batavia, IL (United States). HEP Network Resource Center; Waits, T.A. [Rutgers Univ., Piscataway, NJ (United States). Dept. of Physics and Astronomy

    1996-07-01

    The HEP Network Resource Center (HEPNRC) at Fermilab and the Collider Detector Facility (CDF) collaboration have evolved a flexible, cost-effective, widely accessible video conferencing system for use by high energy physics collaborations and others wishing to use video conferencing. No current systems seemed to fully meet the needs of high energy physics collaborations. However, two classes of video conferencing technology: circuit-switched and packet-switched, if integrated, might encompass most of HEPS's needs. It was also realized that, even with this integration, some additional functions were needed and some of the existing functions were not always wanted. HEPNRC with the help of members of the CDF collaboration set out to develop such an integrated system using as many existing subsystems and components as possible. This system is called VUPAC (Video conferencing Using Packets and Circuits). This paper begins with brief descriptions of the circuit-switched and packet-switched video conferencing systems. Following this, issues and limitations of these systems are considered. Next the VUPAC system is described. Integration is accomplished primarily by a circuit/packet video conferencing interface. Augmentation is centered in another subsystem called MSB (Multiport MultiSession Bridge). Finally, there is a discussion of the future work needed in the evolution of this system. (author)

  16. An integrated circuit/packet switched video conferencing system

    International Nuclear Information System (INIS)

    Kippenhan Junior, H.A.; Lidinsky, W.P.; Roediger, G.A.; Waits, T.A.

    1996-01-01

    The HEP Network Resource Center (HEPNRC) at Fermilab and the Collider Detector Facility (CDF) collaboration have evolved a flexible, cost-effective, widely accessible video conferencing system for use by high energy physics collaborations and others wishing to use video conferencing. No current systems seemed to fully meet the needs of high energy physics collaborations. However, two classes of video conferencing technology: circuit-switched and packet-switched, if integrated, might encompass most of HEPS's needs. It was also realized that, even with this integration, some additional functions were needed and some of the existing functions were not always wanted. HEPNRC with the help of members of the CDF collaboration set out to develop such an integrated system using as many existing subsystems and components as possible. This system is called VUPAC (Video conferencing Using Packets and Circuits). This paper begins with brief descriptions of the circuit-switched and packet-switched video conferencing systems. Following this, issues and limitations of these systems are considered. Next the VUPAC system is described. Integration is accomplished primarily by a circuit/packet video conferencing interface. Augmentation is centered in another subsystem called MSB (Multiport MultiSession Bridge). Finally, there is a discussion of the future work needed in the evolution of this system. (author)

  17. The Ocean 180 Video Challenge: An Innovative Outreach Strategy for Connecting Scientists to Classrooms

    Science.gov (United States)

    Tankersley, R. A.; Windsor, J. G.; Briceno, K. V.

    2016-02-01

    Recognizing the need for scientists to engage and communicate more effectively with the public, the Florida Center for Ocean Sciences Education Excellence (COSEE Florida) created an opportunity to connect the two through film. The Ocean 180 Video Challenge taps into the competitive spirit of scientists and encourages them to submit short, 3-minute video abstracts summarizing the important findings of recent peer-reviewed papers and highlighting the relevance, meaning, and implications of the research to persons outside their discipline. Although the videos are initially screened and evaluated by a team of science and communication experts, the winners (from a field of ten finalists) are selected by middle school students in classrooms all over the world. Since its inception in 2013, Ocean 180 has grown in popularity, with more than 38,000 middle school students from 1,637 classrooms in 21 countries participating as judges. Results of a Draw-a-Scientist Test administered during the 2015 competition indicate Ocean 180 is an successful intervention that has a positive impact on students' views of science, including their perception and attitudes toward scientists and science careers. Thus, our presentation will discuss how video competitions can serve as effective outreach strategies for encouraging scientists to share new discoveries and their enthusiasm for science with K-12 students. We will also highlight the outcomes and lessons-learned from the 2014 and 2015 competitions, including (1) strategies for recruiting teachers and students to participate as judges, (2) approaches used by educators to align the content of videos with state and national science standards, and (3) ways contest videos can be integrated into science training and professional development programs, including workshops focusing on effective video storytelling techniques.

  18. Impulsivity, self-regulation,and pathological video gaming among youth: testing a mediation model.

    Science.gov (United States)

    Liau, Albert K; Neo, Eng Chuan; Gentile, Douglas A; Choo, Hyekyung; Sim, Timothy; Li, Dongdong; Khoo, Angeline

    2015-03-01

    Given the potential negative mental health consequences of pathological video gaming, understanding its etiology may lead to useful treatment developments. The purpose of the study was to examine the influence of impulsive and regulatory processes on pathological video gaming. Study 1 involved 2154 students from 6 primary and 4 secondary schools in Singapore. Study 2 involved 191 students from 2 secondary schools. The results of study 1 and study 2 supported the hypothesis that self-regulation is a mediator between impulsivity and pathological video gaming. Specifically, higher levels of impulsivity was related to lower levels of self-regulation, which in turn was related to higher levels of pathological video gaming. The use of impulsivity and self-regulation in predicting pathological video gaming supports the dual-system model of incorporating both impulsive and reflective systems in the prediction of self-control outcomes. The study highlights the development of self-regulatory resources as a possible avenue for future prevention and treatment research. © 2011 APJPH.

  19. 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…

  20. Use of Web 2.0 Technologies for Public Outreach on a Simulated Mars Mission

    Science.gov (United States)

    Shiro, B.; Palaia, J.; Ferrone, K.

    2009-12-01

    Recent advances in social media and internet communications have revolutionized the ways people interact and disseminate information. Astronauts are already starting to take advantage of these tools by blogging and tweeting from space, and almost all NASA missions now have presences on the major social networking sites. One priority for future human explorers on Mars will be communicating their experiences to the people back on Earth. During July 2009, a six-member crew of volunteers carried out a simulated Mars mission at the Flashline Mars Arctic Research Station (FMARS) on Devon Island in the Canadian Arctic. Living in a habitat, conducting EVAs wearing spacesuits, and observing communication delays with “Earth,” the crew endured restrictions similar to those that will be faced by future human Mars explorers. Throughout the expedition, crewmembers posted regular blog entries, reports, photos, videos, and updates to their website and social media outlets Twitter, Facebook, YouTube, and Picasa Web Albums. During the sixteen EVAs of their field science research campaign, FMARS crewmembers collected GPS track information and took geotagged photos using GPS-enabled cameras. They combined their traverse GPS tracks with photo location information into KML/KMZ files that website visitors can view in Google Maps or Google Earth. Although the crew observed a strict 20-minute communication delay with “Earth” to simulate a real Mars mission, they broke this rule to conduct four very successful live webcasts with student groups using Skype since education and public outreach were important objectives of the endeavor. This presentation will highlight the use of Web 2.0 technologies for public outreach during the simulated Mars expedition and the implications for other remote scientific journeys. The author embarks on a "rover" to carry out an EVA near the FMARS Habitat. The satellite dish to the right of the structure was used for all communications with the remote

  1. OSART programme highlights 1993-1994. Operational safety practices in nuclear power plants

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1996-04-01

    This report continues the practice of summarizing mission results so that all the aspects of OSART missions, Pre-OSART missions and good practices are to be found in one volume. For the first time it includes results of follow-up visits. Attempts have been made in this report to highlight the most significant findings whilst retaining as much of the vital background information as possible. This report is in four parts: Part I summarizes the most significant observations made during the missions and follow-up visits during 1993-1994; Part II, in chronological order, is an overview of the major strengths and opportunities for improvement identified during each OSART mission and summaries of follow-up visits performed during the period; Part III lists good practices that were identified during 1993 and 1994; and Part IV presents the recently developed OSART mission results (OSMIR) database. Each part of the report is intended for different levels in operating and regulatory organizations but not exclusively so. Part I is primarily to the executive management level; Part II to middle managers; and Parts III and IV to those involved in operational experience feedback. Because of widely different plant designs, operating and management styles, cultural practices, and other factors affecting plant operations, no OSART findings were applicable to all of the plants visited in 1993 and 1994. Individual findings varied considerably in scope and significance. However, the findings do reflect some common strengths and opportunities for improvement. 4 tabs.

  2. OSART programme highlights 1993-1994. Operational safety practices in nuclear power plants

    International Nuclear Information System (INIS)

    1996-04-01

    This report continues the practice of summarizing mission results so that all the aspects of OSART missions, Pre-OSART missions and good practices are to be found in one volume. For the first time it includes results of follow-up visits. Attempts have been made in this report to highlight the most significant findings whilst retaining as much of the vital background information as possible. This report is in four parts: Part I summarizes the most significant observations made during the missions and follow-up visits during 1993-1994; Part II, in chronological order, is an overview of the major strengths and opportunities for improvement identified during each OSART mission and summaries of follow-up visits performed during the period; Part III lists good practices that were identified during 1993 and 1994; and Part IV presents the recently developed OSART mission results (OSMIR) database. Each part of the report is intended for different levels in operating and regulatory organizations but not exclusively so. Part I is primarily to the executive management level; Part II to middle managers; and Parts III and IV to those involved in operational experience feedback. Because of widely different plant designs, operating and management styles, cultural practices, and other factors affecting plant operations, no OSART findings were applicable to all of the plants visited in 1993 and 1994. Individual findings varied considerably in scope and significance. However, the findings do reflect some common strengths and opportunities for improvement. 4 tabs

  3. Mission operations update for the restructured Earth Observing System (EOS) mission

    Science.gov (United States)

    Kelly, Angelita Castro; Chang, Edward S.

    1993-01-01

    The National Aeronautics and Space Administration's (NASA) Earth Observing System (EOS) will provide a comprehensive long term set of observations of the Earth to the Earth science research community. The data will aid in determining global changes caused both naturally and through human interaction. Understanding man's impact on the global environment will allow sound policy decisions to be made to protect our future. EOS is a major component of the Mission to Planet Earth program, which is NASA's contribution to the U.S. Global Change Research Program. EOS consists of numerous instruments on multiple spacecraft and a distributed ground system. The EOS Data and Information System (EOSDIS) is the major ground system developed to support EOS. The EOSDIS will provide EOS spacecraft command and control, data processing, product generation, and data archival and distribution services for EOS spacecraft. Data from EOS instruments on other Earth science missions (e.g., Tropical Rainfall Measuring Mission (TRMM)) will also be processed, distributed, and archived in EOSDIS. The U.S. and various International Partners (IP) (e.g., the European Space Agency (ESA), the Ministry of International Trade and Industry (MITI) of Japan, and the Canadian Space Agency (CSA)) participate in and contribute to the international EOS program. The EOSDIS will also archive processed data from other designated NASA Earth science missions (e.g., UARS) that are under the broad umbrella of Mission to Planet Earth.

  4. Remix video and the crisis of the humanities

    Directory of Open Access Journals (Sweden)

    Kim Middleton

    2012-03-01

    Full Text Available The discourses of crisis in the humanities is juxtaposed with an analysis of remix video practices to suggest that the cognitive and cultural engagement feared lost in the former appear with frequency and enthusiasm in the latter. Whether humanists focus on the deleterious effects of the digital or celebrate the digital humanities but resist a turn to computation, their anxieties turn to the disappearance of textual analysis, aesthetics, critique, and self-reflection. Remix video, as exemplified by mashups, trailer remixes, and vids, depends on these same competencies for the creation and circulation of its works. Remix video is not the answer to the crises of the humanities; rather, the recognition of a common set of practices, skills, and values underpinning scholars and video practitioners' work provides the basis for a coalitional approach: identification of shared opportunities to promote and engage potential participants in the modes of thinking and production that contend with complex cultural ideas.

  5. Video game addiction, ADHD symptomatology, and video game reinforcement.

    Science.gov (United States)

    Mathews, Christine L; Morrell, Holly E R; Molle, Jon E

    2018-06-06

    Up to 23% of people who play video games report symptoms of addiction. Individuals with attention deficit hyperactivity disorder (ADHD) may be at increased risk for video game addiction, especially when playing games with more reinforcing properties. The current study tested whether level of video game reinforcement (type of game) places individuals with greater ADHD symptom severity at higher risk for developing video game addiction. Adult video game players (N = 2,801; Mean age = 22.43, SD = 4.70; 93.30% male; 82.80% Caucasian) completed an online survey. Hierarchical multiple linear regression analyses were used to test type of game, ADHD symptom severity, and the interaction between type of game and ADHD symptomatology as predictors of video game addiction severity, after controlling for age, gender, and weekly time spent playing video games. ADHD symptom severity was positively associated with increased addiction severity (b = .73 and .68, ps .05. The relationship between ADHD symptom severity and addiction severity did not depend on the type of video game played or preferred most, ps > .05. Gamers who have greater ADHD symptom severity may be at greater risk for developing symptoms of video game addiction and its negative consequences, regardless of type of video game played or preferred most. Individuals who report ADHD symptomatology and also identify as gamers may benefit from psychoeducation about the potential risk for problematic play.

  6. No-Reference Video Quality Assessment Based on Statistical Analysis in 3D-DCT Domain.

    Science.gov (United States)

    Li, Xuelong; Guo, Qun; Lu, Xiaoqiang

    2016-05-13

    It is an important task to design models for universal no-reference video quality assessment (NR-VQA) in multiple video processing and computer vision applications. However, most existing NR-VQA metrics are designed for specific distortion types which are not often aware in practical applications. A further deficiency is that the spatial and temporal information of videos is hardly considered simultaneously. In this paper, we propose a new NR-VQA metric based on the spatiotemporal natural video statistics (NVS) in 3D discrete cosine transform (3D-DCT) domain. In the proposed method, a set of features are firstly extracted based on the statistical analysis of 3D-DCT coefficients to characterize the spatiotemporal statistics of videos in different views. These features are used to predict the perceived video quality via the efficient linear support vector regression (SVR) model afterwards. The contributions of this paper are: 1) we explore the spatiotemporal statistics of videos in 3DDCT domain which has the inherent spatiotemporal encoding advantage over other widely used 2D transformations; 2) we extract a small set of simple but effective statistical features for video visual quality prediction; 3) the proposed method is universal for multiple types of distortions and robust to different databases. The proposed method is tested on four widely used video databases. Extensive experimental results demonstrate that the proposed method is competitive with the state-of-art NR-VQA metrics and the top-performing FR-VQA and RR-VQA metrics.

  7. Planetary Missions of the 20th Century*

    Science.gov (United States)

    Moroz, V. I.; Huntress, W. T.; Shevalev, I. L.

    2002-09-01

    Among of the highlights of the 20th century were flights of spacecraft to other bodies of the Solar System. This paper describes briefly the missions attempted, their goals, and fate. Information is presented in five tables on the missions launched, their goals, mission designations, dates, discoveries when successful, and what happened if they failed. More detailed explanations are given in the accompanying text. It is shown how this enterprise developed and evolved step by step from a politically driven competition to intense scientific investigations and international cooperation. Initially, only the USA and USSR sent missions to the Moon and planets. Europe and Japan joined later. The USSR carried out significant research in Solar System exploration until the end of the 1980s. The Russian Federation no longer supports robotic planetary exploration for economic reasons, and it remains to be seen whether the invaluable Russian experience in planetary space flight will be lost. Collaboration between Russian and other national space agencies may be a solution.

  8. Effect of video server topology on contingency capacity requirements

    Science.gov (United States)

    Kienzle, Martin G.; Dan, Asit; Sitaram, Dinkar; Tetzlaff, William H.

    1996-03-01

    Video servers need to assign a fixed set of resources to each video stream in order to guarantee on-time delivery of the video data. If a server has insufficient resources to guarantee the delivery, it must reject the stream request rather than slowing down all existing streams. Large scale video servers are being built as clusters of smaller components, so as to be economical, scalable, and highly available. This paper uses a blocking model developed for telephone systems to evaluate video server cluster topologies. The goal is to achieve high utilization of the components and low per-stream cost combined with low blocking probability and high user satisfaction. The analysis shows substantial economies of scale achieved by larger server images. Simple distributed server architectures can result in partitioning of resources with low achievable resource utilization. By comparing achievable resource utilization of partitioned and monolithic servers, we quantify the cost of partitioning. Next, we present an architecture for a distributed server system that avoids resource partitioning and results in highly efficient server clusters. Finally, we show how, in these server clusters, further optimizations can be achieved through caching and batching of video streams.

  9. GRACE Status at Mission End

    Science.gov (United States)

    Tapley, B. D.; Flechtner, F. M.; Watkins, M. M.; Bettadpur, S. V.

    2017-12-01

    The twin satellites of the Gravity Recovery and Climate Experiment (GRACE) were launched on March 17, 2002 and have operated for nearly 16 years. The mission objectives are to observe the spatial and temporal variations of the Earth's mass through its effects on the gravity field at the GRACE satellite altitude. The mass changes observed are related to both the changes within the solid earth and the change within and between the Erath system components. A significant cause of the time varying mass is water motion and the GRACE mission has provided a continuous decade long measurement sequence which characterizes the seasonal cycle of mass transport between the oceans, land, cryosphere and atmosphere; its inter-annual variability; and the climate driven secular, or long period, mass transport signals. The fifth reanalysis on the mission data set, the RL05 data, were released in mid-2013. With the planned launch of GRACE Follow-On in early 2018, plans are underway for a reanalysis that will be consistent with the GRACE FO processing standards. The mission is entering the final phases of its operation life with mission end expected to occur in early 2018. The current mission operations strategy emphasizes extending the mission lifetime to obtain an overlap with the GRACE FO. This presentation will review the mission status and the projections for mission lifetime, describe the current operations philosophy and its impact on the science data, discuss the issues related to achieving the GRACE and GRACE FO connection and discuss issues related to science data products during this phase of the mission period.

  10. Moving Shadow Detection in Video Using Cepstrum

    Directory of Open Access Journals (Sweden)

    Fuat Cogun

    2013-01-01

    Full Text Available Moving shadows constitute problems in various applications such as image segmentation and object tracking. The main cause of these problems is the misclassification of the shadow pixels as target pixels. Therefore, the use of an accurate and reliable shadow detection method is essential to realize intelligent video processing applications. In this paper, a cepstrum-based method for moving shadow detection is presented. The proposed method is tested on outdoor and indoor video sequences using well-known benchmark test sets. To show the improvements over previous approaches, quantitative metrics are introduced and comparisons based on these metrics are made.

  11. Enhancement system of nighttime infrared video image and visible video image

    Science.gov (United States)

    Wang, Yue; Piao, Yan

    2016-11-01

    Visibility of Nighttime video image has a great significance for military and medicine areas, but nighttime video image has so poor quality that we can't recognize the target and background. Thus we enhance the nighttime video image by fuse infrared video image and visible video image. According to the characteristics of infrared and visible images, we proposed improved sift algorithm andαβ weighted algorithm to fuse heterologous nighttime images. We would deduced a transfer matrix from improved sift algorithm. The transfer matrix would rapid register heterologous nighttime images. And theαβ weighted algorithm can be applied in any scene. In the video image fusion system, we used the transfer matrix to register every frame and then used αβ weighted method to fuse every frame, which reached the time requirement soft video. The fused video image not only retains the clear target information of infrared video image, but also retains the detail and color information of visible video image and the fused video image can fluency play.

  12. Evaluation of full and degraded mission reliability and mission dependability for intermittently operated, multi-functional systems

    International Nuclear Information System (INIS)

    Sols, Alberto; Ramirez-Marquez, Jose E.; Verma, Dinesh; Vitoriano, Begona

    2007-01-01

    Availability is one of the metrics often used in the evaluation of system effectiveness. Its use as an effectiveness metric is often dictated by the nature of the system under consideration. While some systems operate continuously, many others operate on an intermittent basis where each operational period may often involve a different set of missions. This is the most likely scenario for complex multi-functional systems, where each specific system mission may require the availability of a different combination of system elements. Similarly, for these systems, not only is it important to know whether a mission can be initiated, it is just as important to know whether the system is capable of completing such a mission. Thus, for these systems, additional measures become relevant to provide a more holistic assessment of system effectiveness. This paper presents techniques for the evaluation of both full and degraded mission reliability and mission dependability for coherent, intermittently operated multi-functional systems. These metrics complement previously developed availability and degraded availability measures of multi-functional systems, in the comprehensive assessment of system effectiveness

  13. Command and Control of Joint Air Operations through Mission Command

    Science.gov (United States)

    2016-06-01

    and outlines the C2 architecture systems, processes, and philosophy of com- mand required to enable mission command effectively. Mission Command...General Dempsey highlights the fact that “trust is the moral sinew that binds the distributed Joint Force 2020 together” and observes that “unless...con- fident about how their subordinates will make decisions and adapt to the dynamic battlespace environment. Processes, Systems, and Philosophy of

  14. Common and Innovative Visuals: A sparsity modeling framework for video.

    Science.gov (United States)

    Abdolhosseini Moghadam, Abdolreza; Kumar, Mrityunjay; Radha, Hayder

    2014-05-02

    Efficient video representation models are critical for many video analysis and processing tasks. In this paper, we present a framework based on the concept of finding the sparsest solution to model video frames. To model the spatio-temporal information, frames from one scene are decomposed into two components: (i) a common frame, which describes the visual information common to all the frames in the scene/segment, and (ii) a set of innovative frames, which depicts the dynamic behaviour of the scene. The proposed approach exploits and builds on recent results in the field of compressed sensing to jointly estimate the common frame and the innovative frames for each video segment. We refer to the proposed modeling framework by CIV (Common and Innovative Visuals). We show how the proposed model can be utilized to find scene change boundaries and extend CIV to videos from multiple scenes. Furthermore, the proposed model is robust to noise and can be used for various video processing applications without relying on motion estimation and detection or image segmentation. Results for object tracking, video editing (object removal, inpainting) and scene change detection are presented to demonstrate the efficiency and the performance of the proposed model.

  15. Dancing to distraction: mediating 'docile bodies' in 'Philippine Thriller video'.

    Science.gov (United States)

    Mangaoang, Áine

    2013-01-01

    This essay examines the conditions behind the 'Philippine Prison Thriller' video, a YouTube spectacle featuring the 1,500 inmates of Cebu Provincial Detention and Rehabilitation Centre (CPDRC) dancing to Michael Jackson's hit song 'Thriller'. The video achieved viral status after it was uploaded onto the video-sharing platform in 2007, and sparked online debates as to whether this video, containing recorded moving images of allegedly forced dancing, was a form of cruel and inhumane punishment or a novel approach to rehabilitation. The immense popularity of the video inspired creative responses from viewers, and this international popularity caused the CPDRC to host a monthly live dance show held in the prison yard, now in its seventh year. The essay explores how seemingly innocuous products of user-generated-content are imbued with ideologies that obscure or reduce relations of race, agency, power and control. By contextualising the video's origins, I highlight current Philippine prison conditions and introduce how video-maker/programme inventor/prison warden Byron Garcia sought to distance his facility from the Philippine prison majority. I then investigate the 'mediation' of 'Thriller' through three main issues. One, I examine the commodification and transformation from viral video to a thana-tourist destination; two, the global appeal of 'Thriller' is founded on public penal intrigue and essentialist Filipino tropes, mixed with a certain novelty factor widely suffused in YouTube formats; three, how dance performance and its mediation here are conducive to creating Foucault's docile bodies, which operate as a tool of distraction for the masses and ultimately serve the interests of the state far more than it rehabilitates(unconvicted and therefore innocent) inmates.

  16. 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/.

  17. Vertical Integration, Exclusivity and Game Sales Performance in the U.S. Video Game Industry

    OpenAIRE

    Gil, Richard; Warzynski, Frederic

    2009-01-01

    This paper empirically investigates the relation between vertical integration and video game performance in the U.S. video game industry. For this purpose, we use a widely used data set from NPD on video game montly sales from October 2000 to October 2007. We complement these data with handly collected information on video game developers for all games in the sample and the timing of all mergers and acquisitions during that period. By doing this, we are able to separate vertically integrated ...

  18. Detection of illegal transfer of videos over the Internet

    Science.gov (United States)

    Chaisorn, Lekha; Sainui, Janya; Manders, Corey

    2010-07-01

    In this paper, a method for detecting infringements or modifications of a video in real-time is proposed. The method first segments a video stream into shots, after which it extracts some reference frames as keyframes. This process is performed employing a Singular Value Decomposition (SVD) technique developed in this work. Next, for each input video (represented by its keyframes), ordinal-based signature and SIFT (Scale Invariant Feature Transform) descriptors are generated. The ordinal-based method employs a two-level bitmap indexing scheme to construct the index for each video signature. The first level clusters all input keyframes into k clusters while the second level converts the ordinal-based signatures into bitmap vectors. On the other hand, the SIFT-based method directly uses the descriptors as the index. Given a suspect video (being streamed or transferred on the Internet), we generate the signature (ordinal and SIFT descriptors) then we compute similarity between its signature and those signatures in the database based on ordinal signature and SIFT descriptors separately. For similarity measure, besides the Euclidean distance, Boolean operators are also utilized during the matching process. We have tested our system by performing several experiments on 50 videos (each about 1/2 hour in duration) obtained from the TRECVID 2006 data set. For experiments set up, we refer to the conditions provided by TRECVID 2009 on "Content-based copy detection" task. In addition, we also refer to the requirements issued in the call for proposals by MPEG standard on the similar task. Initial result shows that our framework is effective and robust. As compared to our previous work, on top of the achievement we obtained by reducing the storage space and time taken in the ordinal based method, by introducing the SIFT features, we could achieve an overall accuracy in F1 measure of about 96% (improved about 8%).

  19. The Regulation of Video Games:Past, Present and Future

    OpenAIRE

    Mac Sithigh, Daithi

    2010-01-01

    The Digital Economy Act 2010, better known for its much-debated copyright provisions, also facilitates major changes to the statutory regulation of computer and video games in the United Kingdom. This article sets out the history of the regulation of game content by the BBFC and the video game industry, reviews the various reports and interventions that led to the 2010 provisions, and considers the implications of various new definitions. The possible separation of film and games is considere...

  20. Caregiver's satisfaction with a video tutorial for shoulder dystocia management algorithm.

    Science.gov (United States)

    Youssef, A; Salsi, G; Ragusa, A; Ghi, T; Pacella, G; Rizzo, N; Pilu, G

    2015-01-01

    In our questionnaire, a video tutorial illustrating the management of shoulder dystocia was considered by health personnel as a useful complementary training tool. We prepared a 5-min video tutorial on the management of shoulder dystocia, using a simulator that includes maternal pelvic and baby models. We performed a survey among obstetric personnel in order to assess their opinion on the tutorial by inviting them to watch the video tutorial and answer an online questionnaire. Five multiple-choice questions were set, focusing on the video's main objectives: clarity, simplicity and usefulness. Following the collection of answers, global and category-weighted analyses were conducted for each question. Out of 956 invitations sent, 482 (50.4%) answered the survey. More than 90% of all categories found the video tutorial to be clinically relevant and clear. For revising the management of shoulder dystocia most obstetric personnel would use the video tutorial together with traditional textbooks. In conclusion, our video tutorial was considered by health personnel as a useful complementary training tool.

  1. Model-Based Trade Space Exploration for Near-Earth Space Missions

    Science.gov (United States)

    Cohen, Ronald H.; Boncyk, Wayne; Brutocao, James; Beveridge, Iain

    2005-01-01

    We developed a capability for model-based trade space exploration to be used in the conceptual design of Earth-orbiting space missions. We have created a set of reusable software components to model various subsystems and aspects of space missions. Several example mission models were created to test the tools and process. This technique and toolset has demonstrated itself to be valuable for space mission architectural design.

  2. Augmented video viewing: transforming video consumption into an active experience

    OpenAIRE

    WIJNANTS, Maarten; Leën, Jeroen; QUAX, Peter; LAMOTTE, Wim

    2014-01-01

    Traditional video productions fail to cater to the interactivity standards that the current generation of digitally native customers have become accustomed to. This paper therefore advertises the \\activation" of the video consumption process. In particular, it proposes to enhance HTML5 video playback with interactive features in order to transform video viewing into a dynamic pastime. The objective is to enable the authoring of more captivating and rewarding video experiences for end-users. T...

  3. Video-based noncooperative iris image segmentation.

    Science.gov (United States)

    Du, Yingzi; Arslanturk, Emrah; Zhou, Zhi; Belcher, Craig

    2011-02-01

    In this paper, we propose a video-based noncooperative iris image segmentation scheme that incorporates a quality filter to quickly eliminate images without an eye, employs a coarse-to-fine segmentation scheme to improve the overall efficiency, uses a direct least squares fitting of ellipses method to model the deformed pupil and limbic boundaries, and develops a window gradient-based method to remove noise in the iris region. A remote iris acquisition system is set up to collect noncooperative iris video images. An objective method is used to quantitatively evaluate the accuracy of the segmentation results. The experimental results demonstrate the effectiveness of this method. The proposed method would make noncooperative iris recognition or iris surveillance possible.

  4. Archiving Data From the 2003 Mars Exploration Rover Mission

    Science.gov (United States)

    Arvidson, R. E.

    2002-12-01

    The two Mars Exploration Rovers will touch down on the red planet in January 2004 and each will operate for at least 90 sols, traversing hundreds of meters across the surface and acquiring data from the Athena Science Payload (mast-based multi-spectral, stereo-imaging data and emission spectra; arm-based in-situ Alpha Particle X-Ray (APXS) and Mössbauer Spectroscopy, microscopic imaging, coupled with use of a rock abrasion tool) at a number of locations. In addition, the rovers will acquire science and engineering data along traverses to characterize terrain properties and perhaps be used to dig trenches. An "Analyst's Notebook" concept has been developed to capture, organize, archive and distribute raw and derived data sets and documentation (http://wufs.wustl.edu/rover). The Notebooks will be implemented in ways that will allow users to "playback" the mission, using executed commands to drive animated views of rover activities, and pop-up windows to show why particular observations were acquired, along with displays of raw and derived data products. In addition, the archive will include standard Planetary Data System files and software for processing to higher-level products. The Notebooks will exist both as an online system and as a set of distributable Digital Video Discs or other appropriate media. The Notebooks will be made available through the Planetary Data System within six months after the end of observations for the relevant rovers.

  5. Playing with History: A Look at Video Games, World History and Libraries

    Science.gov (United States)

    Snow, Cason E.

    2010-01-01

    The ubiquity of video games in today's society presents unique challenges and opportunities for librarians and faculty. A significant subset of video games use historical periods as a setting, some with greater adherence to history than others. Many students are playing these games and bringing preconceived ideas of the historical period to the…

  6. Automated processing of massive audio/video content using FFmpeg

    Directory of Open Access Journals (Sweden)

    Kia Siang Hock

    2014-01-01

    Full Text Available Audio and video content forms an integral, important and expanding part of the digital collections in libraries and archives world-wide. While these memory institutions are familiar and well-versed in the management of more conventional materials such as books, periodicals, ephemera and images, the handling of audio (e.g., oral history recordings and video content (e.g., audio-visual recordings, broadcast content requires additional toolkits. In particular, a robust and comprehensive tool that provides a programmable interface is indispensable when dealing with tens of thousands of hours of audio and video content. FFmpeg is comprehensive and well-established open source software that is capable of the full-range of audio/video processing tasks (such as encode, decode, transcode, mux, demux, stream and filter. It is also capable of handling a wide-range of audio and video formats, a unique challenge in memory institutions. It comes with a command line interface, as well as a set of developer libraries that can be incorporated into applications.

  7. The influence of motion quality on responses towards video playback stimuli

    Directory of Open Access Journals (Sweden)

    Emma Ware

    2015-07-01

    Full Text Available Visual motion, a critical cue in communication, can be manipulated and studied using video playback methods. A primary concern for the video playback researcher is the degree to which objects presented on video appear natural to the non-human subject. Here we argue that the quality of motion cues on video, as determined by the video's image presentation rate (IPR, are of particular importance in determining a subject's social response behaviour. We present an experiment testing the effect of variations in IPR on pigeon (Columbia livia response behaviour towards video images of courting opposite sex partners. Male and female pigeons were presented with three video playback stimuli, each containing a different social partner. Each stimulus was then modified to appear at one of three IPRs: 15, 30 or 60 progressive (p frames per second. The results showed that courtship behaviour became significantly longer in duration as IPR increased. This finding implies that the IPR significantly affects the perceived quality of motion cues impacting social behaviour. In males we found that the duration of courtship also depended on the social partner viewed and that this effect interacted with the effects of IPR on behaviour. Specifically, the effect of social partner reached statistical significance only when the stimuli were displayed at 60 p, demonstrating the potential for erroneous results when insufficient IPRs are used. In addition to demonstrating the importance of IPR in video playback experiments, these findings help to highlight and describe the role of visual motion processing in communication behaviour.

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

    Directory of Open Access Journals (Sweden)

    Paul Gilbert

    2008-04-01

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

  9. Virtual realities: The use of violent video games in U.S. military recruitment and treatment of mental disability caused by war

    Directory of Open Access Journals (Sweden)

    John Derby

    2016-03-01

    Full Text Available This article critically analyzes the U.S. military's contradictory use of violent video gaming technologies for recruiting young gamers to the military, training soldiers for combat, and clinically treating soldiers for posttraumatic stress disorder (PTSD caused by military service. Using a Disability Studies lens, I discuss the commercial video game Full Spectrum Leader/Warrior, the U.S. Army's free video game America's Army, and the virtual reality exposure therapy application Virtual Iraq. I also discuss missions and omissions from the literature on these gaming technologies, which bolsters the underlying ableism of military culture that inhibits soldiers from recovering from PTSD.

  10. Time-lapse video sysem used to study nesting gyrfalcons

    Science.gov (United States)

    Booms, Travis; Fuller, Mark R.

    2003-01-01

    We used solar-powered time-lapse video photography to document nesting Gyrfalcon (Falco rusticolus) food habits in central West Greenland from May to July in 2000 and 2001. We collected 2677.25 h of videotape from three nests, representing 94, 87, and 49% of the nestling period at each nest. The video recorded 921 deliveries of 832 prey items. We placed 95% of the items into prey categories. The image quality was good but did not reveal enough detail to identify most passerines to species. We found no evidence that Gyrfalcons were negatively affected by the video system after the initial camera set-up. The video system experienced some mechanical problems but proved reliable. The system likely can be used to effectively document the food habits and nesting behavior of other birds, especially those delivering large prey to a nest or other frequently used site.

  11. Live Webcast from CERN - Mission Impossible 3?

    CERN Document Server

    2000-01-01

    It is a beautiful sunny autumn day, 21 November 2000. The place is CERN's Microcosm exhibition where around 50 pupils from the International School in Geneva and the Collège du Leman have gathered to dive into the mystery of antimatter production and take part in CERN's second Live Webcast of the series 'The Antimatter Factory'. The first was broadcast on 18 November. The webcast is played in the mood of Mission Impossible with music and teasers from this famous television and cinema series. The mission here is not to save the planet but to understand how and why antimatter is produced at CERN. In the Webcast studio, Paola Catapano, Rolf Landua and Mick Storr answer questions posed by students in Italy and Finland thanks to video-conferencing. Paola Catapano, Visit and Exhibitions group leader, dressed like a Bond girl Rolf Landua, spokesman of the ATHENA experiment and Mick Storr Head of Technical Training lead the show. The place starts buzzing and we peep into the antimatter factory (AD) and a...

  12. Multi-Task Video Captioning with Video and Entailment Generation

    OpenAIRE

    Pasunuru, Ramakanth; Bansal, Mohit

    2017-01-01

    Video captioning, the task of describing the content of a video, has seen some promising improvements in recent years with sequence-to-sequence models, but accurately learning the temporal and logical dynamics involved in the task still remains a challenge, especially given the lack of sufficient annotated data. We improve video captioning by sharing knowledge with two related directed-generation tasks: a temporally-directed unsupervised video prediction task to learn richer context-aware vid...

  13. Video Quality Prediction Models Based on Video Content Dynamics for H.264 Video over UMTS Networks

    Directory of Open Access Journals (Sweden)

    Asiya Khan

    2010-01-01

    Full Text Available The aim of this paper is to present video quality prediction models for objective non-intrusive, prediction of H.264 encoded video for all content types combining parameters both in the physical and application layer over Universal Mobile Telecommunication Systems (UMTS networks. In order to characterize the Quality of Service (QoS level, a learning model based on Adaptive Neural Fuzzy Inference System (ANFIS and a second model based on non-linear regression analysis is proposed to predict the video quality in terms of the Mean Opinion Score (MOS. The objective of the paper is two-fold. First, to find the impact of QoS parameters on end-to-end video quality for H.264 encoded video. Second, to develop learning models based on ANFIS and non-linear regression analysis to predict video quality over UMTS networks by considering the impact of radio link loss models. The loss models considered are 2-state Markov models. Both the models are trained with a combination of physical and application layer parameters and validated with unseen dataset. Preliminary results show that good prediction accuracy was obtained from both the models. The work should help in the development of a reference-free video prediction model and QoS control methods for video over UMTS networks.

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

    Science.gov (United States)

    Brown, Laura

    2004-01-01

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

  15. Adaptive Motion Estimation Processor for Autonomous Video Devices

    Directory of Open Access Journals (Sweden)

    Dias T

    2007-01-01

    Full Text Available Motion estimation is the most demanding operation of a video encoder, corresponding to at least 80% of the overall computational cost. As a consequence, with the proliferation of autonomous and portable handheld devices that support digital video coding, data-adaptive motion estimation algorithms have been required to dynamically configure the search pattern not only to avoid unnecessary computations and memory accesses but also to save energy. This paper proposes an application-specific instruction set processor (ASIP to implement data-adaptive motion estimation algorithms that is characterized by a specialized datapath and a minimum and optimized instruction set. Due to its low-power nature, this architecture is highly suitable to develop motion estimators for portable, mobile, and battery-supplied devices. Based on the proposed architecture and the considered adaptive algorithms, several motion estimators were synthesized both for a Virtex-II Pro XC2VP30 FPGA from Xilinx, integrated within an ML310 development platform, and using a StdCell library based on a 0.18 μm CMOS process. Experimental results show that the proposed architecture is able to estimate motion vectors in real time for QCIF and CIF video sequences with a very low-power consumption. Moreover, it is also able to adapt the operation to the available energy level in runtime. By adjusting the search pattern and setting up a more convenient operating frequency, it can change the power consumption in the interval between 1.6 mW and 15 mW.

  16. 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

  17. OSART programme highlights 1995-1996. Operational safety practices in nuclear power plants

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1998-05-01

    The IAEA Operational Safety Review Team (OSART) programme provides advice and assistance to Member States in enhancing the operational safety of nuclear power plants. This report continues the practice of summarizing mission results so that all the aspects of OSART missions, Pre-OSART missions and good practices are to be found in one volume. It also includes results of follow-up visits. Attempts have been made in this report to highlight the most significant findings whilst retaining as much of the vital background information as possible. This report is in four parts: Part I summarizes the most significant observations made during the missions and follow-up visits during 1995-1996; Part II, in chronological order, is an overview of the major strengths and opportunities for improvement identified during each OSART mission and summaries of follow-up visits performed during the period; Part III lists good practices that were identified during 1995 and 1996; and Part IV presents the OSART mission results (OSMIR) database. Each part of the report is intended for different levels in operating and regulatory organizations but not exclusively so. Part I is primarily to the executive management level; Part II to middle managers; and Parts III and IV to those involved in operational experience feedback. Because of widely different plant designs, operating and management styles, cultural practices, and other factors affecting plant operations, no OSART findings were applicable to all of the plants visited in 1995 and 1996. Individual findings varied considerably in scope and significance. However, the findings do reflect some common strengths and opportunities for improvement

  18. National Plant Diagnostic Network, Taxonomic training videos: Aphids under the microscope - overview

    Science.gov (United States)

    Training is a critical part of aphid (Hemiptera: Aphididae) identification. This training video provides provides an overview of general aphid morphology by using a compound microscope. The narrator discusses and highlights structures on the aphid that are important to make a species identification....

  19. Eulerian frequency analysis of structural vibrations from high-speed video

    International Nuclear Information System (INIS)

    Venanzoni, Andrea; De Ryck, Laurent; Cuenca, Jacques

    2016-01-01

    An approach for the analysis of the frequency content of structural vibrations from high-speed video recordings is proposed. The techniques and tools proposed rely on an Eulerian approach, that is, using the time history of pixels independently to analyse structural motion, as opposed to Lagrangian approaches, where the motion of the structure is tracked in time. The starting point is an existing Eulerian motion magnification method, which consists in decomposing the video frames into a set of spatial scales through a so-called Laplacian pyramid [1]. Each scale — or level — can be amplified independently to reconstruct a magnified motion of the observed structure. The approach proposed here provides two analysis tools or pre-amplification steps. The first tool provides a representation of the global frequency content of a video per pyramid level. This may be further enhanced by applying an angular filter in the spatial frequency domain to each frame of the video before the Laplacian pyramid decomposition, which allows for the identification of the frequency content of the structural vibrations in a particular direction of space. This proposed tool complements the existing Eulerian magnification method by amplifying selectively the levels containing relevant motion information with respect to their frequency content. This magnifies the displacement while limiting the noise contribution. The second tool is a holographic representation of the frequency content of a vibrating structure, yielding a map of the predominant frequency components across the structure. In contrast to the global frequency content representation of the video, this tool provides a local analysis of the periodic gray scale intensity changes of the frame in order to identify the vibrating parts of the structure and their main frequencies. Validation cases are provided and the advantages and limits of the approaches are discussed. The first validation case consists of the frequency content

  20. Infrared Video Pupillography Coupled with Smart Phone LED for Measurement of Pupillary Light Reflex.

    Science.gov (United States)

    Chang, Lily Yu-Li; Turuwhenua, Jason; Qu, Tian Yuan; Black, Joanna M; Acosta, Monica L

    2017-01-01

    Clinical assessment of pupil appearance and pupillary light reflex (PLR) may inform us the integrity of the autonomic nervous system (ANS). Current clinical pupil assessment is limited to qualitative examination, and relies on clinical judgment. Infrared (IR) video pupillography combined with image processing software offer the possibility of recording quantitative parameters. In this study we describe an IR video pupillography set-up intended for human and animal testing. As part of the validation, resting pupil diameter was measured in human subjects using the NeurOptics ™ (Irvine, CA, USA) pupillometer, to compare against that measured by our IR video pupillography set-up, and PLR was assessed in guinea pigs. The set-up consisted of a smart phone with a light emitting diode (LED) strobe light (0.2 s light ON, 5 s light OFF cycles) as the stimulus and an IR camera to record pupil kinetics. The consensual response was recorded, and the video recording was processed using a custom MATLAB program. The parameters assessed were resting pupil diameter (D1), constriction velocity (CV), percentage constriction ratio, re-dilation velocity (DV) and percentage re-dilation ratio. We report that the IR video pupillography set-up provided comparable results as the NeurOptics ™ pupillometer in human subjects, and was able to detect larger resting pupil size in juvenile male guinea pigs compared to juvenile female guinea pigs. At juvenile age, male guinea pigs also had stronger pupil kinetics for both pupil constriction and dilation. Furthermore, our IR video pupillography set-up was able to detect an age-specific increase in pupil diameter (female guinea pigs only) and reduction in CV (male and female guinea pigs) as animals developed from juvenile (3 months) to adult age (7 months). This technique demonstrated accurate and quantitative assessment of pupil parameters, and may provide the foundation for further development of an integrated system useful for clinical

  1. Video Recording With a GoPro in Hand and Upper Extremity Surgery.

    Science.gov (United States)

    Vara, Alexander D; Wu, John; Shin, Alexander Y; Sobol, Gregory; Wiater, Brett

    2016-10-01

    Video recordings of surgical procedures are an excellent tool for presentations, analyzing self-performance, illustrating publications, and educating surgeons and patients. Recording the surgeon's perspective with high-resolution video in the operating room or clinic has become readily available and advances in software improve the ease of editing these videos. A GoPro HERO 4 Silver or Black was mounted on a head strap and worn over the surgical scrub cap, above the loupes of the operating surgeon. Five live surgical cases were recorded with the camera. The videos were uploaded to a computer and subsequently edited with iMovie or the GoPro software. The optimal settings for both the Silver and Black editions, when operating room lights are used, were determined to be a narrow view, 1080p, 60 frames per second (fps), spot meter on, protune on with auto white balance, exposure compensation at -0.5, and without a polarizing lens. When the operating room lights were not used, it was determined that the standard settings for a GoPro camera were ideal for positioning and editing (4K, 15 frames per second, spot meter and protune off). The GoPro HERO 4 provides high-quality, the surgeon perspective, and a cost-effective video recording of upper extremity surgical procedures. Challenges include finding the optimal settings for each surgical procedure and the length of recording due to battery life limitations. Copyright © 2016 American Society for Surgery of the Hand. Published by Elsevier Inc. All rights reserved.

  2. Design Principles for Serious Video Games in Mathematics Education: From Theory to Practice

    Directory of Open Access Journals (Sweden)

    Konstantinos Chorianopoulos

    2014-09-01

    Full Text Available There is growing interest in the employment of serious video games in science education, but there are no clear design principles. After surveying previous work in serious video game design, we highlighted the following design principles: 1 engage the students with narrative (hero, story, 2 employ familiar gameplay mechanics from popular video games, 3 engage students into constructive trial and error game-play and 4 situate collaborative learning. As illustrated examples we designed two math video games targeted to primary education students. The gameplay of the math video games embeds addition operations in a seamless way, which has been inspired by that of classic platform games. In this way, the students are adding numbers as part of popular gameplay mechanics and as a means to reach the video game objective, rather than as an end in itself. The employment of well-defined principles in the design of math video games should facilitate the evaluation of learning effectiveness by researchers. Moreover, educators can deploy alternative versions of the games in order to engage students with diverse learning styles. For example, some students might be motived and benefited by narrative, while others by collaboration, because it is unlikely that one type of serious video game might fit all learning styles. The proposed principles are not meant to be an exhaustive list, but a starting point for extending the list and applying them in other cases of serious video games beyond mathematics and learning.

  3. Development of a video-delivered relaxation treatment of late-life anxiety for veterans.

    Science.gov (United States)

    Gould, Christine E; Zapata, Aimee Marie L; Bruce, Janine; Bereknyei Merrell, Sylvia; Wetherell, Julie Loebach; O'Hara, Ruth; Kuhn, Eric; Goldstein, Mary K; Beaudreau, Sherry A

    2017-10-01

    Behavioral treatments reduce anxiety, yet many older adults may not have access to these efficacious treatments. To address this need, we developed and evaluated the feasibility and acceptability of a video-delivered anxiety treatment for older Veterans. This treatment program, BREATHE (Breathing, Relaxation, and Education for Anxiety Treatment in the Home Environment), combines psychoeducation, diaphragmatic breathing, and progressive muscle relaxation training with engagement in activities. A mixed methods concurrent study design was used to examine the clarity of the treatment videos. We conducted semi-structured interviews with 20 Veterans (M age = 69.5, SD = 7.3 years; 55% White, Non-Hispanic) and collected ratings of video clarity. Quantitative ratings revealed that 100% of participants generally or definitely could follow breathing and relaxation video instructions. Qualitative findings, however, demonstrated more variability in the extent to which each video segment was clear. Participants identified both immediate benefits and motivation challenges associated with a video-delivered treatment. Participants suggested that some patients may need encouragement, whereas others need face-to-face therapy. Quantitative ratings of video clarity and qualitative findings highlight the feasibility of a video-delivered treatment for older Veterans with anxiety. Our findings demonstrate the importance of ensuring patients can follow instructions provided in self-directed treatments and the role that an iterative testing process has in addressing these issues. Next steps include testing the treatment videos with older Veterans with anxiety disorders.

  4. The LivePhoto Physics videos and video analysis site

    Science.gov (United States)

    Abbott, David

    2009-09-01

    The LivePhoto site is similar to an archive of short films for video analysis. Some videos have Flash tools for analyzing the video embedded in the movie. Most of the videos address mechanics topics with titles like Rolling Pencil (check this one out for pedagogy and content knowledge—nicely done!), Juggler, Yo-yo, Puck and Bar (this one is an inelastic collision with rotation), but there are a few titles in other areas (E&M, waves, thermo, etc.).

  5. Optimizing Orbit-Instrument Configuration for Global Precipitation Mission (GPM) Satellite Fleet

    Science.gov (United States)

    Smith, Eric A.; Adams, James; Baptista, Pedro; Haddad, Ziad; Iguchi, Toshio; Im, Eastwood; Kummerow, Christian; Einaudi, Franco (Technical Monitor)

    2001-01-01

    Following the scientific success of the Tropical Rainfall Measuring Mission (TRMM) spearheaded by a group of NASA and NASDA scientists, their external scientific collaborators, and additional investigators within the European Union's TRMM Research Program (EUROTRMM), there has been substantial progress towards the development of a new internationally organized, global scale, and satellite-based precipitation measuring mission. The highlights of this newly developing mission are a greatly expanded scope of measuring capability and a more diversified set of science objectives. The mission is called the Global Precipitation Mission (GPM). Notionally, GPM will be a constellation-type mission involving a fleet of nine satellites. In this fleet, one member is referred to as the "core" spacecraft flown in an approximately 70 degree inclined non-sun-synchronous orbit, somewhat similar to TRMM in that it carries both a multi-channel polarized passive microwave radiometer (PMW) and a radar system, but in this case it will be a dual frequency Ku-Ka band radar system enabling explicit measurements of microphysical DSD properties. The remainder of fleet members are eight orbit-synchronized, sun-synchronous "constellation" spacecraft each carrying some type of multi-channel PMW radiometer, enabling no worse than 3-hour diurnal sampling over the entire globe. In this configuration the "core" spacecraft serves as a high quality reference platform for training and calibrating the PMW rain retrieval algorithms used with the "constellation" radiometers. Within NASA, GPM has advanced to the pre-formulation phase which has enabled the initiation of a set of science and technology studies which will help lead to the final mission design some time in the 2003 period. This presentation first provides an overview of the notional GPM program and mission design, including its organizational and programmatic concepts, scientific agenda, expected instrument package, and basic flight

  6. Demolishing the competition: the longitudinal link between competitive video games, competitive gambling, and aggression.

    Science.gov (United States)

    Adachi, Paul J C; Willoughby, Teena

    2013-07-01

    The majority of research on the link between video games and aggression has focused on the violent content in games. In contrast, recent experimental research suggests that it is video game competition, not violence, that has the greatest effect on aggression in the short-term. However, no researchers have examined the long-term relationship between video game competition and aggression. In addition, if competition in video games is a significant reason for the link between video game play and aggression, then other competitive activities, such as competitive gambling, also may predict aggression over time. In the current study, we directly assessed the socialization (competitive video game play and competitive gambling predicts aggression over time) versus selection hypotheses (aggression predicts competitive video game play and competitive gambling over time). Adolescents (N = 1,492, 50.8 % female) were surveyed annually from Grade 9 to Grade 12 about their video game play, gambling, and aggressive behaviors. Greater competitive video game play and competitive gambling predicted higher levels of aggression over time, after controlling for previous levels of aggression, supporting the socialization hypothesis. The selection hypothesis also was supported, as aggression predicted greater competitive video game play and competitive gambling over time, after controlling for previous competitive video game play and competitive gambling. Our findings, taken together with the fact that millions of adolescents play competitive video games every day and that competitive gambling may increase as adolescents transition into adulthood, highlight the need for a greater understanding of the relationship between competition and aggression.

  7. Zika Virus on YouTube: An Analysis of English-language Video Content by Source

    Directory of Open Access Journals (Sweden)

    Corey H. Basch

    2017-03-01

    Full Text Available Objectives The purpose of this study was to describe the source, length, number of views, and content of the most widely viewed Zika virus (ZIKV-related YouTube videos. We hypothesized that ZIKV-related videos uploaded by different sources contained different content. Methods The 100 most viewed English ZIKV-related videos were manually coded and analyzed statistically. Results Among the 100 videos, there were 43 consumer-generated videos, 38 Internet-based news videos, 15 TV-based news videos, and 4 professional videos. Internet news sources captured over two-thirds of the total of 8 894 505 views. Compared with consumer-generated videos, Internet-based news videos were more likely to mention the impact of ZIKV on babies (odds ratio [OR], 6.25; 95% confidence interval [CI], 1.64 to 23.76, the number of cases in Latin America (OR, 5.63; 95% CI, 1.47 to 21.52; and ZIKV in Africa (OR, 2.56; 95% CI, 1.04 to 6.31. Compared with consumer-generated videos, TV-based news videos were more likely to express anxiety or fear of catching ZIKV (OR, 6.67; 95% CI, 1.36 to 32.70; to highlight fear of ZIKV among members of the public (OR, 7.45; 95% CI, 1.20 to 46.16; and to discuss avoiding pregnancy (OR, 3.88; 95% CI, 1.13 to 13.25. Conclusions Public health agencies should establish a larger presence on YouTube to reach more people with evidence-based information about ZIKV.

  8. Syndicate of renewable energies - Highlights 2016

    International Nuclear Information System (INIS)

    2017-01-01

    This publication first proposes a presentation of the SER (Syndicat des Energies Renouvelables, Syndicate of Renewable Energies), a professional body: missions, scope of action, members. It outlines its commitment in the French policy for energy transition as a major actor of the sector of renewable energies. It addresses the legal and regulatory framework as well as the economic framework and markets. It proposes brief presentations of transverse actions regarding power grids, overseas territories, the building sector and the international export. Some highlights related to ground-based wind power, renewable marine energies and offshore wind energy, solar photovoltaic energy, bio-energies (wood-fueled power plants for collective, tertiary and industrial sectors, biogas, biofuels and municipal wastes), domestic wood space heating, geothermal energy and hydroelectricity are mentioned. Actions in the field of communication are summarized, and projects for 2017 are briefly indicated

  9. Associations between children’s video game playing and psychosocial health: information from both parent and child reports.

    Science.gov (United States)

    Lobel, Adam; Granic, Isabela; Stone, Lisanne L; Engels, Rutger C M E

    2014-10-01

    Video games are a highly heterogeneous form of entertainment. As recent reviews highlight, this heterogeneity makes likely that video games have both positive and negative consequences for child development. This study investigated the associations between gaming frequency and psychosocial health among children younger than 12 years of age, an understudied cohort in this field. Both parents and children reported children's gaming frequency, with parents also reporting on children's psychosocial health. Given that children may be too young to report the time they spend playing video games accurately, children's reports were scaffolded by a developmentally appropriate measure. We further investigated the potential bias of having parents report both their children's gaming frequency and their children's psychosocial health (i.e., a single source bias). Parental reports of children's gaming frequency were higher than their children's reports. However, a direct test of the potential single source bias rendered null results. Notably, however, while parental reports showed negative associations between gaming and psychosocial health, children's reports showed no associations. Specifically, based on parent reports, children's gaming was associated with more conduct and peer problems, and less prosocial behavior. As children's reports produced no associations between gaming and psychosocial health, parental reports in this study may belie an erroneous set of conclusions. We therefore caution against relying on just one reporter when assessing children's gaming frequency.

  10. Video processing for human perceptual visual quality-oriented video coding.

    Science.gov (United States)

    Oh, Hyungsuk; Kim, Wonha

    2013-04-01

    We have developed a video processing method that achieves human perceptual visual quality-oriented video coding. The patterns of moving objects are modeled by considering the limited human capacity for spatial-temporal resolution and the visual sensory memory together, and an online moving pattern classifier is devised by using the Hedge algorithm. The moving pattern classifier is embedded in the existing visual saliency with the purpose of providing a human perceptual video quality saliency model. In order to apply the developed saliency model to video coding, the conventional foveation filtering method is extended. The proposed foveation filter can smooth and enhance the video signals locally, in conformance with the developed saliency model, without causing any artifacts. The performance evaluation results confirm that the proposed video processing method shows reliable improvements in the perceptual quality for various sequences and at various bandwidths, compared to existing saliency-based video coding methods.

  11. Video Capture of Plastic Surgery Procedures Using the GoPro HERO 3+

    Directory of Open Access Journals (Sweden)

    Steven Nicholas Graves, MA

    2015-02-01

    Conclusions: The GoPro HERO 3+ Black Edition camera enables high-quality, cost-effective video recording of plastic and reconstructive surgery procedures. When set to a narrow field of view and automatic white balance, the camera is able to sufficiently compensate for the contrasting light environment of the operating room and capture high-resolution, detailed video.

  12. Pilot Study Evaluating the Impact of Otology Surgery Videos on Otolaryngology Resident Education.

    Science.gov (United States)

    Poon, Charles; Stevens, Shawn M; Golub, Justin S; Pensak, Myles L; Samy, Ravi N

    2017-03-01

    Use of videos as educational tools is not a novel concept; however, there is a paucity of high-quality video resources available to otolaryngology trainees. We hypothesized that residents would deem surgical-videos using a multimedia-style format more valuable as preparatory tools. Aims of this study: 1) develop portfolio of otology/neurotology videos overviewing key steps, anatomy, and pearls by a senior surgeon; 2) have residents rate the effectiveness of the videos as a preoperative tool. Prospective study. A video-library of procedures at (https://www.youtube.com/user/cisurgeon) was formatted via time-stamping to coincide expert level narration with closed captioning, critical procedural steps, relevant instrumentation, radiographic pictures, orientation cues, and anatomical highlights. Otolaryngology trainees of postgraduate years 2 through 5 (n = 13) watched a minimum of three videos and completed an assessment addressing: current resource identification/usefulness comparison, self-efficacy, impact on preparation time, and prioritization of resources. The videos rated as highly useful compared with current resources (p = 0.002) and capable of promoting self-efficacy. Residents reported moderate-high prioritization of our multi-media formatted resource (scores >6) among their current preoperative regimen. The varied videos were rated highly in terms of usefulness, promoting self-efficacy and as a high-priority for a resident's surgical preparation. Multimedia-formatted training videos should be further explored for this generation of electronic-learners. Future studies with a larger cohort, objective approaches, and multidisciplinary involvement are needed to determine the full impact of this education medium on surgical-training.

  13. Is action video gaming related to sustained attention of adolescents?

    Science.gov (United States)

    Trisolini, Daniela Carmen; Petilli, Marco Alessandro; Daini, Roberta

    2018-05-01

    Over the past few years, an increasing number of studies have shown that playing action video games can have positive effects on tasks that involve attention and visuo-spatial cognition (e.g., visual search, enumeration tasks, tracking multiple objects). Although playing action video games can improve several cognitive functions, the intensive interaction with the exciting, challenging, intrinsically stimulating and perceptually appealing game environments may adversely affect other functions, including the ability to maintain attention when the level of stimulation is not as intense. This study investigated whether a relationship existed between action video gaming and sustained attention performance in a sample of 45 Italian teenagers. After completing a questionnaire about their video game habits, participants were divided into Action Video Game Player (AVGP) and Non-Action Video Game Player (NAVGP) groups and underwent cognitive tests. The results confirm previous findings of studies of AVGPs as they had significantly enhanced performance for instantly enumerating a set of items. Nevertheless, we found that the drop in performance over time, typical of a sustained attention task, was significantly greater in the AVGP compared with the NAVGP group. This result is consistent with our hypothesis and demonstrates a negative effect of playing action video games.

  14. 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.

  15. 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

  16. The mission execution crew assistant : Improving human-machine team resilience for long duration missions

    NARCIS (Netherlands)

    Neerincx, M.A.; Lindenberg, J.; Smets, N.J.J.M.; Bos, A.; Breebaart, L.; Grant, T.; Olmedo-Soler, A.; Brauer, U.; Wolff, M.

    2008-01-01

    Manned long-duration missions to the Moon and Mars set high operational, human factors and technical demands for a distributed support system, which enhances human-machine teams' capabilities to cope autonomously with unexpected, complex and potentially hazardous situations. Based on a situated

  17. Student Perceptions of Online Tutoring Videos

    Science.gov (United States)

    Sligar, Steven R.; Pelletier, Christopher D.; Bonner, Heidi Stone; Coghill, Elizabeth; Guberman, Daniel; Zeng, Xiaoming; Newman, Joyce J.; Muller, Dorothy; Dennis, Allen

    2017-01-01

    Online tutoring is made possible by using videos to replace or supplement face to face services. The purpose of this research was to examine student reactions to the use of lecture capture technology in a university tutoring setting and to assess student knowledge of some features of Tegrity lecture capture software. A survey was administered to…

  18. Assessing video presentations as environmental enrichment for laboratory birds.

    Directory of Open Access Journals (Sweden)

    Marion Coulon

    Full Text Available The aim of the present study was to investigate the effects of video presentations of natural landscapes on European starlings' (Sturnus vulgaris stereotypic behaviours (SBs and other abnormal repetitive behaviours (ARBs and to evaluate the impact of past experience by comparing wild-caught and hand-reared starlings' reactions. Ten wild-caught and five hand-reared starlings were presented 1-hour videos of landscapes twice a day for five successive days, while a control group of eight wild-caught and four hand-reared starlings was presented a grey screen for the same amount of time. The analysis of the starlings' behaviour revealed that the video presentations of landscapes appeared to have a positive but limited and experience-dependent effect on starlings' SBs and other ARBs compared to the controls. Indeed, whereas video presentations seemed to modulate high rates of SBs and ARBs, they did not appear to be enriching enough to prevent the emergence or the development of SBs and ARBs in an impoverished environment. They even appeared to promote a particular type of SB (somersaulting that is thought to be linked to escape motivation. The fact that this effect was observed in hand-reared starlings suggests that videos of landscapes could elicit motivation to escape even in birds that never experienced outdoor life. These results highlight the importance of investigating stereotypic behaviour both quantitatively and qualitatively in order to provide crucial clues on animal welfare.

  19. Cassini-Huygens Science Highlights: Surprises in the Saturn System

    Science.gov (United States)

    Spilker, Linda; Altobelli, Nicolas; Edgington, Scott

    2014-05-01

    The Cassini-Huygens mission has greatly enhanced our understanding of the Saturn system. Fundamental discoveries have altered our views of Saturn, its retinue of icy moons including Titan, the dynamic rings, and the system's complex magnetosphere. Launched in 1997, the Cassini-Huygens spacecraft spent seven years traveling to Saturn, arriving in July 2004, roughly two years after the northern winter solstice. Cassini has orbited Saturn for 9.5 years, delivering the Huygens probe to its Titan landing in 2005, crossing northern equinox in August 2009, and completing its Prime and Equinox Missions. It is now three years into its 7-year Solstice mission, returning science in a previously unobserved seasonal phase between equinox and solstice. As it watches the approach of northern summer, long-dark regions throughout the system become sunlit, allowing Cassini's science instruments to probe as-yet unsolved mysteries. Key Cassini-Huygens discoveries include icy jets of material streaming from tiny Enceladus' south pole, lakes of liquid hydrocarbons and methane rain on giant Titan, three-dimensional structures in Saturn's rings, and curtain-like aurorae flickering over Saturn's poles. The Huygens probe sent back amazing images of Titan's surface, and made detailed measurements of the atmospheric composition, structure and winds. Key Cassini-Huygens science highlights will be presented. The Solstice Mission continues to provide new science. First, the Cassini spacecraft observes seasonally and temporally dependent processes on Saturn, Titan, Enceladus and other icy satellites, and within the rings and magnetosphere. Second, it addresses new questions that have arisen during the mission thus far, for example providing qualitatively new measurements of Enceladus and Titan that could not be accommodated in the earlier mission phases. Third, it will conduct a close-in mission at Saturn yielding fundamental knowledge about the interior of Saturn. This grand finale of the

  20. Artificial intelligence for the EChO long-term mission planning tool

    Science.gov (United States)

    García-Piquer, Álvaro; Ribas, Ignasi; Colomé, Josep

    2014-08-01

    The Exoplanet Characterisation Observatory (EChO) was an ESA mission candidate competing for a launch opportunity within the M3 call. Its main aim was to carry out research on the physics and chemistry of atmospheres of transiting planets. This requires the observation of two types of events: primary and secondary eclipses. The events of each exoplanet have to be observed several times in order to obtain measurements with adequate Signal-to-Noise Ratio. Furthermore, several criteria must be considered to perform an observation, among which we can highlight the exoplanet visibility, its event duration, and the avoidance of overlapping with other tasks. It is important to emphasize that, since the communications for transferring data from ground stations to the spacecraft are restricted, it is necessary to compute a long-term plan of observations in order to provide autonomy to the observatory. Thus, a suitable mission plan will increase the efficiency of telescope operation, and this will result in a raise of the scientific return and a reduction of operational costs. Obtaining a long-term mission plan becomes unaffordable for human planners due to the complexity of computing the large amount of possible combinations for finding a near-optimal solution. In this contribution we present a long-term mission planning tool based on Genetic Algorithms, which are focused on solving optimization problems such as the planning of several tasks. Specifically, the proposed tool finds a solution that highly optimizes the objectives defined, which are based on the maximization of the time spent on scientific observations and the scientific return (e.g., the coverage of the mission survey). The results obtained on the large experimental set up support that the proposed scheduler technology is robust and can function in a variety of scenarios, offering a competitive performance which does not depend on the collection of objects to be observed. Finally, it is noteworthy that the

  1. 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...

  2. A Secure and Robust Object-Based Video Authentication System

    Directory of Open Access Journals (Sweden)

    He Dajun

    2004-01-01

    Full Text Available An object-based video authentication system, which combines watermarking, error correction coding (ECC, and digital signature techniques, is presented for protecting the authenticity between video objects and their associated backgrounds. In this system, a set of angular radial transformation (ART coefficients is selected as the feature to represent the video object and the background, respectively. ECC and cryptographic hashing are applied to those selected coefficients to generate the robust authentication watermark. This content-based, semifragile watermark is then embedded into the objects frame by frame before MPEG4 coding. In watermark embedding and extraction, groups of discrete Fourier transform (DFT coefficients are randomly selected, and their energy relationships are employed to hide and extract the watermark. The experimental results demonstrate that our system is robust to MPEG4 compression, object segmentation errors, and some common object-based video processing such as object translation, rotation, and scaling while securely preventing malicious object modifications. The proposed solution can be further incorporated into public key infrastructure (PKI.

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

    Science.gov (United States)

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

    2017-10-19

    Approximately 5.5 million Americans are living with Alzheimer's disease (AD) in 2017. YouTube is a popular platform for disseminating health information; however, little is known about messages specifically regarding AD that are being communicated through YouTube. This study aims to examine video characteristics, content, speaker characteristics, and mobilizing information (cues to action) of YouTube videos focused on AD. Videos uploaded to YouTube from 2013 to 2015 were searched with the term "Alzheimer's disease" on April 30th, 2016. Two coders viewed the videos and coded video characteristics (the date when a video was posted, Uniform Resource Locator, video length, audience engagement, format, author), content, speaker characteristics (sex, race, age), and mobilizing information. Descriptive statistics were used to examine video characteristics, content, audience engagement (number of views), speaker appearances in the video, and mobilizing information. Associations between variables were examined using Chi-square and Fisher's exact tests. Among the 271 videos retrieved, 25.5% (69/271) were posted by nonprofit organizations or universities. Informal presentations comprised 25.8% (70/271) of all videos. Although AD symptoms (83/271, 30.6%), causes of AD (80/271, 29.5%), and treatment (76/271, 28.0%) were commonly addressed, quality of life of people with AD (34/271, 12.5%) had more views than those more commonly-covered content areas. Most videos featured white speakers (168/187, 89.8%) who were adults aged 20 years to their early 60s (164/187, 87.7%). Only 36.9% (100/271) of videos included mobilizing information. Videos about AD symptoms were significantly less likely to include mobilizing information compared to videos without AD symptoms (23/83, 27.7% vs 77/188, 41.0% respectively; P=.03). This study contributes new knowledge regarding AD messages delivered through YouTube. Findings of the current study highlight a potential gap between available information

  4. Real-time unmanned aircraft systems surveillance video mosaicking using GPU

    Science.gov (United States)

    Camargo, Aldo; Anderson, Kyle; Wang, Yi; Schultz, Richard R.; Fevig, Ronald A.

    2010-04-01

    Digital video mosaicking from Unmanned Aircraft Systems (UAS) is being used for many military and civilian applications, including surveillance, target recognition, border protection, forest fire monitoring, traffic control on highways, monitoring of transmission lines, among others. Additionally, NASA is using digital video mosaicking to explore the moon and planets such as Mars. In order to compute a "good" mosaic from video captured by a UAS, the algorithm must deal with motion blur, frame-to-frame jitter associated with an imperfectly stabilized platform, perspective changes as the camera tilts in flight, as well as a number of other factors. The most suitable algorithms use SIFT (Scale-Invariant Feature Transform) to detect the features consistent between video frames. Utilizing these features, the next step is to estimate the homography between two consecutives video frames, perform warping to properly register the image data, and finally blend the video frames resulting in a seamless video mosaick. All this processing takes a great deal of resources of resources from the CPU, so it is almost impossible to compute a real time video mosaic on a single processor. Modern graphics processing units (GPUs) offer computational performance that far exceeds current CPU technology, allowing for real-time operation. This paper presents the development of a GPU-accelerated digital video mosaicking implementation and compares it with CPU performance. Our tests are based on two sets of real video captured by a small UAS aircraft; one video comes from Infrared (IR) and Electro-Optical (EO) cameras. Our results show that we can obtain a speed-up of more than 50 times using GPU technology, so real-time operation at a video capture of 30 frames per second is feasible.

  5. The ASDEX upgrade digital video processing system for real-time machine protection

    Energy Technology Data Exchange (ETDEWEB)

    Drube, Reinhard, E-mail: reinhard.drube@ipp.mpg.de [Max-Planck-Institut für Plasmaphysik, EURATOM Association, Boltzmannstr. 2, 85748 Garching (Germany); Neu, Gregor [Max-Planck-Institut für Plasmaphysik, EURATOM Association, Boltzmannstr. 2, 85748 Garching (Germany); Cole, Richard H.; Lüddecke, Klaus [Unlimited Computer Systems GmbH, Seeshaupterstr. 15, 82393 Iffeldorf (Germany); Lunt, Tilmann; Herrmann, Albrecht [Max-Planck-Institut für Plasmaphysik, EURATOM Association, Boltzmannstr. 2, 85748 Garching (Germany)

    2013-11-15

    Highlights: • We present the Real-Time Video diagnostic system of ASDEX Upgrade. • We show the implemented image processing algorithms for machine protection. • The way to achieve a robust operating multi-threading Real-Time system is described. -- Abstract: This paper describes the design, implementation, and operation of the Video Real-Time (VRT) diagnostic system of the ASDEX Upgrade plasma experiment and its integration with the ASDEX Upgrade Discharge Control System (DCS). Hot spots produced by heating systems erroneously or accidentally hitting the vessel walls, or from objects in the vessel reaching into the plasma outer border, show up as bright areas in the videos during and after the reaction. A system to prevent damage to the machine by allowing for intervention in a running discharge of the experiment was proposed and implemented. The VRT was implemented on a multi-core real-time Linux system. Up to 16 analog video channels (color and b/w) are acquired and multiple regions of interest (ROI) are processed on each video frame. Detected critical states can be used to initiate appropriate reactions – e.g. gracefully terminate the discharge. The system has been in routine operation since 2007.

  6. Application of MPEG-7 descriptors for content-based indexing of sports videos

    Science.gov (United States)

    Hoeynck, Michael; Auweiler, Thorsten; Ohm, Jens-Rainer

    2003-06-01

    The amount of multimedia data available worldwide is increasing every day. There is a vital need to annotate multimedia data in order to allow universal content access and to provide content-based search-and-retrieval functionalities. Since supervised video annotation can be time consuming, an automatic solution is appreciated. We review recent approaches to content-based indexing and annotation of videos for different kind of sports, and present our application for the automatic annotation of equestrian sports videos. Thereby, we especially concentrate on MPEG-7 based feature extraction and content description. We apply different visual descriptors for cut detection. Further, we extract the temporal positions of single obstacles on the course by analyzing MPEG-7 edge information and taking specific domain knowledge into account. Having determined single shot positions as well as the visual highlights, the information is jointly stored together with additional textual information in an MPEG-7 description scheme. Using this information, we generate content summaries which can be utilized in a user front-end in order to provide content-based access to the video stream, but further content-based queries and navigation on a video-on-demand streaming server.

  7. Holovideo: Real-time 3D range video encoding and decoding on GPU

    Science.gov (United States)

    Karpinsky, Nikolaus; Zhang, Song

    2012-02-01

    We present a 3D video-encoding technique called Holovideo that is capable of encoding high-resolution 3D videos into standard 2D videos, and then decoding the 2D videos back into 3D rapidly without significant loss of quality. Due to the nature of the algorithm, 2D video compression such as JPEG encoding with QuickTime Run Length Encoding (QTRLE) can be applied with little quality loss, resulting in an effective way to store 3D video at very small file sizes. We found that under a compression ratio of 134:1, Holovideo to OBJ file format, the 3D geometry quality drops at a negligible level. Several sets of 3D videos were captured using a structured light scanner, compressed using the Holovideo codec, and then uncompressed and displayed to demonstrate the effectiveness of the codec. With the use of OpenGL Shaders (GLSL), the 3D video codec can encode and decode in realtime. We demonstrated that for a video size of 512×512, the decoding speed is 28 frames per second (FPS) with a laptop computer using an embedded NVIDIA GeForce 9400 m graphics processing unit (GPU). Encoding can be done with this same setup at 18 FPS, making this technology suitable for applications such as interactive 3D video games and 3D video conferencing.

  8. Mission Command and JC41: Managing Chaos in a Dynamic World

    Science.gov (United States)

    2018-04-20

    doubly so, but perhaps not solely for the reasons expected. History has seen the progression of technology enable commanders and staffs to extend their...highlights the degree to which each Service embraces and codifies the mission command concept. Chapter 3 covers the history of the technologies ...Abstract Executing effective mission command has always been a challenge and in today’s technologically saturated joint operating environment is

  9. Princeton Plasma Physics Laboratory FY2003 Annual Highlights

    Energy Technology Data Exchange (ETDEWEB)

    Editors: Carol A. Phillips; Anthony R. DeMeo

    2004-08-23

    The Princeton Plasma Physics Laboratory FY2003 Annual Highlights report provides a summary of the activities at the Laboratory for the fiscal year--1 October 2002 through 30 September 2003. The report includes the Laboratory's Mission and Vision Statements, a message ''From the Director,'' summaries of the research and engineering activities by project, and sections on Technology Transfer, the Graduate and Science Education Programs, Awards and Honors garnered by the Laboratory and the employees, and the Year in Pictures. There is also a listing of the Laboratory's publications for the year and a section of the abbreviations, acronyms, and symbols used throughout the report. In the PDF document, links have been created from the Table of Contents to each section. You can also return to the Table of Contents from the beginning page of each section. The PPPL Highlights for fiscal year 2003 is also available in hardcopy format. To obtain a copy e-mail Publications and Reports at: pub-reports@pppl.gov. Be sure to include your complete mailing address

  10. PBL as a Framework for Implementing Video Games in the Classroom

    Science.gov (United States)

    Watson, William R.; Fang, Jun

    2012-01-01

    Video games and problem-based learning (PBL) are both significant trends in progressive approaches to education. The literature demonstrates a fit between the two approaches, indicating they may be mutually beneficial. With limited literature on implementing games in the classroom, and a growing body of researchers highlighting the importance of…

  11. Dynamic study of DSA by video-densitometry

    International Nuclear Information System (INIS)

    Imamura, Keiko; Tsukamoto, Hiroshi; Ashida, Hiroshi; Ishikawa, Tohru; Fujii, Masamichi; Uji, Teruyuki

    1985-01-01

    A system was developed for the dynamic study of DSA by video-densitometric technique. As subtraction images are stored to VTR in our DSA examinations, a frame counter was designed to select images on VTR at an arbitrary interval. ROI setting and video-densitometry were performed using a TV image processor and its host computer. Images were sampled at the rate of 3 frames per second, and clear time-density curves were obtained from brain DSA examinations. Although it takes about 30 minutes to analyse one examination, it is also possible to analyse previous data stored on VTR. For DSA systems having no additional digital storage unit, this method will be helpful. Reduction in image quality through VTR storage had no problem in video-densitometry. Phantom studies have been made concerning the temporal variation of the image brightness during the 20 second-exposure and also the effect of the subjects thickness on the contrast. Filtering for low-grade averaging is preferable for dynamic studies. (author)

  12. Performance Evaluation of Concurrent Multipath Video Streaming in Multihomed Mobile Networks

    Directory of Open Access Journals (Sweden)

    James Nightingale

    2013-01-01

    Full Text Available High-quality real-time video streaming to users in mobile networks is challenging due to the dynamically changing nature of the network paths, particularly the limited bandwidth and varying end-to-end delay. In this paper, we empirically investigate the performance of multipath streaming in the context of multihomed mobile networks. Existing schemes that make use of the aggregated bandwidth of multiple paths can overcome bandwidth limitations on a single path but suffer an efficiency penalty caused by retransmission of lost packets in reliable transport schemes or path switching overheads in unreliable transport schemes. This work focuses on the evaluation of schemes to permit concurrent use of multiple paths to deliver video streams. A comprehensive streaming framework for concurrent multipath video streaming is proposed and experimentally evaluated, using current state-of-the-art H.264 Scalable Video Coding (H.264/SVC and the next generation High Efficiency Video Coding (HEVC standards. It provides a valuable insight into the benefit of using such schemes in conjunction with encoder specific packet prioritisation mechanisms for quality-aware packet scheduling and scalable streaming. The remaining obstacles to deployment of concurrent multipath schemes are identified, and the challenges in realising HEVC based concurrent multipath streaming are highlighted.

  13. Digital communication constraints in prior space missions

    Science.gov (United States)

    Yassine, Nathan K.

    2004-01-01

    Digital communication is crucial for space endeavors. Jt transmits scientific and command data between earth stations and the spacecraft crew. It facilitates communications between astronauts, and provides live coverage during all phases of the mission. Digital communications provide ground stations and spacecraft crew precise data on the spacecraft position throughout the entire mission. Lessons learned from prior space missions are valuable for our new lunar and Mars missions set by our president s speech. These data will save our agency time and money, and set course our current developing technologies. Limitations on digital communications equipment pertaining mass, volume, data rate, frequency, antenna type and size, modulation, format, and power in the passed space missions are of particular interest. This activity is in support of ongoing communication architectural studies pertaining to robotic and human lunar exploration. The design capabilities and functionalities will depend on the space and power allocated for digital communication equipment. My contribution will be gathering these data, write a report, and present it to Communications Technology Division Staff. Antenna design is very carefully studied for each mission scenario. Currently, Phased array antennas are being developed for the lunar mission. Phased array antennas use little power, and electronically steer a beam instead of DC motors. There are 615 patches in the phased array antenna. These patches have to be modified to have high yield. 50 patches were created for testing. My part is to assist in the characterization of these patch antennas, and determine whether or not certain modifications to quartz micro-strip patch radiators result in a significant yield to warrant proceeding with repairs to the prototype 19 GHz ferroelectric reflect-array antenna. This work requires learning how to calibrate an automatic network, and mounting and testing antennas in coaxial fixtures. The purpose of this

  14. Do Nonverbal Emotional Cues Matter? Effects of Video Casting in Synchronous Virtual Classrooms

    Science.gov (United States)

    Han, Heeyoung

    2013-01-01

    This study examined the effects of an instructor's use of video casting as a nonverbal emotional cue in synchronous discussion sessions on students' social presence, satisfaction, and learning achievement. A quasi-experimental design was used to evaluate the effect of video casting in a synchronous virtual classroom. The research setting was a…

  15. Warfighter Associate: Decision Aiding and Metrics for Mission Command

    Science.gov (United States)

    2012-01-23

    Distributions: highlights the Pareto Principle -- the top 20% of the mission-command staff is heavily involved in collaborations. • Our...developing “Command Web”, a web service to support thin- client functionality (Intelligent Presentation Services enables this) Thank you

  16. Relacije umetnosti i video igara / Relations of Art and Video Games

    OpenAIRE

    Manojlo Maravić

    2012-01-01

    When discussing the art of video games, three different contexts need to be considered: the 'high' art (video games and the art); commercial video games (video games as the art) and the fan art. Video games are a legitimate artistic medium subject to modifications and recontextualisations in the process of creating a specific experience of the player/user/audience and political action by referring to particular social problems. They represent a high technological medium that increases, with p...

  17. Highlight shapes and perception of gloss for real and photographed objects.

    Science.gov (United States)

    van Assen, Jan Jaap R; Wijntjes, Maarten W A; Pont, Sylvia C

    2016-01-01

    Gloss perception strongly depends on the three-dimensional shape and the illumination of the object under consideration. In this study we investigated the influence of the spatial structure of the illumination on gloss perception. A diffuse light box in combination with differently shaped masks was used to produce a set of six simple and complex highlight shapes. The geometry of the simple highlight shapes was inspired by conventional artistic practice (e.g., ring flash for photography, window shape for painting and disk or square for cartoons). In the box we placed spherical stimuli that were painted in six degrees of glossiness. This resulted in a stimulus set of six highlight shapes and six gloss levels, a total of 36 stimuli. We performed three experiments of which two took place using digital photographs on a computer monitor and one with the real spheres in the light box. The observers had to perform a comparison task in which they chose which of two stimuli was glossiest and a rating task in which they rated the glossiness. The results show that, perhaps surprisingly, more complex highlight shapes were perceived to produce a less glossy appearance than simple highlight shapes such as a disk or square. These findings were confirmed for both viewing conditions, on a computer display and in a real setting. The results show that variations in the spatial structure of "rather simple" illumination of the "extended source" type highlight influences perceived glossiness.

  18. 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.

  19. The Use of Video Role Play for Teaching Therapeutic Communication Skills

    OpenAIRE

    Elaine Ng; Anthony O’Brien; Sandra Mackey; Hong-Gu He; David G. Arthur

    2011-01-01

    Background: Effective Communication is a fundamental skill for practice across health care settings and is a component ofundergraduate nursing programs around the world. Resource materials appropriate for the teaching of communication in an Asiancontext are lacking.Aim: The aim of this study was to evaluate the usefulness of a self-developed video using role play in facilitating teaching andlearning associated with therapeutic communication.Methods: Videos were produced which demonstrated the...

  20. Medical students' perceptions of video-linked lectures and video-streaming

    Directory of Open Access Journals (Sweden)

    Karen Mattick

    2010-12-01

    Full Text Available Video-linked lectures allow healthcare students across multiple sites, and between university and hospital bases, to come together for the purposes of shared teaching. Recording and streaming video-linked lectures allows students to view them at a later date and provides an additional resource to support student learning. As part of a UK Higher Education Academy-funded Pathfinder project, this study explored medical students' perceptions of video-linked lectures and video-streaming, and their impact on learning. The methodology involved semi-structured interviews with 20 undergraduate medical students across four sites and five year groups. Several key themes emerged from the analysis. Students generally preferred live lectures at the home site and saw interaction between sites as a major challenge. Students reported that their attendance at live lectures was not affected by the availability of streamed lectures and tended to be influenced more by the topic and speaker than the technical arrangements. These findings will inform other educators interested in employing similar video technologies in their teaching.Keywords: video-linked lecture; video-streaming; student perceptions; decisionmaking; cross-campus teaching.

  1. Automated Indexing and Search of Video Data in Large Collections with inVideo

    Directory of Open Access Journals (Sweden)

    Shuangbao Paul Wang

    2017-08-01

    Full Text Available In this paper, we present a novel system, inVideo, for automatically indexing and searching videos based on the keywords spoken in the audio track and the visual content of the video frames. Using the highly efficient video indexing engine we developed, inVideo is able to analyze videos using machine learning and pattern recognition without the need for initial viewing by a human. The time-stamped commenting and tagging features refine the accuracy of search results. The cloud-based implementation makes it possible to conduct elastic search, augmented search, and data analytics. Our research shows that inVideo presents an efficient tool in processing and analyzing videos and increasing interactions in video-based online learning environment. Data from a cybersecurity program with more than 500 students show that applying inVideo to current video material, interactions between student-student and student-faculty increased significantly across 24 sections program-wide.

  2. IAEA Mission Concludes Peer Review of Slovenia's Nuclear Regulatory Framework

    International Nuclear Information System (INIS)

    2014-01-01

    Senior international nuclear safety and radiation protection experts today concluded an eight-day International Atomic Energy Agency (IAEA) mission to review the regulatory framework for nuclear and radiation safety at the Slovenian Nuclear Safety Administration (SNSA). The team reviewed measures taken to address the recommendations and suggestions made during an earlier Integrated Regulatory Review Service (IRRS) mission conducted in 2011. The IRRS team said in its preliminary findings that Slovenia had made significant progress since the review in 2011. The team identified a good practice in the country's nuclear regulatory system additional to those identified in 2011 and made new recommendations and suggestions to SNSA and the Government to strengthen the effectiveness of the country's regulatory framework in line with IAEA Safety Standards. ''By hosting a follow-up mission, Slovenia demonstrated its commitment to enhance its regulatory programmes, including by implementing the recommendations of the 2011 mission,'' said Petr Krs, mission leader and Vice Chairman of the Czech Republic's State Office for Nuclear Safety. SNSA's Director, Andrej Stritar, welcomed the progress noted by the team, while also emphasizing that the mission highlighted important future nuclear safety challenges for Slovenia. The five-member review team, comprising experts from Belgium, the Czech Republic, France and Romania, as well as four IAEA staff members, conducted the mission at the request of the Slovenian Government from 9 to 16 September 2014. The main observations of the IRRS Review team included the following: SNSA has made significant progress in addressing the findings of the 2011 IRRS mission and has demonstrated commitment to effective implementation of the IRRS programme; The economic situation in Slovenia might in the short and long term affect SNSA's ability to maintain its capacity and competence; and A radioactive waste disposal project is stalled and the licensing

  3. 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: ...

  4. Guerrilla Video: A New Protocol for Producing Classroom Video

    Science.gov (United States)

    Fadde, Peter; Rich, Peter

    2010-01-01

    Contemporary changes in pedagogy point to the need for a higher level of video production value in most classroom video, replacing the default video protocol of an unattended camera in the back of the classroom. The rich and complex environment of today's classroom can be captured more fully using the higher level, but still easily manageable,…

  5. Using "Making Sense of Climate Science Denial" MOOC videos in a college course

    Science.gov (United States)

    Schuenemann, K. C.; Cook, J.

    2015-12-01

    The Massive Open Online Course (MOOC) "Denial101x: Making Sense of Climate Science Denial" teaches students to make sense of the science and respond to climate change denial. The course is made up of a series of short, myth-debunking lecture videos that can be strategically used in college courses. The videos and the visuals within have proven a great resource for an introductory college level climate change course. Methods for using the videos in both online and in-classroom courses will be presented, as well as student reactions and learning from the videos. The videos introduce and explain a climate science topic, then paraphrase a common climate change myth, explain why the myth is wrong by identifying the characteristic of climate denial used, and concludes by reinforcing the correct science. By focusing on common myths, the MOOC has made an archive of videos that can be used by anyone in need of a 5-minute response to debunk a myth. By also highlighting five characteristics of climate denial: fake experts, logical fallacies, impossible expectations, cherry picking, and conspiracy theories (FLICC), the videos also teach the viewer the skills they need to critically examine myths they may encounter in the real world on a variety of topics. The videos also include a series of expert scientist interviews that can be used to drive home points, as well as put some faces to the science. These videos are freely available outside of the MOOC and can be found under the relevant "Most used climate myths" section on the skepticalscience.com webpage, as well as directly on YouTube. Discover ideas for using videos in future courses, regardless of discipline.

  6. Two Variations of Video Modeling Interventions for Teaching Play Skills to Children with Autism

    Science.gov (United States)

    Sancho, Kimberly; Sidener, Tina M.; Reeve, Sharon A.; Sidener, David W.

    2010-01-01

    The current study employed an adapted alternating treatments design with reversal and multiple probe across participants components to compare the effects of traditional video priming and simultaneous video modeling on the acquisition of play skills in two children diagnosed with autism. Generalization was programmed across play sets, instructors,…

  7. Subjective Sleep Experience During Shuttle Missions

    Science.gov (United States)

    Whitmire, Alexandra; Slack, Kelley; Locke, James; Patterson, Holly; Faulk, Jeremy; Keeton, Kathryn; Leveton, Lauren

    2012-01-01

    It is now known that for many astronauts, sleep is reduced in spaceflight. Given that sleep is intimately tied to performance, safety, health, and well being, it is important to characterize factors that hinder sleep in space, so countermeasures can be implemented. Lessons learned from current spaceflight can be used to inform the development of space habitats and mitigation strategies for future exploration missions. The purpose of this study was to implement a survey and one-on-one interviews to capture Shuttle flyers' subjective assessment of the factors that interfered with a "good nights sleep" during their missions. Strategies that crewmembers reported using to improve their sleep quality during spaceflight were also discussed. Highlights from the interview data are presented here.

  8. Enabling MPEG-2 video playback in embedded systems through improved data cache efficiency

    Science.gov (United States)

    Soderquist, Peter; Leeser, Miriam E.

    1999-01-01

    Digital video decoding, enabled by the MPEG-2 Video standard, is an important future application for embedded systems, particularly PDAs and other information appliances. Many such system require portability and wireless communication capabilities, and thus face severe limitations in size and power consumption. This places a premium on integration and efficiency, and favors software solutions for video functionality over specialized hardware. The processors in most embedded system currently lack the computational power needed to perform video decoding, but a related and equally important problem is the required data bandwidth, and the need to cost-effectively insure adequate data supply. MPEG data sets are very large, and generate significant amounts of excess memory traffic for standard data caches, up to 100 times the amount required for decoding. Meanwhile, cost and power limitations restrict cache sizes in embedded systems. Some systems, including many media processors, eliminate caches in favor of memories under direct, painstaking software control in the manner of digital signal processors. Yet MPEG data has locality which caches can exploit if properly optimized, providing fast, flexible, and automatic data supply. We propose a set of enhancements which target the specific needs of the heterogeneous types within the MPEG decoder working set. These optimizations significantly improve the efficiency of small caches, reducing cache-memory traffic by almost 70 percent, and can make an enhanced 4 KB cache perform better than a standard 1 MB cache. This performance improvement can enable high-resolution, full frame rate video playback in cheaper, smaller system than woudl otherwise be possible.

  9. Planning and Management of Real-Time Geospatialuas Missions Within a Virtual Globe Environment

    Science.gov (United States)

    Nebiker, S.; Eugster, H.; Flückiger, K.; Christen, M.

    2011-09-01

    This paper presents the design and development of a hardware and software framework supporting all phases of typical monitoring and mapping missions with mini and micro UAVs (unmanned aerial vehicles). The developed solution combines state-of-the art collaborative virtual globe technologies with advanced geospatial imaging techniques and wireless data link technologies supporting the combined and highly reliable transmission of digital video, high-resolution still imagery and mission control data over extended operational ranges. The framework enables the planning, simulation, control and real-time monitoring of UAS missions in application areas such as monitoring of forest fires, agronomical research, border patrol or pipeline inspection. The geospatial components of the project are based on the Virtual Globe Technology i3D OpenWebGlobe of the Institute of Geomatics Engineering at the University of Applied Sciences Northwestern Switzerland (FHNW). i3D OpenWebGlobe is a high-performance 3D geovisualisation engine supporting the web-based streaming of very large amounts of terrain and POI data.

  10. AGILE Data Center and AGILE science highlights

    International Nuclear Information System (INIS)

    Pittori, C.

    2013-01-01

    AGILE is a scientific mission of the Italian Space Agency (ASI) with INFN, INAF e CIFS participation, devoted to gamma-ray astrophysics. The satellite is in orbit since April 23rd, 2007. Gamma-ray astrophysics above 100 MeV is an exciting field of astronomical sciences that has received a strong impulse in recent years. Despite the small size and budget, AGILE produced several important scientific results, among which the unexpected discovery of strong and rapid gamma-ray flares from the Crab Nebula. This discovery won to the AGILE PI and the AGILE Team the prestigious Bruno Rossi Prize for 2012, an international recognition in the field of high energy astrophysics. We present here the AGILE data center main activities, and we give an overview of the AGILE scientific highlights after 5 years of operations

  11. A generic flexible and robust approach for intelligent real-time video-surveillance systems

    Science.gov (United States)

    Desurmont, Xavier; Delaigle, Jean-Francois; Bastide, Arnaud; Macq, Benoit

    2004-05-01

    In this article we present a generic, flexible and robust approach for an intelligent real-time video-surveillance system. A previous version of the system was presented in [1]. The goal of these advanced tools is to provide help to operators by detecting events of interest in visual scenes and highlighting alarms and compute statistics. The proposed system is a multi-camera platform able to handle different standards of video inputs (composite, IP, IEEE1394 ) and which can basically compress (MPEG4), store and display them. This platform also integrates advanced video analysis tools, such as motion detection, segmentation, tracking and interpretation. The design of the architecture is optimised to playback, display, and process video flows in an efficient way for video-surveillance application. The implementation is distributed on a scalable computer cluster based on Linux and IP network. It relies on POSIX threads for multitasking scheduling. Data flows are transmitted between the different modules using multicast technology and under control of a TCP-based command network (e.g. for bandwidth occupation control). We report here some results and we show the potential use of such a flexible system in third generation video surveillance system. We illustrate the interest of the system in a real case study, which is the indoor surveillance.

  12. Engineering sciences research highlights. Fiscal year 1983

    International Nuclear Information System (INIS)

    Tucker, E.F.; Dobratz, B.

    1984-05-01

    The Laboratory's overall mission is sixfold. We are charged with developing nuclear warheads for defense, technology for arms control, and new concepts for defense against nuclear attack; with supporting programs for both nonnuclear defense and energy research and development; and with advancing our knowledge of science and technology so that we can respond to other national needs. Major programs in support of this mission involve nuclear weapons, energy, environmental science, and basic research. Specific areas of investigation include the design, development, and testing of nuclear weapons; nuclear safeguards and security; inertial and magnetic fusion and nuclear, solar, fossil, and geothermal energy; and basic research in physics, chemistry, mathematics, engineering, and the computer and life sciences. With the staff and facilities maintained for these and other programs, the Laboratory can respond to specific national needs in virtually all areas of the physical and life sciences. Within the Laboratory's organization, most technical research activities are carried out in three directorates: Engineering Sciences; Physics and Mathematics; and Chemistry, Earth and Life Sciences. The activities highlighted here are examples of unclassified work carried out in the seven divisions that made up the Engineering Sciences Directorate at the end of fiscal year 1983. Brief descriptions of these divisions' goals and capabilities and summaries of selected projects illustrate the diversity of talent, expertise, and facilities maintained within the Engineering Sciences Directorate

  13. 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

  14. Deriving video content type from HEVC bitstream semantics

    Science.gov (United States)

    Nightingale, James; Wang, Qi; Grecos, Christos; Goma, Sergio R.

    2014-05-01

    As network service providers seek to improve customer satisfaction and retention levels, they are increasingly moving from traditional quality of service (QoS) driven delivery models to customer-centred quality of experience (QoE) delivery models. QoS models only consider metrics derived from the network however, QoE models also consider metrics derived from within the video sequence itself. Various spatial and temporal characteristics of a video sequence have been proposed, both individually and in combination, to derive methods of classifying video content either on a continuous scale or as a set of discrete classes. QoE models can be divided into three broad categories, full reference, reduced reference and no-reference models. Due to the need to have the original video available at the client for comparison, full reference metrics are of limited practical value in adaptive real-time video applications. Reduced reference metrics often require metadata to be transmitted with the bitstream, while no-reference metrics typically operate in the decompressed domain at the client side and require significant processing to extract spatial and temporal features. This paper proposes a heuristic, no-reference approach to video content classification which is specific to HEVC encoded bitstreams. The HEVC encoder already makes use of spatial characteristics to determine partitioning of coding units and temporal characteristics to determine the splitting of prediction units. We derive a function which approximates the spatio-temporal characteristics of the video sequence by using the weighted averages of the depth at which the coding unit quadtree is split and the prediction mode decision made by the encoder to estimate spatial and temporal characteristics respectively. Since the video content type of a sequence is determined by using high level information parsed from the video stream, spatio-temporal characteristics are identified without the need for full decoding and can

  15. Video-enabled cue-exposure-based intervention improves postdischarge drinking outcomes among alcohol-dependent men: A prospective study at a government addiction treatment setting in India.

    Science.gov (United States)

    Nattala, Prasanthi; Murthy, Pratima; Leung, Kit Sang; Rentala, Sreevani; Ramakrishna, Jayashree

    2017-04-25

    Returning to alcohol use following inpatient treatment occurs due to various real life cues/triggers. It is a challenge to demonstrate to patients how to deal with these triggers during inpatient treatment. Aims of the current study were (a) to evaluate the effectiveness of video-enabled cue-exposure-based intervention (VE-CEI) in influencing treatment outcomes in alcohol dependence, (b) to identify postdischarge predictors of intervention failure (returning to ≥50% of baseline alcohol consumption quantity/day). The VE-CEI comprises live action videos in which human characters model various alcohol use cues and strategies to deal with them effectively. The VE-CEI was administered to an inpatient alcohol-dependent sample (n = 43) and compared with treatment as usual (TAU) (n = 42) at a government addiction treatment setting in India. Patients were followed up over 6 months postdischarge to evaluate effectiveness of the VE-CEI on specific drinking outcomes. Over 6-month follow-up, VE-CEI group (vs. TAU) reported significantly lesser alcohol consumption quantity, fewer drinking days, and lower intervention failure rates. Results of multivariate Cox regression showed that participants who did not receive VE-CEI had an elevated risk of intervention failure (hazards ratio: 11.14; 95% confidence interval [4.93, 25.15]), other intervention failure predictors being early-onset dependence and increased baseline drinking. Findings provide evidence from India for effectiveness of cue-exposure-based intervention delivered using video technology in improving postdischarge treatment outcomes.

  16. A video event trigger for high frame rate, high resolution video technology

    Science.gov (United States)

    Williams, Glenn L.

    1991-12-01

    When video replaces film the digitized video data accumulates very rapidly, leading to a difficult and costly data storage problem. One solution exists for cases when the video images represent continuously repetitive 'static scenes' containing negligible activity, occasionally interrupted by short events of interest. Minutes or hours of redundant video frames can be ignored, and not stored, until activity begins. A new, highly parallel digital state machine generates a digital trigger signal at the onset of a video event. High capacity random access memory storage coupled with newly available fuzzy logic devices permits the monitoring of a video image stream for long term or short term changes caused by spatial translation, dilation, appearance, disappearance, or color change in a video object. Pretrigger and post-trigger storage techniques are then adaptable for archiving the digital stream from only the significant video images.

  17. Video Making, Production Pedagogies, and Educational Policy

    Science.gov (United States)

    Smythe, Suzanne; Toohey, Kelleen; Dagenais, Diane

    2016-01-01

    The promise of "21st century learning" is that digital technologies will transform traditional learning and mobilize skills deemed necessary in an emerging digital culture. In two case studies of video making, one in a Grade 4 classroom, and one in an adult literacy setting, the authors develop the concept of "production…

  18. Reduced harm or another gateway to smoking? source, message, and information characteristics of E-cigarette videos on YouTube.

    Science.gov (United States)

    Paek, Hye-Jin; Kim, Sookyong; Hove, Thomas; Huh, Jung Yoon

    2014-01-01

    E-cigarettes are widely promoted on the Internet, but little is known about what kinds of information about them are available online. This study examines message, source, and health information characteristics of e-cigarette videos on the popular online video-sharing platform YouTube. A content analysis of 365 e-cigarette videos indicates that 85% of the videos were sponsored by marketers. These videos highlight e-cigarettes' economic and social benefits, featuring a low level of fear appeal and negative message valence and a high level of marketing information about e-cigarette products. They also convey certain health claims that have been proscribed by the U.S. Food and Drug Administration, the prevalence of which warrants ongoing monitoring and regulatory guidelines for online e-cigarette marketing.

  19. Novel memory architecture for video signal processor

    Science.gov (United States)

    Hung, Jen-Sheng; Lin, Chia-Hsing; Jen, Chein-Wei

    1993-11-01

    An on-chip memory architecture for video signal processor (VSP) is proposed. This memory structure is a two-level design for the different data locality in video applications. The upper level--Memory A provides enough storage capacity to reduce the impact on the limitation of chip I/O bandwidth, and the lower level--Memory B provides enough data parallelism and flexibility to meet the requirements of multiple reconfigurable pipeline function units in a single VSP chip. The needed memory size is decided by the memory usage analysis for video algorithms and the number of function units. Both levels of memory adopted a dual-port memory scheme to sustain the simultaneous read and write operations. Especially, Memory B uses multiple one-read-one-write memory banks to emulate the real multiport memory. Therefore, one can change the configuration of Memory B to several sets of memories with variable read/write ports by adjusting the bus switches. Then the numbers of read ports and write ports in proposed memory can meet requirement of data flow patterns in different video coding algorithms. We have finished the design of a prototype memory design using 1.2- micrometers SPDM SRAM technology and will fabricated it through TSMC, in Taiwan.

  20. Learning Science Through Digital Video: Views on Watching and Creating Videos

    Science.gov (United States)

    Wade, P.; Courtney, A. R.

    2013-12-01

    In science, the use of digital video to document phenomena, experiments and demonstrations has rapidly increased during the last decade. The use of digital video for science education also has become common with the wide availability of video over the internet. However, as with using any technology as a teaching tool, some questions should be asked: What science is being learned from watching a YouTube clip of a volcanic eruption or an informational video on hydroelectric power generation? What are student preferences (e.g. multimedia versus traditional mode of delivery) with regard to their learning? This study describes 1) the efficacy of watching digital video in the science classroom to enhance student learning, 2) student preferences of instruction with regard to multimedia versus traditional delivery modes, and 3) the use of creating digital video as a project-based educational strategy to enhance learning. Undergraduate non-science majors were the primary focus group in this study. Students were asked to view video segments and respond to a survey focused on what they learned from the segments. Additionally, they were asked about their preference for instruction (e.g. text only, lecture-PowerPoint style delivery, or multimedia-video). A majority of students indicated that well-made video, accompanied with scientific explanations or demonstration of the phenomena was most useful and preferred over text-only or lecture instruction for learning scientific information while video-only delivery with little or no explanation was deemed not very useful in learning science concepts. The use of student generated video projects as learning vehicles for the creators and other class members as viewers also will be discussed.

  1. Gaia Space Mission and Quasars

    Energy Technology Data Exchange (ETDEWEB)

    Zwitter, Tomaž, E-mail: tomaz.zwitter@fmf.uni-lj.si [Faculty of Mathematics and Physics, University of Ljubljana, Ljubljana (Slovenia)

    2017-11-15

    Quasars are often considered to be point-like objects. This is largely true and allows for an excellent alignment of the optical positional reference frame of the ongoing ESA mission Gaia with the International Celestial Reference Frame. But presence of optical jets in quasars can cause shifts of the optical photo-centers at levels detectable by Gaia. Similarly, motion of emitting blobs in the jet can be detected as proper motion shifts. Gaia's measurements of spectral energy distribution for around a million distant quasars is useful to determine their redshifts and to assess their variability on timescales from hours to years. Spatial resolution of Gaia allows to build a complete magnitude limited sample of strongly lensed quasars. The mission had its first public data release in September 2016 and is scheduled to have the next and much more comprehensive one in April 2018. Here we briefly review the capabilities and current results of the mission. Gaia's unique contributions to the studies of quasars are already being published, a highlight being a discovery of a number of quasars with optical jets.

  2. Video-to-Video Dynamic Super-Resolution for Grayscale and Color Sequences

    Directory of Open Access Journals (Sweden)

    Elad Michael

    2006-01-01

    Full Text Available We address the dynamic super-resolution (SR problem of reconstructing a high-quality set of monochromatic or color super-resolved images from low-quality monochromatic, color, or mosaiced frames. Our approach includes a joint method for simultaneous SR, deblurring, and demosaicing, this way taking into account practical color measurements encountered in video sequences. For the case of translational motion and common space-invariant blur, the proposed method is based on a very fast and memory efficient approximation of the Kalman filter (KF. Experimental results on both simulated and real data are supplied, demonstrating the presented algorithms, and their strength.

  3. Blending vertical and web results: A case study using video intent

    NARCIS (Netherlands)

    Lefortier, D.; Serdyukov, P.; Romanenko, F.; de Rijke, M.; de Rijke, M.; Kenter, T.; de Vries, A.P.; Zhai, C.X.; de Jong, F.; Radinsky, K.; Hofmann, K.

    2014-01-01

    Modern search engines aggregate results from specialized verticals into the Web search results. We study a setting where vertical and Web results are blended into a single result list, a setting that has not been studied before. We focus on video intent and present a detailed observational study of

  4. Generic procedure for designing and implementing plan management systems for space science missions operations

    Science.gov (United States)

    Chaizy, P. A.; Dimbylow, T. G.; Allan, P. M.; Hapgood, M. A.

    2011-09-01

    This paper is one of the components of a larger framework of activities whose purpose is to improve the performance and productivity of space mission systems, i.e. to increase both what can be achieved and the cost effectiveness of this achievement. Some of these activities introduced the concept of Functional Architecture Module (FAM); FAMs are basic blocks used to build the functional architecture of Plan Management Systems (PMS). They also highlighted the need to involve Science Operations Planning Expertise (SOPE) during the Mission Design Phase (MDP) in order to design and implement efficiently operation planning systems. We define SOPE as the expertise held by people who have both theoretical and practical experience in operations planning, in general, and in space science operations planning in particular. Using ESA's methodology for studying and selecting science missions we also define the MDP as the combination of the Mission Assessment and Mission Definition Phases. However, there is no generic procedure on how to use FAMs efficiently and systematically, for each new mission, in order to analyse the cost and feasibility of new missions as well as to optimise the functional design of new PMS; the purpose of such a procedure is to build more rapidly and cheaply such PMS as well as to make the latter more reliable and cheaper to run. This is why the purpose of this paper is to provide an embryo of such a generic procedure and to show that the latter needs to be applied by people with SOPE during the MDP. The procedure described here proposes some initial guidelines to identify both the various possible high level functional scenarii, for a given set of possible requirements, and the information that needs to be associated with each scenario. It also introduces the concept of catalogue of generic functional scenarii of PMS for space science missions. The information associated with each catalogued scenarii will have been identified by the above procedure and

  5. Potential Adverse Effects of Violent Video Gaming: Interpersonal- Affective Traits Are Rather Impaired Than Disinhibition in Young Adults

    Directory of Open Access Journals (Sweden)

    Ann-Christin S. Kimmig

    2018-05-01

    Full Text Available The increasing trend of mass shootings, which were associated with excessive use of violent video games, fueled the debate of possible effects violent video games may have on adolescents and young adults. The aim of this study was to investigate the possible link between violent video gaming effects and the disposition of adverse behavior traits such as interpersonal-affective deficits and disinhibition. Data of 167 young adults, collected by an online questionnaire battery, were analyzed for lifetime video game exposure differences (i.e., non-gamers, non-violent video gamers, stopped violent video game users, and ongoing violent video game users as well as for recent exposure effects on adverse behavior traits (Levenson’s Psychopathy Scale, while controlling for other potentially confounding lifestyle factors. While interpersonal-affective deficits were significantly higher in participants with ongoing violent video game exposure compared to non-gamers and non-violent video gamers, disinhibition was significantly higher in both – stopped and ongoing – violent video game exposure groups compared to non-gamers. Recent violent video game exposure was a stronger predictor for interpersonal-affective deficits, but was also significant for disinhibition. Considering that we observed small to medium effects in a sample of young adults with little to moderate use of violent video games highlights the importance of further investigating the potential adverse effects of violent video games on quality of social relationships.

  6. Potential Adverse Effects of Violent Video Gaming: Interpersonal- Affective Traits Are Rather Impaired Than Disinhibition in Young Adults.

    Science.gov (United States)

    Kimmig, Ann-Christin S; Andringa, Gerda; Derntl, Birgit

    2018-01-01

    The increasing trend of mass shootings, which were associated with excessive use of violent video games, fueled the debate of possible effects violent video games may have on adolescents and young adults. The aim of this study was to investigate the possible link between violent video gaming effects and the disposition of adverse behavior traits such as interpersonal-affective deficits and disinhibition. Data of 167 young adults, collected by an online questionnaire battery, were analyzed for lifetime video game exposure differences (i.e., non-gamers, non-violent video gamers, stopped violent video game users, and ongoing violent video game users) as well as for recent exposure effects on adverse behavior traits (Levenson's Psychopathy Scale), while controlling for other potentially confounding lifestyle factors. While interpersonal-affective deficits were significantly higher in participants with ongoing violent video game exposure compared to non-gamers and non-violent video gamers, disinhibition was significantly higher in both - stopped and ongoing - violent video game exposure groups compared to non-gamers. Recent violent video game exposure was a stronger predictor for interpersonal-affective deficits, but was also significant for disinhibition. Considering that we observed small to medium effects in a sample of young adults with little to moderate use of violent video games highlights the importance of further investigating the potential adverse effects of violent video games on quality of social relationships.

  7. Transform domain Wyner-Ziv video coding with refinement of noise residue and side information

    DEFF Research Database (Denmark)

    Huang, Xin; Forchhammer, Søren

    2010-01-01

    are successively updating the estimated noise residue for noise modeling and side information frame quality during decoding. Experimental results show that the proposed decoder can improve the Rate- Distortion (RD) performance of a state-of-the-art Wyner Ziv video codec for the set of test sequences.......Distributed Video Coding (DVC) is a video coding paradigm which mainly exploits the source statistics at the decoder based on the availability of side information at the decoder. This paper considers feedback channel based Transform Domain Wyner-Ziv (TDWZ) DVC. The coding efficiency of TDWZ video...... coding does not match that of conventional video coding yet, mainly due to the quality of side information and inaccurate noise estimation. In this context, a novel TDWZ video decoder with noise residue refinement (NRR) and side information refinement (SIR) is proposed. The proposed refinement schemes...

  8. Video Conference System that Keeps Mutual Eye Contact Among Participants

    Directory of Open Access Journals (Sweden)

    Masahiko Yahagi

    2011-10-01

    Full Text Available A novel video conference system is developed. Suppose that three people A, B, and C attend the video conference, the proposed system enables eye contact among every pair. Furthermore, when B and C chat, A feels as if B and C were facing each other (eye contact seems to be kept among B and C. In the case of a triangle video conference, the respective video system is composed of a half mirror, two video cameras, and two monitors. Each participant watches other participants' images that are reflected by the half mirror. Cameras are set behind the half mirror. Since participants' image (face and the camera position are adjusted to be the same direction, eye contact is kept and conversation becomes very natural compared with conventional video conference systems where participants' eyes do not point to the other participant. When 3 participants sit at the vertex of an equilateral triangle, eyes can be kept even for the situation mentioned above (eye contact between B and C from the aspect of A. Eye contact can be kept not only for 2 or 3 participants but also any number of participants as far as they sit at the vertex of a regular polygon.

  9. 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....

  10. 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

  11. The perfect boring situation-Addressing the experience of monotony during crewed deep space missions through habitability design

    Science.gov (United States)

    Peldszus, Regina; Dalke, Hilary; Pretlove, Stephen; Welch, Chris

    2014-01-01

    In contemporary orbital missions, workloads are so high and varied that crew may rarely experience stretches of monotony. However, in historical long duration missions, occurrences of monotony were, indeed, reported anecdotally by crew. Of the effective countermeasures that appear to be at hand, many rely on visual or logistical proximity to the Earth, and are not feasible in the remote context of an extended deep space mission scenario. There, particularly in- and outbound cruising stages would be characterised by longer, comparably uneventful periods of low workload, coupled with confinement and unchanging vehicle surroundings. While the challenge of monotony has been pointed out as an exploration-related research area, it has received less explicit attention from a habitation design perspective than other human behaviour and performance issues. The paper addresses this gap through a literature review of the theory and application of design-based mitigation strategies. It outlines models of emergence of monotony, situates the phenomenon in a remote mission context as a problem of sensory, social and spatio-temporal isolation, and discusses proposed countermeasures related to habitability. The scope of the literature is extended to primary sources in the form of a qualitative review of six onboard diaries from orbital and simulator missions, highlighting a range of habitat-related design themes. These are translated into the autonomous deep space setting with the overall rationale of integrating affordances into onboard habitation systems and placing emphasis on reinforcing positive situational characteristics.

  12. Evaluating the Effectiveness of Video Instruction on Social and Communication Skills Training for Children with Autism Spectrum Disorders: A Review of the Literature

    Science.gov (United States)

    Shukla-Mehta, Smita; Miller, Trube; Callahan, Kevin J.

    2010-01-01

    Video instruction as an intervention for teaching skills to children with Autism Spectrum Disorders (ASD) is gaining increased momentum in applied settings.Video instruction, comprised of video modeling, video self-modeling, and point-of-view video, has been utilized in various fields of study with various populations and target behaviors.…

  13. A Tale of 2 Missions (And Hopefully 2 Different Landings)

    International Nuclear Information System (INIS)

    Wiens, Roger C.

    2012-01-01

    This talk, to be given at the LANL IGPP Annual Review dinner in Santa Fe, NM on July 17, 2012, highlights two important NASA missions LANL played a key role in: The Genesis mission was the first to return to Earth from beyond the Moon, bearing solar particles to help understand the composition of the Sun; and Curiosity, a 1-ton Mars rover launched to the red planet in 2011 with a suite of instruments from LANL called ChemCam.

  14. Software Schedules Missions, Aids Project Management

    Science.gov (United States)

    2008-01-01

    NASA missions require advanced planning, scheduling, and management, and the Space Agency has worked extensively to develop the programs and software suites necessary to facilitate these complex missions. These enormously intricate undertakings have hundreds of active components that need constant management and monitoring. It is no surprise, then, that the software developed for these tasks is often applicable in other high-stress, complex environments, like in government or industrial settings. NASA work over the past few years has resulted in a handful of new scheduling, knowledge-management, and research tools developed under contract with one of NASA s partners. These tools have the unique responsibility of supporting NASA missions, but they are also finding uses outside of the Space Program.

  15. Utilization of Ancillary Data Sets for Conceptual SMAP Mission Algorithm Development and Product Generation

    Science.gov (United States)

    O'Neill, P.; Podest, E.

    2011-01-01

    The planned Soil Moisture Active Passive (SMAP) mission is one of the first Earth observation satellites being developed by NASA in response to the National Research Council's Decadal Survey, Earth Science and Applications from Space: National Imperatives for the Next Decade and Beyond [1]. Scheduled to launch late in 2014, the proposed SMAP mission would provide high resolution and frequent revisit global mapping of soil moisture and freeze/thaw state, utilizing enhanced Radio Frequency Interference (RFI) mitigation approaches to collect new measurements of the hydrological condition of the Earth's surface. The SMAP instrument design incorporates an L-band radar (3 km) and an L band radiometer (40 km) sharing a single 6-meter rotating mesh antenna to provide measurements of soil moisture and landscape freeze/thaw state [2]. These observations would (1) improve our understanding of linkages between the Earth's water, energy, and carbon cycles, (2) benefit many application areas including numerical weather and climate prediction, flood and drought monitoring, agricultural productivity, human health, and national security, (3) help to address priority questions on climate change, and (4) potentially provide continuity with brightness temperature and soil moisture measurements from ESA's SMOS (Soil Moisture Ocean Salinity) and NASA's Aquarius missions. In the planned SMAP mission prelaunch time frame, baseline algorithms are being developed for generating (1) soil moisture products both from radiometer measurements on a 36 km grid and from combined radar/radiometer measurements on a 9 km grid, and (2) freeze/thaw products from radar measurements on a 3 km grid. These retrieval algorithms need a variety of global ancillary data, both static and dynamic, to run the retrieval models, constrain the retrievals, and provide flags for indicating retrieval quality. The choice of which ancillary dataset to use for a particular SMAP product would be based on a number of factors

  16. Flip Video for Dummies

    CERN Document Server

    Hutsko, Joe

    2010-01-01

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

  17. Students' Learning Experiences from Didactic Teaching Sessions Including Patient Case Examples as Either Text or Video: A Qualitative Study.

    Science.gov (United States)

    Pedersen, Kamilla; Moeller, Martin Holdgaard; Paltved, Charlotte; Mors, Ole; Ringsted, Charlotte; Morcke, Anne Mette

    2017-10-06

    The aim of this study was to explore medical students' learning experiences from the didactic teaching formats using either text-based patient cases or video-based patient cases with similar content. The authors explored how the two different patient case formats influenced students' perceptions of psychiatric patients and students' reflections on meeting and communicating with psychiatric patients. The authors conducted group interviews with 30 medical students who volunteered to participate in interviews and applied inductive thematic content analysis to the transcribed interviews. Students taught with text-based patient cases emphasized excitement and drama towards the personal clinical narratives presented by the teachers during the course, but never referred to the patient cases. Authority and boundary setting were regarded as important in managing patients. Students taught with video-based patient cases, in contrast, often referred to the patient cases when highlighting new insights, including the importance of patient perspectives when communicating with patients. The format of patient cases included in teaching may have a substantial impact on students' patient-centeredness. Video-based patient cases are probably more effective than text-based patient cases in fostering patient-centered perspectives in medical students. Teachers sharing stories from their own clinical experiences stimulates both engagement and excitement, but may also provoke unintended stigma and influence an authoritative approach in medical students towards managing patients in clinical psychiatry.

  18. 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.

  19. Viewer Discussion is Advised. Video Clubs Focus Teacher Discussion on Student Learning

    Directory of Open Access Journals (Sweden)

    Elizabeth A. van Es

    2014-06-01

    Full Text Available Video is being used widely in professional development. Yet, little is known about how to design video-based learning environments that are productive for teacher learning. One promising model is a video club (Sherin, 2000. Video clubs bring teachers together to view and analyze video segments from one another’s classrooms. The idea is that by watching and discussing video segments focused on student thinking, teachers will learn practices for identifying and analyzing noteworthy student thinking during instruction and can use what they learn to inform their instructional decisions. This paper addresses issues to consider when setting up a video club for teacher education, such as defining goals for using video, establishing norms for viewing and discussing one another’s teaching, selecting clips for analysis, and facilitating teacher discussions. Si consiglia la discussione tra osservatori. Nei Video Club gli insegnanti mettono a fuoco le modalità con cui gli studenti apprendono.Il video è stato ampiamente utilizzato per la formazione professionale. Tuttavia poche sono le conoscenze relative alla progettazione di ambienti di apprendimento basati su video che siano efficaci per la formazione degli insegnanti. Un modello promettente è il “video club” (Sherin, 2000. Video club uniscono insegnanti che guardano ed analizzano insieme segmenti video delle proprie rispettive classi. L'idea è che gli insegnanti, guardando e discutendo segmenti video centrati sul pensiero degli alunni, imparino ad adottare durante l’insegnamento pratiche d'identificazione e analisi di pensieri degli alunni degni di nota e possano poi utilizzare ciò che hanno imparato nelle decisioni didattiche. Questo articolo affronta le questioni da considerare quando si configura un video club per la formazione degli insegnanti, come ad esempio la definizione di obiettivi per l'utilizzo dei video, le norme per la visione e discussione dei rispettivi video, la selezione

  20. A Systematic Approach to Design Low-Power Video Codec Cores

    Directory of Open Access Journals (Sweden)

    Corporaal Henk

    2007-01-01

    Full Text Available The higher resolutions and new functionality of video applications increase their throughput and processing requirements. In contrast, the energy and heat limitations of mobile devices demand low-power video cores. We propose a memory and communication centric design methodology to reach an energy-efficient dedicated implementation. First, memory optimizations are combined with algorithmic tuning. Then, a partitioning exploration introduces parallelism using a cyclo-static dataflow model that also expresses implementation-specific aspects of communication channels. Towards hardware, these channels are implemented as a restricted set of communication primitives. They enable an automated RTL development strategy for rigorous functional verification. The FPGA/ASIC design of an MPEG-4 Simple Profile video codec demonstrates the methodology. The video pipeline exploits the inherent functional parallelism of the codec and contains a tailored memory hierarchy with burst accesses to external memory. 4CIF encoding at 30 fps, consumes 71 mW in a 180 nm, 1.62 V UMC technology.

  1. A Systematic Approach to Design Low-Power Video Codec Cores

    Directory of Open Access Journals (Sweden)

    Kristof Denolf

    2007-05-01

    Full Text Available The higher resolutions and new functionality of video applications increase their throughput and processing requirements. In contrast, the energy and heat limitations of mobile devices demand low-power video cores. We propose a memory and communication centric design methodology to reach an energy-efficient dedicated implementation. First, memory optimizations are combined with algorithmic tuning. Then, a partitioning exploration introduces parallelism using a cyclo-static dataflow model that also expresses implementation-specific aspects of communication channels. Towards hardware, these channels are implemented as a restricted set of communication primitives. They enable an automated RTL development strategy for rigorous functional verification. The FPGA/ASIC design of an MPEG-4 Simple Profile video codec demonstrates the methodology. The video pipeline exploits the inherent functional parallelism of the codec and contains a tailored memory hierarchy with burst accesses to external memory. 4CIF encoding at 30 fps, consumes 71 mW in a 180 nm, 1.62 V UMC technology.

  2. Robustness of mission plans for unmanned aircraft

    Science.gov (United States)

    Niendorf, Moritz

    This thesis studies the robustness of optimal mission plans for unmanned aircraft. Mission planning typically involves tactical planning and path planning. Tactical planning refers to task scheduling and in multi aircraft scenarios also includes establishing a communication topology. Path planning refers to computing a feasible and collision-free trajectory. For a prototypical mission planning problem, the traveling salesman problem on a weighted graph, the robustness of an optimal tour is analyzed with respect to changes to the edge costs. Specifically, the stability region of an optimal tour is obtained, i.e., the set of all edge cost perturbations for which that tour is optimal. The exact stability region of solutions to variants of the traveling salesman problems is obtained from a linear programming relaxation of an auxiliary problem. Edge cost tolerances and edge criticalities are derived from the stability region. For Euclidean traveling salesman problems, robustness with respect to perturbations to vertex locations is considered and safe radii and vertex criticalities are introduced. For weighted-sum multi-objective problems, stability regions with respect to changes in the objectives, weights, and simultaneous changes are given. Most critical weight perturbations are derived. Computing exact stability regions is intractable for large instances. Therefore, tractable approximations are desirable. The stability region of solutions to relaxations of the traveling salesman problem give under approximations and sets of tours give over approximations. The application of these results to the two-neighborhood and the minimum 1-tree relaxation are discussed. Bounds on edge cost tolerances and approximate criticalities are obtainable likewise. A minimum spanning tree is an optimal communication topology for minimizing the cumulative transmission power in multi aircraft missions. The stability region of a minimum spanning tree is given and tolerances, stability balls

  3. Hardware and software improvements to a low-cost horizontal parallax holographic video monitor.

    Science.gov (United States)

    Henrie, Andrew; Codling, Jesse R; Gneiting, Scott; Christensen, Justin B; Awerkamp, Parker; Burdette, Mark J; Smalley, Daniel E

    2018-01-01

    Displays capable of true holographic video have been prohibitively expensive and difficult to build. With this paper, we present a suite of modularized hardware components and software tools needed to build a HoloMonitor with basic "hacker-space" equipment, highlighting improvements that have enabled the total materials cost to fall to $820, well below that of other holographic displays. It is our hope that the current level of simplicity, development, design flexibility, and documentation will enable the lay engineer, programmer, and scientist to relatively easily replicate, modify, and build upon our designs, bringing true holographic video to the masses.

  4. An extended framework for adaptive playback-based video summarization

    Science.gov (United States)

    Peker, Kadir A.; Divakaran, Ajay

    2003-11-01

    In our previous work, we described an adaptive fast playback framework for video summarization where we changed the playback rate using the motion activity feature so as to maintain a constant "pace." This method provides an effective way of skimming through video, especially when the motion is not too complex and the background is mostly still, such as in surveillance video. In this paper, we present an extended summarization framework that, in addition to motion activity, uses semantic cues such as face or skin color appearance, speech and music detection, or other domain dependent semantically significant events to control the playback rate. The semantic features we use are computationally inexpensive and can be computed in compressed domain, yet are robust, reliable, and have a wide range of applicability across different content types. The presented framework also allows for adaptive summaries based on preference, for example, to include more dramatic vs. action elements, or vice versa. The user can switch at any time between the skimming and the normal playback modes. The continuity of the video is preserved, and complete omission of segments that may be important to the user is avoided by using adaptive fast playback instead of skipping over long segments. The rule-set and the input parameters can be further modified to fit a certain domain or application. Our framework can be used by itself, or as a subsequent presentation stage for a summary produced by any other summarization technique that relies on generating a sub-set of the content.

  5. "School Shooter" Web Video Game Raises Concerns

    Science.gov (United States)

    Rhen, Brad

    2011-01-01

    A new video game in which the player stalks and shoots fellow students and teachers in school settings is drawing fire from school district officials. "School Shooter: North American Tour 2012" is a first-person game that allows the player to move around a school and collect points by killing defenseless students and teachers. The game,…

  6. Subjective Analysis and Objective Characterization of Adaptive Bitrate Videos

    DEFF Research Database (Denmark)

    Søgaard, Jacob; Tavakoli, Samira; Brunnström, Kjell

    2016-01-01

    The HTTP Adaptive Streaming (HAS) technology allows video service providers to improve the network utilization and thereby increasing the end-users’ Quality of Experience (QoE).This has made HAS a widely used approach for audiovisual delivery. There are several previous studies aiming to identify...... the factors influencing on subjective QoE of adaptation events.However, adapting the video quality typically lasts in a time scale much longer than what current standardized subjective testing methods are designed for, thus making the full matrix design of the experiment on an event level hard to achieve....... In this study, we investigated the overall subjective QoE of 6 minutes long video sequences containing different sequential adaptation events. This was compared to a data set from our previous work performed to evaluate the individual adaptation events. We could then derive a relationship between the overall...

  7. Rate control scheme for consistent video quality in scalable video codec.

    Science.gov (United States)

    Seo, Chan-Won; Han, Jong-Ki; Nguyen, Truong Q

    2011-08-01

    Multimedia data delivered to mobile devices over wireless channels or the Internet are complicated by bandwidth fluctuation and the variety of mobile devices. Scalable video coding has been developed as an extension of H.264/AVC to solve this problem. Since scalable video codec provides various scalabilities to adapt the bitstream for the channel conditions and terminal types, scalable codec is one of the useful codecs for wired or wireless multimedia communication systems, such as IPTV and streaming services. In such scalable multimedia communication systems, video quality fluctuation degrades the visual perception significantly. It is important to efficiently use the target bits in order to maintain a consistent video quality or achieve a small distortion variation throughout the whole video sequence. The scheme proposed in this paper provides a useful function to control video quality in applications supporting scalability, whereas conventional schemes have been proposed to control video quality in the H.264 and MPEG-4 systems. The proposed algorithm decides the quantization parameter of the enhancement layer to maintain a consistent video quality throughout the entire sequence. The video quality of the enhancement layer is controlled based on a closed-form formula which utilizes the residual data and quantization error of the base layer. The simulation results show that the proposed algorithm controls the frame quality of the enhancement layer in a simple operation, where the parameter decision algorithm is applied to each frame.

  8. Surgical video recording with a modified GoPro Hero 4 camera.

    Science.gov (United States)

    Lin, Lily Koo

    2016-01-01

    Surgical videography can provide analytical self-examination for the surgeon, teaching opportunities for trainees, and allow for surgical case presentations. This study examined if a modified GoPro Hero 4 camera with a 25 mm lens could prove to be a cost-effective method of surgical videography with enough detail for oculoplastic and strabismus surgery. The stock lens mount and lens were removed from a GoPro Hero 4 camera, and was refitted with a Peau Productions SuperMount and 25 mm lens. The modified GoPro Hero 4 camera was then fixed to an overhead surgical light. Camera settings were set to 1080p video resolution. The 25 mm lens allowed for nine times the magnification as the GoPro stock lens. There was no noticeable video distortion. The entire cost was less than 600 USD. The adapted GoPro Hero 4 with a 25 mm lens allows for high-definition, cost-effective, portable video capture of oculoplastic and strabismus surgery. The 25 mm lens allows for detailed videography that can enhance surgical teaching and self-examination.

  9. From Mars to Media: The Phoenix Mars Mission and the Challenges of Real-Time, Multimedia Science Communication and Public Education

    Science.gov (United States)

    Buxner, S.; Bitter, C.

    2008-12-01

    Although the Mars Exploration Rovers, Mars Reconnaissance Orbiter, and Mars Odyssey Missions set the standard for science communication and public education about Mars, the Phoenix Mission was presented with robust new communication challenges and opportunities. The new frontier includes Web 2.0, international forums, internal and external blogs, social networking sites, as well as the traditional media and education outlets for communicating science and information. We will explore the highlights and difficulties of managing the 'message from Mars' in our current multimedia saturated world while balancing authentic science discoveries, public expectations, and communication demands. Our goal is to create a more science savvy public and a more communication oriented science community for the future. The key issues are helping the public and our scientists distinguish between information and knowledge and managing the content that connects the two.

  10. A pilot project in distance education: nurse practitioner students' experience of personal video capture technology as an assessment method of clinical skills.

    Science.gov (United States)

    Strand, Haakan; Fox-Young, Stephanie; Long, Phil; Bogossian, Fiona

    2013-03-01

    This paper reports on a pilot project aimed at exploring postgraduate distance students' experiences using personal video capture technology to complete competency assessments in physical examination. A pre-intervention survey gathered demographic data from nurse practitioner students (n=31) and measured their information communication technology fluency. Subsequently, thirteen (13) students were allocated a hand held video camera to use in their clinical setting. Those participating in the trial completed a post-intervention survey and further data were gathered using semi-structured interviews. Data were analysed by descriptive statistics and deductive content analysis, and the Unified Theory of Acceptance and Use of Technology (Venkatesh et al., 2003) were used to guide the project. Uptake of the intervention was high (93%) as students recognised the potential benefit. Students were video recorded while performing physical examinations. They described high level of stress and some anxiety, which decreased rapidly while assessment was underway. Barriers experienced were in the areas of facilitating conditions (technical character e.g. upload of files) and social influence (e.g. local ethical approval). Students valued the opportunity to reflect on their recorded performance with their clinical mentors and by themselves. This project highlights the demands and difficulties of introducing technology to support work-based learning. Copyright © 2011 Elsevier Ltd. All rights reserved.

  11. Part Two: Learning Science Through Digital Video: Student Views on Watching and Creating Videos

    Science.gov (United States)

    Wade, P.; Courtney, A. R.

    2014-12-01

    The use of digital video for science education has become common with the wide availability of video imagery. This study continues research into aspects of using digital video as a primary teaching tool to enhance student learning in undergraduate science courses. Two survey instruments were administered to undergraduate non-science majors. Survey One focused on: a) What science is being learned from watching science videos such as a "YouTube" clip of a volcanic eruption or an informational video on geologic time and b) What are student preferences with regard to their learning (e.g. using video versus traditional modes of delivery)? Survey Two addressed students' perspectives on the storytelling aspect of the video with respect to: a) sustaining interest, b) providing science information, c) style of video and d) quality of the video. Undergraduate non-science majors were the primary focus group in this study. Students were asked to view video segments and respond to a survey focused on what they learned from the segments. The storytelling aspect of each video was also addressed by students. Students watched 15-20 shorter (3-15 minute science videos) created within the last four years. Initial results of this research support that shorter video segments were preferred and the storytelling quality of each video related to student learning.

  12. The role of imitation in video-based interventions for children with autism.

    Science.gov (United States)

    Lindsay, C J; Moore, D W; Anderson, A; Dillenburger, K

    2013-08-01

    The aim of this paper is to bridge the gap between the corpus of imitation research and video-based intervention (VBI) research, and consider the impact imitation skills may be having on VBI outcomes and highlight potential areas for improving efficacy. A review of the imitation literature was conducted focusing on imitation skill deficits in children with autism followed by a critical review of the video modelling literature focusing on pre-intervention assessment of imitation skills and the impact imitation deficits may have on VBI outcomes. Children with autism have specific imitation deficits, which may impact VBI outcomes. Imitation training or procedural modifications made to videos may accommodate for these deficits. There are only six studies where VBI researchers have taken pre-intervention imitation assessments using an assortment of imitation measures. More research is required to develop a standardised multi-dimensional imitation assessment battery that can better inform VBI.

  13. Parent-Driven Campaign Videos: An Analysis of the Motivation and Affect of Videos Created by Parents of Children With Complex Healthcare Needs.

    Science.gov (United States)

    Carter, Bernie; Bray, Lucy; Keating, Paula; Wilkinson, Catherine

    2017-09-15

    Caring for a child with complex health care needs places additional stress and time demands on parents. Parents often turn to their peers to share their experiences, gain support, and lobby for change; increasingly this is done through social media. The WellChild #notanurse_but is a parent-driven campaign that states its aim is to "shine a light" on the care parents, who are not nurses, have to undertake for their child with complex health care needs and to raise decision-makers' awareness of the gaps in service provision and support. This article reports on a study that analyzed the #notanurse_but parent-driven campaign videos. The purpose of the study was to consider the videos in terms of the range, content, context, perspectivity (motivation), and affect (sense of being there) in order to inform the future direction of the campaign. Analysis involved repeated viewing of a subset of 30 purposively selected videos and documenting our analysis on a specifically designed data extraction sheet. Each video was analyzed by a minimum of 2 researchers. All but 2 of the 30 videos were filmed inside the home. A variety of filming techniques were used. Mothers were the main narrators in all but 1 set of videos. The sense of perspectivity was clearly linked to the campaign with the narration pressing home the reality, complexity, and need for vigilance in caring for a child with complex health care needs. Different clinical tasks and routines undertaken as part of the child's care were depicted. Videos also reported on a sense of feeling different than "normal families"; the affect varied among the researchers, ranging from strong to weaker emotional responses.

  14. The Rosetta Mission - Where no Spacecraft has gone before

    CERN Multimedia

    CERN. Geneva

    2015-01-01

    This Talk will provide an overview on the Scientific Highlights of the Rosetta Mission. After travelling through the Solar System for nearly 10 years Rosetta arrived at its main target, Comet 67/P Churyumov-Gerasimenko, in August 2014. Following an initial characterisation of the Comet, the lander unit Philae touched down on the partly active Nucleus on November 12 of the same year. The data acquired from the numerous instruments onboard the Spacecraft provides a unique insight into the properties of the Comets. While most of the measurements and processing of the data are still ongoing, the results from the Mission provide continuous surprises to the scientific community. While the Lander has been reactivated with some difficulties after a few months of inactivity due to low insolation levels, the Orbiter is pursuing its main mission objectives until the end of its extended Mission in Autumn 2016. During the long journey, the Spacecraft had encountered Earth, Mars and two Asteroids ( 2867 Šteins and 21 Lu...

  15. Mission Assurance Modeling and Simulation: A Cyber Security Roadmap

    Science.gov (United States)

    Gendron, Gerald; Roberts, David; Poole, Donold; Aquino, Anna

    2012-01-01

    This paper proposes a cyber security modeling and simulation roadmap to enhance mission assurance governance and establish risk reduction processes within constrained budgets. The term mission assurance stems from risk management work by Carnegie Mellon's Software Engineering Institute in the late 19905. By 2010, the Defense Information Systems Agency revised its cyber strategy and established the Program Executive Officer-Mission Assurance. This highlights a shift from simply protecting data to balancing risk and begins a necessary dialogue to establish a cyber security roadmap. The Military Operations Research Society has recommended a cyber community of practice, recognizing there are too few professionals having both cyber and analytic experience. The authors characterize the limited body of knowledge in this symbiotic relationship. This paper identifies operational and research requirements for mission assurance M&S supporting defense and homeland security. M&S techniques are needed for enterprise oversight of cyber investments, test and evaluation, policy, training, and analysis.

  16. Query by example video based on fuzzy c-means initialized by fixed clustering center

    Science.gov (United States)

    Hou, Sujuan; Zhou, Shangbo; Siddique, Muhammad Abubakar

    2012-04-01

    Currently, the high complexity of video contents has posed the following major challenges for fast retrieval: (1) efficient similarity measurements, and (2) efficient indexing on the compact representations. A video-retrieval strategy based on fuzzy c-means (FCM) is presented for querying by example. Initially, the query video is segmented and represented by a set of shots, each shot can be represented by a key frame, and then we used video processing techniques to find visual cues to represent the key frame. Next, because the FCM algorithm is sensitive to the initializations, here we initialized the cluster center by the shots of query video so that users could achieve appropriate convergence. After an FCM cluster was initialized by the query video, each shot of query video was considered a benchmark point in the aforesaid cluster, and each shot in the database possessed a class label. The similarity between the shots in the database with the same class label and benchmark point can be transformed into the distance between them. Finally, the similarity between the query video and the video in database was transformed into the number of similar shots. Our experimental results demonstrated the performance of this proposed approach.

  17. Video as a technology for interpersonal communications: a new perspective

    Science.gov (United States)

    Whittaker, Steve

    1995-03-01

    Some of the most challenging multimedia applications have involved real- time conferencing, using audio and video to support interpersonal communication. Here we re-examine assumptions about the role, importance and implementation of video information in such systems. Rather than focussing on novel technologies, we present evaluation data relevant to both the classes of real-time multimedia applications we should develop and their design and implementation. Evaluations of videoconferencing systems show that previous work has overestimated the importance of video at the expense of audio. This has strong implications for the implementation of bandwidth allocation and synchronization. Furthermore our recent studies of workplace interaction show that prior work has neglected another potentially vital function of visual information: in assessing the communication availability of others. In this new class of application, rather than providing a supplement to audio information, visual information is used to promote the opportunistic communications that are prevalent in face-to-face settings. We discuss early experiments with such connection applications and identify outstanding design and implementation issues. Finally we examine a different class of application 'video-as-data', where the video image is used to transmit information about the work objects themselves, rather than information about interactants.

  18. 77 FR 48102 - Closed Captioning and Video Description of Video Programming

    Science.gov (United States)

    2012-08-13

    ... Captioning and Video Description of Video Programming AGENCY: Federal Communications Commission. [[Page 48103... show that providing captions on their programming would be economically burdensome. DATES: Effective...) establishing requirements for closed captioning on video programming to ensure access by persons with hearing...

  19. Low-complexity JPEG-based progressive video codec for wireless video transmission

    DEFF Research Database (Denmark)

    Ukhanova, Ann; Forchhammer, Søren

    2010-01-01

    This paper discusses the question of video codec enhancement for wireless video transmission of high definition video data taking into account constraints on memory and complexity. Starting from parameter adjustment for JPEG2000 compression algorithm used for wireless transmission and achieving...

  20. STS-95 Day 03 Highlights

    Science.gov (United States)

    1998-01-01

    On this third day of the STS-95 mission, the flight crew, Cmdr. Curtis L. Brown, Pilot Steven W. Lindsey, Mission Specialists Scott E. Parazynski, Stephen K. Robinson, and Pedro Duque, and Payload Specialists Chiaki Mukai and John H. Glenn, are seen checking out equipment that will be used for the deployment of the Spartan, a small, Shuttle-launched and retrieved satellite, whose mission is to study the Sun.

  1. Atmospheric Research 2014 Technical Highlights

    Science.gov (United States)

    Platnick, Steven

    2015-01-01

    Earth Sciences Division in atmospheric science research. Figure 1.1 shows the 20-year record of peer-reviewed publications and proposals among the various Laboratories. This data shows that the scientific work being conducted in the Laboratories is competitive with the work being done elsewhere in universities and other government agencies. The office of Deputy Director for Atmospheric Research will strive to maintain this record by rigorously monitoring and promoting quality while emphasizing coordination and integration among atmospheric disciplines. Also, an appropriate balance will be maintained between the scientists' responsibility for large collaborative projects and missions and their need to carry out active science research as a principal investigator. This balance allows members of the Laboratories to improve their scientific credentials, and develop leadership potentials. Interdisciplinary research is carried out in collaboration with other laboratories and research groups within the Earth Sciences Division, across the Sciences and Exploration Directorate, and with partners in universities and other government agencies. Members of the Laboratories interact with the general public to support a wide range of interests in the atmospheric sciences. Among other activities, the Laboratories raise the public's awareness of atmospheric science by presenting public lectures and demonstrations, by making scientific data available to wide audiences, by teaching, and by mentoring students and teachers. The Atmosphere Laboratories make substantial efforts to attract and recruit new scientists to the various areas of atmospheric research. We strongly encourage the establishment of partnerships with Federal and state agencies that have operational responsibilities to promote the societal application of our science products. This report describes our role in NASA's mission, provides highlights of our research scope and activities, and summarizes our scientists' major

  2. Brain Training with Video Games in Covert Hepatic Encephalopathy.

    Science.gov (United States)

    Bajaj, Jasmohan S; Ahluwalia, Vishwadeep; Thacker, Leroy R; Fagan, Andrew; Gavis, Edith A; Lennon, Michael; Heuman, Douglas M; Fuchs, Michael; Wade, James B

    2017-02-01

    Despite the associated adverse outcomes, pharmacologic intervention for covert hepatic encephalopathy (CHE) is not the standard of care. We hypothesized that a video game-based rehabilitation program would improve white matter integrity and brain connectivity in the visuospatial network on brain magnetic resonance imaging (MRI), resulting in improved cognitive function in CHE subjects on measures consistent with the cognitive skill set emphasized by the two video games (e.g., IQ Boost-visual working memory, and Aim and Fire Challenge-psychomotor speed), but also generalize to thinking skills beyond the focus of the cognitive training (Hopkins verbal learning test (HVLT)-verbal learning/memory) and improve their health-related quality of life (HRQOL). The trial included three phases over 8 weeks; during the learning phase (cognitive tests administered twice over 2 weeks without intervening intervention), training phase (daily video game training for 4 weeks), and post-training phase (testing 2 weeks after the video game training ended). Thirty CHE patients completed all visits with significant daily achievement on the video games. In a subset of 13 subjects that underwent brain MRI, there was a significant decrease in fractional anisotropy, and increased radial diffusivity (suggesting axonal sprouting or increased cross-fiber formation) involving similar brain regions (i.e., corpus callosum, internal capsule, and sections of the corticospinal tract) and improvement in the visuospatial resting-state connectivity corresponding to the video game training domains. No significant corresponding improvement in HRQOL or HVLT performance was noted, but cognitive performance did transiently improve on cognitive tests similar to the video games during training. Although multimodal brain imaging changes suggest reductions in tract edema and improved neural network connectivity, this trial of video game brain training did not improve the HRQOL or produce lasting improvement in

  3. Using a Music Video Parody to Promote Breastfeeding and Increase Comfort Levels Among Young Adults.

    Science.gov (United States)

    Austen, Erin L; Beadle, Julie; Lukeman, Sionnach; Lukeman, Ellen; Aquino, Nicola

    2017-08-01

    North Americans are not meeting the World Health Organization's breastfeeding recommendations. Young adults understand that breastfeeding is healthy but are uncomfortable seeing breastfeeding. Research aim: The aim of the current project was to determine if a music video parody promoting breastfeeding is perceived by young adults to be an effective means of promotion and if exposure to such a video could increase comfort levels. Young adults rated how comfortable they felt looking at breastfeeding and bottle-feeding images (pretest). Two months later, a subset of participants watched the music video parody "Breastfeeding My Baby." In Phase 1, participants completed the picture-rating task again (posttest) after a 2-month delay, plus a survey to assess memory and perception of the video. In Phase 2, participants were reminded of the video before completing the comfort ratings, and in the final phase, posttest measures were administered only 1 week after exposure to the video. Across all phases, the video was perceived to be effective and was memorable. Breastfeeding comfort ratings were comparable at pretest across participant groups; comfort ratings improved at posttest for participants who saw the video but only if they were reminded of seeing it before providing their ratings. At shorter intervals between seeing the video and completing the posttests, comfort ratings for breastfeeding images increased for all participants, highlighting the general importance of exposure to breastfeeding. Young adults are receptive to using a music video parody to promote breastfeeding, which can help to increase comfort levels with breastfeeding.

  4. Mission reliability of semi-Markov systems under generalized operational time requirements

    International Nuclear Information System (INIS)

    Wu, Xiaoyue; Hillston, Jane

    2015-01-01

    Mission reliability of a system depends on specific criteria for mission success. To evaluate the mission reliability of some mission systems that do not need to work normally for the whole mission time, two types of mission reliability for such systems are studied. The first type corresponds to the mission requirement that the system must remain operational continuously for a minimum time within the given mission time interval, while the second corresponds to the mission requirement that the total operational time of the system within the mission time window must be greater than a given value. Based on Markov renewal properties, matrix integral equations are derived for semi-Markov systems. Numerical algorithms and a simulation procedure are provided for both types of mission reliability. Two examples are used for illustration purposes. One is a one-unit repairable Markov system, and the other is a cold standby semi-Markov system consisting of two components. By the proposed approaches, the mission reliability of systems with time redundancy can be more precisely estimated to avoid possible unnecessary redundancy of system resources. - Highlights: • Two types of mission reliability under generalized requirements are defined. • Equations for both types of reliability are derived for semi-Markov systems. • Numerical methods are given for solving both types of reliability. • Simulation procedure is given for estimating both types of reliability. • Verification of the numerical methods is given by the results of simulation

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

    Science.gov (United States)

    Brame, Cynthia J.

    2016-01-01

    Educational videos have become an important part of higher education, providing an important content-delivery tool in many flipped, blended, and online classes. Effective use of video as an educational tool is enhanced when instructors consider three elements: how to manage cognitive load of the video; how to maximize student engagement with the video; and how to promote active learning from the video. This essay reviews literature relevant to each of these principles and suggests practical ways instructors can use these principles when using video as an educational tool. PMID:27789532

  6. Princeton Plasma Physics Laboratory for FY2003. Annual Highlights

    International Nuclear Information System (INIS)

    Phillips, Carol A.; DeMeo, Anthony R.

    2004-01-01

    The Princeton Plasma Physics Laboratory FY2003 Annual Highlights report provides a summary of the activities at the Laboratory for the fiscal year--1 October 2002 through 30 September 2003. The report includes the Laboratory's Mission and Vision Statements, a message ''From the Director,'' summaries of the research and engineering activities by project, and sections on Technology Transfer, the Graduate and Science Education Programs, Awards and Honors garnered by the Laboratory and the employees, and the Year in Pictures. There is also a listing of the Laboratory's publications for the year and a section of the abbreviations, acronyms, and symbols used throughout the report. In the PDF document, links have been created from the Table of Contents to each section. You can also return to the Table of Contents from the beginning page of each section. The PPPL Highlights for fiscal year 2003 is also available in hardcopy format. To obtain a copy e-mail Publications and Reports at: pub-reports at pppl.gov. Be sure to include your complete mailing address

  7. Understanding perceptions of genital herpes disclosure through analysis of an online video contest.

    Science.gov (United States)

    Catallozzi, Marina; Ebel, Sophia C; Chávez, Noé R; Shearer, Lee S; Mindel, Adrian; Rosenthal, Susan L

    2013-12-01

    The aims of this study were to examine pre-existing videos in order to explore the motivation for, possible approaches to, and timing and context of disclosure of genital herpes infection as described by the lay public. A thematic content analysis was performed on 63 videos submitted to an Australian online contest sponsored by the Australian Herpes Management Forum and Novartis Pharmaceuticals designed to promote disclosure of genital herpes. Videos either provided a motivation for disclosure of genital herpes or directed disclosure without an explicit rationale. Motivations included manageability of the disease or consistency with important values. Evaluation of strategies and logistics of disclosure revealed a variety of communication styles including direct and indirect. Disclosure settings included those that were private, semiprivate and public. Disclosure was portrayed in a variety of relationship types, and at different times within those relationships, with many videos demonstrating disclosure in connection with a romantic setting. Individuals with genital herpes are expected to disclose to susceptible partners. This analysis suggests that understanding lay perspectives on herpes disclosure to a partner may help healthcare providers develop counselling messages that decrease anxiety and foster disclosure to prevent transmission.

  8. PENGEMBANGAN BAHAN AJAR BERBASIS KONTEKSTUAL PADA MATERI HIMPUNAN BERBANTU VIDEO PEMBELAJARAN

    Directory of Open Access Journals (Sweden)

    Yulis Purwanto

    2015-06-01

    Full Text Available The objective of this research was to know the feasibility of mathematics contextual-based learning materials on the material set using video-assisted learning. This research was a research and development (R & D. Models were used to adapt the model developed by Sugiyono, but not to stage a mass product. Subjects tested in this study was seventh grade Junior high school 1 Batanghari academic year 2014/2015. Results of the validation of teaching materials to obtain an average value of 82.14%. Learning outcomes of the pilot study of  small-scale was 84 and learning outcomes of large-scale was 84.33, so the contextual-based learning materials on the material set using video-assisted learning was very feasible used in learning

  9. Setting a personal career direction.

    Science.gov (United States)

    McCurdy, Fredrick A; Marcdante, Karen

    2003-01-01

    In summary, we believe that both you and your organization should have a set of core values, a well-defined mission (core purpose), and a vision of the future. Ideally, your projects and activities should be congruent with your mission and values, you should be pursuing your vision, and all of this should be congruent with the organization mission and values. Practically speaking, most individuals we have worked with over the years find themselves in two different groups at this point in the exercise. The minority find that their personal mission is not at all similar to the mission of their current organization and they find it necessary to seriously reevaluate their personal career direction. Sometimes, this results in them finding some other place to work. On the other hand, the majority discover their personal mission is in reasonable agreement with that of their organization. For both, this exercise has helped them clarify and better manage their personal career direction.

  10. STS-61 mission director's post-mission report

    Science.gov (United States)

    Newman, Ronald L.

    1995-01-01

    To ensure the success of the complex Hubble Space Telescope servicing mission, STS-61, NASA established a number of independent review groups to assess management, design, planning, and preparation for the mission. One of the resulting recommendations for mission success was that an overall Mission Director be appointed to coordinate management activities of the Space Shuttle and Hubble programs and to consolidate results of the team reviews and expedite responses to recommendations. This report presents pre-mission events important to the experience base of mission management, with related Mission Director's recommendations following the event(s) to which they apply. All Mission Director's recommendations are presented collectively in an appendix. Other appendixes contain recommendations from the various review groups, including Payload Officers, the JSC Extravehicular Activity (EVA) Section, JSC EVA Management Office, JSC Crew and Thermal Systems Division, and the STS-61 crew itself. This report also lists mission events in chronological order and includes as an appendix a post-mission summary by the lead Payload Deployment and Retrieval System Officer. Recommendations range from those pertaining to specific component use or operating techniques to those for improved management, review, planning, and safety procedures.

  11. Video as a Tool to Increase Understanding and Support for the Endangered Species Act

    Science.gov (United States)

    Kleinhenz, Peter N.; Parker, Michael S.

    2017-01-01

    Research into the effectiveness of video as a tool to educate students about environmental issues and cause a change in their attitudes toward them in a classroom setting is limited. We sought to add to this sparse body of research. We created three videos that showcased a species in a different stage of protection under the Endangered Species…

  12. Performance Analysis of Video Transmission Using Sequential Distortion Minimization Method for Digital Video Broadcasting Terrestrial

    Directory of Open Access Journals (Sweden)

    Novita Astin

    2016-12-01

    Full Text Available This paper presents about the transmission of Digital Video Broadcasting system with streaming video resolution 640x480 on different IQ rate and modulation. In the video transmission, distortion often occurs, so the received video has bad quality. Key frames selection algorithm is flexibel on a change of video, but on these methods, the temporal information of a video sequence is omitted. To minimize distortion between the original video and received video, we aimed at adding methodology using sequential distortion minimization algorithm. Its aim was to create a new video, better than original video without significant loss of content between the original video and received video, fixed sequentially. The reliability of video transmission was observed based on a constellation diagram, with the best result on IQ rate 2 Mhz and modulation 8 QAM. The best video transmission was also investigated using SEDIM (Sequential Distortion Minimization Method and without SEDIM. The experimental result showed that the PSNR (Peak Signal to Noise Ratio average of video transmission using SEDIM was an increase from 19,855 dB to 48,386 dB and SSIM (Structural Similarity average increase 10,49%. The experimental results and comparison of proposed method obtained a good performance. USRP board was used as RF front-end on 2,2 GHz.

  13. 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...

  14. Education and Public Outreach and Engagement at NASA's Analog Missions in 2012

    Science.gov (United States)

    Watkins, Wendy L.; Janoiko, Barbara A.; Mahoney, Erin; Hermann, Nicole B.

    2013-01-01

    Analog missions are integrated, multi-disciplinary activities that test key features of future human space exploration missions in an integrated fashion to gain a deeper understanding of system-level interactions and operations early in conceptual development. These tests often are conducted in remote and extreme environments that are representative in one or more ways to that of future spaceflight destinations. They may also be conducted at NASA facilities, using advanced modeling and human-in-the-loop scenarios. As NASA develops a capability driven framework to transport crew to a variety of space environments, it will use analog missions to gather requirements and develop the technologies necessary to ensure successful exploration beyond low Earth orbit. NASA s Advanced Exploration Systems (AES) Division conducts these high-fidelity integrated tests, including the coordination and execution of a robust education and public outreach (EPO) and engagement program for each mission. Conducting these mission scenarios in unique environments not only provides an opportunity to test the EPO concepts for the particular future-mission scenario, such as the best methods for conducting events with a communication time delay, but it also provides an avenue to deliver NASA s human space exploration key messages. These analogs are extremely exciting to students and the public, and they are performed in such a way that the public can feel like part of the mission. They also provide an opportunity for crew members to obtain training in education and public outreach activities similar to what they would perform in space. The analog EPO team is responsible for the coordination and execution of the events, the overall social media component for each mission, and public affairs events such as media visits and interviews. They also create new and exciting ways to engage the public, manage and create website content, coordinate video footage for missions, and coordinate and integrate

  15. 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....

  16. 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.

  17. Video-tracker trajectory analysis: who meets whom, when and where

    Science.gov (United States)

    Jäger, U.; Willersinn, D.

    2010-04-01

    Unveiling unusual or hostile events by observing manifold moving persons in a crowd is a challenging task for human operators, especially when sitting in front of monitor walls for hours. Typically, hostile events are rare. Thus, due to tiredness and negligence the operator may miss important events. In such situations, an automatic alarming system is able to support the human operator. The system incorporates a processing chain consisting of (1) people tracking, (2) event detection, (3) data retrieval, and (4) display of relevant video sequence overlaid by highlighted regions of interest. In this paper we focus on the event detection stage of the processing chain mentioned above. In our case, the selected event of interest is the encounter of people. Although being based on a rather simple trajectory analysis, this kind of event embodies great practical importance because it paves the way to answer the question "who meets whom, when and where". This, in turn, forms the basis to detect potential situations where e.g. money, weapons, drugs etc. are handed over from one person to another in crowded environments like railway stations, airports or busy streets and places etc.. The input to the trajectory analysis comes from a multi-object video-based tracking system developed at IOSB which is able to track multiple individuals within a crowd in real-time [1]. From this we calculate the inter-distances between all persons on a frame-to-frame basis. We use a sequence of simple rules based on the individuals' kinematics to detect the event mentioned above to output the frame number, the persons' IDs from the tracker and the pixel coordinates of the meeting position. Using this information, a data retrieval system may extract the corresponding part of the recorded video image sequence and finally allows for replaying the selected video clip with a highlighted region of interest to attract the operator's attention for further visual inspection.

  18. Video surveillance using distance maps

    Science.gov (United States)

    Schouten, Theo E.; Kuppens, Harco C.; van den Broek, Egon L.

    2006-02-01

    Human vigilance is limited; hence, automatic motion and distance detection is one of the central issues in video surveillance. Hereby, many aspects are of importance, this paper specially addresses: efficiency, achieving real-time performance, accuracy, and robustness against various noise factors. To obtain fully controlled test environments, an artificial development center for robot navigation is introduced in which several parameters can be set (e.g., number of objects, trajectories and type and amount of noise). In the videos, for each following frame, movement of stationary objects is detected and pixels of moving objects are located from which moving objects are identified in a robust way. An Exact Euclidean Distance Map (E2DM) is utilized to determine accurately the distances between moving and stationary objects. Together with the determined distances between moving objects and the detected movement of stationary objects, this provides the input for detecting unwanted situations in the scene. Further, each intelligent object (e.g., a robot), is provided with its E2DM, allowing the object to plan its course of action. Timing results are specified for each program block of the processing chain for 20 different setups. So, the current paper presents extensive, experimentally controlled research on real-time, accurate, and robust motion detection for video surveillance, using E2DMs, which makes it a unique approach.

  19. Moral license in video games: when being right can mean doing wrong.

    Science.gov (United States)

    Ellithorpe, Morgan E; Cruz, Carlos; Velez, John A; Ewoldsen, David R; Bogert, Adam K

    2015-04-01

    Research on video game violence has found largely consistent evidence that violence in video games tends to be associated with an increase in antisocial behavior. However, this body of work has mostly ignored one prominent feature of many violent games: moral decision making. It is possible that the influence of video game violence could change when moral decisions are brought into the context. One way video games change behavior is through changes in players' self-perceptions, a process called identity simulation. In addition, a perspective called moral license predicts that these effects should not necessarily be consistent across behaviors, in that people should try to balance selfishness with keeping the moral high ground across many behaviors. Therefore, moral choices (or immoral choices) in a video game may predict less moral (or more moral) behaviors right after the game. However, later behavior may revert yet again, creating a cycle of pro- and antisocial behaviors. The present experiment asks participants to make moral choices in a video game, and then measures their behavior on two subsequent tasks. Results indicate that taking what participants perceive to be the more moral mind-set in the video game predicts more antisocial behavior on the first task, but more pro-social behavior on the next task. These results support identity simulation and moral license processes in a video game and moral behavior context, and indicate that there may be greater complexity in video game violence effects than previously understood.

  20. From the Spoken Word to Video: Orality, Literacy, Mediated Orality, and the Amazigh (Berber Cultural Production

    Directory of Open Access Journals (Sweden)

    Daniela Merolla

    2005-08-01

    Full Text Available This article presents new directions in Tamazight/Berber artistic productions. The development of theatre, films and videos in Tamazight are set in the framework of the historical and literary background in the Maghreb and in the lands of Amazigh Diaspora.  It also includes the interview with the video-maker and director Agouram Salout. Key Words: tamazight, berber, theatre, videos, film, taqbaylit, tarifit, tachelhit, new cultural production, writing, orality

  1. Industrial-Strength Streaming Video.

    Science.gov (United States)

    Avgerakis, George; Waring, Becky

    1997-01-01

    Corporate training, financial services, entertainment, and education are among the top applications for streaming video servers, which send video to the desktop without downloading the whole file to the hard disk, saving time and eliminating copyrights questions. Examines streaming video technology, lists ten tips for better net video, and ranks…

  2. The Benefits of Active Video Games for Educational and Physical Activity Approaches: A Systematic Review

    Science.gov (United States)

    Merino Campos, Carlos; del Castillo Fernández, Héctor

    2016-01-01

    This article sets out to conduct a systematic review of the current literature on active video games as potential educational tools for physical education or physical activity. To begin with, research on active video games for educational and physical purposes has been examined with the purpose of verifying improvement of attitudes, intellectual…

  3. Video modeling by experts with video feedback to enhance gymnastics skills.

    Science.gov (United States)

    Boyer, Eva; Miltenberger, Raymond G; Batsche, Catherine; Fogel, Victoria

    2009-01-01

    The effects of combining video modeling by experts with video feedback were analyzed with 4 female competitive gymnasts (7 to 10 years old) in a multiple baseline design across behaviors. During the intervention, after the gymnast performed a specific gymnastics skill, she viewed a video segment showing an expert gymnast performing the same skill and then viewed a video replay of her own performance of the skill. The results showed that all gymnasts demonstrated improved performance across three gymnastics skills following exposure to the intervention.

  4. An overview of recent end-to-end wireless medical video telemedicine systems using 3G.

    Science.gov (United States)

    Panayides, A; Pattichis, M S; Pattichis, C S; Schizas, C N; Spanias, A; Kyriacou, E

    2010-01-01

    Advances in video compression, network technologies, and computer technologies have contributed to the rapid growth of mobile health (m-health) systems and services. Wide deployment of such systems and services is expected in the near future, and it's foreseen that they will soon be incorporated in daily clinical practice. This study focuses in describing the basic components of an end-to-end wireless medical video telemedicine system, providing a brief overview of the recent advances in the field, while it also highlights future trends in the design of telemedicine systems that are diagnostically driven.

  5. A Novel Quantum Video Steganography Protocol with Large Payload Based on MCQI Quantum Video

    Science.gov (United States)

    Qu, Zhiguo; Chen, Siyi; Ji, Sai

    2017-11-01

    As one of important multimedia forms in quantum network, quantum video attracts more and more attention of experts and scholars in the world. A secure quantum video steganography protocol with large payload based on the video strip encoding method called as MCQI (Multi-Channel Quantum Images) is proposed in this paper. The new protocol randomly embeds the secret information with the form of quantum video into quantum carrier video on the basis of unique features of video frames. It exploits to embed quantum video as secret information for covert communication. As a result, its capacity are greatly expanded compared with the previous quantum steganography achievements. Meanwhile, the new protocol also achieves good security and imperceptibility by virtue of the randomization of embedding positions and efficient use of redundant frames. Furthermore, the receiver enables to extract secret information from stego video without retaining the original carrier video, and restore the original quantum video as a follow. The simulation and experiment results prove that the algorithm not only has good imperceptibility, high security, but also has large payload.

  6. NATURE VIDEO WATCHING: CONSEQUENCES ON ANGER AND ANXIETY

    Directory of Open Access Journals (Sweden)

    Nicoleta Răban-Motounu

    2017-12-01

    Full Text Available Extensive research has been conducted on the effects of natural environment on people’s well-being, starting with the short term restoring effects on the brain, and continuing with the long-term effects on the emotional self-regulating processes. In the present research we have focused on the latter, trying to connect two of the problems in our world: the violent behavior, and the preservation of natural environment. Thus, the objective was to study the effects of watching a video from nature wild life on anger (the feeling and its expression, and state-anxiety. The statistical analysis indicated that, while there were no significant differences regarding anxiety (worry, internal tension or general mechanisms in dealing with fury, watching the video significantly decreased the feeling of anger, and the tendency to express it either verbally or physically. As a main conclusion we highlight the link between the accessibility of natural environment, and the violent expressions of anger.

  7. Mission statement ENSI; Leitbild ENSI - Charte de l‘IFSN - Mission statement ENSI

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    2014-02-15

    This short brochure summarises the goals of the Swiss Federal Nuclear Safety Inspectorate ENSI. ENSI is the independent supervisory authority for the nuclear sector in Switzerland. It operates in an environment that sets the highest requirements for supervision. The motto of the Mission Statement is the enhancement of safety aspects in nuclear installations. The brochure answers the following questions: What is ENSI? How does ENSI carry out supervision? How does ENSI act? How does ENSI manage? The paper lists ENSI’s four guiding principles: Being the independent supervisory authority for Switzerland’s nuclear plants, enhancement of nuclear safety through supervisory work, working as a team, setting an example.

  8. Quantification of Surf Zone Bathymetry from Video Observations of Wave Breaking

    Science.gov (United States)

    Aarninkhof, S.; Ruessink, G.

    2002-12-01

    Cost-efficient methods to quantify surf zone bathymetry with high resolution in time and space would be of great value for coastal research and management. Automated video techniques provide the potential to do so. Time-averaged video observations of the nearshore zone show bright intensities at locations where waves preferentially break. Highly similar patterns are found from model simulations of depth-induced wave breaking, which show increasing rates of wave dissipation in shallow areas like sand bars. Thus, video observations of wave breaking - at least qualitatively - reflect sub-merged beach bathymetry. In search of the quantification of this relationship, we present a new model concept to map sub-merged beach bathymetry from time-averaged video images. This is achieved by matching model-predicted and video-observed rates of wave dissipation. First, time-averaged image intensities are sampled along a cross-shore array and interpreted in terms of a wave dissipation parameter. This involves a correction for the effect of persistent foam, which is visible at time-averaged video images but not predicted by common wave propagation models. The dissipation profiles thus obtained are used to update an initial beach bathymetry through optimisation of the match between measured and modelled rates of wave dissipation. The latter is done by raising the bottom elevation in areas where the measured dissipation rate exceeds the computed dissipation and vice versa. Since the model includes video data with high resolution in time (typically multiple images over a tidal cycle), it allows for virtually continous monitoring of surfzone bathymetry . Model tests against a synthetic data set of artificially generated wave dissipation profiles have shown the model's capability to accurately reconstruct beach bathymetry, over a wide range of morphological configurations. Maximum model deviations were found in the case of highly developed bar-trough systems (bar heights up to 4 m) and

  9. Learning Computational Models of Video Memorability from fMRI Brain Imaging.

    Science.gov (United States)

    Han, Junwei; Chen, Changyuan; Shao, Ling; Hu, Xintao; Han, Jungong; Liu, Tianming

    2015-08-01

    Generally, various visual media are unequally memorable by the human brain. This paper looks into a new direction of modeling the memorability of video clips and automatically predicting how memorable they are by learning from brain functional magnetic resonance imaging (fMRI). We propose a novel computational framework by integrating the power of low-level audiovisual features and brain activity decoding via fMRI. Initially, a user study experiment is performed to create a ground truth database for measuring video memorability and a set of effective low-level audiovisual features is examined in this database. Then, human subjects' brain fMRI data are obtained when they are watching the video clips. The fMRI-derived features that convey the brain activity of memorizing videos are extracted using a universal brain reference system. Finally, due to the fact that fMRI scanning is expensive and time-consuming, a computational model is learned on our benchmark dataset with the objective of maximizing the correlation between the low-level audiovisual features and the fMRI-derived features using joint subspace learning. The learned model can then automatically predict the memorability of videos without fMRI scans. Evaluations on publically available image and video databases demonstrate the effectiveness of the proposed framework.

  10. Vehicle Plate Detection in Car Black Box Video

    Directory of Open Access Journals (Sweden)

    Dongjin Park

    2017-01-01

    Full Text Available Internet services that share vehicle black box videos need a way to obfuscate license plates in uploaded videos because of privacy issues. Thus, plate detection is one of the critical functions that such services rely on. Even though various types of detection methods are available, they are not suitable for black box videos because no assumption about size, number of plates, and lighting conditions can be made. We propose a method to detect Korean vehicle plates from black box videos. It works in two stages: the first stage aims to locate a set of candidate plate regions and the second stage identifies only actual plates from candidates by using a support vector machine classifier. The first stage consists of five sequential substeps. At first, it produces candidate regions by combining single character areas and then eliminates candidate regions that fail to meet plate conditions through the remaining substeps. For the second stage, we propose a feature vector that captures the characteristics of plates in texture and color. For performance evaluation, we compiled our dataset which contains 2,627 positive and negative images. The evaluation results show that the proposed method improves accuracy and sensitivity by at least 5% and is 30 times faster compared with an existing method.

  11. Pilot study to test effectiveness of video game on reaching performance in stroke.

    Science.gov (United States)

    Acosta, Ana Maria; Dewald, Hendrik A; Dewald, Jules P A

    2011-01-01

    Robotic systems currently used in upper-limb rehabilitation following stroke rely on some form of visual feedback as part of the intervention program. We evaluated the effect of a video game environment (air hockey) on reaching in stroke with various levels of arm support. We used the Arm Coordination Training 3D system to provide variable arm support and to control the hockey stick. We instructed seven subjects to reach to one of three targets covering the workspace of the impaired arm during the reaching task and to reach as far as possible while playing the video game. The results from this study showed that across subjects, support levels, and targets, the reaching distances achieved with the reaching task were greater than those covered with the video game. This held even after further restricting the mapped workspace of the arm to the area most affected by the flexion synergy (effectively forcing subjects to fight the synergy to reach the hockey puck). The results from this study highlight the importance of designing video games that include specific reaching targets in the workspace compromised by the expression of the flexion synergy. Such video games would also adapt the target location online as a subject's success rate increases.

  12. 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.

  13. Psychosomatic Medicine for Non-Psychiatric Residents: Video Education and Incorporation of Technology.

    Science.gov (United States)

    Saunders, J; Gopalan, P; Puri, N; Azzam, P N; Zhou, L; Ghinassi, F; Jain, A; Travis, M; Ryan, N D

    2015-12-01

    Psychiatric education for non-psychiatric residents varies between training programs, and may affect resident comfort with psychiatric topics. This study's goals were to identify non-psychiatric residents' comfort with psychiatric topics and to test the effectiveness of a video intervention. Residents in various departments were given a survey. They were asked to rank their comfort level with multiple psychiatric topics, answer questions about medical decision making capacity (MDMC), watch a 15-min video about MDMC, and answer a post-test section. In total, 91 Internal Medicine, General Surgery, and Obstetrics and Gynecology residents responded to the study. Of the 91 residents, 55 completed the pre- and post-test assessments. There was no significant difference in correct responses. Residents' comfort levels were assessed, and a significant improvement in comfort level with MDMC was found. This study highlights potential opportunities for psychiatric education, and suggests brief video interventions can increase resident physicians' comfort with a psychiatric topic.

  14. 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...

  15. 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.

  16. MIOSAT Mission Scenario and Design

    Science.gov (United States)

    Agostara, C.; Dionisio, C.; Sgroi, G.; di Salvo, A.

    2008-08-01

    MIOSAT ("Mssione Ottica su microSATellite") is a low-cost technological / scientific microsatellite mission for Earth Observation, funded by Italian Space Agency (ASI) and managed by a Group Agreement between Rheinmetall Italia - B.U. Spazio - Contraves as leader and Carlo Gavazzi Space as satellite manufacturer. Several others Italians Companies, SME and Universities are involved in the development team with crucial roles. MIOSAT is a microsatellite weighting around 120 kg and placed in a 525 km altitude sun-synchronuos circular LEO orbit. The microsatellite embarks three innovative optical payloads: Sagnac multi spectral radiometer (IFAC-CNR), Mach Zehender spectrometer (IMM-CNR), high resolution pancromatic camera (Selex Galileo). In addition three technological experiments will be tested in-flight. The first one is an heat pipe based on Marangoni effect with high efficiency. The second is a high accuracy Sun Sensor using COTS components and the last is a GNSS SW receiver that utilizes a Leon2 processor. Finally a new generation of 28% efficiency solar cells will be adopted for the power generation. The platform is highly agile and can tilt along and cross flight direction. The pointing accuracy is in the order of 0,1° for each axe. The pointing determination during images acquisition is <0,02° for the axis normal to the boresight and 0,04° for the boresight. This paper deals with MIOSAT mission scenario and definition, highlighting trade-offs for mission implementation. MIOSAT mission design has been constrained from challenging requirements in terms of satellite mass, mission lifetime, instrument performance, that have implied the utilization of satellite agility capability to improve instruments performance in terms of S/N and resolution. The instruments provide complementary measurements that can be combined in effective ways to exploit new applications in the fields of atmosphere composition analysis, Earth emissions, antropic phenomena, etc. The Mission

  17. Patient perceptions of text-messages, email, and video in dermatologic surgery patients.

    Science.gov (United States)

    Hawkins, Spencer D; Barilla, Steven; Williford, Phillip Williford M; Feldman, Steven R; Pearce, Daniel J

    2017-04-14

    We developed dermatology patient education videos and a post-operative text message service that could be accessed universally via web based applications. A secondary outcome of the study was to assess patient opinions of text-messages, email, and video in the health care setting which is reported here. An investigator-blinded, randomized, controlled intervention was evaluated in 90 nonmelanoma MMS patients at Wake Forest Baptist Dermatology. Patients were randomized 1:1:1:1 for exposure to: 1) videos with text messages, 2) videos only, 3) text messages-only, or 4) standard of care. Assessment measures were obtained by the use of REDCap survey questions during the follow up visit. 1) 67% would like to receive an email with information about the procedure beforehand 2) 98% of patients reported they would like other doctors to use educational videos as a form of patient education 3) 88% of our patients think it is appropriate for physicians to communicate to patients via text message in certain situations. Nearly all patients desired physicians to use text-messages and video in their practice and the majority of patients preferred to receive an email with information about their procedure beforehand.

  18. The dark side of online activism: Swedish right-wing extremist video activism on YouTube

    Directory of Open Access Journals (Sweden)

    Mattias Ekman

    2014-06-01

    Full Text Available In recent years, an emerging body of work, centred on specific communicative forms used in facilitating collective and connective action, have contributed to greater understanding of how digital communication relates to social mobilisation. Plenty of these studies highlight the progressive potentiality of digital communication. However, undemocratic actors also utilise the rapid advancement in digital technology. This article explores the online video activism of extreme right-wing groups in Sweden. It analyses more than 200 clips on YouTube, produced by five right-wing extremist organisations. The study shows that the extreme right deploy video activism as a strategy of visibility to mobilise and strengthen activists. Moreover, the groups attempt to alter the perception of (historically-rooted socio-political identities of the extreme right. Furthermore, YouTube becomes a political arena in which action repertoires and street politics are adapted to the specific characteristics of online video activism. Finally, video activism could be understood as an aestheticisation of politics.

  19. The dark side of online activism: Swedish right-wing extremist video activism on YouTube

    Directory of Open Access Journals (Sweden)

    Mattias Ekman

    2014-05-01

    Full Text Available In recent years, an emerging body of work, centred on specific communicative forms used in facilitating collective and connective action, have contributed to greater understanding of how digital communication relates to social mobilisation. Plenty of these studies highlight the progressive potentiality of digital communication. However, undemocratic actors also utilise the rapid advancement in digital technology. This article explores the online video activism of extreme right-wing groups in Sweden. It analyses more than 200 clips on YouTube, produced by five right-wing extremist organisations. The study shows that the extreme right deploy video activism as a strategy of visibility to mobilise and strengthen activists. Moreover, the groups attempt to alter the perception of (historically-rooted socio-political identities of the extreme right. Furthermore, YouTube becomes a political arena in which action repertoires and street politics are adapted to the specific characteristics of online video activism. Finally, video activism could be understood as an aestheticisation of politics.

  20. Creation of a Collaborative Disaster Preparedness Video for Daycare Providers: Use of the Delphi Model for the Creation of a Comprehensive Disaster Preparedness Video for Daycare Providers.

    Science.gov (United States)

    Mar, Pamela; Spears, Robert; Reeb, Jeffrey; Thompson, Sarah B; Myers, Paul; Burke, Rita V

    2018-02-22

    Eight million American children under the age of 5 attend daycare and more than another 50 million American children are in school or daycare settings. Emergency planning requirements for daycare licensing vary by state. Expert opinions were used to create a disaster preparedness video designed for daycare providers to cover a broad spectrum of scenarios. Various stakeholders (17) devised the outline for an educational pre-disaster video for child daycare providers using the Delphi technique. Fleiss κ values were obtained for consensus data. A 20-minute video was created, addressing the physical, psychological, and legal needs of children during and after a disaster. Viewers completed an anonymous survey to evaluate topic comprehension. A consensus was attempted on all topics, ranging from elements for inclusion to presentation format. The Fleiss κ value of 0.07 was obtained. Fifty-seven of the total 168 video viewers completed the 10-question survey, with comprehension scores ranging from 72% to 100%. Evaluation of caregivers that viewed our video supports understanding of video contents. Ultimately, the technique used to create and disseminate the resources may serve as a template for others providing pre-disaster planning education. (Disaster Med Public Health Preparedness. 2018;page 1 of 5).