WorldWideScience

Sample records for video release presents

  1. 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.

  2. Video News Release

    CERN Multimedia

    2013-01-01

    Geneva, 8 October 2013. CERN physicists from ATLAS and CMS celebrated at CERN the award of the Nobel Prize in physics to François Englert and Peter W. Higgs “for the theoretical discovery of a mechanism that contributes to our understanding of the origin of mass of subatomic particles, and which recently was confirmed through the discovery of the predicted fundamental particle, by the ATLAS and CMS experiments at CERN’s Large Hadron Collider.” The announcement by the ATLAS and CMS experiments took place on 4 July 2012 at CERN. Members of the ATLAS and CMS collaborations present at CERN on Oct. 8 assembled in their building (b. 40) on the CERN Meyrin site to watch the live webcast from Stockholm. This VNR shows the physicists waiting for the announcement, celebrating the announcement and listening to a short spontaneous speech by CERN’s director general Rolf Heuer, who congratulated the theoretical physicists for the award and the experimental physicists at CERN for their discovery.

  3. Video game addiction: past, present and future

    OpenAIRE

    Griffiths, MD; Kuss, DJ; King, DL

    2012-01-01

    Gaming addiction has become a topic of increasing research interest. The last decade has witnessed a significant increase in the number of empirical studies examining various aspects of problematic video game play and video game addiction. This paper begins with a brief past history of how research into video game addiction has changed over the last three decades (i.e., the 1980s, 1990s and 2000s). It then examines more thoroughly the contemporary research literature by analyzing the (i) prev...

  4. Video Tips for Worry-Free Presentations

    Science.gov (United States)

    Berendsen, M.; Santascoy, J.

    2011-09-01

    Amateur astronomers and other volunteer informal science educators express concerns when talking with the public since they often lack specific training in public speaking. The Astronomical Society of the Pacific has developed a series of videos and supporting materials to provide tips and exercises for practicing the skills associated with the most commonly expressed concerns.

  5. Comparison of video poster presentation technique with other presentation techniques in congresses

    OpenAIRE

    Bozdağ, Ali; Eren Bozdag, Kübra; Soyder, Aykut; Aksu, Murat

    2014-01-01

    AbstractBackgroundThe presentation techniques in scientific congresses have advantages and disadvantages over each other. A special presentation technique which involves the advantageous aspects of all the presentation techniques was planned to be constituted.DescriptionIn this technique called as video poster, videos, video animations and/or numerous pictures are displayed by means of a digital frame placed on the poster. Video poster was firstly introduced in Turkey, and then in other count...

  6. VIdeo News Release : Higgs Update 2011

    CERN Multimedia

    CERN video productions

    2011-01-01

    A seminar held at CERN on 13 December at which the ATLAS experiment, represented by its spokesperson Fabiola Gianotti, and the CMS experiment, represented by its spokesperson Guido Tonelli, will present the status of their searches for the Standard Model Higgs boson.

  7. Video News Release : Higgs update 2011

    CERN Multimedia

    CERN video productions

    2011-01-01

    Seminar held at CERN on 13 December at which the ATLAS experiment, represented by its spokesperson Fabiola Gianotti, and the CMS experiment, represented by its spokesperson Guido Tonelli, will present the status of their searches for the Standard Model Higgs boson.

  8. VIDEO BLOGGING AND ENGLISH PRESENTATION PERFORMANCE: A PILOT STUDY.

    Science.gov (United States)

    Alan Hung, Shao-Ting; Danny Huang, Heng-Tsung

    2015-10-01

    This study investigated the utility of video blogs in improving EFL students' performance in giving oral presentations and, further, examined the students' perceptions toward video blogging. Thirty-six English-major juniors participated in a semester-long video blog project for which they uploaded their 3-min. virtual presentation clips over 18 weeks. Their virtual presentation clips were rated by three raters using a scale for speaking performance that contained 14 presentation skills. Data sources included presentation clips, reflections, and interviews. The results indicated that the students' overall presentation performance improved significantly. In particular, among the 14 presentation skills projection, intonation, posture, introduction, conclusion, and purpose saw the most substantial improvement. Finally, the qualitative data revealed that learners perceived that the video blog project facilitated learning but increased anxiety.

  9. Objective video presentation QoE predictor for smart adaptive video streaming

    Science.gov (United States)

    Wang, Zhou; Zeng, Kai; Rehman, Abdul; Yeganeh, Hojatollah; Wang, Shiqi

    2015-09-01

    How to deliver videos to consumers over the network for optimal quality-of-experience (QoE) has been the central goal of modern video delivery services. Surprisingly, regardless of the large volume of videos being delivered everyday through various systems attempting to improve visual QoE, the actual QoE of end consumers is not properly assessed, not to say using QoE as the key factor in making critical decisions at the video hosting, network and receiving sites. Real-world video streaming systems typically use bitrate as the main video presentation quality indicator, but using the same bitrate to encode different video content could result in drastically different visual QoE, which is further affected by the display device and viewing condition of each individual consumer who receives the video. To correct this, we have to put QoE back to the driver's seat and redesign the video delivery systems. To achieve this goal, a major challenge is to find an objective video presentation QoE predictor that is accurate, fast, easy-to-use, display device adaptive, and provides meaningful QoE predictions across resolution and content. We propose to use the newly developed SSIMplus index (https://ece.uwaterloo.ca/~z70wang/research/ssimplus/) for this role. We demonstrate that based on SSIMplus, one can develop a smart adaptive video streaming strategy that leads to much smoother visual QoE impossible to achieve using existing adaptive bitrate video streaming approaches. Furthermore, SSIMplus finds many more applications, in live and file-based quality monitoring, in benchmarking video encoders and transcoders, and in guiding network resource allocations.

  10. Make your own video with ActivePresenter

    CERN Multimedia

    CERN. Geneva

    2016-01-01

    A step-by-step video tutorial on how to use ActivePresenter, a screen recording tool for Windows and Mac. The installation step is not needed for CERN users, as the product is already made available. This tutorial explains how to install ActivePresenter, how to do a screen recording and edit a video using ActivePresenter and finally how to exports the end product. Tell us what you think about this or any other video in this category via e-learning.support at cern.ch All info about the CERN rapid e-learning project is linked from http://twiki.cern.ch/ELearning  

  11. Internet-based dissemination of educational video presentations: a primer in video podcasting.

    Science.gov (United States)

    Corl, Frank M; Johnson, Pamela T; Rowell, Melissa R; Fishman, Elliot K

    2008-07-01

    Video "podcasting" is an Internet-based publication and syndication technology that is defined as the process of capturing, editing, distributing, and downloading audio, video, and general multimedia productions. The expanded capacity for visual components allows radiologists to view still and animated media. These image-viewing characteristics and the ease of widespread delivery are well suited for radiologic education. This article presents detailed information about how to generate and distribute a video podcast using a Macintosh platform.

  12. CERN in the Media – Video Presentations

    CERN Multimedia

    Carolyn Lee

    2010-01-01

    You may have seen them around the CERN site – cameramen, reporters and presenters roaming around hallways and cafeterias, interviewing people and doing their best to tell the world about the Large Hadron Collider. In recent years CERN has dominated the media spotlight when it comes to particle physics. And particle physics has become cool and interesting among the general public. When CERN’s Press Office announces media events, such as the start-up of the LHC in September 2008, the premiere of "Angels and Demons" in February 2009, the twentieth anniversary of the World Wide Web in March 2009 and the LHC First Physics event in March 2010, hundreds of journalists throng to CERN to capture the atmosphere and interview people. These events have resulted in thousands of print articles and hundreds of TV programmes around the world. Starting on 28 May, the CERN Press Office will be organizing film/news/TV programme presentations during lunchtimes every other Friday. This i...

  13. From computer images to video presentation: Enhancing technology transfer

    Science.gov (United States)

    Beam, Sherilee F.

    1994-01-01

    With NASA placing increased emphasis on transferring technology to outside industry, NASA researchers need to evaluate many aspects of their efforts in this regard. Often it may seem like too much self-promotion to many researchers. However, industry's use of video presentations in sales, advertising, public relations and training should be considered. Today, the most typical presentation at NASA is through the use of vu-graphs (overhead transparencies) which can be effective for text or static presentations. For full blown color and sound presentations, however, the best method is videotape. In fact, it is frequently more convenient due to its portability and the availability of viewing equipment. This talk describes techniques for creating a video presentation through the use of a combined researcher and video professional team.

  14. Assessing Video Presentations as Environmental Enrichment for Laboratory Birds

    Science.gov (United States)

    Coulon, Marion; Henry, Laurence; Perret, Audrey; Cousillas, Hugo; Hausberger, Martine; George, Isabelle

    2014-01-01

    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. PMID:24827457

  15. EEG in the classroom: Synchronised neural recordings during video presentation

    Science.gov (United States)

    Poulsen, Andreas Trier; Kamronn, Simon; Dmochowski, Jacek; Parra, Lucas C.; Hansen, Lars Kai

    2017-03-01

    We performed simultaneous recordings of electroencephalography (EEG) from multiple students in a classroom, and measured the inter-subject correlation (ISC) of activity evoked by a common video stimulus. The neural reliability, as quantified by ISC, has been linked to engagement and attentional modulation in earlier studies that used high-grade equipment in laboratory settings. Here we reproduce many of the results from these studies using portable low-cost equipment, focusing on the robustness of using ISC for subjects experiencing naturalistic stimuli. The present data shows that stimulus-evoked neural responses, known to be modulated by attention, can be tracked for groups of students with synchronized EEG acquisition. This is a step towards real-time inference of engagement in the classroom.

  16. Presenting: Research and Educational Innovation with Video Games

    Science.gov (United States)

    Méndez, Laura; del Moral, M. Esther

    2015-01-01

    Video games are starting to be considered for uses other than mere entertainment or recreation--as vehicles that promote implicit learning, given their attractive formula for training different types of cognitive skills (observation, memory, problem solving, etc.); as catalysts for learning processes; and even as learning contexts in themselves.…

  17. A new technique for presentation of scientific works: video in poster.

    Science.gov (United States)

    Bozdag, Ali Dogan

    2008-07-01

    Presentations at scientific congresses and symposiums can be in two different forms: poster or oral presentation. Each method has some advantages and disadvantages. To combine the advantages of oral and poster presentations, a new presentation type was conceived: "video in poster." The top of the portable digital video display (DVD) player is opened 180 degrees to keep the screen and the body of the DVD player in the same plane. The poster is attached to the DVD player and a window is made in the poster to expose the screen of the DVD player so the screen appears as a picture on the poster. Then this video in poster is fixed to the panel. When the DVD player is turned on, the video presentation of the surgical procedure starts. Several posters were presented at different medical congresses in 2007 using the "video in poster" technique, and they received poster awards. The video in poster combines the advantages of both oral and poster presentations.

  18. Audiovisual presentation of video-recorded stimuli at a high frame rate

    National Research Council Canada - National Science Library

    Lidestam, Björn

    2014-01-01

    .... Methods for accomplishing this include recording audio and video separately using an exact synchronization signal, editing the recordings and finding exact synchronization points, and presenting...

  19. Optimized static and video EEG rapid serial visual presentation (RSVP) paradigm based on motion surprise computation

    Science.gov (United States)

    Khosla, Deepak; Huber, David J.; Bhattacharyya, Rajan

    2017-05-01

    In this paper, we describe an algorithm and system for optimizing search and detection performance for "items of interest" (IOI) in large-sized images and videos that employ the Rapid Serial Visual Presentation (RSVP) based EEG paradigm and surprise algorithms that incorporate motion processing to determine whether static or video RSVP is used. The system works by first computing a motion surprise map on image sub-regions (chips) of incoming sensor video data and then uses those surprise maps to label the chips as either "static" or "moving". This information tells the system whether to use a static or video RSVP presentation and decoding algorithm in order to optimize EEG based detection of IOI in each chip. Using this method, we are able to demonstrate classification of a series of image regions from video with an azimuth value of 1, indicating perfect classification, over a range of display frequencies and video speeds.

  20. Lipid peroxidation causes endosomal antigen release for cross-presentation

    Science.gov (United States)

    Dingjan, Ilse; Verboogen, Daniëlle RJ; Paardekooper, Laurent M; Revelo, Natalia H; Sittig, Simone P; Visser, Linda J; Mollard, Gabriele Fischer von; Henriet, Stefanie SV; Figdor, Carl G; ter Beest, Martin; van den Bogaart, Geert

    2016-01-01

    Dendritic cells (DCs) present foreign antigen in major histocompatibility complex (MHC) class I molecules to cytotoxic T cells in a process called cross-presentation. An important step in this process is the release of antigen from the lumen of endosomes into the cytosol, but the mechanism of this step is still unclear. In this study, we show that reactive oxygen species (ROS) produced by the NADPH-oxidase complex NOX2 cause lipid peroxidation, a membrane disrupting chain-reaction, which in turn results in antigen leakage from endosomes. Antigen leakage and cross-presentation were inhibited by blocking ROS production or scavenging radicals and induced when using a ROS-generating photosensitizer. Endosomal antigen release was impaired in DCs from chronic granulomatous disease (CGD) patients with dysfunctional NOX2. Thus, NOX2 induces antigen release from endosomes for cross-presentation by direct oxidation of endosomal lipids. This constitutes a new cellular function for ROS in regulating immune responses against pathogens and cancer. PMID:26907999

  1. Video News Release : CinéGlobe 2010

    CERN Multimedia

    Open Yours Eyes

    2010-01-01

    The CERN film making club, Open Your Eyes Films, presents an international festival of short films organized in three competitions: General Fiction, Science Fiction and Science Documentary. For the second edition of the festival, more than 700 films were submitted from all over the world. Of these, 78 films from 27 countries were selected to be part of a rich and diverse program. The festival takes place from the 16th to 20th of February, 2010 in the Globe of Science and Innovation at CERN and the Théâtre Forum Meyrin in the canton of Geneva, Switzerland. Two Golden CinéGlobes will be awarded in each competition: Best Film according to the jury and Audience Favourite based on the votes by the public during the screenings. All the awards will be presented in a ceremony to be held in the Globe of Science and Innovation on the evening of February 20th. Interview : President of CinéGlobe Jacques Fichet President of Selection committee Quentin King

  2. Comparison of relative effectiveness of video with serial visual presentation for target reconnaissance from UASs

    Science.gov (United States)

    Skirlo, Frank E.; Matthews, Anthony J.; Friedman, Melvin; Mark, Brian L.

    2016-05-01

    Reconnaissance from an unmanned aerial systems (UAS) is often done using video presentation. An alternate method is Serial Visual Presentation (SVP). In SVP, a static image remains in view until replaced by a new image at a rate equivalent to the live video. Mardell et al. have shown, in a forested environment, that a higher fraction of targets (people lost in the forest), are found with SVP than with video presentation. Here Mardell's experiment is repeated for military targets in forested terrain at a fixed altitude. We too find a higher fraction of targets are found using SVP rather than video presentation. Typically it takes five seconds to cover a video field of view and at 30 frames per second. This implies that, for scenes where the target is not moving, 150 video images have nearly identical information (from a reconnaissance point of view) as a single SVP image. This is highly significant since transmission bandwidth is a limiting factor for most UASs. Finding targets in video or in SVP is an arduous task. For that reason we also compare aided target detection performance (Aided SVP) and unaided target detection performance on SVP images.

  3. EEG in the classroom: Synchronised neural recordings during video presentation

    DEFF Research Database (Denmark)

    Poulsen, Andreas Trier; Kamronn, Simon Due; Dmochowski, Jacek

    2017-01-01

    modulation in earlier studies that used high-grade equipment in laboratory settings. Here we reproduce many of the results from these studies using portable low-cost equipment, focusing on the robustness of using ISC for subjects experiencing naturalistic stimuli. The present data shows that stimulus...

  4. Analysis of simulated angiographic procedures: part 1--capture and presentation of audio and video recordings.

    Science.gov (United States)

    Duncan, James R; Glaiberman, Craig B

    2006-12-01

    To assess different methods of recording angiographic simulations and to determine how such recordings might be used for training and research. Two commercially available high-fidelity angiography simulations, the Mentice Vascular Interventional Simulation Trainer and the Simbionix AngioMentor, were used for data collection. Video and audio records of simulated procedures were created by different methods, including software-based screen capture, video splitters and converters, and external cameras. Recording parameters were varied, and the recordings were transferred to computer workstations for postprocessing and presentation. The information displayed on the simulators' computer screens could be captured by each method. Although screen-capture software provided the highest resolution, workflow considerations favored a hardware-based solution that duplicated the video signal and recorded the data stream(s) at lower resolutions. Additional video and audio recording devices were used to monitor the angiographer's actions during the simulated procedures. The multiple audio and video files were synchronized and composited with personal computers equipped with commercially available video editing software. Depending on the needs of the intended audience, the resulting files could be distributed and displayed at full or reduced resolutions. The capture, editing, presentation, and distribution of synchronized multichannel audio and video recordings holds great promise for angiography training and simulation research. To achieve this potential, technical challenges will need to be met, and content will need to be tailored to suit the needs of trainees and researchers.

  5. Nanoparticle-assisted STED, theory, and experimental demonstration (presentation video)

    Science.gov (United States)

    Sonnefraud, Yannick; Sivan, Yonatan; Sinclair, Hugo G.; Dunsby, Christopher W.; Neil, Mark A.; French, Paul M.; Maier, Stefan A.

    2014-08-01

    We show that metal nanoparticles can be used to improve the performance of super-resolution fluorescence nanoscopes based on stimulated-emission-depletion (STED). Compared with a standard STED nanoscope, we show theoretically a resolution improvement by more than an order of magnitude, or equivalently, depletion intensity reductions by more than 2 orders of magnitude and an even stronger photostabilization. Moreover, we present experimental evidence that an optimum resolution, limited by the sizes of the particles used, can be reached for the hybrid NPs for a power of the STED beam one order of magnitude smaller than for the bare cores.

  6. SMA actuators: a viable practical technology (Presentation Video)

    Science.gov (United States)

    Browne, Alan L.; Brown, Jeffrey; Hodgson, Darel E.

    2015-04-01

    Diverse products either based solely on or incorporating Shape Memory Alloys (SMA) have and are being made in a wide range of industries, and IP is being captured. Why then compared to SE (superelastic) Nitinol, and especially conventional technology, do so few ideas reach production? This presentation delves deeply into this topic in reaching the final assessment that SMA actuators are indeed now a viable practical technology. The presentation begins with an introduction to and description of the fundamental basis of SMA actuator technology. Examples of multiple commercially available geometric forms of SMA actuators are given and the functionalities that they provide are described. This is followed by examples of multiple commercial products incorporating such SMA actuators. Given that there are literally millions of commercial products incorporating conventional actuator technologies, indications are given as to why there are their less than 1000 that utilize SMA. Experience based challenges to the commercial use of SMA actuators are described. Besides having to compete with existing non-SMA technology which is quite mature additional challenges that are unique to SM actuators are indicated these including a wider than expected set of technical engineering problems and challenges and that a broader scope of dynamics is required.

  7. Three-dimensional video presentation of microsurgery by the cross-eyed viewing method using a high-definition video system.

    Science.gov (United States)

    Terakawa, Yuzo; Ishibashi, Kenichi; Goto, Takeo; Ohata, Kenji

    2011-01-01

    Three-dimensional (3-D) video recording of microsurgery is a more promising tool for presentation and education of microsurgery than conventional two-dimensional video systems, but has not been widely adopted partly because 3-D image processing of previous 3-D video systems is complicated and observers without optical devices cannot visualize the 3-D image. A new technical development for 3-D video presentation of microsurgery is described. Microsurgery is recorded with a microscope equipped with a single high-definition (HD) video camera. This 3-D video system records the right- and left-eye views of the microscope simultaneously as single HD data with the use of a 3-D camera adapter: the right- and left-eye views of the microscope are displayed separately on the right and left sides, respectively. The operation video is then edited with video editing software so that the right-eye view is displayed on the left side and left-eye view is displayed on the right side. Consequently, a 3-D video of microsurgery can be created by viewing the edited video by the cross-eyed stereogram viewing method without optical devices. The 3-D microsurgical video provides a more accurate view, especially with regard to depth, and a better understanding of microsurgical anatomy. Although several issues are yet to be addressed, this 3-D video system is a useful method of recording and presenting microsurgery for 3-D viewing with currently available equipment, without optical devices.

  8. An Intensive Presentations Course in English for Aeronautical Engineering Students Using Cyclic Video Recordings

    Science.gov (United States)

    Tatzl, Dietmar

    2017-01-01

    This article presents the design and evaluation of an intensive presentations course for aeronautical engineering students based on cyclic video recordings. The target group of this course in English for specific purposes (ESP) were undergraduate final-year students who needed to improve their presentation and foreign language skills to prepare…

  9. Using Video in Your Next Presentation: A Baker's Dozen of Ideas and Tips

    Science.gov (United States)

    Bell, Steven J.

    2010-01-01

    When it comes to helping others learn, there is a simple piece of advice that is often recommended to educators: Show! Don't tell. While appealing to the visual learning style of an audience is always a good idea, there is a growing expectation for more than just static images. They want video, which can deliver more dynamic presentations with…

  10. Audiovisual presentation of video-recorded stimuli at a high frame rate.

    Science.gov (United States)

    Lidestam, Björn

    2014-06-01

    A method for creating and presenting video-recorded synchronized audiovisual stimuli at a high frame rate-which would be highly useful for psychophysical studies on, for example, just-noticeable differences and gating-is presented. Methods for accomplishing this include recording audio and video separately using an exact synchronization signal, editing the recordings and finding exact synchronization points, and presenting the synchronized audiovisual stimuli with a desired frame rate on a cathode ray tube display using MATLAB and Psychophysics Toolbox 3. The methods from an empirical gating study (Moradi, Lidestam, & Rönnberg, Frontiers in Psychology 4:359, 2013) are presented as an example of the implementation of playback at 120 fps.

  11. Conjuring the Ideal Self: an Investigation of Self-Presentation in Video Game Avatars

    OpenAIRE

    Holly Maxwell Pringle

    2015-01-01

    Self-presentation in online spaces has recently attracted a significant amount of attention in psychological literature. Video games allow players to create a detailed, unique character to represent themselves in the online social world. Research has found that there is a relationship between self-esteem and online self-presentation. However, little research has examined gender differences within this topic. The study aimed to address this gap in the literature by specifically examining gende...

  12. Crack dancing in the United Kingdom: apropos a video case presentation.

    Science.gov (United States)

    Kamath, Shankar; Bajaj, Nin

    2007-06-15

    We report an adult patient presenting with choreiform movements 4 days after a large intravenous dose of cocaine. These movements were transitory and they normalized a week after admission. We believe this to be the first video case of acute chorea secondary to cocaine--a phenomenon popularly known as "crack dancing. " Cocaine abuse is associated with a wide range of movement disorders, including dystonia and exacerbation of Tourette's syndrome, multifocal tics, opsoclonus-myoclonus, choreiform movements, and stereotyped behavior known as "punding." Transient choreiform movements with a typical duration of 2 to 6 days are recognized by cocaine abusers themselves as crack dancing, but are infrequently reported. We present a video report of a patient with cocaine dependency and choreiform movements that normalized within a week of admission.

  13. Recently released EIA report presents international forecasting data

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1995-05-01

    This report presents information from the Energy Information Administration (EIA). Articles are included on international energy forecasting data, data on the use of home appliances, gasoline prices, household energy use, and EIA information products and dissemination avenues.

  14. The Impact of Videos Presenting Speakers’ Gestures and Facial Clues on Iranian EFL Learners’ Listening Comprehension

    Directory of Open Access Journals (Sweden)

    Somayeh Karbalaie Safarali

    2012-11-01

    Full Text Available The current research sought to explore the effectiveness of using videos presenting speakers’ gestures and facial clues on Iranian EFL learners’ listening comprehension proficiency. It was carried out at Ayandeh English Institute among 60 advanced female learners with the age range of 17-30 through a quasi-experimental research design. The researcher administered a TOEFL test to determine the homogeneity of the participants regarding both their general English language proficiency level and listening comprehension ability. Participants were randomly assigned into two groups. After coming up with the conclusion that the two groups were homogeneous,  during 10 sessions of treatment, they received two different listening comprehension techniques, i.e. audio-visual group watching the video was equipped with the speaker’s gestures and facial clues, while the audio-only group could just listen to speaker’s voice and no additional clue was presented. Meanwhile, the participants were supposed to answer the questions related to each video. At the end of the treatment, both groups participated in the listening comprehension test of the Longman TOEFL test as the post-test. A t-test was used to compare the mean scores of the two groups, the result of which showed that the learners’ mean score in the audio-visual group was significantly higher than the learners’ mean score in the audio-only group. In conclusion, the result of this study suggests that foreign language pedagogy, especially for adult English learners, would benefit from applying videos presenting speakers’ gestures and facial clues.

  15. Detection and objects tracking present in 2D digital video with Matlab

    Directory of Open Access Journals (Sweden)

    Melvin Ramírez Bogantes

    2013-09-01

    Full Text Available This paper presents the main results of research obtained in the design of an algorithm to detect and track an object in a video recording. The algorithm was designed in MatLab software and the videos used, which  presence of the mite Varroa Destructor in the cells of Africanized Honey Bees, were provided by the Centro de Investigación Apícola Tropical (CINAT-UNA.  The main result is the creation of a program capable of detecting and recording the movement of the mite, this is something innovative and useful for studies of the behavior of this species in the cells of honey bees performing the CINAT.

  16. 3D video coding: an overview of present and upcoming standards

    Science.gov (United States)

    Merkle, Philipp; Müller, Karsten; Wiegand, Thomas

    2010-07-01

    An overview of existing and upcoming 3D video coding standards is given. Various different 3D video formats are available, each with individual pros and cons. The 3D video formats can be separated into two classes: video-only formats (such as stereo and multiview video) and depth-enhanced formats (such as video plus depth and multiview video plus depth). Since all these formats exist of at least two video sequences and possibly additional depth data, efficient compression is essential for the success of 3D video applications and technologies. For the video-only formats the H.264 family of coding standards already provides efficient and widely established compression algorithms: H.264/AVC simulcast, H.264/AVC stereo SEI message, and H.264/MVC. For the depth-enhanced formats standardized coding algorithms are currently being developed. New and specially adapted coding approaches are necessary, as the depth or disparity information included in these formats has significantly different characteristics than video and is not displayed directly, but used for rendering. Motivated by evolving market needs, MPEG has started an activity to develop a generic 3D video standard within the 3DVC ad-hoc group. Key features of the standard are efficient and flexible compression of depth-enhanced 3D video representations and decoupling of content creation and display requirements.

  17. NCI Releases Video: Proteogenomics Research - On the Frontier of Precision Medicine | Office of Cancer Clinical Proteomics Research

    Science.gov (United States)

    The Clinical Proteomic Tumor Analysis Consortium (CPTAC) of the National Cancer Institute (NCI), part of the National Institutes of Health, announces the release of an educational video titled “Proteogenomics Research: On the Frontier of Precision Medicine."  Launched at the HUPO2017 Global Leadership Gala Dinner, catalyzed in part by the Cancer Moonshot initiative and featuring as keynote speaker the 47th Vice President of the United States of America Joseph R.

  18. Bupropion sustained release treatment decreases craving for video games and cue-induced brain activity in patients with Internet video game addiction.

    Science.gov (United States)

    Han, Doug Hyun; Hwang, Jun Won; Renshaw, Perry F

    2010-08-01

    Bupropion has been used in the treatment of patients with substance dependence based on its weak inhibition of dopamine and norepinephrine reuptake. We hypothesized that 6 weeks of bupropion sustained release (SR) treatment would decrease craving for Internet game play as well as video game cue-induced brain activity in patients with Internet video game addiction (IAG). Eleven subjects who met criteria for IAG, playing StarCraft (>30 hr/week), and eight healthy comparison subjects (HC) who had experience playing StarCraft (addition, symptoms of depression, craving for playing the game, and the severity of Internet addiction were evaluated by Beck Depression Inventory, self-report of craving on a 7-point visual analogue scale, and Young's Internet Addiction Scale, respectively. In response to game cues, IAG showed higher brain activation in left occipital lobe cuneus, left dorsolateral prefrontal cortex, and left parahippocampal gyrus than HC. After a 6 week period of bupropion SR, craving for Internet video game play, total game play time, and cue-induced brain activity in dorsolateral prefrontal cortex were decreased in the IAG. We suggest that bupropion SR may change craving and brain activity in ways that are similar to those observed in individuals with substance abuse or dependence. PsycINFO Database Record 2010 APA, all rights reserved.

  19. Preschoolers' Recall of Science Content From Educational Videos Presented With and Without Songs

    Science.gov (United States)

    Schechter, Rachel L.

    This experimental investigation evaluated the impact of educational songs on a child's ability to recall scientific content from an educational television program. Preschoolers' comprehension of the educational content was examined by measuring children's ability to recall the featured science content (the function of a pulley and its parts) and their use of the precise scientific terms presented in the episode. A total of 91 preschoolers were included (3-5 years old). Clusters of children were randomly assigned to a control group or one of three video groups: (a) Dialogue Only, which did not include a song; (b) Dialogue Plus Lyrics, which included a song; or (c) Lyrics Only, which consisted of a song, played twice. Results from interviews suggested that children from all video groups (lyrics and/or dialogue) were able to explain the form and function of a pulley better than the control group. The data suggested that children from the Lyrics Only group understood the science content because of the visual imagery, not through the information provided in the lyrics. In terms of precise vocabulary terms, significantly more children in the Dialogue Only group recalled at least one precise term from the program compared to the Lyrics Only group. Looking at the interview as a whole, the children's responses suggested different levels of scientific understanding. Children would require additional teacher-led instruction to deepen their scientific understanding and to clarify any misconceptions. This paper discusses implications of these findings for teachers using multi-media tools in the science classroom and producers creating new educational programming for television and other platforms.

  20. Conjuring the Ideal Self: an Investigation of Self-Presentation in Video Game Avatars

    Directory of Open Access Journals (Sweden)

    Holly Maxwell Pringle

    2015-06-01

    Full Text Available Self-presentation in online spaces has recently attracted a significant amount of attention in psychological literature. Video games allow players to create a detailed, unique character to represent themselves in the online social world. Research has found that there is a relationship between self-esteem and online self-presentation. However, little research has examined gender differences within this topic. The study aimed to address this gap in the literature by specifically examining gender differences in avatar creation, plus how this extends to gameplay choices, while confirming the previously noted effects of self-esteem on avatar creation. 40 participants created an avatar in The Elder Scrolls Online and completed questionnaires on General Self-Esteem, Body Self-Esteem plus an evaluation of their avatar. Results found that self-esteem predicted perceived avatar similarity, males and females engaged in the same amount of self-presentation, and gender affected class choice. Limitations and directions of future research are discussed.

  1. The presentation of seizures and epilepsy in YouTube videos.

    Science.gov (United States)

    Wong, Victoria S S; Stevenson, Matthew; Selwa, Linda

    2013-04-01

    We evaluated videos on the social media website, YouTube, containing references to seizures and epilepsy. Of 100 videos, 28% contained an ictal event, and 25% featured a person with epilepsy recounting his or her personal experience. Videos most commonly fell into categories of Personal Experience/Anecdotal (44%) and Informative/Educational (38%). Fifty-one percent of videos were judged as accurate, and 9% were inaccurate; accuracy was not an applicable attribute in the remainder of the videos. Eighty-five percent of videos were sympathetic towards those with seizures or epilepsy, 9% were neutral, and only 6% were derogatory. Ninety-eight percent of videos were thought to be easily understood by a layperson. The user-generated content on YouTube appears to be more sympathetic and accurate compared to other forms of mass media. We are optimistic that with a shifting ratio towards sympathetic content about epilepsy, the amount of stigma towards epilepsy and seizures will continue to lessen. Copyright © 2013 Elsevier Inc. All rights reserved.

  2. Medical teleconferencing with high-definition video presentation on the 'usual' Internet.

    Science.gov (United States)

    Obuchi, Toshiro; Shima, Hiroji; Iwasaki, Akinori

    2013-06-01

    Although medical teleconferences on advanced academic networks have been common (Telemed J E Health 15:112-117, 1; Asian J Endosc Surg 3:185-188, 2; Surg Today 41:1579-1581, 3; Telemedicine development center of Asia. http://www.aqua.med.kyushu-u.ac.jp/eg/index.html . Accessed 6 March 2013, 4), reports regarding 'usual' Internet teleconferences or tele-lectures employing a telecommunication system for business use are very rare. Medical teleconferences and tele-lectures on the Internet were held three times between our institutions and other institutions, using the 'HD Com' made by Panasonic (HD Com. http://panasonic.biz/com/visual/ . Accessed 6 March 2013, 5), which is a high-definition telecommunication system for business tele-meeting. All of our medical telecommunications were successfully completed without any troubles. This system allows for all kinds of presentations using personal computers to be made from each station, so that discussions with high-definition surgical video presentation, which has recently been developed, could be effortlessly established despite the distance between institutions. Unlike telecommunication using advanced academic networks, this system can run without any need for specific engineering support, on the usual Internet. Medical telecommunication employing this system is likely to become common among ordinary hospitals in the near future.

  3. Video News release (A-roll) International Conference on Translational Research in Radio-Oncology and Physics for Health in Europe

    CERN Multimedia

    CERN Visual Media Office; Paola Catapano

    2012-01-01

    Video News Release (A-roll) accompanying the Press Release announcing the International Conference on Translational Research in Radio-Oncology and Physics for Health in Europe, organized by CERN at the International Conference Centre Geneva from February 27 to March 2.

  4. Through the looking glass of a chemistry video game: Evaluating the effects of different MLEs presenting identical content material

    Science.gov (United States)

    Hillman, Dustin S.

    The primary goal of this study is to evaluate the effects of different media-based learning environments (MLEs) that present identical chemistry content material. This is done with four different MLEs that utilize some or all components of a chemistry-based media-based prototype video game. Examination of general chemistry student volunteers purposefully randomized to one of four different MLEs did not provide evidence that the higher the level of interactivity resulted in a more effective MLE for the chemistry content. Data suggested that the cognitive load to play the chemistry-based video game may impaired the chemistry content being presented and recalled by the students while the students watching the movie of the chemistry-based video game were able to recall the chemistry content more efficiently. Further studies in this area need to address the overall cognitive load of the different MLEs to potentially better determine what the most effective MLE may be for this chemistry content.

  5. Usability evaluation with screen reader users: a video presentation of the PCTA's experimental setting and rules.

    Science.gov (United States)

    Federici, Stefano; Borsci, Simone; Mele, Maria Laura

    2010-08-01

    In the study entitled "Web usability evaluation with screen reader users: Implementation of the Partial Concurrent Thinking Aloud technique" (Federici et al. 2010), we have proposed a modified protocol of usability evaluation technique for blind users, which integrates the features of the concurrent and the retrospective techniques. This new technique, called partial concurrent thinking aloud (PCTA), while respecting the properties of classic verbal protocols, overcomes the structural interference and the limits of concurrent and retrospective protocols when used with screen reader users. In order to facilitate understanding and acquisition of the PCTA's technique for practitioners and researchers, we have video recorded three different verbal protocols by visualizing five experimental sections. In the first two videos, we have compared a concurrent with a retrospective's verbal protocol of a sighted user, showing the difference of the verbalizations provided by the user in these two conditions. The third video shows the structural interference of the screen reader, during a blind user concurrent thinking aloud. In the last two videos, we show the difference of a blind user behaviour when PCTA or retrospective protocol is adopted. The videos clearly visualize the advantage of the PCTA use in respect of the two other protocols. In conclusion, the visualization of the PCTA technique confirms that this new verbal protocol promotes and guarantees a more user-driven usability assessment with disabled people, by better involving screen reader users, overcoming the structural interference and the limits of the concurrent and retrospective protocols.

  6. The Effect of Differentiated Video Presentation Formats on Community College Students' Preferences for Selected Excerpts of Western Classical Music

    Science.gov (United States)

    Johnson, Tracey Jean

    2009-01-01

    This study was an examination of participants' preference for classical music excerpts presented in differentiated types of music video formats. Participants (N = 83) were volunteer students enrolled in intact music appreciation classes at a suburban community college located in a Midwestern city. Participants listened to and viewed music video…

  7. A Comparative Study of Video Presentation Modes in Relation to L2 Listening Success

    Science.gov (United States)

    Li, Chen-Hong

    2016-01-01

    Video comprehension involves interpreting both sounds and images. Research has shown that processing an aural text with relevant pictorial information effectively enhances second/foreign language (L2) listening comprehension. A hypothesis underlying this mixed-methods study is that a visual-only silent film used as an advance organiser to activate…

  8. Computer-Presented Video Prompting for Teaching Microwave Oven Use to Three Adults with Developmental Disabilities

    Science.gov (United States)

    Sigafoos, Jeff; O'Reilly, Mark; Cannella, Helen; Upadhyaya, Megha; Edrisinha, Chaturi; Lancioni, Giulio E.; Hundley, Anna; Andrews, Alonzo; Garver, Carolyn; Young, David

    2005-01-01

    We evaluated the use of a video prompting procedure for teaching three adults with developmental disabilities to make popcorn using a microwave oven. Training, using a 10-step task analysis, was conducted in the kitchen of the participant's vocational training program. During baseline, participants were instructed to make popcorn, but were given…

  9. Video-mosaicking of in vivo reflectance confocal microscopy images for noninvasive examination of skin lesion (Conference Presentation)

    Science.gov (United States)

    Kose, Kivanc; Gou, Mengran; Yelamos, Oriol; Cordova, Miguel A.; Rossi, Anthony; Nehal, Kishwer S.; Camps, Octavia I.; Dy, Jennifer G.; Brooks, Dana H.; Rajadhyaksha, Milind

    2017-02-01

    In this report we describe a computer vision based pipeline to convert in-vivo reflectance confocal microscopy (RCM) videos collected with a handheld system into large field of view (FOV) mosaics. For many applications such as imaging of hard to access lesions, intraoperative assessment of MOHS margins, or delineation of lesion margins beyond clinical borders, raster scan based mosaicing techniques have clinically significant limitations. In such cases, clinicians often capture RCM videos by freely moving a handheld microscope over the area of interest, but the resulting videos lose large-scale spatial relationships. Videomosaicking is a standard computational imaging technique to register, and stitch together consecutive frames of videos into large FOV high resolution mosaics. However, mosaicing RCM videos collected in-vivo has unique challenges: (i) tissue may deform or warp due to physical contact with the microscope objective lens, (ii) discontinuities or "jumps" between consecutive images and motion blur artifacts may occur, due to manual operation of the microscope, and (iii) optical sectioning and resolution may vary between consecutive images due to scattering and aberrations induced by changes in imaging depth and tissue morphology. We addressed these challenges by adapting or developing new algorithmic methods for videomosaicking, specifically by modeling non-rigid deformations, followed by automatically detecting discontinuities (cut locations) and, finally, applying a data-driven image stitching approach that fully preserves resolution and tissue morphologic detail without imposing arbitrary pre-defined boundaries. We will present example mosaics obtained by clinical imaging of both melanoma and non-melanoma skin cancers. The ability to combine freehand mosaicing for handheld microscopes with preserved cellular resolution will have high impact application in diverse clinical settings, including low-resource healthcare systems.

  10. Extracellular superoxide dismutase is present in secretory vesicles of human neutrophils and released upon stimulation.

    Science.gov (United States)

    Iversen, Marie B; Gottfredsen, Randi H; Larsen, Ulrike G; Enghild, Jan J; Praetorius, Jeppe; Borregaard, Niels; Petersen, Steen V

    2016-08-01

    Extracellular superoxide dismutase (EC-SOD) is an antioxidant enzyme present in the extracellular matrix (ECM), where it provides protection against oxidative degradation of matrix constituents including type I collagen and hyaluronan. The enzyme is known to associate with macrophages and polymorphonuclear leukocytes (neutrophils) and increasing evidence supports a role for EC-SOD in the development of an inflammatory response. Here we show that human EC-SOD is present at the cell surface of isolated neutrophils as well as stored within secretory vesicles. Interestingly, we find that EC-SOD mRNA is absent throughout neutrophil maturation indicating that the protein is synthesized by other cells and subsequently endocytosed by the neutrophil. When secretory vesicles were mobilized by neutrophil stimulation using formyl-methionyl-leucyl-phenylalanine (fMLF) or phorbol 12-myristate 13-acetate (PMA), the protein was released into the extracellular space and found to associate with DNA released from stimulated cells. The functional consequences were evaluated by the use of neutrophils isolated from wild-type and EC-SOD KO mice, and showed that EC-SOD release significantly reduce the level of superoxide in the extracellular space, but does not affect the capacity to generate neutrophil extracellular traps (NETs). Consequently, our data signifies that EC-SOD released from activated neutrophils affects the redox conditions of the extracellular space and may offer protection against highly reactive oxygen species such as hydroxyl radicals otherwise generated as a result of respiratory burst activity of activated neutrophils. Copyright © 2016 Elsevier Inc. All rights reserved.

  11. In vivo multimodality video microscopy of human skin in the vertical plane (Conference Presentation)

    Science.gov (United States)

    Wu, Zhenguo; Tian, Yunxian; Zhao, Jianhua; Lui, Harvey; McLean, David I.; Zeng, Haishan

    2016-02-01

    Reflectance confocal microscopy (RCM) and multiphoton microscopy (MPM) are non-invasive methods of acquiring morphological images of the skin in vivo. Most research in this area focuses on instruments that are configured for two-dimensional imaging in a horizontal plane parallel to the skin surface. In contrast, conventional histopathologic evaluation of the skin is based on vertical tissue sections that show microscopic features and their interrelationships according to their depth within the skin. The ability to similarly depict the skin in the vertical plane during in vivo microscopic imaging poses several significant challenges with respect to imaging speed, resolution and extractable information. Aiming to address above challenges, we developed a laser scanning multimodal microscopy system which combines RCM and MPM, and has the ability to do fast xz scanning to achieve high resolution vertical "optical sectioning" of in vivo human skin at video rates. RCM and MPM images are obtained simultaneously and co-registered thereby providing complementary morphological information. To validate the performance of this system vertical section RCM and MPM microscopic images of normal human skin in vivo were obtained at half video rates (15 frames/s). Using our system it is possible to discern the following structures: all layers of the epidermis including the stratum lucidum, the dermal-epidermal junction, and the papillary dermis. Blood flow is also visible as evidenced by blood cell movement within vessels. The effective imaging depth is about 200 micrometers. This system provides a means of interrogating human skin noninvasively at an orientation analogous to conventional histological sectioning.

  12. Temporal changes of striatal dopamine release during and after a video game with a monetary reward: a PET study with [{sup 11}C]raclopride continuous infusion

    Energy Technology Data Exchange (ETDEWEB)

    Kim, S. E. [Sungkyunkwon University School of Medicine, Suwon (Korea, Republic of); Cho, S. S.; Choe, Y. S.; Lee, S. Y.; Kang, E.; Kim, B. T. [Seoul National University hospital, Seoul (Korea, Republic of)

    2002-07-01

    In an attempt to understand the neurochemical changes associated with rewarded motor learning in human brain, we investigated the temporal changes of striatal dopamine (DA) release during and after a goal-directed psychomotor task (a video game) with a monetary incentive using [{sup 11}C]raclopride PET. Seven healthy, right-handed, nonsmokers were studied with PET for 120 min (50 min resting followed by 40 min video game and another 30 min resting) while receiving a bolus plus constant infusion of the DA D2 receptor radioligand [{sup 11}C]raclopride. During the video game (from 50 to 90 min postinjection), subjects played Tetris, which involved learning of joystick movement to fit falling jigsaw blocks, and periodically rewarded with unpredictable amount monetary incentives for improved performance. Striatal V3', calculated as striatal-cerebellar/cerebellar activity ratio, was measured under equilibrium condition, at baseline and during and after the video game. Striatal V3' was significantly reduced during the video game compared with baseline levels, indicating increased DA release in this region (caudate, -15{+-}6%; putamen, -30{+-}10%). During the 30 min after the game ended, striatal [{sup 11}C]raclopride binding was gradually increased and the V3' approached baseline levels. There was a significant correlation between the reduction in striatal V3' and the task performance during the video game. These results demonstrate DA release in the human striatum during a psychomotor task with a monetary reward and to our knowledge for the first time a gradual DA restoration to baseline levels following the offset of stimulation. They also illustrate that acute fluctuations of synaptic DA can be measured in vivo using [{sup 11}C]raclopride PET.

  13. General Considerations Regarding the Interceptions and Audio-video Registrations Related to the Judicial Practice and Present Legislation

    Directory of Open Access Journals (Sweden)

    Sandra Gradinaru

    2011-05-01

    Full Text Available The present paper tries to analyze the controversy of the admissibility of theinterceptions and audio-video registrations in the phase of the precursory documentscannot be admitted. The fact that interceptions and registrations can be disposed evenbefore starting the criminal prosecution, respectively before starting the criminal processor even before committing an offence is to bring severe prejudices to the right of a fairprocess and the right to a private life in the way in which these are stipulated in theConstitution and in the European Convention of the Human rights.

  14. Feed-Forward: Students Gaining More from Assessment via Deeper Engagement in Video-Recorded Presentations

    Science.gov (United States)

    Murphy, Karen; Barry, Shane

    2016-01-01

    Presentation feedback can be limited in its feed-forward value, as students do not have their actual presentation available for review whilst reflecting upon the feedback. This study reports on students' perceptions of the learning and feed-forward value of an oral presentation assessment. Students self-marked their performance immediately after…

  15. Detección y seguimiento de objetos presentes en video 2D con MatLab

    Directory of Open Access Journals (Sweden)

    Melvin Ramírez Bogantes

    2013-07-01

    Full Text Available En el siguiente trabajo se presentan los principales resultados de investigación obtenidos en la fase de diseño de un algoritmo que permite la detección y el seguimiento de un objeto presente en una grabación de video. El algoritmo se diseñó e implementó en el ambiente de programación MatLab y los videos utilizados fueron facilitados por el Centro de Investigación Apícola Tropical (CINAT y corresponden a la presencia del ácaro Varroa Destructor en las celdas de abejas melíferas africanizadas. El principal resultado que se tiene es la creación de un programa capaz de detectar y registrar el movimiento del ácaro, lo cual es algo innovador y útil para los estudios del comportamiento de esta especie en las celdas de las abejas melíferas que realiza el CINAT.

  16. Enhancing Japanese University Students' English-Language Presentation Skills with Mobile-Video Recordings

    Science.gov (United States)

    Toland, Sean H.; Mills, Daniel J.; Kohyama, Megumi

    2016-01-01

    In universities throughout Japan, English language learners are required to stand in front of their peers and make a presentation with the aid of software such as Microsoft PowerPoint. This type of public speaking activity can often be an anxiety-inducing, glorified reading or memorization exercise of text-heavy slides that fails to meet the…

  17. FSAP-mediated nucleosome release from late apoptotic cells is inhibited by autoantibodies present in SLE.

    Science.gov (United States)

    Marsman, Gerben; Stephan, Femke; de Leeuw, Karina; Bulder, Ingrid; Ruinard, Jessica T; de Jong, Jan; Westra, Johanna; Bultink, Irene E M; Voskuyl, Alexandre E; Aarden, Lucien A; Luken, Brenda M; Kallenberg, Cees G M; Zeerleder, Sacha

    2016-03-01

    Inefficient clearance of apoptotic cells and the subsequent exposure of the immune system to nuclear contents are crucially involved in the pathogenesis of systemic lupus erythematosus (SLE). Factor VII-activating protease (FSAP) is activated in serum upon contact with dead cells, and releases nucleosomes from late apoptotic cells into the extracellular environment. We investigated whether FSAP-mediated nucleosome release from late apoptotic cells is affected in SLE patients. Nucleosome release in sera of 27 SLE patients and 30 healthy controls was investigated by incubating late apoptotic Jurkat cells with serum and analyzing the remaining DNA content by flow cytometry. We found that nucleosome release in sera of SLE patients with high disease activity was significantly decreased when compared with that in SLE sera obtained during low disease activity or from healthy individuals. Upon removal of IgG/IgM antibodies from SLE sera, nucleosome release was restored. Similarly, monoclonal antinuclear antibodies inhibited nucleosome release in healthy donor serum or by plasma-purified FSAP. This inhibition was lost when Fab fragments were used, suggesting that antigen cross-linking is involved. In conclusion, FSAP-mediated nucleosome release from late apoptotic cells is greatly impaired in SLE patient sera, possibly hampering the clearance of these cells and thereby propagating inflammation. © 2015 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim.

  18. Digital video.

    Science.gov (United States)

    Johnson, Don; Johnson, Mike

    2004-04-01

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

  19. Video preference assessment and behavioral management of single-caged Japanese macaques (Macaca fuscata) by movie presentation.

    Science.gov (United States)

    Ogura, Tadatoshi; Matsuzawa, Tetsuro

    2012-01-01

    Movie presentation can act as an enrichment technique for nonhuman primates, who also show preferences for certain contents. This study investigated the video preferences and effects of movies on behavioral abnormalities in single-caged Japanese macaques. When movie rewards were provided for subjects' touch responses, the subjects maintained the touch responses during 40 2-hr sessions. Although repeated presentation of 1 stimulus set decreased the subject's touch response, changing the stimulus set led to recovery of this response. The subjects showed clear preferences, consistent across 2 different stimulus sets, for movies showing humans or animation (61.1% of total duration). Subjects consistently played movies both with and without their preferred content. The availability of a variety of contents might be important for attracting subjects' interest. The frequency with which monkeys engaged in abnormal behaviors decreased in the experimental (20.9%) and the postexperimental (25.6%) periods compared with the preexperimental period (33.5%). Movie presentations could keep attracting the interest of single-caged monkeys in their visual environment, ameliorating their behavioral abnormalities for some time. In summary, social experience during infancy might influence Japanese macaques' movie preferences. Copyright © Taylor & Francis Group, LLC

  20. FSAP-mediated nucleosome release from late apoptotic cells is inhibited by autoantibodies present in SLE

    NARCIS (Netherlands)

    Marsman, Gerben; Stephan, Femke; de Leeuw, Karina; Bulder, Ingrid; Ruinard, Jessica T; de Jong, Jan; Westra, Johanna; Bultink, Irene E M; Voskuyl, Alexandre E; Aarden, Lucien A; Luken, Brenda M; Kallenberg, Cees G M; Zeerleder, Sacha

    Inefficient clearance of apoptotic cells and the subsequent exposure of the immune system to nuclear contents are crucially involved in the pathogenesis of systemic lupus erythematosus (SLE). Factor VII-activating protease (FSAP) is activated in serum upon contact with dead cells, and releases

  1. Photoelectron scattering and acid release in EUV lithography: a simulation study (Conference Presentation)

    Science.gov (United States)

    Biafore, John J.

    2017-03-01

    Abstract BACKGROUND: The ionizing wavelength in extreme ultraviolet (EUV) resist exposure leads to photoelectron scattering and uncertainty in the resulting acid image, producing line-edge roughness (LER) and poor CD uniformity of the printed features. GOALS: Try to determine how photoelectron and acid exposure blur effects affect EUV lithography and how they might be better controlled. Try to determine whether or not, and if so under what conditions, high resist quantum yields are beneficial to EUV lithography. METHODS: Using a stochastic resist simulator, we study the effects of resist properties upon photoelectric scattering, the uncertainty in the acid release and the properties of the after-development photoresist image in high NA EUV lithography. Uncertainty in the release of acids is the fundamental cause of LER and the ultimate limiter of optical lithography technology.

  2. The effects of physique-salient and physique non-salient exercise videos on women's body image, self-presentational concerns, and exercise motivation.

    Science.gov (United States)

    Ginis, Kathleen A Martin; Prapavessis, Harry; Haase, Anne M

    2008-06-01

    This experiment examined the effects of exposure to physique-salient (PS) and physique non-salient (PNS) exercise videos and the moderating influence of perceived physique discrepancies, on body image, self-presentational concerns, and exercise motivation. Eighty inactive women (M age=26) exercised to a 30 min instructional exercise video. In the PS condition, the video instructor wore revealing attire that emphasized her thin and toned physique. In the PNS condition, she wore attire that concealed her physique. Participants completed pre- and post-exercise measures of body image, social physique anxiety (SPA) and self-presentational efficacy (SPE) and a post-exercise measure of exercise motivation and perceived discrepancies with the instructor's body. No main or moderated effects emerged for video condition. However, greater perceived negative discrepancies were associated with poorer post-exercise body satisfaction and body evaluations, and higher state SPA. There were no effects on SPE or motivation. Results suggest that exercise videos that elicit perceived negative discrepancies can be detrimental to women's body images.

  3. Changes in salivary testosterone concentrations and subsequent voluntary squat performance following the presentation of short video clips.

    Science.gov (United States)

    Cook, Christian J; Crewther, Blair T

    2012-01-01

    Previous studies have shown that visual images can produce rapid changes in testosterone concentrations. We explored the acute effects of video clips on salivary testosterone and cortisol concentrations and subsequent voluntary squat performance in highly trained male athletes (n=12). Saliva samples were collected on 6 occasions immediately before and 15 min after watching a brief video clip (approximately 4 min in duration) on a computer screen. The watching of a sad, erotic, aggressive, training motivational, humorous or a neutral control clip was randomised. Subjects then performed a squat workout aimed at producing a 3 repetition maximum (3RM) lift. Significant (Ppre-workout environment offers an opportunity for understanding the outcomes of hormonal change, athlete behaviour and subsequent voluntary performance. Copyright © 2011 Elsevier Inc. All rights reserved.

  4. The Effect of Rubric-Guided, Focused, Personalized Coaching Sessions and Video-Recorded Presentations on Teaching Skills Among Fourth-Year Medical Students: A Pilot Study.

    Science.gov (United States)

    Tchekmedyian, Vatche; Shields, Helen M; Pelletier, Stephen R; Pazo, Valeria C

    2017-11-01

    As medical students become residents, teaching becomes an expected and integral responsibility. Yet, training-for-teaching opportunities are lacking. In 2014, the authors designed a pilot study using rubric-guided, focused, personalized coaching sessions and video-recorded presentations to improve student teaching skills among fourth-year students at Harvard Medical School. In 2014-2015, the authors recruited students from an elective on how to tutor preclinical students for the pilot, which consisted of four phases: a precoaching teaching presentation, a 30- to 45-minute coaching session, a postcoaching teaching presentation, and blinded reviewer ratings. Students' pre- and postcoaching presentations were video recorded. Using a scoring rubric for 15 teaching skills, students rated their pre- and postcoaching videos. Blinded reviewers also rated the pre- and postcoaching presentations using the same rubric with an additional category to gauge their overall impression. Fourteen students completed all four phases of the pilot. Students' ratings demonstrated statistically significant improvement in several teaching skills, including presentation content (P rubric, using coaching in different teaching settings, addressing the interventions' generalizability, training coaches, and performing additional evaluations.

  5. Extracellular superoxide dismutase is present in secretory vesicles of human neutrophils and released upon stimulation

    DEFF Research Database (Denmark)

    Iversen, Marie B; Gottfredsen, Randi H; Larsen, Ulrike G

    2016-01-01

    Extracellular superoxide dismutase (EC-SOD) is an antioxidant enzyme present in the extracellular matrix (ECM), where it provides protection against oxidative degradation of matrix constituents including type I collagen and hyaluronan. The enzyme is known to associate with macrophages...... and polymorphonuclear leukocytes (neutrophils) and increasing evidence supports a role for EC-SOD in the development of an inflammatory response. Here we show that human EC-SOD is present at the cell surface of isolated neutrophils as well as stored within secretory vesicles. Interestingly, we find that EC-SOD m......RNA is absent throughout neutrophil maturation indicating that the protein is synthesized by other cells and subsequently endocytosed by the neutrophil. When secretory vesicles were mobilized by neutrophil stimulation using formyl-methionyl-leucyl-phenylalanine (fMLF) or phorbol 12-myristate 13-acetate (PMA...

  6. The present-day stress field orientation in Italy: new release

    Science.gov (United States)

    Montone, P.; Mariucci, M. T.

    2015-12-01

    When contemporary stress field in a region is well-known and faults are identified, it is possible to determine which faults are favorably oriented and are more likely to slip in the future. Stress data are also an important input in integrated crustal modeling to get more reliable evaluations in many applicative researches. Then, the knowledge of the active stress field contributes to the seismotectonic zoning of a region. In Italy, although at large scale a first order stress field due to plate boundary forces controls the contemporary tectonics, some areas show changes in stress regime over small distances and/or with depth clearly linked to localized stress perturbations. Where information is lacking each prediction of stress patterns could significantly differ from the reality and any further evaluation would be weakly supported by data. Therefore we continuously collect the available stress indicators and here present an update of present-day stress orientations in Italy with the last 5 years data, relative to crustal earthquake focal mechanisms (0-40 km depth), borehole breakouts from deep wells and fault data. About 100 new quality-ranked entries complete the definition of the horizontal stress orientation and tectonic regime in some areas, and bring new information mainly in Po Plain and Calabria area, recently affected by important earthquake sequences. Now the global Italian dataset consists of ~800 data points, including ~580 of A-C quality, with an increase of 17% compared to the previous compilation (Montone et al., 2012). We use A-, B- and C-quality stress indicators for analyzing first-order stress patterns while we also consider D-quality data to define second-or third-order stress field, as observed in other studies in the world. In particular we discuss the simultaneous occurrence of different stress regimes and the complex interaction between first order stress field and local effects, and the influence of the inherited tectonic structures.

  7. Controlled-Release Oxycodone as "Gold Standard" for Postoperative Pain Therapy in Patients Undergoing Video-Assisted Thoracic Surgery or Thoracoscopy: A Retrospective Evaluation of 788 Cases.

    Science.gov (United States)

    Kampe, Sandra; Weinreich, Gerhard; Darr, Christopher; Stamatis, Georgios; Hachenberg, Thomas

    2015-09-01

    To assess the clinical efficacy of controlled-release oxycodone for postoperative analgesia after video-assisted thoracic surgery (VATS) or thoracoscopy. Pain therapy is standardized in our thoracic center throughout the complete postoperative stay. Patients receive immediately postoperative standardized oral analgesic protocol with controlled-released oxycodone (Oxy Group) or oxycodone with naloxone (Targin Group) and nonopioid every 6 h. We switched the opioid protocol from controlled-release oxycodone to Targin in January 2012. All patients are visited daily by a pain specialist throughout the whole stay. Data of 788 patients undergoing VATS (n = 367) or thoracoscopy (n = 421) during January 2011 until March 2013 were analyzed. In VATS, patients with Targin had higher pain scores at rest (p < 0.02) and on coughing (p < 0.001) than patients with oxycodone alone and more patients with Targin were dismissed with oral opioid dose than patients with oxycodone alone (p < 0.001). No differences in pain scores on POD 5 and 6, or in length of hospital stay, incidence of nausea, time to first dejection or opioid dose after dismission were found between controlled-release oxycodone and Targin. After conventional thoracoscopy, 209 patients received controlled-release oxycodone and 212 Targin. Patients with Targin had higher pain scores at rest (p < 0.004) and on coughing (p < 0.01) than patients with oxycodone alone and more patients with Targin were dismissed with oral opioid dose than patients with oxycodone alone (p < 0.004). There were no differences in pain scores on POD 5 and 6, or in length of hospital stay, incidence of nausea, time to first dejection or opioid dose after dismission. Oral opioid analgesia with controlled-release oxycodone is an effective postoperative regimen after VATS and thoracoscopies. Our retrospective data indicate that Targin might be less effective analgesic than oxycodone after VATS and thoracoscopies with no

  8. 360° video cloud streaming & HTMLVideoElement extensions: Presentation held at W3C Workshop on Web & Virtual Reality, October 19-20, 2016, San Jose, Calif., USA

    OpenAIRE

    Bassbouss, Louay

    2016-01-01

    Presented in the "360° video on the Web" Session: 360° video on the Web session identified needs for evolutions in streaming infrastructure (both on server and client side) to adapt to the heavy needs of 360° content streaming, and build understanding on what changes are needed to HTML media interfaces to make them suitable for 360° media content. In this presentation, a proof-of-concept 360° video cloud streaming solution that enables high quality 360° video experience on low capability devi...

  9. Effect of hearing aid release time and presentation level on speech perception in noise in elderly individuals with hearing loss.

    Science.gov (United States)

    Pottackal Mathai, Jijo; Mohammed, Hasheem

    2017-02-01

    To investigate the effect of compression time settings and presentation levels on speech perception in noise for elderly individuals with hearing loss. To compare aided speech perception performance in these individuals with age-matched normal hearing subjects. Twenty (normal hearing) participants within the age range of 60-68 years and 20 (mild-to-moderate sensorineural hearing loss) in the age range of 60-70 years were randomly recruited for the study. In the former group, SNR-50 was determined using phonetically balanced sentences that were mixed with speech-shaped noise presented at the most comfortable level. In the SNHL group, aided SNR-50 was determined at three different presentation levels (40, 60, and 80 dB HL) after fitting binaural hearing aids that had different compression time settings (fast and slow). In the SNHL group, slow compression time settings showed significantly better SNR-50 compared to fast release time. In addition, the mean of SNR-50 in the SNHL group was comparable to normal hearing participants while using a slow release time. A hearing aid with slow compression time settings led to significantly better speech perception in noise, compared to that of a hearing aid that had fast compression time settings.

  10. Are there Nonverbal Cues to Commitment? An Exploratory Study Using the Zero-Acquaintance Video Presentation Paradigm

    Directory of Open Access Journals (Sweden)

    William Michael Brown

    2003-01-01

    Full Text Available Altruism is difficult to explain evolutionarily if subtle cheaters exist in a population (Trivers, 1971. A pathway to the evolutionary maintenance of cooperation is nonverbal altruist-detection. One adaptive advantage of nonverbal altruist-detection is the formation of trustworthy division of labour partnerships (Frank, 1988. Three studies were designed to test a fundamental assumption behind altruistic partner preference models. In the first experiment perceivers (blind with respect to target altruism level made assessments of video-clips depicting self-reported altruists and self-reported non-altruists. Video-clips were designed with attempts to control for attractiveness, expressiveness, role-playing ability, and verbal content. Overall perceivers rated altruists as more “helpful” than non-altruists. In a second experiment manipulating the payoffs for cooperation, perceivers (blind with respect to payoff condition and altruism level assessed altruists who were helping others as more “concerned” and “attentive” than non-altruists. However perceivers assessed the same altruists as less “concerned” and “attentive” than non-altruists when the payoffs were for self. This finding suggests that perceivers are sensitive to nonverbal indicators of selfishness. Indeed the self-reported non-altruists were more likely than self-reported altruists to retain resources for themselves in an objective measure of cooperative tendencies (i.e. a dictator game. In a third study altruists and non-altruists' facial expressions were analyzed. The smile emerged as a consistent cue to altruism. In addition, altruists exhibited more expressions that are under involuntary control (e.g., orbicularis oculi compared to non-altruists. Findings suggest that likelihood to cooperate is signaled nonverbally and the putative cues may be under involuntary control as predicted by Frank (1988.

  11. Madonna: Feminist or Antifeminist? Domination of Sex in Her Music Videos and Live Performances From the 20th Century to the Present Day

    Directory of Open Access Journals (Sweden)

    Katarina Mitić

    2015-10-01

    Full Text Available After a nearly four-decade career, Madonna has not stopped with a modernist/postmodernist strategy of shock, which provides the reader or viewer the possibility of different interpretations of her art. While some art theorists condemn her as a ‘total antifeminist’, others praise Madonna’s work and point out her feminist side, through which she represents the ideal of a strong, independent and successful womanconfirming her own power and sexuality. Breaking conventional stereotypes through her videos and concert performances, the ‘Queen of Pop’ constantly demonstrates sexual dominance over both genders. In this paper, based on the contemporary research of Douglas Kellner and other theorists, I will analyze music videos and live performances from the 1990suntil the recent video for the song Bitch, I’m Madonna and consider why Madonna can be interpreted in two ways – as someone who ‘undermines her own feminism’ or as someone who is transparently presented as a feminist in the world of pop culture.

  12. Presentation

    Directory of Open Access Journals (Sweden)

    Eduardo Vicente

    2013-06-01

    Full Text Available In the present edition of Significação – Scientific Journal for Audiovisual Culture and in the others to follow something new is brought: the presence of thematic dossiers which are to be organized by invited scholars. The appointed subject for the very first one of them was Radio and the invited scholar, Eduardo Vicente, professor at the Graduate Course in Audiovisual and at the Postgraduate Program in Audiovisual Media and Processes of the School of Communication and Arts of the University of São Paulo (ECA-USP. Entitled Radio Beyond Borders the dossier gathers six articles and the intention of reuniting works on the perspectives of usage of such media as much as on the new possibilities of aesthetical experimenting being build up for it, especially considering the new digital technologies and technological convergences. It also intends to present works with original theoretical approach and original reflections able to reset the way we look at what is today already a centennial media. Having broadened the meaning of “beyond borders”, four foreign authors were invited to join the dossier. This is the first time they are being published in this country and so, in all cases, the articles where either written or translated into Portuguese.The dossier begins with “Radio is dead…Long live to the sound”, which is the transcription of a thought provoking lecture given by Armand Balsebre (Autonomous University of Barcelona – one of the most influential authors in the world on the Radio study field. It addresses the challenges such media is to face so that it can become “a new sound media, in the context of a new soundscape or sound-sphere, for the new listeners”. Andrew Dubber (Birmingham City University regarding the challenges posed by a Digital Era argues for a theoretical approach in radio studies which can consider a Media Ecology. The author understands the form and discourse of radio as a negotiation of affordances and

  13. Neonatal finasteride administration decreases dopamine release in nucleus accumbens after alcohol and food presentation in adult male rats.

    Science.gov (United States)

    Llidó, Anna; Bartolomé, Iris; Darbra, Sònia; Pallarès, Marc

    2016-08-01

    Endogenous levels of the neurosteroid (NS) allopregnanolone (AlloP) during neonatal stages are crucial for the correct development of the central nervous system (CNS). In a recent work we reported that the neonatal administration of AlloP or finasteride (Finas), an inhibitor of the enzyme 5α-reductase needed for AlloP synthesis, altered the voluntary consumption of ethanol and the ventrostriatal dopamine (DA) levels in adulthood, suggesting that neonatal NS manipulations can increase alcohol abuse vulnerability in adulthood. Moreover, other authors have associated neonatal NS alterations with diverse dopaminergic (DAergic) alterations. Thus, the aim of the present work is to analyse if manipulations of neonatal AlloP alter the DAergic response in the nucleus accumbens (NAcc) during alcohol intake in rats. We administered AlloP or Finas from postnatal day (PND) 5 to PND9. At PND98, we measured alcohol consumption using a two-bottle free-choice model (ethanol 10% (v/v)+glucose 3% (w/v), and glucose 3% (w/v)) for 12 days. On the last day of consumption, we measured the DA and 3,4-dihydroxyphenylacetic acid (DOPAC) release in NAcc in response to ethanol intake. The samples were obtained by means of in vivo microdialysis in freely moving rats, and DA and DOPAC levels were determined by means of high-performance liquid chromatography analysis (HPLC). The results revealed that neonatal Finas increased ethanol consumption in some days of the consumption phase, and decreased the DA release in the NAcc in response to solutions (ethanol+glucose) and food presentation. Taken together, these results suggest that neonatal NS alterations can affect alcohol rewarding properties. Copyright © 2016 Elsevier B.V. All rights reserved.

  14. Video Analytics

    DEFF Research Database (Denmark)

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

  15. Video Analytics

    DEFF Research Database (Denmark)

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

  16. Video News Release ALPHA experiment

    CERN Multimedia

    2016-01-01

    Antimatter continues to intrigue physicists due to its apparent absence in the observable universe. Current theory requires that matter and antimatter should have appeared in equal quantities after the Big Bang, but the Stan- dard Model offers no quantitative explanation for the apparent disappearance of half of the universe. It has recently become possible to study trapped atoms1–4 of antihydrogen to search for possible, as yet unobserved, differences in the physical behaviour of matter and antimatter.

  17. An overview of chemical additives present in plastics: Migration, release, fate and environmental impact during their use, disposal and recycling.

    Science.gov (United States)

    Hahladakis, John N; Velis, Costas A; Weber, Roland; Iacovidou, Eleni; Purnell, Phil

    2018-02-15

    Over the last 60 years plastics production has increased manifold, owing to their inexpensive, multipurpose, durable and lightweight nature. These characteristics have raised the demand for plastic materials that will continue to grow over the coming years. However, with increased plastic materials production, comes increased plastic material wastage creating a number of challenges, as well as opportunities to the waste management industry. The present overview highlights the waste management and pollution challenges, emphasising on the various chemical substances (known as "additives") contained in all plastic products for enhancing polymer properties and prolonging their life. Despite how useful these additives are in the functionality of polymer products, their potential to contaminate soil, air, water and food is widely documented in literature and described herein. These additives can potentially migrate and undesirably lead to human exposure via e.g. food contact materials, such as packaging. They can, also, be released from plastics during the various recycling and recovery processes and from the products produced from recyclates. Thus, sound recycling has to be performed in such a way as to ensure that emission of substances of high concern and contamination of recycled products is avoided, ensuring environmental and human health protection, at all times. Crown Copyright © 2017. Published by Elsevier B.V. All rights reserved.

  18. Visual Attending Preferences in Children with Autism Spectrum Disorders: A Comparison between Live and Video Presentation Modes

    Science.gov (United States)

    Cardon, Teresa; Azuma, Tamiko

    2012-01-01

    Visual attending patterns of children with ASD differ from those of typically developing (TD) children. Children with ASD spend less time visually attending to relevant people and stimuli than do TD children. Impaired visual attending patterns can greatly decrease the effectiveness of therapy. The purpose of the present study was to evaluate the…

  19. Tracing Sequential Video Production

    DEFF Research Database (Denmark)

    Otrel-Cass, Kathrin; Khalid, Md. Saifuddin

    2015-01-01

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

  20. Advanced video coding systems

    CERN Document Server

    Gao, Wen

    2015-01-01

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

  1. The Economic Trend of Video Game Industry

    OpenAIRE

    Zhuang, Guanxi; Zhang, Hai; Liu, Xia

    2013-01-01

    In recent years the game industry has had a huge growth. We've seen new game consoles, great looking games and an increase in the number of people playing them. We are presently in the seventh generation of video games which focuses on consoles released since 2004. For home consoles,the seventh generation began on November 22, 2005 with the release of Xbox 360 and continued with the release of PlayStation 3 on November 11, 2006, and Wii on November 19, 2006. The current generation is having a...

  2. Interactive video algorithms and technologies

    CERN Document Server

    Hammoud, Riad

    2006-01-01

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

  3. Transmission of compressed video

    Science.gov (United States)

    Pasch, H. L.

    1990-09-01

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

  4. Campus for Peace Video Presentation

    OpenAIRE

    Campus per la Pau

    2010-01-01

    Eduard Vinyamata, el director del Campus per la Pau, presenta la universitat de les ONG, la iniciativa solidària de la Universitat Oberta de Catalunya. El Campus per la Pau té el propòsit de contribuir a la pau, a la solidaritat amb les persones i societats menys afavorides, per la cooperació en el desenvolupament, l'ajut humanitari i la sostenibilitat, i es fonamenta en principis ètics bàsics com la Declaració universal dels drets humans i la Carta de la terra Eduard Vinyamata, el directo...

  5. Video Analytics

    DEFF Research Database (Denmark)

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

  6. Video Analytics

    DEFF Research Database (Denmark)

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

  7. 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....

  8. Present condition of the pair outside release policy of oil-producing countries; Sanyukoku no taigai kaiho seisaku no genjo

    Energy Technology Data Exchange (ETDEWEB)

    Kimura, Masumi [Japan National oil Corp., Tokyo (Japan)

    1999-07-01

    Brazil, Venezuela and Iran made the way to the pair outside release policy one after another between this several years. chauvinism in the flow of a period of big competition has ever come to a deadlock in this. Brazilian oil deposits are 7,300 million bbl in 1997, and it can be never said that it is big in rising oil-producing countries. As for the Venezuelan oil deposits, it is the oil-producing country of a world the 6th prize with 72,600 million bbl, the amount of production is a world the 6th prize with 3.2 million BPD in 1998. As for the Iranian oil deposits, with 89,700 million bbl in a world the 5th prize. The amount of petroleum production is a world the 4th prize with 3.6 million PD in 1998. (NEDO)

  9. 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.

  10. Collaborative Video Sketching

    DEFF Research Database (Denmark)

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

    2017-01-01

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

  11. Reflections on academic video

    Directory of Open Access Journals (Sweden)

    Thommy Eriksson

    2012-11-01

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

  12. Heartbeat Registration Experiment (Rana Esculenta): Demonstration of the Preparatory Phase. A Case Study in the Design of a Video Presentation for Use in the Physiology Laboratory in the Department of Comparative Physiology at the Rijksuniversiteit Utrecht, Utrecht, the Netherlands.

    Science.gov (United States)

    Earl, F. A.

    This case study describes the design of a video tape presentation for use in a college physiology laboratory. A goal of this color film is to demonstrate to the students those techniques involved in anaesthetising and preparing a frog for a laboratory experiment on the reaction of the heart to electrical and chemical stimuli. The film first shows…

  13. Personal Digital Video Stories

    DEFF Research Database (Denmark)

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

    2016-01-01

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

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

    Science.gov (United States)

    Deshpande, Sachin

    2006-01-01

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

  15. 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.

  16. Query-by-Emoji Video Search

    NARCIS (Netherlands)

    Cappallo, S.; Mensink, T.; Snoek, C.G.M.

    2015-01-01

    This technical demo presents Emoji2Video, a query-by-emoji interface for exploring video collections. Ideogram-based video search and representation presents an opportunity for an intuitive, visual interface and concise non-textual summary of video contents, in a form factor that is ideal for small

  17. Social video content delivery

    CERN Document Server

    Wang, Zhi; Zhu, Wenwu

    2016-01-01

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

  18. High Dynamic Range Video

    CERN Document Server

    Myszkowski, Karol

    2008-01-01

    This book presents a complete pipeline forHDR image and video processing fromacquisition, through compression and quality evaluation, to display. At the HDR image and video acquisition stage specialized HDR sensors or multi-exposure techniques suitable for traditional cameras are discussed. Then, we present a practical solution for pixel values calibration in terms of photometric or radiometric quantities, which are required in some technically oriented applications. Also, we cover the problem of efficient image and video compression and encoding either for storage or transmission purposes, in

  19. Video-Based Big Data Analytics in Cyberlearning

    Science.gov (United States)

    Wang, Shuangbao; Kelly, William

    2017-01-01

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

  20. Accelerating video carving from unallocated space

    Science.gov (United States)

    Kalva, Hari; Parikh, Anish; Srinivasan, Avinash

    2013-03-01

    Video carving has become an essential tool in digital forensics. Video carving enables recovery of deleted video files from hard disks. Processing data to extract videos is a computationally intensive task. In this paper we present two methods to accelerate video carving: a method to accelerate fragment extraction, and a method to accelerate combining of these fragments into video segments. Simulation results show that complexity of video fragment extraction can be reduced by as much as 75% with minimal impact on the videos recovered.

  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. 3D video

    CERN Document Server

    Lucas, Laurent; Loscos, Céline

    2013-01-01

    While 3D vision has existed for many years, the use of 3D cameras and video-based modeling by the film industry has induced an explosion of interest for 3D acquisition technology, 3D content and 3D displays. As such, 3D video has become one of the new technology trends of this century.The chapters in this book cover a large spectrum of areas connected to 3D video, which are presented both theoretically and technologically, while taking into account both physiological and perceptual aspects. Stepping away from traditional 3D vision, the authors, all currently involved in these areas, provide th

  3. Indexing, Browsing, and Searching of Digital Video.

    Science.gov (United States)

    Smeaton, Alan F.

    2004-01-01

    Presents a literature review that covers the following topics related to indexing, browsing, and searching of digital video: video coding and standards; conventional approaches to accessing digital video; automatically structuring and indexing digital video; searching, browsing, and summarization; measurement and evaluation of the effectiveness of…

  4. 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...

  5. Representing videos in tangible products

    Science.gov (United States)

    Fageth, Reiner; Weiting, Ralf

    2014-03-01

    Videos can be taken with nearly every camera, digital point and shoot cameras, DSLRs as well as smartphones and more and more with so-called action cameras mounted on sports devices. The implementation of videos while generating QR codes and relevant pictures out of the video stream via a software implementation was contents in last years' paper. This year we present first data about what contents is displayed and how the users represent their videos in printed products, e.g. CEWE PHOTOBOOKS and greeting cards. We report the share of the different video formats used, the number of images extracted out of the video in order to represent the video, the positions in the book and different design strategies compared to regular books.

  6. Hypervideos and interactive multimedia presentations

    NARCIS (Netherlands)

    B. Meixner (Britta)

    2017-01-01

    textabstractHypervideos and interactive multimedia presentations allow the creation of fully interactive and enriched video. It is possible to organize video scenes in a nonlinear way. Additional information can be added to the video ranging from short descriptions to images and more videos.

  7. Video games and mobile learning: A Spanish developers approach

    OpenAIRE

    Fernández Gómez, Carlos; Martí Parreño, José

    2016-01-01

    This research presents a work in progress aiming to map Spanish video games developers’ production in the area of mobile educational video games. A sample of 30 Spanish video games developers was analyzed in order to explore the weight that educational video games for mobile devices represents in their product portfolio. Primary findings suggest that Spanish video games developers’ production of educational video games for mobile devices is very scarce. While 23,3% of the analyzed video games...

  8. Recognizing problem video game use.

    Science.gov (United States)

    Porter, Guy; Starcevic, Vladan; Berle, David; Fenech, Pauline

    2010-02-01

    It has been increasingly recognized that some people develop problem video game use, defined here as excessive use of video games resulting in various negative psychosocial and/or physical consequences. The main objectives of the present study were to identify individuals with problem video game use and compare them with those without problem video game use on several variables. An international, anonymous online survey was conducted, using a questionnaire with provisional criteria for problem video game use, which the authors have developed. These criteria reflect the crucial features of problem video game use: preoccupation with and loss of control over playing video games and multiple adverse consequences of this activity. A total of 1945 survey participants completed the survey. Respondents who were identified as problem video game users (n = 156, 8.0%) differed significantly from others (n = 1789) on variables that provided independent, preliminary validation of the provisional criteria for problem video game use. They played longer than planned and with greater frequency, and more often played even though they did not want to and despite believing that they should not do it. Problem video game users were more likely to play certain online role-playing games, found it easier to meet people online, had fewer friends in real life, and more often reported excessive caffeine consumption. People with problem video game use can be identified by means of a questionnaire and on the basis of the present provisional criteria, which require further validation. These findings have implications for recognition of problem video game users among individuals, especially adolescents, who present to mental health services. Mental health professionals need to acknowledge the public health significance of the multiple negative consequences of problem video game use.

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

    OpenAIRE

    Bechqito, Yassine

    2009-01-01

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

  10. High-performance liquid chromatography method for the determination of hydrogen peroxide present or released in teeth bleaching kits and hair cosmetic products.

    Science.gov (United States)

    Gimeno, Pascal; Bousquet, Claudine; Lassu, Nelly; Maggio, Annie-Françoise; Civade, Corinne; Brenier, Charlotte; Lempereur, Laurent

    2015-03-25

    This manuscript presents an HPLC/UV method for the determination of hydrogen peroxide present or released in teeth bleaching products and hair products. The method is based on an oxidation of triphenylphosphine into triphenylphosphine oxide by hydrogen peroxide. Triphenylphosphine oxide formed is quantified by HPLC/UV. Validation data were obtained using the ISO 12787 standard approach, particularly adapted when it is not possible to make reconstituted sample matrices. For comparative purpose, hydrogen peroxide was also determined using ceric sulfate titrimetry for both types of products. For hair products, a cross validation of both ceric titrimetric method and HPLC/UV method using the cosmetic 82/434/EEC directive (official iodometric titration method) was performed. Results obtained for 6 commercialized teeth whitening products and 5 hair products point out similar hydrogen peroxide contain using either the HPLC/UV method or ceric sulfate titrimetric method. For hair products, results were similar to the hydrogen peroxide content using the cosmetic 82/434/EEC directive method and for the HPLC/UV method, mean recoveries obtained on spiked samples, using the ISO 12787 standard, ranges from 100% to 110% with a RSD<3.0%. To assess the analytical method proposed, the HPLC method was used to control 35 teeth bleaching products during a market survey and highlight for 5 products, hydrogen peroxide contents higher than the regulated limit. Copyright © 2015 Elsevier B.V. All rights reserved.

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

    Directory of Open Access Journals (Sweden)

    Markos Avlonitis

    2014-01-01

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

  12. 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).

  13. Video-OCS Floating Wind Farm Site

    Data.gov (United States)

    U.S. Geological Survey, Department of the Interior — This data release contains digital video files from the USGS field activity 2014-607-FA, a survey of the Oregon Outer Continental Shelf (OCS) Floating Wind Farm Site...

  14. Video correlation: more games, less crime

    National Research Council Canada - National Science Library

    Bailey, Ronald

    2015-01-01

    ... and crime in the real world. The researchers probed correlations between crime rates and video games sales, Internet searches for game guides, and the monthly and annual release dates of popular violent games. The researchers reported, "Annual trends in video game sales for the past 33 years were unrelated to violent crime both concurrently and up to 4...

  15. Video Tracking dalam Digital Compositing untuk Paska Produksi Video

    Directory of Open Access Journals (Sweden)

    Ardiyan Ardiyan

    2012-04-01

    Full Text Available Video Tracking is one of the processes in video postproduction and motion picture digitally. The ability of video tracking method in the production is helpful to realize the concept of the visual. It is considered in the process of visual effects making. This paper presents how the tracking process and its benefits in visual needs, especially for video and motion picture production. Some of the things involved in the process of tracking such as failure to do so are made clear in this discussion. 

  16. Akademisk video

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2017-01-01

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

  17. Low-latency video transmission over high-speed WPANs based on low-power video compression

    DEFF Research Database (Denmark)

    Belyaev, Evgeny; Turlikov, Andrey; Ukhanova, Ann

    2010-01-01

    This paper presents latency-constrained video transmission over high-speed wireless personal area networks (WPANs). Low-power video compression is proposed as an alternative to uncompressed video transmission. A video source rate control based on MINMAX quality criteria is introduced. Practical...... results for video encoder based on H.264/AVC standard are also given....

  18. Low-latency video transmission over high-speed WPANs based on low-power video compression

    OpenAIRE

    Belyaev, Evgeny; Turlikov, Andrey; Ukhanova, Ann

    2010-01-01

    This paper presents latency-constrained video transmission over high-speed wireless personal area networks (WPANs). Low-power video compression is proposed as an alternative to uncompressed video transmission. A video source rate control based on MINMAX quality criteria is introduced. Practical results for video encoder based on H.264/AVC standard are also given.

  19. CHARACTER RECOGNITION OF VIDEO SUBTITLES\\

    Directory of Open Access Journals (Sweden)

    Satish S Hiremath

    2016-11-01

    Full Text Available An important task in content based video indexing is to extract text information from videos. The challenges involved in text extraction and recognition are variation of illumination on each video frame with text, the text present on the complex background and different font size of the text. Using various image processing algorithms like morphological operations, blob detection and histogram of oriented gradients the character recognition of video subtitles is implemented. Segmentation, feature extraction and classification are the major steps of character recognition. Several experimental results are shown to demonstrate the performance of the proposed algorithm

  20. Video News Release WEB: CERN OPENLAB

    CERN Multimedia

    CERN Video productions

    2012-01-01

    New phase for Openlab 00 :00 -00 :11 : titres 00 :12 -00 : 38 : logo Openlab + footage CERN computing centre 00 :39- 01 :38 : interview of Bob Jones Head of CERN openlab 01 :39 – 01 :55 : footage computing centre 01 :56- 03 :09 : interview of Sverre Jarp , CERN openlab Chief Technology Officer 03 :10-04 :02 : footage technical rack computing centre 04 :03- 04 :56 : second interview of Sverre Jarp about éducation 04 :57- 05 :58 : interview of Andrzej Nowak staff researcher of CERN openlab 05 :59- END : others footage of computing center

  1. Video News release: LHC Energy Record

    CERN Multimedia

    CERN video productions

    2009-01-01

    Geneva, 30 November 2009. CERN1’s Large Hadron Collider has today become the world’s highest energy particle accelerator, having accelerated its twin beams of protons to an energy of 1.18 TeV in the early hours of the morning. This exceeds the previous world record of 0.98 TeV, which had been held by the US Fermi National Accelerator Laboratory’s Tevatron collider since 2001. It marks another important milestone on the road to first physics at the LHC in 2010. “We are still coming to terms with just how smoothly the LHC commissioning is going,” said CERN Director General Rolf Heuer. “It is fantastic. However, we are continuing to take it step by step, and there is still a lot to do before we start physics in 2010. I’m keeping my champagne on ice until then.” These developments come just 10 days after the LHC restart, demonstrating the excellent performance of the machine. First beams were injected into the LHC on Friday 20 November. Over the following days, the machine’s operators circulated...

  2. Online video examination

    DEFF Research Database (Denmark)

    Qvist, Palle

    courses are accredited to the master programme. The programme is online, worldwide and on demand. It recruits students from all over the world. The programme is organized exemplary in accordance the principles in the problem-based and project-based learning method used at Aalborg University where students......The Master programme in Problem-Based Learning in Engineering and Science, MPBL (www.mpbl.aau.dk), at Aalborg University, is an international programme offering formalized staff development. The programme is also offered in smaller parts as single subject courses (SSC). Passed single subject...... have large influence on their own teaching, learning and curriculum. The programme offers streamed videos in combination with other learning resources. It is a concept which offers video as pure presentation - video lectures - but also as an instructional tool which gives the students the possibility...

  3. Provocative Video Scenarios

    DEFF Research Database (Denmark)

    Caglio, Agnese

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

  4. Internet video search

    NARCIS (Netherlands)

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

    2011-01-01

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

  5. Sexual content in video games: an analysis of the Entertainment Software Rating Board classification from 1994 to 2013.

    Science.gov (United States)

    Vidaña-Pérez, Dèsirée; Braverman-Bronstein, Ariela; Basto-Abreu, Ana; Barrientos-Gutierrez, Inti; Hilscher, Rainer; Barrientos-Gutierrez, Tonatiuh

    2018-01-11

    Background: Video games are widely used by children and adolescents and have become a significant source of exposure to sexual content. Despite evidence of the important role of media in the development of sexual attitudes and behaviours, little attention has been paid to monitor sexual content in video games. Methods: Data was obtained about sexual content and rating for 23722 video games from 1994 to 2013 from the Entertainment Software Rating Board database; release dates and information on the top 100 selling video games was also obtained. A yearly prevalence of sexual content according to rating categories was calculated. Trends and comparisons were estimated using Joinpoint regression. Results: Sexual content was present in 13% of the video games. Games rated 'Mature' had the highest prevalence of sexual content (34.5%) followed by 'Teen' (30.7%) and 'E10+' (21.3%). Over time, sexual content decreased in the 'Everyone' category, 'E10+' maintained a low prevalence and 'Teen' and 'Mature' showed a marked increase. Both top and non-top video games showed constant increases, with top selling video games having 10.1% more sexual content across the period of study. Conclusion: Over the last 20 years, the prevalence of sexual content has increased in video games with a 'Teen' or 'Mature' rating. Further studies are needed to quantify the potential association between sexual content in video games and sexual behaviour in children and adolescents.

  6. Video consultation use by Australian general practitioners: video vignette study.

    Science.gov (United States)

    Jiwa, Moyez; Meng, Xingqiong

    2013-06-19

    There is unequal access to health care in Australia, particularly for the one-third of the population living in remote and rural areas. Video consultations delivered via the Internet present an opportunity to provide medical services to those who are underserviced, but this is not currently routine practice in Australia. There are advantages and shortcomings to using video consultations for diagnosis, and general practitioners (GPs) have varying opinions regarding their efficacy. The aim of this Internet-based study was to explore the attitudes of Australian GPs toward video consultation by using a range of patient scenarios presenting different clinical problems. Overall, 102 GPs were invited to view 6 video vignettes featuring patients presenting with acute and chronic illnesses. For each vignette, they were asked to offer a differential diagnosis and to complete a survey based on the theory of planned behavior documenting their views on the value of a video consultation. A total of 47 GPs participated in the study. The participants were younger than Australian GPs based on national data, and more likely to be working in a larger practice. Most participants (72%-100%) agreed on the differential diagnosis in all video scenarios. Approximately one-third of the study participants were positive about video consultations, one-third were ambivalent, and one-third were against them. In all, 91% opposed conducting a video consultation for the patient with symptoms of an acute myocardial infarction. Inability to examine the patient was most frequently cited as the reason for not conducting a video consultation. Australian GPs who were favorably inclined toward video consultations were more likely to work in larger practices, and were more established GPs, especially in rural areas. The survey results also suggest that the deployment of video technology will need to focus on follow-up consultations. Patients with minor self-limiting illnesses and those with medical

  7. Mississippi's New Forestry Best Management Practices Video

    Science.gov (United States)

    Andrew James Londo; John Benkert Auel

    2004-01-01

    Mississippi's latest version of forestry best management practices (BMPs) for water quality was released in 2000. In conjunction with this release, funds were obtained through a Section 319H grant from the Mississippi Department of Environmental Quality to create a new BMPs video. Additional assistance was obtained from Georgia Pacific, PlumCreek, Weyerhaeuser,...

  8. Apples to Oranges: Comparing Streaming Video Platforms

    OpenAIRE

    Milewski, Steven; Threatt, Monique

    2017-01-01

    Librarians rely on an ever-increasing variety of platforms to deliver streaming video content to our patrons. These two presentations will examine different aspects of video streaming platforms to gain guidance from the comparison of platforms. The first will examine the accessibility compliance of the various video streaming platforms for users with disabilities by examining accessibility features of the platforms. The second will be a comparison of subject usage of two of the larger video s...

  9. Internet video-on-demand e-commerce system based on multilevel video metadata

    Science.gov (United States)

    Xia, Jiali; Jin, Jesse S.

    2000-10-01

    Video-On-Demand is a new development on the Internet. In order to manage the rich multimedia information and the large number of users, we present an Internet Video-On-Demand system with some E- Commerce flavors. This paper presents the system architecture and technologies required in the implementation. It provides interactive Video-On-Demand services in which the user has a complete control over the session presentation. It allows the user to select and receive specific video information by retrieving the database. For improving the performance of video information retrieval and management, the video information is represented by hierarchical video metadata in XML format. Video metadatabase stored the video information in this hierarchical structure and allows user to search the video shots at different semantic levels in the database. To browse the searched video, the user not only has full-function VCR capabilities as the traditional Video-On-Demand, but also can browse the video in a hierarchical method to view different shots. In order to perform management of large number of users over the Internet, a membership database designed and managed in an E-Commerce environment, which allows the user to access the video database based on different access levels.

  10. 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.

  11. Video game induced knuckle pad.

    Science.gov (United States)

    Rushing, Mary E; Sheehan, Daniel J; Davis, Loretta S

    2006-01-01

    Controversy and concern surround the video game playing fascination of children. Scientific reports have explored the negative effects of video games on youth, with a growing number recognizing the actual physical implications of this activity. We offer another reason to discourage children's focus on video games: knuckle pads. A 13-year-old black boy presented with an asymptomatic, slightly hyperpigmented plaque over his right second distal interphalangeal joint. A punch biopsy specimen confirmed knuckle pad as the diagnosis, and a traumatic etiology from video game playing was suspected. Knuckle pads can be painful, cosmetically unappealing, and refractory to treatment. They can now be recognized as yet another potential adverse consequence of chronic video game playing.

  12. Distributed source coding of video

    DEFF Research Database (Denmark)

    Forchhammer, Søren; Van Luong, Huynh

    2015-01-01

    A foundation for distributed source coding was established in the classic papers of Slepian-Wolf (SW) [1] and Wyner-Ziv (WZ) [2]. This has provided a starting point for work on Distributed Video Coding (DVC), which exploits the source statistics at the decoder side offering shifting processing...... steps, conventionally performed at the video encoder side, to the decoder side. Emerging applications such as wireless visual sensor networks and wireless video surveillance all require lightweight video encoding with high coding efficiency and error-resilience. The video data of DVC schemes differ from...... the assumptions of SW and WZ distributed coding, e.g. by being correlated in time and nonstationary. Improving the efficiency of DVC coding is challenging. This paper presents some selected techniques to address the DVC challenges. Focus is put on pin-pointing how the decoder steps are modified to provide...

  13. [Video documentation in forensic practice].

    Science.gov (United States)

    Schyma, C; Schyma, P

    1995-01-01

    The authors report in part 1 about their experiences with the Canon Ex1 Hi camcorder and the possibilities of documentation with the modern video technique. Application examples in legal medicine and criminalistics are described autopsy, scene, reconstruction of crimes etc. The online video documentation of microscopic sessions makes the discussion of findings easier. The use of video films for instruction produces a good resonance. The use of the video documentation can be extended by digitizing (Part 2). Two frame grabbers are presented, with which we obtained good results in digitizing of images captured from video. The best quality of images is achieved by online use of an image analysis chain. Corel 5.0 and PicEd Cora 4.0 allow complete image processings and analysis. The digital image processing influences the objectivity of the documentation. The applicabilities of image libraries are discussed.

  14. Color image and video enhancement

    CERN Document Server

    Lecca, Michela; Smolka, Bogdan

    2015-01-01

    This text covers state-of-the-art color image and video enhancement techniques. The book examines the multivariate nature of color image/video data as it pertains to contrast enhancement, color correction (equalization, harmonization, normalization, balancing, constancy, etc.), noise removal and smoothing. This book also discusses color and contrast enhancement in vision sensors and applications of image and video enhancement.   ·         Focuses on enhancement of color images/video ·         Addresses algorithms for enhancing color images and video ·         Presents coverage on super resolution, restoration, in painting, and colorization.

  15. Fast Aerial Video Stitching

    Directory of Open Access Journals (Sweden)

    Jing Li

    2014-10-01

    Full Text Available The highly efficient and robust stitching of aerial video captured by unmanned aerial vehicles (UAVs is a challenging problem in the field of robot vision. Existing commercial image stitching systems have seen success with offline stitching tasks, but they cannot guarantee high-speed performance when dealing with online aerial video sequences. In this paper, we present a novel system which has an unique ability to stitch high-frame rate aerial video at a speed of 150 frames per second (FPS. In addition, rather than using a high-speed vision platform such as FPGA or CUDA, our system is running on a normal personal computer. To achieve this, after the careful comparison of the existing invariant features, we choose the FAST corner and binary descriptor for efficient feature extraction and representation, and present a spatial and temporal coherent filter to fuse the UAV motion information into the feature matching. The proposed filter can remove the majority of feature correspondence outliers and significantly increase the speed of robust feature matching by up to 20 times. To achieve a balance between robustness and efficiency, a dynamic key frame-based stitching framework is used to reduce the accumulation errors. Extensive experiments on challenging UAV datasets demonstrate that our approach can break through the speed limitation and generate an accurate stitching image for aerial video stitching tasks.

  16. 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.

  17. Astronomy Video Contest

    Science.gov (United States)

    McFarland, John

    2008-05-01

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

  18. Video systems for alarm assessment

    Energy Technology Data Exchange (ETDEWEB)

    Greenwoll, D.A.; Matter, J.C. (Sandia National Labs., Albuquerque, NM (United States)); Ebel, P.E. (BE, Inc., Barnwell, SC (United States))

    1991-09-01

    The purpose of this NUREG is to present technical information that should be useful to NRC licensees in designing closed-circuit television systems for video alarm assessment. There is a section on each of the major components in a video system: camera, lens, lighting, transmission, synchronization, switcher, monitor, and recorder. Each section includes information on component selection, procurement, installation, test, and maintenance. Considerations for system integration of the components are contained in each section. System emphasis is focused on perimeter intrusion detection and assessment systems. A glossary of video terms is included. 13 figs., 9 tabs.

  19. Face Recognition and Tracking in Videos

    Directory of Open Access Journals (Sweden)

    Swapnil Vitthal Tathe

    2017-07-01

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

  20. Using Video in the English Language Clasroom

    Directory of Open Access Journals (Sweden)

    Amado Vicente

    2002-08-01

    Full Text Available Video is a popular and a motivating potential medium in schools. Using video in the language classroom helps the language teachers in many different ways. Video, for instance, brings the outside world into the language classroom, providing the class with many different topics and reasons to talk about. It can provide comprehensible input to the learners through contextualised models of language use. It also offers good opportunities to introduce native English speech into the language classroom. Through this article I will try to show what the benefits of using video are and, at the end, I present an instrument to select and classify video materials.

  1. [Is video game addiction a reality ?

    Science.gov (United States)

    Thorens, Gabriel; Achab, Sophia; Rothen, Stephane; Khazaal, Yasser; Zullino, Daniele

    2016-09-21

    Video games are widely practiced. Questions about their potential health risks arise, including the risk of addiction. If there is at present no official diagnosis of video games addiction, the DSM-5 proposes temporary criteria based on pathological gambling. Video game addiction affects a minority of at risk individuals. The proposed treatments are essentially psychotherapeutic. Video games practices can be non problematic and they may also have potential beneficial effects on individuals. It is therefore recommended, when assessing video games practices, to take into account the positive and negative impacts of their use.

  2. Using MPEG DASH SRD for zoomable and navigable video

    NARCIS (Netherlands)

    D'Acunto, L.; Berg, J. van den; Thomas, E.; Niamut, O.A.

    2016-01-01

    This paper presents a video streaming client implementation that makes use of the Spatial Relationship Description (SRD) feature of the MPEG-DASH standard, to provide a zoomable and navigable video to an end user. SRD allows a video streaming client to request spatial subparts of a particular video

  3. Antigen-Presenting Human γδ T Cells Promote Intestinal CD4+ T Cell Expression of IL-22 and Mucosal Release of Calprotectin.

    Science.gov (United States)

    Tyler, Christopher J; McCarthy, Neil E; Lindsay, James O; Stagg, Andrew J; Moser, Bernhard; Eberl, Matthias

    2017-05-01

    The cytokine IL-22 plays a critical role in mucosal barrier defense, but the mechanisms that promote IL-22 expression in the human intestine remain poorly understood. As human microbe-responsive Vγ9/Vδ2 T cells are abundant in the gut and recognize microbiota-associated metabolites, we assessed their potential to induce IL-22 expression by intestinal CD4+ T cells. Vγ9/Vδ2 T cells with characteristics of APCs were generated from human blood and intestinal organ cultures, then cocultured with naive and memory CD4+ T cells obtained from human blood or the colon. The potency of blood and intestinal γδ T-APCs was compared with that of monocytes and dendritic cells, by assessing CD4+ T cell phenotypes and proliferation as well as cytokine and transcription factor profiles. Vγ9/Vδ2 T cells in human blood, colon, and terminal ileum acquired APC functions upon microbial activation in the presence of microenvironmental signals including IL-15, and were capable of polarizing both blood and colonic CD4+ T cells toward distinct effector fates. Unlike monocytes or dendritic cells, gut-homing γδ T-APCs employed an IL-6 independent mechanism to stimulate CD4+ T cell expression of IL-22 without upregulating IL-17. In human intestinal organ cultures, microbial activation of Vγ9/Vδ2 T cells promoted mucosal secretion of IL-22 and ICOSL/TNF-α-dependent release of the IL-22 inducible antimicrobial protein calprotectin without modulating IL-17 expression. In conclusion, human γδ T-APCs stimulate CD4+ T cell responses distinct from those induced by myeloid APCs to promote local barrier defense via mucosal release of IL-22 and calprotectin. Targeting of γδ T-APC functions may lead to the development of novel gut-directed immunotherapies and vaccines. Copyright © 2017 The Authors.

  4. Developing an accessible video player

    Directory of Open Access Journals (Sweden)

    Juan José Rodríguez Soler

    2012-05-01

    Full Text Available Online Channels in financial institutions allows customers with disabilities to access services in a convenient way for them.However, one of the current challenges of this sector is to improve web accessibility and to incorporate technological resources to provide access to multimedia and video content, which has become a new form of internet communication.The present work shows in detail the strategy followed when designing and developing the new video player used by Bankinter for these purposes.

  5. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  6. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  7. NEI You Tube Videos: Amblyopia

    Science.gov (United States)

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

  8. Rheumatoid Arthritis Educational Video Series

    Medline Plus

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

  9. CARACTERIZACION VOZ Y VIDEO

    Directory of Open Access Journals (Sweden)

    Octavio José Salcedo Parra

    2011-11-01

    Full Text Available La motivación para caracterizar el tráfico de voz y video está en la necesidad de las empresas proveedoras de servicio en mantener redes de transporte de información con capacidades acordes a los requerimientos de los usuarios.  Poder determinar en forma oportuna como los elementos técnicos que hacen parte de las redes afectan su desempeño, teniendo en cuenta que cada tipo de servicio es afectado en mayor o menor medida por dichos elementos dentro de los que tenemos el jitter, las demoras y las pérdidas de paquetes entre otros. El presente trabajo muestra varios casos de caracterización de tráfico tanto de voz como de video en las que se utilizan una diversidad de técnicas para diferentes tipos de servicio.

  10. 61214++++','DOAJ-ART-EN'); return false;" href="+++++https://jual.nipissingu.ca/wp-content/uploads/sites/25/2014/06/v61214.m4v">61214++++">Jailed - Video

    Directory of Open Access Journals (Sweden)

    Cameron CULBERT

    2012-07-01

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

  11. Cocaine- and amphetamine-regulated transcript is present in hypothalamic neuroendocrine neurones and is released to the hypothalamic-pituitary portal circuit

    DEFF Research Database (Denmark)

    Larsen, P J; Seier, V; Fink-Jensen, A

    2003-01-01

    Cocaine- and amphetamine-regulated transcript (CART) is present in a number of hypothalamic nuclei. Besides actions in circuits regulating feeding behaviour and stress responses, the hypothalamic functions of CART are largely unknown. We report that CART immunoreactivity is present in hypothalamic...

  12. Multiview video codec based on KTA techniques

    Science.gov (United States)

    Seo, Jungdong; Kim, Donghyun; Ryu, Seungchul; Sohn, Kwanghoon

    2011-03-01

    Multi-view video coding (MVC) is a video coding standard developed by MPEG and VCEG for multi-view video. It showed average PSNR gain of 1.5dB compared with view-independent coding by H.264/AVC. However, because resolutions of multi-view video are getting higher for more realistic 3D effect, high performance video codec is needed. MVC adopted hierarchical B-picture structure and inter-view prediction as core techniques. The hierarchical B-picture structure removes the temporal redundancy, and the inter-view prediction reduces the inter-view redundancy by compensated prediction from the reconstructed neighboring views. Nevertheless, MVC has inherent limitation in coding efficiency, because it is based on H.264/AVC. To overcome the limit, an enhanced video codec for multi-view video based on Key Technology Area (KTA) is proposed. KTA is a high efficiency video codec by Video Coding Expert Group (VCEG), and it was carried out for coding efficiency beyond H.264/AVC. The KTA software showed better coding gain than H.264/AVC by using additional coding techniques. The techniques and the inter-view prediction are implemented into the proposed codec, which showed high coding gain compared with the view-independent coding result by KTA. The results presents that the inter-view prediction can achieve higher efficiency in a multi-view video codec based on a high performance video codec such as HEVC.

  13. Are violent video games harmful?

    Science.gov (United States)

    Porter, Guy; Starcevic, Vladan

    2007-10-01

    The aim of this paper is to revisit the controversial issue of the association of violent video games and aggressive behaviour. Several lines of evidence suggest that there is a link between exposure to violent video games and aggressive behaviour. However, methodological shortcomings of research conducted so far make several interpretations of this relationship possible. Thus, aggressive behaviour may be a consequence of playing violent video games, an expression of hostile traits that existed before exposure to these games, and/or it may be a result of several possible combinations of these and other factors. Mental health professionals need to be aware of these potentially negative effects of violent video games when assessing patients who present with aggression. There is a need for prospective, long-term studies similar to those evaluating the effects of television and film violence on children and adolescents.

  14. Hirability in the wild: Analysis of online conversational video resumes

    OpenAIRE

    Nguyen, Laurent Son; Gatica-Perez, Daniel

    2016-01-01

    Online social media is changing the personnel recruitment process. Until now, resumes were among the most widely used tools for the screening of job applicants. The advent of inexpensive sensors combined with the success of online video platforms has enabled the introduction of a new type of resume, the video resume. Video resumes can be defined as short video messages where job applicants present themselves to potential employers. Online video resumes represent an opportunity to study the fo...

  15. Video Design Games

    DEFF Research Database (Denmark)

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

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

  16. Characterization of social video

    Science.gov (United States)

    Ostrowski, Jeffrey R.; Sarhan, Nabil J.

    2009-01-01

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

  17. Video visual analytics

    OpenAIRE

    Höferlin, Markus Johannes

    2013-01-01

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

  18. 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.

  19. Tiny videos: a large data set for nonparametric video retrieval and frame classification.

    Science.gov (United States)

    Karpenko, Alexandre; Aarabi, Parham

    2011-03-01

    In this paper, we present a large database of over 50,000 user-labeled videos collected from YouTube. We develop a compact representation called "tiny videos" that achieves high video compression rates while retaining the overall visual appearance of the video as it varies over time. We show that frame sampling using affinity propagation-an exemplar-based clustering algorithm-achieves the best trade-off between compression and video recall. We use this large collection of user-labeled videos in conjunction with simple data mining techniques to perform related video retrieval, as well as classification of images and video frames. The classification results achieved by tiny videos are compared with the tiny images framework [24] for a variety of recognition tasks. The tiny images data set consists of 80 million images collected from the Internet. These are the largest labeled research data sets of videos and images available to date. We show that tiny videos are better suited for classifying scenery and sports activities, while tiny images perform better at recognizing objects. Furthermore, we demonstrate that combining the tiny images and tiny videos data sets improves classification precision in a wider range of categories.

  20. 75 FR 7369 - Closed Captioning of Video Programming

    Science.gov (United States)

    2010-02-19

    ... COMMISSION 47 CFR Part 79 Closed Captioning of Video Programming AGENCY: Federal Communications Commission... the effectiveness of the closed captioning rule that requires video programming distributors in... Programming, CG Docket No. 05- 231, Order Suspending Effective Date, adopted September 8, 2009, and released...

  1. A Computational Framework for Vertical Video Editing

    OpenAIRE

    Gandhi, Vineet; Ronfard, Rémi

    2015-01-01

    International audience; Vertical video editing is the process of digitally editing the image within the frame as opposed to horizontal video editing, which arranges the shots along a timeline. Vertical editing can be a time-consuming and error-prone process when using manual key-framing and simple interpolation. In this paper, we present a general framework for automatically computing a variety of cinematically plausible shots from a single input video suitable to the special case of live per...

  2. Video temporal alignment for object viewpoint

    OpenAIRE

    Papazoglou, Anestis; Del Pero, Luca; Ferrari, Vittorio

    2017-01-01

    We address the problem of temporally aligning semantically similar videos, for example two videos of cars on different tracks. We present an alignment method that establishes frame-to-frame correspondences such that the two cars are seen from a similar viewpoint (e.g. facing right), while also being temporally smooth and visually pleasing. Unlike previous works, we do not assume that the videos show the same scripted sequence of events. We compare against three alternative methods, including ...

  3. Indexed Captioned Searchable Videos: A Learning Companion for STEM Coursework

    Science.gov (United States)

    Tuna, Tayfun; Subhlok, Jaspal; Barker, Lecia; Shah, Shishir; Johnson, Olin; Hovey, Christopher

    2017-02-01

    Videos of classroom lectures have proven to be a popular and versatile learning resource. A key shortcoming of the lecture video format is accessing the content of interest hidden in a video. This work meets this challenge with an advanced video framework featuring topical indexing, search, and captioning (ICS videos). Standard optical character recognition (OCR) technology was enhanced with image transformations for extraction of text from video frames to support indexing and search. The images and text on video frames is analyzed to divide lecture videos into topical segments. The ICS video player integrates indexing, search, and captioning in video playback providing instant access to the content of interest. This video framework has been used by more than 70 courses in a variety of STEM disciplines and assessed by more than 4000 students. Results presented from the surveys demonstrate the value of the videos as a learning resource and the role played by videos in a students learning process. Survey results also establish the value of indexing and search features in a video platform for education. This paper reports on the development and evaluation of ICS videos framework and over 5 years of usage experience in several STEM courses.

  4. Intelligent video surveillance systems and technology

    CERN Document Server

    Ma, Yunqian

    2009-01-01

    From the streets of London to subway stations in New York City, hundreds of thousands of surveillance cameras ubiquitously collect hundreds of thousands of videos, often running 24/7. How can such vast volumes of video data be stored, analyzed, indexed, and searched? How can advanced video analysis and systems autonomously recognize people and detect targeted activities real-time? Collating and presenting the latest information Intelligent Video Surveillance: Systems and Technology explores these issues, from fundamentals principle to algorithmic design and system implementation.An Integrated

  5. The definitive guide to HTML 5 video

    CERN Document Server

    Pfeiffer, Silvia

    2010-01-01

    Plugins will soon be a thing of the past. The Definitive Guide to HTML5 Video is the first authoritative book on HTML5 video, the new web standard that allows browsers to support audio and video elements natively. This makes it very easy for web developers to publish audio and video, integrating both within the general presentation of web pages. For example, media elements can be styled using CSS (style sheets), integrated into SVG (scalable vector graphics), and manipulated in a Canvas. The book offers techniques for providing accessibility to media elements, enabling consistent handling of a

  6. Tech Tips: Using Video Management/ Analysis Technology in Qualitative Research

    Directory of Open Access Journals (Sweden)

    J.A. Spiers

    2004-03-01

    Full Text Available This article presents tips on how to use video in qualitative research. The author states that, though there many complex and powerful computer programs for working with video, the work done in qualitative research does not require those programs. For this work, simple editing software is sufficient. Also presented is an easy and efficient method of transcribing video clips.

  7. Tech Tips: Using Video Management/ Analysis Technology in Qualitative Research

    OpenAIRE

    J.A. Spiers

    2004-01-01

    This article presents tips on how to use video in qualitative research. The author states that, though there many complex and powerful computer programs for working with video, the work done in qualitative research does not require those programs. For this work, simple editing software is sufficient. Also presented is an easy and efficient method of transcribing video clips.

  8. Acoustic Neuroma Educational Video

    Medline Plus

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

  9. Video Games and Citizenship

    National Research Council Canada - National Science Library

    Bourgonjon, Jeroen; Soetaert, Ronald

    2013-01-01

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

  10. Videos, Podcasts and Livechats

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

  11. Videos, Podcasts and Livechats

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

  12. Digital Video in Research

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2012-01-01

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

  13. Acoustic Neuroma Educational Video

    Medline Plus

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

  14. Acoustic Neuroma Educational Video

    Medline Plus

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

  15. Videos, Podcasts and Livechats

    Medline Plus

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

  16. Videos, Podcasts and Livechats

    Science.gov (United States)

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

  17. Videos, Podcasts and Livechats

    Medline Plus

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

  18. Acoustic Neuroma Educational Video

    Medline Plus

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

  19. Video Screen Capture Basics

    Science.gov (United States)

    Dunbar, Laura

    2014-01-01

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

  20. Videos, Podcasts and Livechats

    Medline Plus

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

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

    Directory of Open Access Journals (Sweden)

    Michail N. Giannakos

    2015-02-01

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

  2. Making good physics videos

    Science.gov (United States)

    Lincoln, James

    2017-05-01

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

  3. Desktop video conferencing

    OpenAIRE

    Potter, Ray; Roberts, Deborah

    2007-01-01

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

  4. 47 CFR 79.3 - Video description of video programming.

    Science.gov (United States)

    2010-10-01

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

  5. Reduced attentional capture in action video game players.

    Science.gov (United States)

    Chisholm, Joseph D; Hickey, Clayton; Theeuwes, Jan; Kingstone, Alan

    2010-04-01

    Recent studies indicate that playing action video games improves performance on a number of attention-based tasks. However, it remains unclear whether action video game experience primarily affects endogenous or exogenous forms of spatial orienting. To examine this issue, action video game players and non-action video game players performed an attentional capture task. The results show that action video game players responded quicker than non-action video game players, both when a target appeared in isolation and when a salient, task-irrelevant distractor was present in the display. Action video game players additionally showed a smaller capture effect than did non-action video game players. When coupled with the findings of previous studies, the collective evidence indicates that extensive experience with action video games may enhance players' top-down attentional control, which, in turn, can modulate the negative effects of bottom-up attentional capture.

  6. Robust Shot Boundary Detection from Video Using Dynamic Texture

    Directory of Open Access Journals (Sweden)

    Peng Taile

    2014-03-01

    Full Text Available Video boundary detection belongs to a basis subject in computer vision. It is more important to video analysis and video understanding. The existing video boundary detection methods always are effective to certain types of video data. These methods have relatively low generalization ability. We present a novel shot boundary detection algorithm based on video dynamic texture. Firstly, the two adjacent frames are read from a given video. We normalize the two frames to get the same size frame. Secondly, we divide these frames into some sub-domain on the same standard. The following thing is to calculate the average gradient direction of sub-domain and form dynamic texture. Finally, the dynamic texture of adjacent frames is compared. We have done some experiments in different types of video data. These experimental results show that our method has high generalization ability. To different type of videos, our algorithm can achieve higher average precision and average recall relative to some algorithms.

  7. Video Self-Modeling

    Science.gov (United States)

    Buggey, Tom; Ogle, Lindsey

    2012-01-01

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

  8. Developing a Promotional Video

    Science.gov (United States)

    Epley, Hannah K.

    2014-01-01

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

  9. Commercial Video Games in the Science Classroom

    Science.gov (United States)

    Angelone, Lauren

    2010-01-01

    There's no denying that middle school students are interested in video games. With such motivation present, we as teachers should harness this media in a productive way in our classrooms. Students today are much more technologically advanced than ever before, and using video games is one more way to use something from their world as a teaching…

  10. Fairness in Paper and Video Resume Screening

    NARCIS (Netherlands)

    A.M.F. Hiemstra (Annemarie)

    2013-01-01

    markdownabstract__Abstract__ Recent technological developments have resulted in the introduction of a new type of resume, the video resume, which can be described as a video message in which applicants present themselves to potential employers. Research is struggling to keep pace with the speed

  11. Multimodal Emotion Recognition in Response to Videos

    NARCIS (Netherlands)

    Soleymani, Mohammad; Pantic, Maja; Pun, Thierry

    This paper presents a user-independent emotion recognition method with the goal of recovering affective tags for videos using electroencephalogram (EEG), pupillary response and gaze distance. We first selected 20 video clips with extrinsic emotional content from movies and online resources. Then,

  12. Multi-hypothesis distributed stereo video coding

    DEFF Research Database (Denmark)

    Salmistraro, Matteo; Zamarin, Marco; Forchhammer, Søren

    2013-01-01

    Distributed Video Coding (DVC) is a video coding paradigm that exploits the source statistics at the decoder based on the availability of the Side Information (SI). Stereo sequences are constituted by two views to give the user an illusion of depth. In this paper, we present a DVC decoder...

  13. R-clustering for egocentric video segmentation

    NARCIS (Netherlands)

    Talavera Martínez, Estefanía; Radeva, Petia

    2015-01-01

    In this paper, we present a new method for egocentric video temporal segmentation based on integrating a statistical mean change detector and agglomerative clustering(AC) within an energy-minimization framework. Given the tendency of most AC methods to oversegment video sequences when clustering

  14. Video Field Studies with your Cell Phone

    DEFF Research Database (Denmark)

    Buur, Jacob; Fraser, Euan

    2010-01-01

    is monumental, that equipment is difficult to handle etc. This tutorial presents a lightweight entry into video field studies, using cheap devices like cell phones and portable webcams for informal shooting and simple computer handling for editing. E.g. how far can you get with an iPhone or a video capable i...

  15. Video Conferencing for a Virtual Seminar Room

    DEFF Research Database (Denmark)

    Forchhammer, Søren; Fosgerau, A.; Hansen, Peter Søren K.

    2002-01-01

    A PC-based video conferencing system for a virtual seminar room is presented. The platform is enhanced with DSPs for audio and video coding and processing. A microphone array is used to facilitate audio based speaker tracking, which is used for adaptive beam-forming and automatic camera-control...

  16. Multiresolution coding for video-based service applications

    Science.gov (United States)

    Gharavi, Hami

    1995-12-01

    The video coding and distribution approach presented in this paper has two key characteristics that make it ideal for integration of video communication services over common broadband digital networks. The modular multi-resolution nature of the coding scheme provides the necessary flexibility to accommodate future advances in video technology as well as robust distribution over various network environments. This paper will present an efficient and scalable coding scheme for video communications. The scheme is capable of encoding and decoding video signals in a hierarchical, multilayer fashion to provide video at differing quality grades. Subsequently, the utilization of this approach to enable efficient bandwidth sharing and robust distribution of video signals in multipoint communications is presented. Coding and distribution architectures are discussed which include multi-party communications in a multi-window fashion within ATM environments. Furthermore, under the limited capabilities typical of wideband/broadband access networks, this architecture accommodates important video-based service applications such as Interactive Distance Learning.

  17. Automated Video Quality Assessment for Deep-Sea Video

    Science.gov (United States)

    Pirenne, B.; Hoeberechts, M.; Kalmbach, A.; Sadhu, T.; Branzan Albu, A.; Glotin, H.; Jeffries, M. A.; Bui, A. O. V.

    2015-12-01

    Video provides a rich source of data for geophysical analysis, often supplying detailed information about the environment when other instruments may not. This is especially true of deep-sea environments, where direct visual observations cannot be made. As computer vision techniques improve and volumes of video data increase, automated video analysis is emerging as a practical alternative to labor-intensive manual analysis. Automated techniques can be much more sensitive to video quality than their manual counterparts, so performing quality assessment before doing full analysis is critical to producing valid results.Ocean Networks Canada (ONC), an initiative of the University of Victoria, operates cabled ocean observatories that supply continuous power and Internet connectivity to a broad suite of subsea instruments from the coast to the deep sea, including video and still cameras. This network of ocean observatories has produced almost 20,000 hours of video (about 38 hours are recorded each day) and an additional 8,000 hours of logs from remotely operated vehicle (ROV) dives. We begin by surveying some ways in which deep-sea video poses challenges for automated analysis, including: 1. Non-uniform lighting: Single, directional, light sources produce uneven luminance distributions and shadows; remotely operated lighting equipment are also susceptible to technical failures. 2. Particulate noise: Turbidity and marine snow are often present in underwater video; particles in the water column can have sharper focus and higher contrast than the objects of interest due to their proximity to the light source and can also influence the camera's autofocus and auto white-balance routines. 3. Color distortion (low contrast): The rate of absorption of light in water varies by wavelength, and is higher overall than in air, altering apparent colors and lowering the contrast of objects at a distance.We also describe measures under development at ONC for detecting and mitigating

  18. 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

  19. VBR video traffic models

    CERN Document Server

    Tanwir, Savera

    2014-01-01

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

  20. Digital video for the desktop

    CERN Document Server

    Pender, Ken

    1999-01-01

    Practical introduction to creating and editing high quality video on the desktop. Using examples from a variety of video applications, benefit from a professional's experience, step-by-step, through a series of workshops demonstrating a wide variety of techniques. These include producing short films, multimedia and internet presentations, animated graphics and special effects.The opportunities for the independent videomaker have never been greater - make sure you bring your understanding fully up to date with this invaluable guide.No prior knowledge of the technology is assumed, with explanati

  1. 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

  2. Violence in Teen-Rated Video Games

    Science.gov (United States)

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

    2004-01-01

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

  3. Violence in teen-rated video games.

    Science.gov (United States)

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

    2004-03-11

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

  4. Towards the use of video games for learning: a survey about video games preferences of Engineering

    OpenAIRE

    Bouciguez, María José; Santos, Graciela; Abásolo Guerrero, María José

    2014-01-01

    Video games are now a widespread cultural practice, especially among young people, making them an ideal medium for the design of learning processes. In order to design educational technologies that provide teaching support we must first understand the practices developed by the young with computers and especially with video games. The aim of the present study is therefore to learn about the experience and expectations about video games among students, particularly engineering students. The re...

  5. Video Primal Sketch: A Unified Middle-Level Representation for Video

    OpenAIRE

    Han, Zhi; Xu, Zongben; Zhu, Song-Chun

    2015-01-01

    This paper presents a middle-level video representation named Video Primal Sketch (VPS), which integrates two regimes of models: i) sparse coding model using static or moving primitives to explicitly represent moving corners, lines, feature points, etc., ii) FRAME /MRF model reproducing feature statistics extracted from input video to implicitly represent textured motion, such as water and fire. The feature statistics include histograms of spatio-temporal filters and velocity distributions. T...

  6. Smoking in Video Games: A Systematic Review.

    Science.gov (United States)

    Forsyth, Susan R; Malone, Ruth E

    2016-06-01

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

  7. Cobra: A Content-Based Video Retrieval System

    NARCIS (Netherlands)

    Petkovic, M.; Jonker, Willem

    An increasing number of large publicly available video libraries results in a demand for techniques that can manipulate the video data based on content. In this paper, we present a content-based video retrieval system called Cobra. The system supports automatic extraction and retrieval of high-level

  8. Stream On: Video Servers in the Real World.

    Science.gov (United States)

    Tristram, Claire

    1995-01-01

    Despite plans for corporate training networks, digital ad-insertion systems, hotel video-on-demand, and interactive television, only small scale video networks presently work. Four case studies examine the design and implementation decisions for different markets: corporate; advertising; hotel; and commercial video via cable, satellite or…

  9. Creating and Using Video Segments for Rural Teacher Education.

    Science.gov (United States)

    Ludlow, Barbara L.; Duff, Michael C.

    This paper provides guidelines for using video presentations in teacher education programs in special education. The simplest use of video is to provide students with illustrations of basic concepts, demonstrations of specific skills, or examples of model programs and practices. Video can also deliver contextually rich case studies to stimulate…

  10. 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...

  11. Advanced real-time manipulation of video streams

    CERN Document Server

    Herling, Jan

    2014-01-01

    Diminished Reality is a new fascinating technology that removes real-world content from live video streams. This sensational live video manipulation actually removes real objects and generates a coherent video stream in real-time. Viewers cannot detect modified content. Existing approaches are restricted to moving objects and static or almost static cameras and do not allow real-time manipulation of video content. Jan Herling presents a new and innovative approach for real-time object removal with arbitrary camera movements.

  12. Region of interest video coding for low bit-rate transmission of carotid ultrasound videos over 3G wireless networks.

    Science.gov (United States)

    Tsapatsoulis, Nicolas; Loizou, Christos; Pattichis, Constantinos

    2007-01-01

    Efficient medical video transmission over 3G wireless is of great importance for fast diagnosis and on site medical staff training purposes. In this paper we present a region of interest based ultrasound video compression study which shows that significant reduction of the required, for transmission, bit rate can be achieved without altering the design of existing video codecs. Simple preprocessing of the original videos to define visually and clinically important areas is the only requirement.

  13. Playing violent video games increases intergroup bias.

    Science.gov (United States)

    Greitemeyer, Tobias

    2014-01-01

    Previous research has shown how, why, and for whom violent video game play is related to aggression and aggression-related variables. In contrast, less is known about whether some individuals are more likely than others to be the target of increased aggression after violent video game play. The present research examined the idea that the effects of violent video game play are stronger when the target is a member of an outgroup rather than an ingroup. In fact, a correlational study revealed that violent video game exposure was positively related to ethnocentrism. This relation remained significant when controlling for trait aggression. Providing causal evidence, an experimental study showed that playing a violent video game increased aggressive behavior, and that this effect was more pronounced when the target was an outgroup rather than an ingroup member. Possible mediating mechanisms are discussed.

  14. The Learning Potential of Video Sketching

    DEFF Research Database (Denmark)

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

    2017-01-01

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

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

    Directory of Open Access Journals (Sweden)

    I Made Oka Widyantara

    2015-12-01

    Full Text Available This paper aims to analyze Internet-based streaming video service in the communication media with variable bit rates. The proposed scheme on Dynamic Adaptive Streaming over HTTP (DASH using the internet network that adapts to the protocol Hyper Text Transfer Protocol (HTTP. DASH technology allows a video in the video segmentation into several packages that will distreamingkan. DASH initial stage is to compress the video source to lower the bit rate video codec uses H.26. Video compressed further in the segmentation using MP4Box generates streaming packets with the specified duration. These packages are assembled into packets in a streaming media format Presentation Description (MPD or known as MPEG-DASH. Streaming video format MPEG-DASH run on a platform with the player bitdash teritegrasi bitcoin. With this scheme, the video will have several variants of the bit rates that gave rise to the concept of scalability of streaming video services on the client side. The main target of the mechanism is smooth the MPEG-DASH streaming video display on the client. The simulation results show that the scheme based scalable video streaming MPEG-DASH able to improve the quality of image display on the client side, where the procedure bufering videos can be made constant and fine for the duration of video views

  16. Understanding Video Games

    DEFF Research Database (Denmark)

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

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

  17. Low complexity video encoding for UAV inspection

    DEFF Research Database (Denmark)

    Søgaard, Jacob; Zhang, Ruo; Forchhammer, Søren

    2016-01-01

    In this work we present several methods for fast integer motion estimation of videos recorded aboard an Unmanned Aerial Vehicle (UAV). Different from related work, the field depth is not considered to be consistent. The novel methods designed for low complexity MV prediction in H.264/AVC and anal......In this work we present several methods for fast integer motion estimation of videos recorded aboard an Unmanned Aerial Vehicle (UAV). Different from related work, the field depth is not considered to be consistent. The novel methods designed for low complexity MV prediction in H.264/AVC...... for UAV infrared (IR) video are also provided....

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

    Science.gov (United States)

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

    2017-08-01

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

  19. No-Reference Video Quality Assessment using MPEG Analysis

    DEFF Research Database (Denmark)

    Søgaard, Jacob; Forchhammer, Søren; Korhonen, Jari

    2013-01-01

    We present a method for No-Reference (NR) Video Quality Assessment (VQA) for decoded video without access to the bitstream. This is achieved by extracting and pooling features from a NR image quality assessment method used frame by frame. We also present methods to identify the video coding...... and estimate the video coding parameters for MPEG-2 and H.264/AVC which can be used to improve the VQA. The analysis differs from most other video coding analysis methods since it is without access to the bitstream. The results show that our proposed method is competitive with other recent NR VQA methods...

  20. z206sc_video_observations

    Data.gov (United States)

    U.S. Geological Survey, Department of the Interior — This part of DS 781 presents video observations from cruise Z206SC for the Santa Barbara Channel region and beyond in southern California. The vector data file is...

  1. Enhancing learners’ visual search in video cases

    NARCIS (Netherlands)

    Balslev, Thomas; Jarodzka, Halszka; Holmqvist, Kenneth; Nyström, Marcus; Scheiter, Katharina; Gerjets, Peter; Eika, Berit

    2012-01-01

    Balslev, T., Jarodzka, H., Holmqvist, K., Nyström, M., Scheiter, K., Gerjets, P., & Eika, B. (2012, May). Enhancing learners’ visual search in video cases. Poster presented at the International Child Neurology Association (ICNA) congress, Brisbane, Australia.

  2. Sound for digital video

    CERN Document Server

    Holman, Tomlinson

    2013-01-01

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

  3. Green Power Partnership Videos

    Science.gov (United States)

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

  4. [Serious video games in pediatrics].

    Science.gov (United States)

    Drummond, D; Tesnière, A; Hadchouel, A

    2018-01-01

    Playing video games has been associated with several negative effects in children. However, serious games, which are video games designed for a primary purpose other than pure entertainment, should not be neglected by pediatricians. In the field of public health, some serious games are a means to decrease drug consumption and improve sexual health behavior in adolescents. In schools, serious games can be used to change students' perception of the disease of one of their classmates, or to train students on basic life support. Serious games are also used with patients: they can distract them from a painful procedure, increase their compliance to treatments, or participate in their rehabilitation. Finally, serious games allow healthcare professionals to train on the management of various medical situations without risk. For every field of application, this review presents the rationale of the use of video games, followed by concrete examples of video games and the results of their scientific evaluation. Copyright © 2017 Elsevier Masson SAS. All rights reserved.

  5. 'How To' Clean Room Video

    Science.gov (United States)

    McCarty, Kaley Corinne

    2013-01-01

    One of the projects that I am completing this summer is a Launch Services Program intern 'How to' set up a clean room informational video. The purpose of this video is to go along with a clean room kit that can be checked out by employees at the Kennedy Space Center and to be taken to classrooms to help educate students and intrigue them about NASA. The video will include 'how to' set up and operate a clean room at NASA. This is a group project so we will be acting as a team and contributing our own input and ideas. We will include various activities for children in classrooms to complete, while learning and having fun. Activities that we will explain and film include: helping children understand the proper way to wear a bunny suit, a brief background on cleanrooms, and the importance of maintaining the cleanliness of a space craft. This project will be shown to LSP management and co-workers; we will be presenting the video once it is completed.

  6. "Life in the Universe" Final Event Video Now Available

    Science.gov (United States)

    2002-02-01

    ESO Video Clip 01/02 is issued on the web in conjunction with the release of a 20-min documentary video from the Final Event of the "Life in the Universe" programme. This unique event took place in November 2001 at CERN in Geneva, as part of the 2001 European Science and Technology Week, an initiative by the European Commission to raise the public awareness of science in Europe. The "Life in the Universe" programme comprised competitions in 23 European countries to identify the best projects from school students. The projects could be scientific or a piece of art, a theatrical performance, poetry or even a musical performance. The only restriction was that the final work must be based on scientific evidence. Winning teams from each country were invited to a "Final Event" at CERN on 8-11 November, 2001 to present their projects to a panel of International Experts during a special three-day event devoted to understanding the possibility of other life forms existing in our Universe. This Final Event also included a spectacular 90-min webcast from CERN with the highlights of the programme. The video describes the Final Event and the enthusiastic atmosphere when more than 200 young students and teachers from all over Europe met with some of the world's leading scientific experts of the field. The present video clip, with excerpts from the film, is available in four versions: two MPEG files and two streamer-versions of different sizes; the latter require RealPlayer software. Video Clip 01/02 may be freely reproduced. The 20-min video is available on request from ESO, for viewing in VHS and, for broadcasters, in Betacam-SP format. Please contact the ESO EPR Department for more details. Life in the Universe was jointly organised by the European Organisation for Nuclear Research (CERN) , the European Space Agency (ESA) and the European Southern Observatory (ESO) , in co-operation with the European Association for Astronomy Education (EAAE). Other research organisations were

  7. Acoustic Neuroma Educational Video

    Medline Plus

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

  8. Reviews in instructional video

    NARCIS (Netherlands)

    van der Meij, Hans

    2017-01-01

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

  9. Digital Video Editing

    Science.gov (United States)

    McConnell, Terry

    2004-01-01

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

  10. AudioMove Video

    DEFF Research Database (Denmark)

    2012-01-01

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

  11. Making Good Physics Videos

    Science.gov (United States)

    Lincoln, James

    2017-01-01

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

  12. SECRETS OF SONG VIDEO

    Directory of Open Access Journals (Sweden)

    Chernyshov Alexander V.

    2014-04-01

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

  13. Acoustic Neuroma Educational Video

    Medline Plus

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

  14. The Video Generation.

    Science.gov (United States)

    Provenzo, Eugene F., Jr.

    1992-01-01

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

  15. Rheumatoid Arthritis Educational Video Series

    Medline Plus

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

  16. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos was designed to help you learn more about Rheumatoid Arthritis (RA). You will learn how the diagnosis of ...

  17. Rheumatoid Arthritis Educational Video Series

    Science.gov (United States)

    ... Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos was designed to help you learn more about Rheumatoid Arthritis (RA). You will learn how the diagnosis of ...

  18. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  19. Overview - Be Smart. Be Well. STD Videos

    Centers for Disease Control (CDC) Podcasts

    2010-03-15

    This video, produced by Be Smart. Be Well., raises awareness of Sexually Transmitted Diseases (STDs): 1) What are they? 2) Why they matter? and, 3) What can I do about them? Footage courtesy of Be Smart. Be Well., featuring CDC's Dr. John Douglas, Division of Sexually Transmitted Disease Prevention.  Created: 3/15/2010 by National Center for HIV/AIDS, Viral Hepatitis, STD, and TB Prevention (NCHHSTP).   Date Released: 3/15/2010.

  20. Video media-induced aggressiveness in children.

    Science.gov (United States)

    Cardwell, Michael Steven

    2013-09-01

    Transmission of aggressive behaviors to children through modeling by adults has long been a commonly held psychological concept; however, with the advent of technological innovations during the last 30 years, video media-television, movies, video games, and the Internet-has become the primary model for transmitting aggressiveness to children. This review explores the acquisition of aggressive behaviors by children through modeling behaviors in violent video media. The impact of aggressive behaviors on the child, the family, and society is addressed. Suggestive action plans to curb this societal ill are presented.

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

    Science.gov (United States)

    Greitemeyer, Tobias; Osswald, Silvia

    2011-01-01

    Past research has provided abundant evidence that playing violent video games increases aggressive tendencies. In contrast, evidence on possible positive effects of video game exposure on prosocial tendencies has been relatively sparse. The present research tested and found support for the hypothesis that exposure to prosocial video games increases the accessibility of prosocial thoughts. These results provide support to the predictive validity of the General Learning Model (Buckley & Anderson, 2006) for the effects of exposure to prosocial media on social tendencies. Thus, depending on the content of the video game, playing video games can harm but may also benefit social relations.

  2. Preliminary Validation of a New Clinical Tool for Identifying Problem Video Game Playing

    Science.gov (United States)

    King, Daniel Luke; Delfabbro, Paul H.; Zajac, Ian T.

    2011-01-01

    Research has estimated that between 6 to 13% of individuals who play video games do so excessively. However, the methods and definitions used to identify "problem" video game players often vary considerably. This research presents preliminary validation data for a new measure of problematic video game play called the Problem Video Game…

  3. Medical students¿ assessment of pediatric patients - teaching and evaluation using video cases

    DEFF Research Database (Denmark)

    Malon, Michelle; Cortes, Dina; Greisen, Gorm

    2014-01-01

    BackgroundWe introduced video-based teaching in pediatrics. We evaluated the impact of a pediatric video program on student performance in assessing pediatric patients presented as video cases. The program consisted of a library of pediatric videos, and inclusion of these in the teaching...

  4. The Role of Structural Characteristics in Problematic Video Game Play: An Empirical Study

    Science.gov (United States)

    King, Daniel L.; Delfabbro, Paul H.; Griffiths, Mark D.

    2011-01-01

    The research literature suggests that the structural characteristics of video games may play a considerable role in the initiation, development and maintenance of problematic video game playing. The present study investigated the role of structural characteristics in video game playing behaviour within a sample of 421 video game players aged…

  5. Exchanging digital video of laryngeal examinations.

    Science.gov (United States)

    Crump, John M; Deutsch, Thomas

    2004-03-01

    Laryngeal examinations, especially stroboscopic examinations, are increasingly recorded using digital video formats on computer media, rather than using analog formats on videotape. It would be useful to share these examinations with other medical professionals in formats that would facilitate reliable and high-quality playback on a personal computer by the recipients. Unfortunately, a personal computer is not well designed for reliable presentation of artifact-free video. It is particularly important that laryngeal video play without artifacts of motion or color because these are often the characteristics of greatest clinical interest. With proper tools and procedures, and with reasonable compromises in image resolution and the duration of the examination, digital video of laryngeal examinations can be reliably exchanged. However, the tools, procedures, and formats for recording, converting to another digital format ("transcoding"), communicating, copying, and playing digital video with a personal computer are not familiar to most medical professionals. Some understanding of digital video and the tools available is required of those wanting to exchange digital video. Best results are achieved by recording to a digital format best suited for recording (such as MJPEG or DV),judiciously selecting a segment of the recording for sharing, and converting to a format suited to distribution (such as MPEG1 or MPEG2) using a medium suited to the situation (such as e-mail attachment, CD-ROM, a "clip" within a Microsoft PowerPoint presentation, or DVD-Video). If digital video is sent to a colleague, some guidance on playing files and using a PC media player is helpful.

  6. VORTEX: video retrieval and tracking from compressed multimedia databases--template matching from MPEG-2 video compression standard

    Science.gov (United States)

    Schonfeld, Dan; Lelescu, Dan

    1998-10-01

    In this paper, a novel visual search engine for video retrieval and tracking from compressed multimedia databases is proposed. Our approach exploits the structure of video compression standards in order to perform object matching directly on the compressed video data. This is achieved by utilizing motion compensation--a critical prediction filter embedded in video compression standards--to estimate and interpolate the desired method for template matching. Motion analysis is used to implement fast tracking of objects of interest on the compressed video data. Being presented with a query in the form of template images of objects, the system operates on the compressed video in order to find the images or video sequences where those objects are presented and their positions in the image. This in turn enables the retrieval and display of the query-relevant sequences.

  7. Tv & video engineer's reference book

    CERN Document Server

    Jackson, K G

    1991-01-01

    TV & Video Engineer's Reference Book presents an extensive examination of the basic television standards and broadcasting spectrum. It discusses the fundamental concepts in analogue and digital circuit theory. It addresses studies in the engineering mathematics, formulas, and calculations. Some of the topics covered in the book are the conductors and insulators, passive components, alternating current circuits; broadcast transmission; radio frequency propagation; electron optics in cathode ray tube; color encoding and decoding systems; television transmitters; and remote supervision of unatten

  8. Multimedia image and video processing

    CERN Document Server

    Guan, Ling

    2012-01-01

    As multimedia applications have become part of contemporary daily life, numerous paradigm-shifting technologies in multimedia processing have emerged over the last decade. Substantially updated with 21 new chapters, Multimedia Image and Video Processing, Second Edition explores the most recent advances in multimedia research and applications. This edition presents a comprehensive treatment of multimedia information mining, security, systems, coding, search, hardware, and communications as well as multimodal information fusion and interaction. Clearly divided into seven parts, the book begins w

  9. Turning Video Resource Management into Cloud Computing

    Directory of Open Access Journals (Sweden)

    Weili Kou

    2016-07-01

    Full Text Available Big data makes cloud computing more and more popular in various fields. Video resources are very useful and important to education, security monitoring, and so on. However, issues of their huge volumes, complex data types, inefficient processing performance, weak security, and long times for loading pose challenges in video resource management. The Hadoop Distributed File System (HDFS is an open-source framework, which can provide cloud-based platforms and presents an opportunity for solving these problems. This paper presents video resource management architecture based on HDFS to provide a uniform framework and a five-layer model for standardizing the current various algorithms and applications. The architecture, basic model, and key algorithms are designed for turning video resources into a cloud computing environment. The design was tested by establishing a simulation system prototype.

  10. Defocus cue and saliency preserving video compression

    Science.gov (United States)

    Khanna, Meera Thapar; Chaudhury, Santanu; Lall, Brejesh

    2016-11-01

    There are monocular depth cues present in images or videos that aid in depth perception in two-dimensional images or videos. Our objective is to preserve the defocus depth cue present in the videos along with the salient regions during compression application. A method is provided for opportunistic bit allocation during the video compression using visual saliency information comprising both the image features, such as color and contrast, and the defocus-based depth cue. The method is divided into two steps: saliency computation followed by compression. A nonlinear method is used to combine pure and defocus saliency maps to form the final saliency map. Then quantization values are assigned on the basis of these saliency values over a frame. The experimental results show that the proposed scheme yields good results over standard H.264 compression as well as pure and defocus saliency methods.

  11. Protecting privacy in data release

    CERN Document Server

    Livraga, Giovanni

    2015-01-01

    This book presents a comprehensive approach to protecting sensitive information when large data collections are released by their owners. It addresses three key requirements of data privacy: the protection of data explicitly released, the protection of information not explicitly released but potentially vulnerable due to a release of other data, and the enforcement of owner-defined access restrictions to the released data. It is also the first book with a complete examination of how to enforce dynamic read and write access authorizations on released data, applicable to the emerging data outsou

  12. Refilming with depth-inferred videos.

    Science.gov (United States)

    Zhang, Guofeng; Dong, Zilong; Jia, Jiaya; Wan, Liang; Wong, Tien-Tsin; Bao, Hujun

    2009-01-01

    Compared to still image editing, content-based video editing faces the additional challenges of maintaining the spatiotemporal consistency with respect to geometry. This brings up difficulties of seamlessly modifying video content, for instance, inserting or removing an object. In this paper, we present a new video editing system for creating spatiotemporally consistent and visually appealing refilming effects. Unlike the typical filming practice, our system requires no labor-intensive construction of 3D models/surfaces mimicking the real scene. Instead, it is based on an unsupervised inference of view-dependent depth maps for all video frames. We provide interactive tools requiring only a small amount of user input to perform elementary video content editing, such as separating video layers, completing background scene, and extracting moving objects. These tools can be utilized to produce a variety of visual effects in our system, including but not limited to video composition, "predator" effect, bullet-time, depth-of-field, and fog synthesis. Some of the effects can be achieved in real time.

  13. Timeline editing of objects in video.

    Science.gov (United States)

    Lu, Shao-Ping; Zhang, Song-Hai; Wei, Jin; Hu, Shi-Min; Martin, Ralph R

    2013-07-01

    We present a video editing technique based on changing the timelines of individual objects in video, which leaves them in their original places but puts them at different times. This allows the production of object-level slow motion effects, fast motion effects, or even time reversal. This is more flexible than simply applying such effects to whole frames, as new relationships between objects can be created. As we restrict object interactions to the same spatial locations as in the original video, our approach can produce highquality results using only coarse matting of video objects. Coarse matting can be done efficiently using automatic video object segmentation, avoiding tedious manual matting. To design the output, the user interactively indicates the desired new life spans of objects, and may also change the overall running time of the video. Our method rearranges the timelines of objects in the video whilst applying appropriate object interaction constraints. We demonstrate that, while this editing technique is somewhat restrictive, it still allows many interesting results.

  14. Classifying smoke in laparoscopic videos using SVM

    Directory of Open Access Journals (Sweden)

    Alshirbaji Tamer Abdulbaki

    2017-09-01

    Full Text Available Smoke in laparoscopic videos usually appears due to the use of electrocautery when cutting or coagulating tissues. Therefore, detecting smoke can be used for event-based annotation in laparoscopic surgeries by retrieving the events associated with the electrocauterization. Furthermore, smoke detection can also be used for automatic smoke removal. However, detecting smoke in laparoscopic video is a challenge because of the changeability of smoke patterns, the moving camera and the different lighting conditions. In this paper, we present a video-based smoke detection algorithm to detect smoke of different densities such as fog, low and high density in laparoscopic videos. The proposed method depends on extracting various visual features from the laparoscopic images and providing them to support vector machine (SVM classifier. Features are based on motion, colour and texture patterns of the smoke. We validated our algorithm using experimental evaluation on four laparoscopic cholecystectomy videos. These four videos were manually annotated by defining every frame as smoke or non-smoke frame. The algorithm was applied to the videos by using different feature combinations for classification. Experimental results show that the combination of all proposed features gives the best classification performance. The overall accuracy (i.e. correctly classified frames is around 84%, with the sensitivity (i.e. correctly detected smoke frames and the specificity (i.e. correctly detected non-smoke frames are 89% and 80%, respectively.

  15. Video Games as a Multifaceted Medium: A Review of Quantitative Social Science Research on Video Games and a Typology of Video Game Research Approaches

    Directory of Open Access Journals (Sweden)

    James D. Ivory

    2013-01-01

    Full Text Available Although there is a vast and useful body of quantitative social science research dealing with the social role and impact of video games, it is difficult to compare studies dealing with various dimensions of video games because they are informed by different perspectives and assumptions, employ different methodologies, and address different problems. Studies focusing on different social dimensions of video games can produce varied findings about games’ social function that are often difficult to reconcile— or even contradictory. Research is also often categorized by topic area, rendering a comprehensive view of video games’ social role across topic areas difficult. This interpretive review presents a novel typology of four identified approaches that categorize much of the quantitative social science video game research conducted to date: “video games as stimulus,” “video games as avocation,” “video games as skill,” and “video games as social environment.” This typology is useful because it provides an organizational structure within which the large and growing number of studies on video games can be categorized, guiding comparisons between studies on different research topics and aiding a more comprehensive understanding of video games’ social role. Categorizing the different approaches to video game research provides a useful heuristic for those critiquing and expanding that research, as well as an understandable entry point for scholars new to video game research. Further, and perhaps more importantly, the typology indicates when topics should be explored using different approaches than usual to shed new light on the topic areas. Lastly, the typology exposes the conceptual disconnects between the different approaches to video game research, allowing researchers to consider new ways to bridge gaps between the different approaches’ strengths and limitations with novel methods.

  16. A new video programme

    CERN Multimedia

    CERN video productions

    2011-01-01

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

  17. Gamifying Video Object Segmentation.

    Science.gov (United States)

    Spampinato, Concetto; Palazzo, Simone; Giordano, Daniela

    2017-10-01

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

  18. Creating Math Videos: Comparing Platforms and Software

    Science.gov (United States)

    Abbasian, Reza O.; Sieben, John T.

    2016-01-01

    In this paper we present a short tutorial on creating mini-videos using two platforms--PCs and tablets such as iPads--and software packages that work with these devices. Specifically, we describe the step-by-step process of creating and editing videos using a Wacom Intuos pen-tablet plus Camtasia software on a PC platform and using the software…

  19. Face identification in videos from mobile cameras

    OpenAIRE

    Mu, Meiru; Spreeuwers, Lieuwe Jan; Veldhuis, Raymond N.J.

    2014-01-01

    It is still challenging to recognize faces reliably in videos from mobile camera, although mature automatic face recognition technology for still images has been available for quite some time. Suppose we want to be alerted when suspects appear in the recording of a police Body-Cam, even a good face matcher on still images would give many false alarms due to the uncontrolled conditions. This paper presents an approach to identify faces in videos from mobile cameras. A commercial face matcher F...

  20. Digital Video Stabilization with Inertial Fusion

    OpenAIRE

    Freeman, William John

    2013-01-01

    As computing power becomes more and more available, robotic systems are moving away from active sensors for environmental awareness and transitioning into passive vision sensors.  With the advent of teleoperation and real-time video tracking of dynamic environments, the need to stabilize video onboard mobile robots has become more prevalent. This thesis presents a digital stabilization method that incorporates inertial fusion with a Kalman filter.  The camera motion is derived visually by tra...

  1. Categorizing Video Game Audio

    DEFF Research Database (Denmark)

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

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

  2. Brains on video games

    OpenAIRE

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

    2011-01-01

    The popular press is replete with stories about the effects of video and computer games on the brain. Sensationalist headlines claiming that video games ‘damage the brain’ or ‘boost brain power’ do not do justice to the complexities and limitations of the studies involved, and create a confusing overall picture about the effects of gaming on the brain. Here, six experts in the field shed light on our current understanding of the positive and negative ways in which playing video games can affe...

  3. Designing and Using Videos in Undergraduate Geoscience Education - a workshop and resource website review

    Science.gov (United States)

    Wiese, K.; Mcconnell, D. A.

    2014-12-01

    Do you use video in your teaching? Do you make your own video? Interested in joining our growing community of geoscience educators designing and using video inside and outside the classroom? Over four months in Spring 2014, 22 educators of varying video design and development expertise participated in an NSF-funded On the Cutting Edge virtual workshop to review the best educational research on video design and use; to share video-development/use strategies and experiences; and to develop a website of resources for a growing community of geoscience educators who use video: http://serc.carleton.edu/NAGTWorkshops/video/workshop2014/index.html. The site includes links to workshop presentations, teaching activity collections, and a growing collection of online video resources, including "How-To" videos for various video editing or video-making software and hardware options. Additional web resources support several topical themes including: using videos to flip classes, handling ADA access and copyright issues, assessing the effectiveness of videos inside and outside the classroom, best design principles for video learning, and lists and links of the best videos publicly available for use. The workshop represents an initial step in the creation of an informal team of collaborators devoted to the development and support of an ongoing network of geoscience educators designing and using video. Instructors who are interested in joining this effort are encouraged to contact the lead author.

  4. 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.

  5. Effects of prosocial video games on prosocial behavior.

    Science.gov (United States)

    Greitemeyer, Tobias; Osswald, Silvia

    2010-02-01

    Previous research has documented that playing violent video games has various negative effects on social behavior in that it causes an increase in aggressive behavior and a decrease in prosocial behavior. In contrast, there has been much less evidence on the effects of prosocial video games. In the present research, 4 experiments examined the hypothesis that playing a prosocial (relative to a neutral) video game increases helping behavior. In fact, participants who had played a prosocial video game were more likely to help after a mishap, were more willing (and devoted more time) to assist in further experiments, and intervened more often in a harassment situation. Results further showed that exposure to prosocial video games activated the accessibility of prosocial thoughts, which in turn promoted prosocial behavior. Thus, depending on the content of the video game, playing video games not only has negative effects on social behavior but has positive effects as well. Copyright 2009 APA, all rights reserved

  6. Video Texture Synthesis Based on Flow-Like Stylization Painting

    Directory of Open Access Journals (Sweden)

    Qian Wenhua

    2014-01-01

    Full Text Available The paper presents an NP-video rendering system based on natural phenomena. It provides a simple nonphotorealistic video synthesis system in which user can obtain a flow-like stylization painting and infinite video scene. Firstly, based on anisotropic Kuwahara filtering in conjunction with line integral convolution, the phenomena video scene can be rendered to flow-like stylization painting. Secondly, the methods of frame division, patches synthesis, will be used to synthesize infinite playing video. According to selection examples from different natural video texture, our system can generate stylized of flow-like and infinite video scenes. The visual discontinuities between neighbor frames are decreased, and we also preserve feature and details of frames. This rendering system is easy and simple to implement.

  7. A Novel Key-Frame Extraction Approach for Both Video Summary and Video Index

    Science.gov (United States)

    Lei, Shaoshuai; Xie, Gang; Yan, Gaowei

    2014-01-01

    Existing key-frame extraction methods are basically video summary oriented; yet the index task of key-frames is ignored. This paper presents a novel key-frame extraction approach which can be available for both video summary and video index. First a dynamic distance separability algorithm is advanced to divide a shot into subshots based on semantic structure, and then appropriate key-frames are extracted in each subshot by SVD decomposition. Finally, three evaluation indicators are proposed to evaluate the performance of the new approach. Experimental results show that the proposed approach achieves good semantic structure for semantics-based video index and meanwhile produces video summary consistent with human perception. PMID:24757431

  8. Videos, Podcasts and Livechats

    Medline Plus

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

  9. Videos, Podcasts and Livechats

    Medline Plus

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

  10. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Click to learn more... LOGIN CALENDAR DONATE NEWS Home Learn Back Learn about acoustic neuroma AN Facts ... Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video Ronson and Kerri Albany Support ...

  11. Videos, Podcasts and Livechats

    Medline Plus

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

  12. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Click to learn more... LOGIN CALENDAR DONATE NEWS Home Learn Back Learn about acoustic neuroma AN Facts ... Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video Howard of NJ Gloria hiking ...

  13. 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 ...

  14. Videos, Podcasts and Livechats

    Medline Plus

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

  15. Videos, Podcasts and Livechats

    Medline Plus

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

  16. Acoustic Neuroma Educational Video

    Medline Plus

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

  17. The video violence debate.

    Science.gov (United States)

    Lande, R G

    1993-04-01

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

  18. Acoustic Neuroma Educational Video

    Medline Plus

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

  19. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Click to learn more... LOGIN CALENDAR DONATE NEWS Home Learn Back Learn about acoustic neuroma AN Facts ... Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video English English Arabic Catalan Chinese ( ...

  20. Video i VIA

    DEFF Research Database (Denmark)

    2012-01-01

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

  1. Videos, Podcasts and Livechats

    Medline Plus

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

  2. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Click to learn more... LOGIN CALENDAR DONATE NEWS Home Learn Back Learn about acoustic neuroma AN Facts ... Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video Keck Medicine of USC ANWarriors ...

  3. Videos, Podcasts and Livechats

    Medline Plus

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

  4. Acoustic Neuroma Educational Video

    Medline Plus

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

  5. Acoustic Neuroma Educational Video

    Medline Plus

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

  6. Photos and Videos

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Observers are required to take photos and/or videos of all incidentally caught sea turtles, marine mammals, seabirds and unusual or rare fish. On the first 3...

  7. Videos, Podcasts and Livechats

    Medline Plus

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

  8. SEFIS Video Data

    Data.gov (United States)

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

  9. Highlight detection for video content analysis through double filters

    Science.gov (United States)

    Sun, Zhonghua; Chen, Hexin; Chen, Mianshu

    2005-07-01

    Highlight detection is a form of video summarization techniques aiming at including the most expressive or attracting parts in the video. Most video highlights selection research work has been performed on sports video, detecting certain objects or events such as goals in soccer video, touch down in football and others. In this paper, we present a highlight detection method for film video. Highlight section in a film video is not like that in sports video that usually has certain objects or events. The methods to determine a highlight part in a film video can exhibit as three aspects: (a) locating obvious audio event, (b) detecting expressive visual content around the obvious audio location, (c) selecting the preferred portion of the extracted audio-visual highlight segments. We define a double filters model to detect the potential highlights in video. First obvious audio location is determined through filtering the obvious audio features, and then we perform the potential visual salience detection around the potential audio highlight location. Finally the production from the audio-visual double filters is compared with a preference threshold to determine the final highlights. The user study results indicate that the double filters detection approach is an effective method for highlight detection for video content analysis.

  10. MR360: Mixed Reality Rendering for 360° Panoramic Videos.

    Science.gov (United States)

    Rhee, Taehyun; Petikam, Lohit; Allen, Benjamin; Chalmers, Andrew

    2017-04-01

    This paper presents a novel immersive system called MR360 that provides interactive mixed reality (MR) experiences using a conventional low dynamic range (LDR) 360° panoramic video (360-video) shown in head mounted displays (HMDs). MR360 seamlessly composites 3D virtual objects into a live 360-video using the input panoramic video as the lighting source to illuminate the virtual objects. Image based lighting (IBL) is perceptually optimized to provide fast and believable results using the LDR 360-video as the lighting source. Regions of most salient lights in the input panoramic video are detected to optimize the number of lights used to cast perceptible shadows. Then, the areas of the detected lights adjust the penumbra of the shadow to provide realistic soft shadows. Finally, our real-time differential rendering synthesizes illumination of the virtual 3D objects into the 360-video. MR360 provides the illusion of interacting with objects in a video, which are actually 3D virtual objects seamlessly composited into the background of the 360-video. MR360 was implemented in a commercial game engine and tested using various 360-videos. Since our MR360 pipeline does not require any pre-computation, it can synthesize an interactive MR scene using a live 360-video stream while providing realistic high performance rendering suitable for HMDs.

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

    Science.gov (United States)

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

    2017-01-01

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

  12. Renin release

    DEFF Research Database (Denmark)

    Schweda, Frank; Friis, Ulla; Wagner, Charlotte

    2007-01-01

    The aspartyl-protease renin is the key regulator of the renin-angiotensin-aldosterone system, which is critically involved in salt, volume, and blood pressure homeostasis of the body. Renin is mainly produced and released into circulation by the so-called juxtaglomerular epithelioid cells, located...

  13. Temporal Segmentation of MPEG Video Streams

    Directory of Open Access Journals (Sweden)

    Janko Calic

    2002-06-01

    Full Text Available Many algorithms for temporal video partitioning rely on the analysis of uncompressed video features. Since the information relevant to the partitioning process can be extracted directly from the MPEG compressed stream, higher efficiency can be achieved utilizing information from the MPEG compressed domain. This paper introduces a real-time algorithm for scene change detection that analyses the statistics of the macroblock features extracted directly from the MPEG stream. A method for extraction of the continuous frame difference that transforms the 3D video stream into a 1D curve is presented. This transform is then further employed to extract temporal units within the analysed video sequence. Results of computer simulations are reported.

  14. Neural Basis of Enhanced Executive Function in Older Video Game Players: An fMRI Study

    OpenAIRE

    Ping Wang; Ping Wang; Xing-Ting Zhu; Xing-Ting Zhu; Zhigang Qi; Zhigang Qi; Silin Huang; Hui-Jie Li; Hui-Jie Li

    2017-01-01

    Video games have been found to have positive influences on executive function in older adults; however, the underlying neural basis of the benefits from video games has been unclear. Adopting a task-based functional magnetic resonance imaging (fMRI) study targeted at the flanker task, the present study aims to explore the neural basis of the improved executive function in older adults with video game experiences. Twenty video game players (VGPs) and twenty non-video game players (NVGPs) of 60...

  15. Intelligent Analysis for Georeferenced Video Using Context-Based Random Graphs

    OpenAIRE

    Jiangfan Feng; Hu Song

    2013-01-01

    Video sensor networks are formed by the joining of heterogeneous sensor nodes, which is frequently reported as video of communication functionally bound to geographical locations. Decomposition of georeferenced video stream presents the expression of video from spatial feature set. Although it has been studied extensively, spatial relations underlying the scenario are not well understood, which are important to understand the semantics of georeferenced video and behavior of elements. Here we ...

  16. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  17. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  18. Studenterproduceret video til eksamen

    DEFF Research Database (Denmark)

    Jensen, Kristian Nøhr; Hansen, Kenneth

    2016-01-01

    Formålet med denne artikel er at vise, hvordan læringsdesign og stilladsering kan anvendes til at skabe en ramme for studenterproduceret video til eksamen på videregående uddannelser. Artiklen tager udgangspunkt i en problemstilling, hvor uddannelsesinstitutionerne skal håndtere og koordinere...... de fagfaglige og mediefaglige undervisere et redskab til at fokusere og koordinere indsatsen frem mod målet med, at de studerende producerer og anvender video til eksamen....

  19. Video Editing System

    Science.gov (United States)

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

    1998-01-01

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

  20. Video Games and Citizenship

    OpenAIRE

    Bourgonjon, Jeroen; Soetaert, Ronald

    2013-01-01

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

  1. Android Video Streaming

    Science.gov (United States)

    2014-05-01

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

  2. Robust Adaptable Video Copy Detection

    DEFF Research Database (Denmark)

    Assent, Ira; Kremer, Hardy

    2009-01-01

    Video copy detection should be capable of identifying video copies subject to alterations e.g. in video contrast or frame rates. We propose a video copy detection scheme that allows for adaptable detection of videos that are altered temporally (e.g. frame rate change) and/or visually (e.g. change...... in contrast). Our query processing combines filtering and indexing structures for efficient multistep computation of video copies under this model. We show that our model successfully identifies altered video copies and does so more reliably than existing models....

  3. Blood Pulsation Intensity Video Mapping

    CERN Document Server

    Borges, Pedro Henrique de M

    2016-01-01

    In this study, we make non-invasive, remote, passive measurements of the heart beat frequency and determine the map of blood pulsation intensity in a region of interest (ROI) of skin. The ROI used was the forearm of a volunteer. The method employs a regular video camera and visible light, and the video acquisition takes less than 1 minute. The mean cardiac frequency found in our volunteer was within 1 bpm of the ground-truth value simultaneously obtained via earlobe plethysmography. Using the signals extracted from the video images, we have determined an intensity map for the blood pulsation at the surface of the skin. In this paper we present the experimental and data processing details of the work and well as limitations of the technique. ----------------------------------------- Neste estudo medimos a frequ\\^encia card\\'iaca de forma n\\~ao invasiva, remota e passiva e determinamos o mapa da atividade de pulsa\\c{c}\\~ao sangu\\'inea numa regi\\~ao de interesse (ROI) da pele. A ROI utilizada foi o antebra\\c{c}o...

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

    CERN Document Server

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

    2016-01-01

    The advent of MOOCs has stimulated interest in using online videos to deliver content in university courses. We examined student engagement with 78 online videos that we created and were incorporated into a one-semester blended introductory mechanics course at the Georgia Institute of Technology. We found that students were more engaged with videos that supported laboratory activities than with videos that presented lecture content. In particular, the percentage of students accessing laboratory videos was consistently greater than 80 percent throughout the semester while the percentage of students accessing lecture videos dropped to less than 40 percent by the end of the term. Moreover, students were more likely to access the entirety of a laboratory video than a lecture video. Our results suggest that students may access videos based on perceived value: students appear to consider the laboratory videos as essential for successfully completing the laboratories while students appear to consider the lecture vid...

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

    Science.gov (United States)

    Dong, Chaoyan; Goh, Poh Sun

    2015-02-01

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

  6. Anthropocentric Video Segmentation for Lecture Webcasts

    Directory of Open Access Journals (Sweden)

    Raul Rojas

    2008-03-01

    Full Text Available Many lecture recording and presentation systems transmit slides or chalkboard content along with a small video of the instructor. As a result, two areas of the screen are competing for the viewer's attention, causing the widely known split-attention effect. Face and body gestures, such as pointing, do not appear in the context of the slides or the board. To eliminate this problem, this article proposes to extract the lecturer from the video stream and paste his or her image onto the board or slide image. As a result, the lecturer acting in front of the board or slides becomes the center of attention. The entire lecture presentation becomes more human-centered. This article presents both an analysis of the underlying psychological problems and an explanation of signal processing techniques that are applied in a concrete system. The presented algorithm is able to extract and overlay the lecturer online and in real time at full video resolution.

  7. Viz-A-Vis: toward visualizing video through computer vision.

    Science.gov (United States)

    Romero, Mario; Summet, Jay; Stasko, John; Abowd, Gregory

    2008-01-01

    In the established procedural model of information visualization, the first operation is to transform raw data into data tables [1]. The transforms typically include abstractions that aggregate and segment relevant data and are usually defined by a human, user or programmer. The theme of this paper is that for video, data transforms should be supported by low level computer vision. High level reasoning still resides in the human analyst, while part of the low level perception is handled by the computer. To illustrate this approach, we present Viz-A-Vis, an overhead video capture and access system for activity analysis in natural settings over variable periods of time. Overhead video provides rich opportunities for long-term behavioral and occupancy analysis, but it poses considerable challenges. We present initial steps addressing two challenges. First, overhead video generates overwhelmingly large volumes of video impractical to analyze manually. Second, automatic video analysis remains an open problem for computer vision.

  8. Reward system and temporal pole contributions to affective evaluation during a first person shooter video game

    National Research Council Canada - National Science Library

    Mathiak, Krystyna A; Klasen, Martin; Weber, René; Ackermann, Hermann; Shergill, Sukhwinder S; Mathiak, Klaus

    2011-01-01

    .... It was demonstrated that playing a video game leads to striatal dopamine release. It is unclear, however, which aspects of the game cause this reward system activation and if violent content contributes...

  9. Outside in America: George Michael's music video, public sex and global pop culture

    NARCIS (Netherlands)

    Kooijman, J.

    2004-01-01

    Six months after his controversial arrest for ‘lewd conduct’ at a men’s public restroom in Beverly Hills, British pop star George Michael released the song and music video ‘Outside’ which can be seen as an explicit commentary on the controversy. In this article, I read the music video in three ways:

  10. VIDEO GAMES CONTRIBUTION TO STUDENTS’ ENTREPRENEURIAL TRAITS AND INTENT

    OpenAIRE

    Alexandra PERJU-MITRAN; Andreea E. BUDACIA

    2014-01-01

    Given the popularity of video games and the influences they may pose on individuals’ psychology and behavior, the present study analyses whether video game playing among university students can be correlated with traits associated with an entrepreneur’s profile, which may, in turn, lead to an entrepreneurial intent. The results of the study reveal that students who do play video games show a higher entrepreneurial intent, this relationship being mediated by several psychological and cognitiv...

  11. Summarization of human activity videos via low-rank approximation

    OpenAIRE

    Mademlis, Ioannis; Tefas, Anastasios; Nikolaidis, Nikos; Pitas, Ioannis

    2017-01-01

    Summarization of videos depicting human activities is a timely problem with important applications, e.g., in the domains of surveillance or film/TV production, that steadily becomes more relevant. Research on video summarization has mainly relied on global clustering or local (frame-by-frame) saliency methods to provide automated algorithmic solutions for key-frame extraction. This work presents a method based on selecting as key-frames video frames able to optimally reconstruct the entire vi...

  12. Educational Video Recording and Editing for The Hand Surgeon

    OpenAIRE

    Rehim, Shady A.; Chung, Kevin C.

    2015-01-01

    Digital video recordings are increasingly used across various medical and surgical disciplines including hand surgery for documentation of patient care, resident education, scientific presentations and publications. In recent years, the introduction of sophisticated computer hardware and software technology has simplified the process of digital video production and improved means of disseminating large digital data files. However, the creation of high quality surgical video footage requires b...

  13. Artificial Intelligence in Video Games: Towards a Unified Framework

    OpenAIRE

    Safadi, Firas

    2015-01-01

    The work presented in this dissertation revolves around the problem of designing artificial intelligence (AI) for video games. This problem becomes increasingly challenging as video games grow in complexity. With modern video games frequently featuring sophisticated and realistic environments, the need for smart and comprehensive agents that understand the various aspects of these environments is pressing. Although machine learning techniques are being successfully applied in a multitude of d...

  14. Layer-Optimized Streaming of Motion-Compensated Orthogonal Video

    OpenAIRE

    SHEN, Wenjie

    2013-01-01

    This report presents a layer-optimized streaming technique for delivering video content over the Internet using quality-scalable motion-compensated orthogonal video. We use Motion-Compensated Orthogonal Transforms (MCOT) to remove temporal and spatial redundancy. The resulting subbands are quantized and entropy coded by Embedded Block Coding with Optimized Truncations (EBCOT). Therefore, we are able to encode the input video into multiple quality layers with sequential decoding dependency. A ...

  15. Deep video deblurring

    KAUST Repository

    Su, Shuochen

    2016-11-25

    Motion blur from camera shake is a major problem in videos captured by hand-held devices. Unlike single-image deblurring, video-based approaches can take advantage of the abundant information that exists across neighboring frames. As a result the best performing methods rely on aligning nearby frames. However, aligning images is a computationally expensive and fragile procedure, and methods that aggregate information must therefore be able to identify which regions have been accurately aligned and which have not, a task which requires high level scene understanding. In this work, we introduce a deep learning solution to video deblurring, where a CNN is trained end-to-end to learn how to accumulate information across frames. To train this network, we collected a dataset of real videos recorded with a high framerate camera, which we use to generate synthetic motion blur for supervision. We show that the features learned from this dataset extend to deblurring motion blur that arises due to camera shake in a wide range of videos, and compare the quality of results to a number of other baselines.

  16. Talking Video in 'Everyday Life'

    DEFF Research Database (Denmark)

    McIlvenny, Paul

    For better or worse, video technologies have made their way into many domains of social life, for example in the domain of therapeutics. Techniques such as Marte Meo, Video Interaction Guidance (ViG), Video-Enhanced Reflection on Communication, Video Home Training and Video intervention....../prevention (VIP) all promote the use of video as a therapeutic tool. This paper focuses on media therapeutics and the various in situ uses of video technologies in the mass media for therapeutic purposes. Reality TV parenting programmes such as Supernanny, Little Angels, The House of Tiny Tearaways, Honey, We......’re Killing the Kids, and Driving Mum and Dad Mad all use video as a prominent element of not only the audiovisual spectacle of reality television but also the interactional therapy, counselling, coaching and/or instruction intrinsic to these programmes. Thus, talk-on-video is used to intervene...

  17. Image and Video for Hearing Impaired People

    Directory of Open Access Journals (Sweden)

    Thomas Burger

    2008-04-01

    Full Text Available We present a global overview of image- and video-processing-based methods to help the communication of hearing impaired people. Two directions of communication have to be considered: from a hearing person to a hearing impaired person and vice versa. In this paper, firstly, we describe sign language (SL and the cued speech (CS language which are two different languages used by the deaf community. Secondly, we present existing tools which employ SL and CS video processing and recognition for the automatic communication between deaf people and hearing people. Thirdly, we present the existing tools for reverse communication, from hearing people to deaf people that involve SL and CS video synthesis.

  18. Image and Video for Hearing Impaired People

    Directory of Open Access Journals (Sweden)

    Aran Oya

    2007-01-01

    Full Text Available We present a global overview of image- and video-processing-based methods to help the communication of hearing impaired people. Two directions of communication have to be considered: from a hearing person to a hearing impaired person and vice versa. In this paper, firstly, we describe sign language (SL and the cued speech (CS language which are two different languages used by the deaf community. Secondly, we present existing tools which employ SL and CS video processing and recognition for the automatic communication between deaf people and hearing people. Thirdly, we present the existing tools for reverse communication, from hearing people to deaf people that involve SL and CS video synthesis.

  19. Automatic inpainting scheme for video text detection and removal.

    Science.gov (United States)

    Mosleh, Ali; Bouguila, Nizar; Ben Hamza, Abdessamad

    2013-11-01

    We present a two stage framework for automatic video text removal to detect and remove embedded video texts and fill-in their remaining regions by appropriate data. In the video text detection stage, text locations in each frame are found via an unsupervised clustering performed on the connected components produced by the stroke width transform (SWT). Since SWT needs an accurate edge map, we develop a novel edge detector which benefits from the geometric features revealed by the bandlet transform. Next, the motion patterns of the text objects of each frame are analyzed to localize video texts. The detected video text regions are removed, then the video is restored by an inpainting scheme. The proposed video inpainting approach applies spatio-temporal geometric flows extracted by bandlets to reconstruct the missing data. A 3D volume regularization algorithm, which takes advantage of bandlet bases in exploiting the anisotropic regularities, is introduced to carry out the inpainting task. The method does not need extra processes to satisfy visual consistency. The experimental results demonstrate the effectiveness of both our proposed video text detection approach and the video completion technique, and consequently the entire automatic video text removal and restoration process.

  20. Spatio-temporal image inpainting for video applications

    Directory of Open Access Journals (Sweden)

    Voronin Viacheslav

    2017-01-01

    Full Text Available Video inpainting or completion is a vital video improvement technique used to repair or edit digital videos. This paper describes a framework for temporally consistent video completion. The proposed method allows to remove dynamic objects or restore missing or tainted regions presented in a video sequence by utilizing spatial and temporal information from neighboring scenes. Masking algorithm is used for detection of scratches or damaged portions in video frames. The algorithm iteratively performs the following operations: achieve frame; update the scene model; update positions of moving objects; replace parts of the frame occupied by the objects marked for remove by using a background model. In this paper, we extend an image inpainting algorithm based texture and structure reconstruction by incorporating an improved strategy for video. Our algorithm is able to deal with a variety of challenging situations which naturally arise in video inpainting, such as the correct reconstruction of dynamic textures, multiple moving objects and moving background. Experimental comparisons to state-of-the-art video completion methods demonstrate the effectiveness of the proposed approach. It is shown that the proposed spatio-temporal image inpainting method allows restoring a missing blocks and removing a text from the scenes on videos.

  1. Obtaining video descriptors for a content-based video information system

    Science.gov (United States)

    Bescos, Jesus; Martinez, Jose M.; Cabrera, Julian M.; Cisneros, Guillermo

    1998-09-01

    This paper describes the first stages of a research project that is currently being developed in the Image Processing Group of the UPM. The aim of this effort is to add video capabilities to the Storage and Retrieval Information System already working at our premises. Here we will focus on the early design steps of a Video Information System. For this purpose, we present a review of most of the reported techniques for video temporal segmentation and semantic segmentation, previous steps to afford the content extraction task, and we discuss them to select the more suitable ones. We then outline a block design of a temporal segmentation module, and present guidelines to the design of the semantic segmentation one. All these operations trend to facilitate automation in the extraction of low level features and semantic features that will finally take part of the video descriptors.

  2. Design and Implementation of Video Shot Detection on Field Programmable Gate Arrays

    Directory of Open Access Journals (Sweden)

    Jharna Majumdar

    2012-09-01

    Full Text Available Video has become an interactive medium of communication in everyday life. The sheer volume of video makes it extremely difficult to browse through and find the required data. Hence extraction of key frames from the video which represents the abstract of the entire video becomes necessary. The aim of the video shot detection is to find the position of the shot boundaries, so that key frames can be selected from each shot for subsequent processing such as video summarization, indexing etc. For most of the surveillance applications like video summery, face recognition etc., the hardware (real time implementation of these algorithms becomes necessary. Here in this paper we present the architecture for simultaneous accessing of consecutive frames, which are then used for the implementation of various Video Shot Detection algorithms. We also present the real time implementation of three video shot detection algorithms using the above mentioned architecture on FPGA (Field Programmable Gate Arrays.

  3. Video y desarrollo rural

    Directory of Open Access Journals (Sweden)

    Fraser Colin

    2015-01-01

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

  4. A Big Video Manifesto

    DEFF Research Database (Denmark)

    Mcilvenny, Paul Bruce; Davidsen, Jacob

    2017-01-01

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

  5. Brains on video games.

    Science.gov (United States)

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

    2011-11-18

    The popular press is replete with stories about the effects of video and computer games on the brain. Sensationalist headlines claiming that video games 'damage the brain' or 'boost brain power' do not do justice to the complexities and limitations of the studies involved, and create a confusing overall picture about the effects of gaming on the brain. Here, six experts in the field shed light on our current understanding of the positive and negative ways in which playing video games can affect cognition and behaviour, and explain how this knowledge can be harnessed for educational and rehabilitation purposes. As research in this area is still in its early days, the contributors of this Viewpoint also discuss several issues and challenges that should be addressed to move the field forward.

  6. 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.

  7. Video library for video imaging detection at intersection stop lines.

    Science.gov (United States)

    2010-04-01

    The objective of this activity was to record video that could be used for controlled : evaluation of video image vehicle detection system (VIVDS) products and software upgrades to : existing products based on a list of conditions that might be diffic...

  8. User aware video streaming

    Science.gov (United States)

    Kerofsky, Louis; Jagannath, Abhijith; Reznik, Yuriy

    2015-03-01

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

  9. Contextual analysis of videos

    CERN Document Server

    Thida, Myo; Monekosso, Dorothy

    2013-01-01

    Video context analysis is an active and vibrant research area, which provides means for extracting, analyzing and understanding behavior of a single target and multiple targets. Over the last few decades, computer vision researchers have been working to improve the accuracy and robustness of algorithms to analyse the context of a video automatically. In general, the research work in this area can be categorized into three major topics: 1) counting number of people in the scene 2) tracking individuals in a crowd and 3) understanding behavior of a single target or multiple targets in the scene.

  10. Video-based rendering

    CERN Document Server

    Magnor, Marcus A

    2005-01-01

    Driven by consumer-market applications that enjoy steadily increasing economic importance, graphics hardware and rendering algorithms are a central focus of computer graphics research. Video-based rendering is an approach that aims to overcome the current bottleneck in the time-consuming modeling process and has applications in areas such as computer games, special effects, and interactive TV. This book offers an in-depth introduction to video-based rendering, a rapidly developing new interdisciplinary topic employing techniques from computer graphics, computer vision, and telecommunication en

  11. CERN Video News

    CERN Multimedia

    2003-01-01

    From Monday you can see on the web the new edition of CERN's Video News. Thanks to a collaboration between the audiovisual teams at CERN and Fermilab, you can see a report made by the American laboratory. The clip concerns the LHC magnets that are being constructed at Fermilab. Also in the programme: the spectacular rotation of one of the ATLAS coils, the arrival at CERN of the first American magnet made at Brookhaven, the story of the discovery 20 years ago of the W and Z bosons at CERN. http://www.cern.ch/video or Bulletin web page.

  12. SHIP CLASSIFICATION FROM MULTISPECTRAL VIDEOS

    Directory of Open Access Journals (Sweden)

    Frederique Robert-Inacio

    2012-05-01

    Full Text Available Surveillance of a seaport can be achieved by different means: radar, sonar, cameras, radio communications and so on. Such a surveillance aims, on the one hand, to manage cargo and tanker traffic, and, on the other hand, to prevent terrorist attacks in sensitive areas. In this paper an application to video-surveillance of a seaport entrance is presented, and more particularly, the different steps enabling to classify mobile shapes. This classification is based on a parameter measuring the similarity degree between the shape under study and a set of reference shapes. The classification result describes the considered mobile in terms of shape and speed.

  13. Security and Privacy in Video Surveillance: Requirements and Challenges

    DEFF Research Database (Denmark)

    Mahmood Rajpoot, Qasim; Jensen, Christian D.

    2014-01-01

    Use of video surveillance has substantially increased in the last few decades. Modern video surveillance systems are equipped with techniques that allow traversal of data in an effective and efficient manner, giving massive powers to operators and potentially compromising the privacy of anyone...... observed by the system. Several techniques to protect the privacy of individuals have therefore been proposed, but very little research work has focused on the specific security requirements of video surveillance data (in transit or in storage) and on authorizing access to this data. In this paper, we...... present a general model of video surveillance systems that will help identify the major security and privacy requirements for a video surveillance system and we use this model to identify practical challenges in ensuring the security of video surveillance data in all stages (in transit and at rest). Our...

  14. An Algorithm of Extracting I-Frame in Compressed Video

    Directory of Open Access Journals (Sweden)

    Zhu Yaling

    2015-01-01

    Full Text Available The MPEG video data includes three types of frames, that is: I-frame, P-frame and B-frame. However, the I-frame records the main information of video data, the P-frame and the B-frame are just regarded as motion compensations of the I-frame. This paper presents the approach which analyzes the MPEG video stream in the compressed domain, and find out the key frame of MPEG video stream by extracting the I-frame. Experiments indicated that this method can be automatically realized in the compressed MPEG video and it will lay the foundation for the video processing in the future.

  15. Effective Quality-of-Service Renegotiating Schemes for Streaming Video

    Directory of Open Access Journals (Sweden)

    Song Hwangjun

    2004-01-01

    Full Text Available This paper presents effective quality-of-service renegotiating schemes for streaming video. The conventional network supporting quality of service generally allows a negotiation at a call setup. However, it is not efficient for the video application since the compressed video traffic is statistically nonstationary. Thus, we consider the network supporting quality-of-service renegotiations during the data transmission and study effective quality-of-service renegotiating schemes for streaming video. The token bucket model, whose parameters are token filling rate and token bucket size, is adopted for the video traffic model. The renegotiating time instants and the parameters are determined by analyzing the statistical information of compressed video traffic. In this paper, two renegotiating approaches, that is, fixed renegotiating interval case and variable renegotiating interval case, are examined. Finally, the experimental results are provided to show the performance of the proposed schemes.

  16. No-Reference Video Quality Assessment using Codec Analysis

    DEFF Research Database (Denmark)

    Søgaard, Jacob; Forchhammer, Søren; Korhonen, Jari

    2015-01-01

    A no-reference video quality assessment (VQA) method is presented for videos distorted by H.264/AVC and MPEG-2. The assessment is performed without access to the bit-stream. Instead we analyze and estimate coefficients based on decoded pixels. The approach involves distinguishing between the two...... types of videos, estimating the level of quantization used in the I-frames, and exploiting this information to assess the video quality. In order to do this for H.264/AVC, the distribution of the DCT-coefficients after intra-prediction and deblocking are modeled. To obtain VQA features for H.264/AVC, we...... propose a novel estimation method of the quantization in H.264/AVC videos without bitstream access, which can also be used for Peak Signalto-Noise Ratio (PSNR) estimation. The results from the MPEG-2 and H.264/AVC analysis are mapped to a perceptual measure of video quality by Support Vector Regression...

  17. Data compression for full motion video transmission

    Science.gov (United States)

    Whyte, Wayne A., Jr.; Sayood, Khalid

    1991-01-01

    Clearly transmission of visual information will be a major, if not dominant, factor in determining the requirements for, and assessing the performance of the Space Exploration Initiative (SEI) communications systems. Projected image/video requirements which are currently anticipated for SEI mission scenarios are presented. Based on this information and projected link performance figures, the image/video data compression requirements which would allow link closure are identified. Finally several approaches which could satisfy some of the compression requirements are presented and possible future approaches which show promise for more substantial compression performance improvement are discussed.

  18. Data compression for full motion video transmission

    Science.gov (United States)

    Whyte, Wayne A., Jr.; Sayood, Khalid

    1991-01-01

    Clearly transmission of visual information will be a major, if not dominant, factor in determining the requirements for, and assessing the performance of, the SEI communications systems. Projected image/video requirements which are currently anticipated for SEI mission scenarios are presented. Based on this information and projected link performance figures, the image/video data compression requirements which would allow link closure are identified. Finally several approaches which could satisfy some of the compression requirements are presented and possible future approaches which show promise for more substantial compression performance improvement are discussed.

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

    OpenAIRE

    Fernando, WAC; Canagarajah, CN; Bull, David

    2000-01-01

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

  20. 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.

  1. Image and video compression fundamentals, techniques, and applications

    CERN Document Server

    Joshi, Madhuri A; Dandawate, Yogesh H; Joshi, Kalyani R; Metkar, Shilpa P

    2014-01-01

    Image and video signals require large transmission bandwidth and storage, leading to high costs. The data must be compressed without a loss or with a small loss of quality. Thus, efficient image and video compression algorithms play a significant role in the storage and transmission of data.Image and Video Compression: Fundamentals, Techniques, and Applications explains the major techniques for image and video compression and demonstrates their practical implementation using MATLAB® programs. Designed for students, researchers, and practicing engineers, the book presents both basic principles

  2. Video-Multicast in Peer-to-Peer-Netzen

    OpenAIRE

    López Fuentes, Francisco de Asís

    2009-01-01

    Peer-to-peer (P2P) video streaming is a promising solution to enable efficient video distribution over the Internet. The nodes or peers in this type of system can take the role of both a server and of a client at the same time. During video distribution each peer acts as a relay node contributing it upload capacity. This thesis focuses on a specific topic known as P2P Video Multicast within the P2P streaming area. The contribution of this thesis is to present network-adaptive t...

  3. Video dosimetry: evaluation of X-radiation dose by video fluoroscopic image; Videodosimetria: avaliacao da dose da radiacao X atraves da imagem videofluroscopica

    Energy Technology Data Exchange (ETDEWEB)

    Nova, Joao Luiz Leocadio da [Universidade Federal, Rio de Janeiro, RJ (Brazil). Centro de Ciencias da Saude. Nucleo de Tecnologia Educacional para a Saude; Lopes, Ricardo Tadeu [Universidade Federal, Rio de Janeiro, RJ (Brazil). Coordenacao dos Programas de Pos-graduacao de Engenharia. Lab. de Instrumentacao Nuclear

    1996-12-31

    A new methodology to evaluate the entrance surface dose on patients under radiodiagnosis is presented. A phantom is used in video fluoroscopic procedures in on line video signal system. The images are obtained from a Siemens Polymat 50 and are digitalized. The results show that the entrance surface dose can be obtained in real time from video imaging 3 refs., 2 figs., 2 tabs.

  4. A video annotation methodology for interactive video sequence generation

    NARCIS (Netherlands)

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

    2001-01-01

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

  5. 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…

  6. Bad (Re)Presentations

    CERN Multimedia

    Computer Security Team

    2013-01-01

    This time, we would like to address copyright violations (again) - but with a twist. While previous articles focussed on “Music, videos and the risk for CERN” or on software licences, the focus is now on using photos, music and images “found” on the Web for presentations, publications and web pages…   Just recently, a video produced for CERN and published on YouTube and Facebook used background music from a contemporary popular artist. However, the people responsible failed to obtain the appropriate permission to actually use that music. They thought that having bought it on iTunes was sufficient. But it was not: “buying” means you have the right to listen, but not the right for further distribution or re-publication. As a result, the videos were pulled from YouTube and Facebook. Similarly, how many of us integrate graphics and images “found” on the Web into our presentations?  How many of us...

  7. Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games

    Science.gov (United States)

    Near, Christopher E.

    2012-01-01

    Content analysis of video games has consistently shown that women are portrayed much less frequently than men and in subordinate roles, often in “hypersexualized” ways. However, the relationship between portrayal of female characters and videogame sales has not previously been studied. In order to assess the cultural influence of video games on players, it is important to weight differently those games seen by the majority of players (in the millions), rather than a random sample of all games, many of which are seen by only a few thousand people. Box art adorning the front of video game boxes is a form of advertising seen by most game customers prior to purchase and should therefore predict sales if indeed particular depictions of female and male characters influence sales. Using a sample of 399 box art cases from games with ESRB ratings of Teen or Mature released in the US during the period of 2005 through 2010, this study shows that sales were positively related to sexualization of non-central female characters among cases with women present. In contrast, sales were negatively related to the presence of any central female characters (sexualized or non-sexualized) or the presence of female characters without male characters present. These findings suggest there is an economic motive for the marginalization and sexualization of women in video game box art, and that there is greater audience exposure to these stereotypical depictions than to alternative depictions because of their positive relationship to sales. PMID:23467816

  8. Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games.

    Science.gov (United States)

    Near, Christopher E

    2013-02-01

    Content analysis of video games has consistently shown that women are portrayed much less frequently than men and in subordinate roles, often in "hypersexualized" ways. However, the relationship between portrayal of female characters and videogame sales has not previously been studied. In order to assess the cultural influence of video games on players, it is important to weight differently those games seen by the majority of players (in the millions), rather than a random sample of all games, many of which are seen by only a few thousand people. Box art adorning the front of video game boxes is a form of advertising seen by most game customers prior to purchase and should therefore predict sales if indeed particular depictions of female and male characters influence sales. Using a sample of 399 box art cases from games with ESRB ratings of Teen or Mature released in the US during the period of 2005 through 2010, this study shows that sales were positively related to sexualization of non-central female characters among cases with women present. In contrast, sales were negatively related to the presence of any central female characters (sexualized or non-sexualized) or the presence of female characters without male characters present. These findings suggest there is an economic motive for the marginalization and sexualization of women in video game box art, and that there is greater audience exposure to these stereotypical depictions than to alternative depictions because of their positive relationship to sales.

  9. The Energy Expenditure of an Activity-Promoting Video Game compared to Sedentary Video Games and TV Watching

    Science.gov (United States)

    Mitre, Naim; Foster, Randal C; Lanningham-Foster, Lorraine; Levine, James A.

    2014-01-01

    Background Screen time continues to be a major contributing factor to sedentariness in children. There have been more creative approaches to increase physical over the last few years. One approach has been through the use of video games. In the present study we investigated the effect of television watching and the use of activity-promoting video games on energy expenditure and movement in lean and obese children. Our primary hypothesis was that energy expenditure and movement decreases while watching television, in lean and obese children. Our secondary hypothesis was that energy expenditure and movement increases when playing the same game with an activity-promoting video game console compared to a sedentary video game console, in lean and obese children. Methods Eleven boys (10 ± 1 year) and eight girls (9 ± 1 year) ranging in BMI from 14–29 kg/m2 (eleven lean and eight overweight or obese) were recruited. Energy expenditure and physical activity were measured while participants were watching television, playing a video game on a traditional sedentary video game console, and while playing the same video game on an activity-promoting video game (Nintendo Wii) console. Results Energy expenditure was significantly greater than television watching and playing video games on a sedentary video game console when children played the video game on the activity-promoting console(125.3 ± 38.2 Kcal/hr vs. 79.7 ± 20.1 and 79.4 ±15.7, Pvideo games on a sedentary video game console is not different. Activity-promoting video games have shown to increase movement, and be an important tool to raise energy expenditure by 50% when compared to sedentary activities of daily living. PMID:22145458

  10. Video: An Instructional Tool for Developing Affect in Autistic High School Students.

    Science.gov (United States)

    Peele, Judith D.

    1982-01-01

    Ways in which video has been incorporated into a classroom for autistic high schoolers at the Center for Adaptive Programming are described. The design of a lesson on feelings is presented to illustrate the use of video. (CL)

  11. LBA-ECO LC-07 Validation Overflight for Amazon Mosaics, Video, 1999

    Data.gov (United States)

    National Aeronautics and Space Administration — This data set presents georeferenced digital video files from Validation Overflight for Amazon Mosaics (VOAM) aerial video surveys as part of the Large-Scale...

  12. Observational learning in capuchin monkeys: a video deficit effect.

    Science.gov (United States)

    Anderson, James R; Kuroshima, Hika; Fujita, Kazuo

    2017-07-01

    Young human children have been shown to learn less effectively from video or televised images than from real-life demonstrations. Although nonhuman primates respond to and can learn from video images, there is a lack of direct comparisons of task acquisition from video and live demonstrations. To address this gap in knowledge, we presented capuchin monkeys with video clips of a human demonstrator explicitly hiding food under one of two containers. The clips were presented at normal, faster than normal, or slower than normal speed, and then the monkeys were allowed to choose between the real containers. Even after 55 sessions and hundreds of video demonstration trials the monkeys' performances indicated no mastery of the task, and there was no effect of video speed. When given live demonstrations of the hiding act, the monkeys' performances were vastly improved. Upon subsequent return to video demonstrations, performances declined to pre-live-demonstration levels, but this time with evidence for an advantage of fast video demonstrations. Demonstration action speed may be one aspect of images that influence nonhuman primates' ability to learn from video images, an ability that in monkeys, as in young children, appears limited compared to learning from live models.

  13. Characteristics of YouTube™ Videos Related to Mammography.

    Science.gov (United States)

    Basch, Corey H; Hillyer, Grace Clarke; MacDonald, Zerlina L; Reeves, Rachel; Basch, Charles E

    2015-12-01

    With a monthly total of more than one billion unique visitors, YouTube™ is one of the Internet's most visited websites and contributes to the growing amount of health-related information on the Internet. The purpose of this study was to analyze coverage of mammography screening in popular YouTube™ videos. A total of 173 videos were included in the analysis. Compared with professionally created videos, consumer-created videos had a significantly greater number of comments (>9 comments 38.0% for consumer vs. 11.8% for professional videos, p=Videos created by professionals more often portrayed general mammography information (97.1 vs. 88.7%) compared to those created by consumers. The vast majority of videos presented general information (93.6%) related to mammography, and almost two thirds addressed preparing for the test. Less than 20% dealt with other types of examinations. Approximately 30% discussed pain associated with the examination (35.3%) and addressed issues of anxiety (32.4%) and fear (29.5%). Nearly half of the videos presented information about the test results (46.2%). Over 25% covered medical or family history. The majority did not pertain to a specific age group. Future research should focus on analyzing the accuracy of the information in the videos.

  14. What determines video game use? The impact of users’ habits, addictive tendencies, and intentions to play

    NARCIS (Netherlands)

    Hartmann, T.; Jung, Y.; Vorderer, P.A.

    2012-01-01

    The present study explores the role of intentions, habits, and addictive tendencies in people’s video game use. Although both habits and addictive tendencies may determine higher amounts of video game use, the present study examines whether the impact of habits and addictive tendencies on video game

  15. Adventure Racing and Organizational Behavior: Using Eco Challenge Video Clips to Stimulate Learning

    Science.gov (United States)

    Kenworthy-U'Ren, Amy; Erickson, Anthony

    2009-01-01

    In this article, the Eco Challenge race video is presented as a teaching tool for facilitating theory-based discussion and application in organizational behavior (OB) courses. Before discussing the intricacies of the video series itself, the authors present a pedagogically based rationale for using reality TV-based video segments in a classroom…

  16. What determines video game use? The impact of users’ habits, addictive tendencies, and intentions to play

    NARCIS (Netherlands)

    Hartmann, T.; Jung, Y.; Vorderer, P.A.

    2012-01-01

    The present study explores the role of intentions, habits, and addictive tendencies in people's video game use. Although both habits and addictive tendencies may determine higher amounts of video game use, the present study examines whether the impact of habits and addictive tendencies on video game

  17. Using Videos of Students in the Classroom to Enhance Learner Autonomy

    Science.gov (United States)

    Wachob, Phyllis

    2011-01-01

    Although the technology of digital videos is available, many classroom EFL teachers are unsure of what they can do with videos. This paper will present some reasons why teachers should consider using videos of student performance based on ideas of motivation and learner autonomy. Three activities are presented with checklists and protocols that…

  18. Compact Visualisation of Video Summaries

    Directory of Open Access Journals (Sweden)

    Janko Ćalić

    2007-01-01

    Full Text Available This paper presents a system for compact and intuitive video summarisation aimed at both high-end professional production environments and small-screen portable devices. To represent large amounts of information in the form of a video key-frame summary, this paper studies the narrative grammar of comics, and using its universal and intuitive rules, lays out visual summaries in an efficient and user-centered way. In addition, the system exploits visual attention modelling and rapid serial visual presentation to generate highly compact summaries on mobile devices. A robust real-time algorithm for key-frame extraction is presented. The system ranks importance of key-frame sizes in the final layout by balancing the dominant visual representability and discovery of unanticipated content utilising a specific cost function and an unsupervised robust spectral clustering technique. A final layout is created using an optimisation algorithm based on dynamic programming. Algorithm efficiency and robustness are demonstrated by comparing the results with a manually labelled ground truth and with optimal panelling solutions.

  19. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  20. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five ... was designed to help you learn more about Rheumatoid Arthritis (RA). You will learn how the diagnosis ...

  1. Rheumatoid Arthritis Educational Video Series

    Medline Plus

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

  2. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... will allow you to take a more active role in your care. The information in these videos ... Stategies to Increase your Level of Physical Activity Role of Body Weight in Osteoarthritis Educational Videos for ...

  3. Rheumatoid Arthritis Educational Video Series

    Medline Plus

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

  4. Videos & Tools: MedlinePlus

    Science.gov (United States)

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

  5. Health Videos: MedlinePlus

    Science.gov (United States)

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

  6. Scanning laser video camera/ microscope

    Science.gov (United States)

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

    1984-10-01

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

  7. Video Content Foraging

    NARCIS (Netherlands)

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

    2004-01-01

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

  8. Videos, Podcasts and Livechats

    Medline Plus

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

  9. Scalable Video Coding

    NARCIS (Netherlands)

    Choupani, R.

    2017-01-01

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

  10. Video processing project

    CSIR Research Space (South Africa)

    Globisch, R

    2009-03-01

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

  11. Video narrativer i sygeplejerskeuddannelsen

    DEFF Research Database (Denmark)

    Jensen, Inger

    2009-01-01

    I artiklen gives nogle bud på hvordan video narrativer kan bruges i sygeplejerskeuddannelsen som triggers, der åbner for diskussioner og udvikling af meningsfulde holdninger til medmennesker. Det belyses også hvordan undervisere i deres didaktiske overvejelser kan inddrage elementer fra teori om...

  12. Streaming-video produktion

    DEFF Research Database (Denmark)

    Grønkjær, Poul

    2004-01-01

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

  13. Characteristics of Instructional Videos

    Science.gov (United States)

    Beheshti, Mobina; Taspolat, Ata; Kaya, Omer Sami; Sapanca, Hamza Fatih

    2018-01-01

    Nowadays, video plays a significant role in education in terms of its integration into traditional classes, the principal delivery system of information in classes particularly in online courses as well as serving as a foundation of many blended classes. Hence, education is adopting a modern approach of instruction with the target of moving away…

  14. Videos, Podcasts and Livechats

    Medline Plus

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

  15. Mobiele video voor bedrijfscommunicatie

    NARCIS (Netherlands)

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

    2009-01-01

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

  16. Acoustic Neuroma Educational Video

    Medline Plus

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

  17. A simplified 2D to 3D video conversion technology——taking virtual campus video production as an example

    Directory of Open Access Journals (Sweden)

    ZHUANG Huiyang

    2012-10-01

    Full Text Available This paper describes a simplified 2D to 3D Video Conversion Technology, taking virtual campus 3D video production as an example. First, it clarifies the meaning of the 2D to 3D Video Conversion Technology, and points out the disadvantages of traditional methods. Second, it forms an innovative and convenient method. A flow diagram, software and hardware configurations are presented. Finally, detailed description of the conversion steps and precautions are given in turn to the three processes, namely, preparing materials, modeling objects and baking landscapes, recording screen and converting videos .

  18. Release the Prisoners Game

    Science.gov (United States)

    Van Hecke, Tanja

    2011-01-01

    This article presents the mathematical approach of the optimal strategy to win the "Release the prisoners" game and the integration of this analysis in a math class. Outline lesson plans at three different levels are given, where simulations are suggested as well as theoretical findings about the probability distribution function and its mean…

  19. Developing a Video Steganography Toolkit

    OpenAIRE

    Ridgway, James; Stannett, Mike

    2014-01-01

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

  20. Application-adapted mobile 3D video coding and streaming — A survey

    Science.gov (United States)

    Liu, Yanwei; Ci, Song; Tang, Hui; Ye, Yun

    2012-03-01

    3D video technologies have been gradually matured to be moved into mobile platforms. In the mobile environments, the specific characteristics of wireless network and mobile device present great challenges for 3D video coding and streaming. The application-adapted mobile 3D video coding and streaming technologies are urgently needed. Based on the mobile 3D video application framework, this paper reviews the state-of-the-art technologies of mobile 3D video coding and streaming. Specifically, the mobile 3D video formats and the corresponding coding methods are firstly reviewed and then the streaming adaptation technologies including 3D video transcoding, 3D video rate control and cross-layer optimized 3D video streaming are surveyed. [Figure not available: see fulltext.

  1. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  2. SPECIAL REPORT: Creating Conference Video

    Directory of Open Access Journals (Sweden)

    Noel F. Peden

    2008-12-01

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

  3. CERN Video News on line

    CERN Multimedia

    2003-01-01

    The latest CERN video news is on line. In this issue : an interview with the Director General and reports on the new home for the DELPHI barrel and the CERN firemen's spectacular training programme. There's also a vintage video news clip from 1954. See: www.cern.ch/video or Bulletin web page

  4. We All Stream for Video

    Science.gov (United States)

    Technology & Learning, 2008

    2008-01-01

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

  5. 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.

  6. Video Analysis of Rolling Cylinders

    Science.gov (United States)

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

    2012-01-01

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

  7. Video Games and Digital Literacies

    Science.gov (United States)

    Steinkuehler, Constance

    2010-01-01

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

  8. Rheumatoid Arthritis Educational Video Series

    Medline Plus

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

  9. Video-Assisted Thoracic Surgery in Spontaneous Pneumothorax

    Directory of Open Access Journals (Sweden)

    Calvin SH Ng

    2002-01-01

    Full Text Available The proven safety and efficacy of minimal access video-assisted thoracic surgery has changed the way that spontaneous pneumothorax is managed. This review presents some of the experiences of the decade, discusses the controversies and reviews the current video-assisted thoracic surgical management of spontaneous pneumothorax.

  10. Introducing VAST: a Video-Audio Streaming Tester

    Directory of Open Access Journals (Sweden)

    Adrian Sterca

    2010-09-01

    Full Text Available We present a testing package aimed at video and audio streaming across best-effort networks like the Internet. VAST is intended to be a testing framework for protocols transporting audio-video streams across IP networks. It offers the simplicity and predictability of deterministic simulators like ns-2 combined with the testing power of real-world experiments.

  11. Streaming Video to Enhance Students' Reflection in Dance Education

    Science.gov (United States)

    Leijen, Ali; Lam, Ineke; Wildschut, Liesbeth; Simons, P. Robert-Jan; Admiraal, Wilfried

    2009-01-01

    This paper presents an evaluation case study that describes the experiences of 15 students and 2 teachers using a video-based learning environment, DiViDU, to facilitate students' daily reflection activities in a composition course and a ballet course. To support dance students' reflection processes streaming video was applied as follows: video…

  12. Crowdsourcing based subjective quality assessment of adaptive video streaming

    DEFF Research Database (Denmark)

    Shahid, M.; Søgaard, Jacob; Pokhrel, J.

    2014-01-01

    humans are considered to be the most valid method of the as- sessment of QoE. Besides lab-based subjective experiments, crowdsourcing based subjective assessment of video quality is gaining popularity as an alternative method. This paper presents insights into a study that investigates perceptual pref......- erences of various adaptive video streaming scenarios through crowdsourcing based subjective quality assessment....

  13. Coding the Complexity of Activity in Video Recordings

    DEFF Research Database (Denmark)

    Harter, Christopher Daniel; Otrel-Cass, Kathrin

    2017-01-01

    This paper presents a theoretical approach to coding and analyzing video data on human interaction and activity, using principles found in cultural historical activity theory. The systematic classification or coding of information contained in video data on activity can be arduous and time consum...

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

    Science.gov (United States)

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

    2017-01-01

    Video lectures are increasingly being used in physics instruction. For example, video lectures can be used to "flip" the classroom, i.e., to deliver, via the Internet, content that is traditionally transmitted by in-class lectures (e.g., presenting concepts, working examples, etc.), thereby freeing up classroom time for more interactive…

  15. An Update on the Effects of Playing Violent Video Games

    Science.gov (United States)

    Anderson, Craig, A.

    2004-01-01

    This article presents a brief overview of existing research on the effects of exposure to violent video games. An updated meta-analysis reveals that exposure to violent video games is significantly linked to increases in aggressive behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, and to decreases in helping…

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

    Directory of Open Access Journals (Sweden)

    Xeniya Kondrat

    2015-06-01

    Full Text Available Gender representation in video games is a current sensitive topic in entertainment media. Gender studies in video games look at the difference between the portrayal of female and male characters. Most video games tend to over-represent stereotypes and in general use extensive violence and cruelty (Maietti, 2008. Some video games use wrong, disrespectful and sometimes even violent representations of both genders. This research paper focuses on the current representation of female gender in video games and how they are represented, stereotyped and used as characters in games. Results show that there is a difference between portraying women in the past and present. This research paper is based on previous academic research and results which were achieved with online questionnaire among game players and two interviews with professionals in the field of game design. The results show that there is still negative stereotyping of female gender. However, at the same time, the answers of the respondents show that the target audience of video games desires improvements in presentation of female gender as well as male.

  17. Adaptive Bit Rate Video Streaming Through an RF/Free Space Optical Laser Link

    Directory of Open Access Journals (Sweden)

    A. Akbulut

    2010-06-01

    Full Text Available This paper presents a channel-adaptive video streaming scheme which adjusts video bit rate according to channel conditions and transmits video through a hybrid RF/free space optical (FSO laser communication system. The design criteria of the FSO link for video transmission to 2.9 km distance have been given and adaptive bit rate video streaming according to the varying channel state over this link has been studied. It has been shown that the proposed structure is suitable for uninterrupted transmission of videos over the hybrid wireless network with reduced packet delays and losses even when the received power is decreased due to weather conditions.

  18. Video games do affect social outcomes: a meta-analytic review of the effects of violent and prosocial video game play.

    Science.gov (United States)

    Greitemeyer, Tobias; Mügge, Dirk O

    2014-05-01

    Whether video game play affects social behavior is a topic of debate. Many argue that aggression and helping are affected by video game play, whereas this stance is disputed by others. The present research provides a meta-analytical test of the idea that depending on their content, video games do affect social outcomes. Data from 98 independent studies with 36,965 participants revealed that for both violent video games and prosocial video games, there was a significant association with social outcomes. Whereas violent video games increase aggression and aggression-related variables and decrease prosocial outcomes, prosocial video games have the opposite effects. These effects were reliable across experimental, correlational, and longitudinal studies, indicating that video game exposure causally affects social outcomes and that there are both short- and long-term effects.

  19. Can Viral Videos Help Beaver Restore Streams?

    Science.gov (United States)

    Castro, J. M.; Pollock, M. M.; Lewallen, G.; Jordan, C.; Woodruff, K.

    2015-12-01

    Have you watched YouTube lately? Did you notice the plethora of cute animal videos? Researchers, including members of our Beaver Restoration Research team, have been studying the restoration potential of beaver for decades, yet in the past few years, beaver have gained broad acclaim and some much deserved credit for restoration of aquatic systems in North America. Is it because people can now see these charismatic critters in action from the comfort of their laptops? While the newly released Beaver Restoration Guidebook attempts to answer many questions, sadly, this is not one of them. We do, however, address the use of beaver (Castor canadensis) in stream, wetland, and floodplain restoration and discuss the many positive effects of beaver on fluvial ecosystems. Our team, composed of researchers from NOAA National Marine Fisheries Service, US Fish and Wildlife Service, US Forest Service, and Portland State University, has developed a scientifically rigorous, yet accessible, practitioner's guide that provides a synthesis of the best available science for using beaver to improve ecosystem functions. Divided into two broad sections -- Beaver Ecology and Beaver Restoration and Management -- the guidebook focuses on the many ways in which beaver improve habitat, primarily through the construction of dams that impound water and retain sediment. In Beaver Ecology, we open with a discussion of the general effects that beaver dams have on physical and biological processes, and we close with "Frequently Asked Questions" and "Myth Busters". In Restoration and Management, we discuss common emerging restoration techniques and methods for mitigating unwanted beaver effects, followed by case studies from pioneering practitioners who have used many of these beaver restoration techniques in the field. The lessons they have learned will help guide future restoration efforts. We have also included a comprehensive beaver ecology library of over 1400 references from scientific journals

  20. Dimensioning Method for Conversational Video Applications in Wireless Convergent Networks

    Directory of Open Access Journals (Sweden)

    Alonso JoséI

    2008-01-01

    Full Text Available Abstract New convergent services are becoming possible, thanks to the expansion of IP networks based on the availability of innovative advanced coding formats such as H.264, which reduce network bandwidth requirements providing good video quality, and the rapid growth in the supply of dual-mode WiFi cellular terminals. This paper provides, first, a comprehensive subject overview as several technologies are involved, such as medium access protocol in IEEE802.11, H.264 advanced video coding standards, and conversational application characterization and recommendations. Second, the paper presents a new and simple dimensioning model of conversational video over wireless LAN. WLAN is addressed under the optimal network throughput and the perspective of video quality. The maximum number of simultaneous users resulting from throughput is limited by the collisions taking place in the shared medium with the statistical contention protocol. The video quality is conditioned by the packet loss in the contention protocol. Both approaches are analyzed within the scope of the advanced video codecs used in conversational video over IP, to conclude that conversational video dimensioning based on network throughput is not enough to ensure a satisfactory user experience, and video quality has to be taken also into account. Finally, the proposed model has been applied to a real-office scenario.

  1. Dimensioning Method for Conversational Video Applications in Wireless Convergent Networks

    Directory of Open Access Journals (Sweden)

    Raquel Perez Leal

    2007-12-01

    Full Text Available New convergent services are becoming possible, thanks to the expansion of IP networks based on the availability of innovative advanced coding formats such as H.264, which reduce network bandwidth requirements providing good video quality, and the rapid growth in the supply of dual-mode WiFi cellular terminals. This paper provides, first, a comprehensive subject overview as several technologies are involved, such as medium access protocol in IEEE802.11, H.264 advanced video coding standards, and conversational application characterization and recommendations. Second, the paper presents a new and simple dimensioning model of conversational video over wireless LAN. WLAN is addressed under the optimal network throughput and the perspective of video quality. The maximum number of simultaneous users resulting from throughput is limited by the collisions taking place in the shared medium with the statistical contention protocol. The video quality is conditioned by the packet loss in the contention protocol. Both approaches are analyzed within the scope of the advanced video codecs used in conversational video over IP, to conclude that conversational video dimensioning based on network throughput is not enough to ensure a satisfactory user experience, and video quality has to be taken also into account. Finally, the proposed model has been applied to a real-office scenario.

  2. Court Reconstruction for Camera Calibration in Broadcast Basketball Videos.

    Science.gov (United States)

    Wen, Pei-Chih; Cheng, Wei-Chih; Wang, Yu-Shuen; Chu, Hung-Kuo; Tang, Nick C; Liao, Hong-Yuan Mark

    2016-05-01

    We introduce a technique of calibrating camera motions in basketball videos. Our method particularly transforms player positions to standard basketball court coordinates and enables applications such as tactical analysis and semantic basketball video retrieval. To achieve a robust calibration, we reconstruct the panoramic basketball court from a video, followed by warping the panoramic court to a standard one. As opposed to previous approaches, which individually detect the court lines and corners of each video frame, our technique considers all video frames simultaneously to achieve calibration; hence, it is robust to illumination changes and player occlusions. To demonstrate the feasibility of our technique, we present a stroke-based system that allows users to retrieve basketball videos. Our system tracks player trajectories from broadcast basketball videos. It then rectifies the trajectories to a standard basketball court by using our camera calibration method. Consequently, users can apply stroke queries to indicate how the players move in gameplay during retrieval. The main advantage of this interface is an explicit query of basketball videos so that unwanted outcomes can be prevented. We show the results in Figs. 1, 7, 9, 10 and our accompanying video to exhibit the feasibility of our technique.

  3. Comparing Video Modeling and Graduated Guidance Together and Video Modeling Alone for Teaching Role Playing Skills to Children with Autism

    Science.gov (United States)

    Akmanoglu, Nurgul; Yanardag, Mehmet; Batu, E. Sema

    2014-01-01

    Teaching play skills is important for children with autism. The purpose of the present study was to compare effectiveness and efficiency of providing video modeling and graduated guidance together and video modeling alone for teaching role playing skills to children with autism. The study was conducted with four students. The study was conducted…

  4. Digital Video Teach Yourself VISUALLY

    CERN Document Server

    Watson, Lonzell

    2010-01-01

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

  5. 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.

  6. Web Based Video Educational Resources for Surgeons

    Directory of Open Access Journals (Sweden)

    Petre Vlah-Horea BOŢIANU

    2015-12-01

    Full Text Available During the last years, video files showing different surgical procedures have become extremely available and popular on the internet. They are available on both free and unrestricted sites, as well as on dedicated sites which control the medical quality of the information. Honest presentation and a minimal video-editing to include information about the procedure are mandatory to achieve a product with a true educational value. The integration of the web-based video educational resources in the continuing medical information system seems to be limited and the true educational impact very difficult to assess. A review of the available literature dedicated on this subject shows that the main challenge is related to the human factor and not to the available technology.

  7. Simulating Auditory Hallucinations in a Video Game

    DEFF Research Database (Denmark)

    Weinel, Jonathan; Cunningham, Stuart

    2017-01-01

    In previous work the authors have proposed the concept of 'ASC Simulations': including audio-visual installations and experiences, as well as interactive video game systems, which simulate altered states of consciousness (ASCs) such as dreams and hallucinations. Building on the discussion...... of the authors' previous paper, where a large-scale qualitative study explored the changes to auditory perception that users of various intoxicating substances report, here the authors present three prototype audio mechanisms for simulating hallucinations in a video game. These were designed in the Unity video...... game engine as an early proof-of-concept. The first mechanism simulates 'selective auditory attention' to different sound sources, by attenuating the amplitude of unattended sources. The second simulates 'enhanced sounds', by adjusting perceived brightness through filtering. The third simulates...

  8. Processing Decoded Video for Backlight Dimming

    DEFF Research Database (Denmark)

    Burini, Nino; Korhonen, Jari

    Quality of digital image and video signals on TV screens is aected by many factors, including the display technology and compression standards. An accurate knowledge of the characteristics of the display andof the video signals can be used to develop advanced algorithms that improve the visual...... rendition of the signals, particularly in the case of LCDs with dynamic local backlight. This thesis shows that it is possible to model LCDs with dynamic backlight to design algorithms that improve the visual quality of 2D and 3D content, and that digital video coding artifacts like blocking or ringing can...... be reduced with post-processing. LCD screens with dynamic local backlight are modeled in their main aspects, like pixel luminance, light diusion and light perception. Following the model, novel algorithms based on optimization are presented and extended, then reduced in complexity, to produce backlights...

  9. NIGERIAN HOME VIDEO MOVIES AND ENHANCED MUSIC ...

    African Journals Online (AJOL)

    Precious

    presented within the boundaries of acceptable standards and philosophic thought. Nigeria video films have been used to address a myriad of existing and emergent problems. Because of the distinctness and popularity, they represent a veritable tool for the deflation of anti- social practices and the installation of approved ...

  10. Childhood Violence Prevention Education Using Video Games

    Science.gov (United States)

    Fontana, Leonard; Beckerman, Adela

    2004-01-01

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

  11. Assessing User Behaviour in News Video Retrieval

    NARCIS (Netherlands)

    Hollink, L.; Nguyen, G.; Koelma, D.; Schreiber, A.T.; Worring, M.

    2005-01-01

    The results of a study are presented, in which people queried a news archive using an interactive video retrieval system. 242 search sessions by 39 participants on 24 topics were assessed. Before, during and after the study, participants filled in questionnaires about their expectations of a search.

  12. Assessing concept selection for video retrieval

    NARCIS (Netherlands)

    Huurnink, B.; Hofmann, K.; de Rijke, M.

    2008-01-01

    We explore the use of benchmarks to address the problem of assessing concept selection in video retrieval systems. Two benchmarks are presented, one created by human association of queries to concepts, the other generated from an extensively tagged collection. They are compared in terms of

  13. Visual Alphabets: Video classification by end users

    NARCIS (Netherlands)

    Israël, Menno; van den Broek, Egon; van der Putten, Peter; den Uyl, Marten J.; Petrushin, Valery A.; Khan, Latifur

    2007-01-01

    The work presented here introduces a real-time automatic scene classifier within content-based video retrieval. In our envisioned approach end users like documentalists, not image processing experts, build classifiers interactively, by simply indicating positive examples of a scene. Classification

  14. Agency Video, Audio and Imagery Library

    Science.gov (United States)

    Grubbs, Rodney

    2015-01-01

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

  15. High-transmittance all-dielectric Huygens' metasurfaces (presentation video)

    Science.gov (United States)

    Staude, Isabelle; Decker, Manuel; Falkner, Matthias; Dominguez, Jason; Neshev, Dragomir N.; Brener, Igal; Pertsch, Thomas; Kivshar, Yuri S.

    2014-09-01

    We demonstrate a metamaterial Huygens' surfaces for near-infrared frequencies using high-permittivity all-dielectric nanoparticles with tailored Mie-type resonances as meta-atoms. We experimentally measure 360 degrees phase variation of the transmitted light in combination with high transmittance values for light passing through a fabricated metasurface exhibiting spectrally overlapping electric and magnetic dipole-type modes in the near-infrared spectral range. Our experimental measurements are in excellent agreement with numerical simulations and analytical calculations. High transmittance in combination with the simultaneously observed complete phase coverage is key for the realization of a wide range of applications including efficient wavefront shaping, dispersion control devices, and holograms.

  16. Big data extraction with adaptive wavelet analysis (Presentation Video)

    Science.gov (United States)

    Qu, Hongya; Chen, Genda; Ni, Yiqing

    2015-04-01

    Nondestructive evaluation and sensing technology have been increasingly applied to characterize material properties and detect local damage in structures. More often than not, they generate images or data strings that are difficult to see any physical features without novel data extraction techniques. In the literature, popular data analysis techniques include Short-time Fourier Transform, Wavelet Transform, and Hilbert Transform for time efficiency and adaptive recognition. In this study, a new data analysis technique is proposed and developed by introducing an adaptive central frequency of the continuous Morlet wavelet transform so that both high frequency and time resolution can be maintained in a time-frequency window of interest. The new analysis technique is referred to as Adaptive Wavelet Analysis (AWA). This paper will be organized in several sections. In the first section, finite time-frequency resolution limitations in the traditional wavelet transform are introduced. Such limitations would greatly distort the transformed signals with a significant frequency variation with time. In the second section, Short Time Wavelet Transform (STWT), similar to Short Time Fourier Transform (STFT), is defined and developed to overcome such shortcoming of the traditional wavelet transform. In the third section, by utilizing the STWT and a time-variant central frequency of the Morlet wavelet, AWA can adapt the time-frequency resolution requirement to the signal variation over time. Finally, the advantage of the proposed AWA is demonstrated in Section 4 with a ground penetrating radar (GPR) image from a bridge deck, an analytical chirp signal with a large range sinusoidal frequency change over time, the train-induced acceleration responses of the Tsing-Ma Suspension Bridge in Hong Kong, China. The performance of the proposed AWA will be compared with the STFT and traditional wavelet transform.

  17. Segment scheduling method for reducing 360° video streaming latency

    Science.gov (United States)

    Gudumasu, Srinivas; Asbun, Eduardo; He, Yong; Ye, Yan

    2017-09-01

    streaming methods. The proposed dual buffer segment scheduling method is implemented in an end-to-end tile based 360° viewports adaptive video streaming platform, where the entire 360° video is divided into a number of tiles, and each tile is independently encoded into multiple quality level representations. The client requests different quality level representations of each tile based on the viewer's head orientation and the available bandwidth, and then composes all tiles together for rendering. The simulation results verify that the proposed dual buffer segment scheduling algorithm reduces the viewport switch latency, and utilizes available bandwidth more efficiently. As a result, a more consistent immersive 360° video viewing experience can be presented to the user.

  18. Solid state video cameras

    CERN Document Server

    Cristol, Y

    2013-01-01

    Solid State Video Cameras reviews the state of the art in the field of solid-state television cameras as compiled from patent literature. Organized into 10 chapters, the book begins with the basic array types of solid-state imagers and appropriate read-out circuits and methods. Documents relating to improvement of picture quality, such as spurious signal suppression, uniformity correction, or resolution enhancement, are also cited. The last part considerssolid-state color cameras.

  19. The video lecture

    OpenAIRE

    Crook, Charles; Schofield, Louise

    2017-01-01

    Vocabulary for describing the structures, roles, and relationships characteristic of traditional, or ‘offline’, education has been seamlessly applied to the designs of ‘online’ education. One example is the lecture, delivered as a video recording. The purpose of this research is to consider the concept of ‘lecture’ as realised in both offline and online contexts. We explore how media differences entail different student experiences and how these differences relate to design decisions associat...

  20. The Future of Video

    OpenAIRE

    Li, F.

    2016-01-01

    Executive Summary \\ud \\ud A range of technological innovations (e.g. smart phones and digital cameras), infrastructural advances (e.g. broadband and 3G/4G wireless networks) and platform developments (e.g. YouTube, Facebook, Snapchat, Instagram, Amazon, and Netflix) are collectively transforming the way video is produced, distributed, consumed, archived – and importantly, monetised. Changes have been observed well beyond the mainstream TV and film industries, and these changes are increasingl...

  1. An Energy-Efficient and High-Quality Video Transmission Architecture in Wireless Video-Based Sensor Networks

    Science.gov (United States)

    Aghdasi, Hadi S.; Abbaspour, Maghsoud; Moghadam, Mohsen Ebrahimi; Samei, Yasaman

    2008-01-01

    Technological progress in the fields of Micro Electro-Mechanical Systems (MEMS) and wireless communications and also the availability of CMOS cameras, microphones and small-scale array sensors, which may ubiquitously capture multimedia content from the field, have fostered the development of low-cost limited resources Wireless Video-based Sensor Networks (WVSN). With regards to the constraints of video-based sensor nodes and wireless sensor networks, a supporting video stream is not easy to implement with the present sensor network protocols. In this paper, a thorough architecture is presented for video transmission over WVSN called Energy-efficient and high-Quality Video transmission Architecture (EQV-Architecture). This architecture influences three layers of communication protocol stack and considers wireless video sensor nodes constraints like limited process and energy resources while video quality is preserved in the receiver side. Application, transport, and network layers are the layers in which the compression protocol, transport protocol, and routing protocol are proposed respectively, also a dropping scheme is presented in network layer. Simulation results over various environments with dissimilar conditions revealed the effectiveness of the architecture in improving the lifetime of the network as well as preserving the video quality. PMID:27873772

  2. Video time encoding machines.

    Science.gov (United States)

    Lazar, Aurel A; Pnevmatikakis, Eftychios A

    2011-03-01

    We investigate architectures for time encoding and time decoding of visual stimuli such as natural and synthetic video streams (movies, animation). The architecture for time encoding is akin to models of the early visual system. It consists of a bank of filters in cascade with single-input multi-output neural circuits. Neuron firing is based on either a threshold-and-fire or an integrate-and-fire spiking mechanism with feedback. We show that analog information is represented by the neural circuits as projections on a set of band-limited functions determined by the spike sequence. Under Nyquist-type and frame conditions, the encoded signal can be recovered from these projections with arbitrary precision. For the video time encoding machine architecture, we demonstrate that band-limited video streams of finite energy can be faithfully recovered from the spike trains and provide a stable algorithm for perfect recovery. The key condition for recovery calls for the number of neurons in the population to be above a threshold value.

  3. Robotic video photogrammetry system

    Science.gov (United States)

    Gustafson, Peter C.

    1997-07-01

    For many years, photogrammetry has been in use at TRW. During that time, needs have arisen for highly repetitive measurements. In an effort to satisfy these needs in a timely manner, a specialized Robotic Video Photogrammetry System (RVPS) was developed by TRW in conjunction with outside vendors. The primary application for the RVPS has strict accuracy requirements that demand significantly more images than the previously used film-based system. The time involved in taking these images was prohibitive but by automating the data acquisition process, video techniques became a practical alternative to the more traditional film- based approach. In fact, by applying video techniques, measurement productivity was enhanced significantly. Analysis involved was also brought `on-board' to the RVPS, allowing shop floor acquisition and delivery of results. The RVPS has also been applied in other tasks and was found to make a critical improvement in productivity, allowing many more tests to be run in a shorter time cycle. This paper will discuss the creation of the system and TRW's experiences with the RVPS. Highlighted will be the lessons learned during these efforts and significant attributes of the process not common to the standard application of photogrammetry for industrial measurement. As productivity and ease of use continue to drive the application of photogrammetry in today's manufacturing climate, TRW expects several systems, with technological improvements applied, to be in use in the near future.

  4. 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.

  5. Video Malware - Behavioral Analysis

    Directory of Open Access Journals (Sweden)

    Rajdeepsinh Dodia

    2015-04-01

    Full Text Available Abstract The counts of malware attacks exploiting the internet increasing day by day and has become a serious threat. The latest malware spreading out through the media players embedded using the video clip of funny in nature to lure the end users. Once it is executed and installed then the behavior of the malware is in the malware authors hand. The spread of the malware emulates through Internet USB drives sharing of the files and folders can be anything which makes presence concealed. The funny video named as it connected to the film celebrity where the malware variant was collected from the laptop of the terror outfit organization .It runs in the backend which it contains malicious code which steals the user sensitive information like banking credentials username amp password and send it to the remote host user called command amp control. The stealed data is directed to the email encapsulated in the malicious code. The potential malware will spread through the USB and other devices .In summary the analysis reveals the presence of malicious code in executable video file and its behavior.

  6. Video interview with Michael Dell

    CERN Multimedia

    CERN Bulletin

    2010-01-01

    Michael Dell, founder and presently Chairman of the Board of Directors and Chief Executive Office of the DELL computer company visited CERN on Tuesday 26th January 2010. The Bulletin and the Video productions team had the opportunity to meet him. The video interview is transcribed for your convenience.   Michael S. Dell with CERN Director-General Rolf Heuer. What motivated you to come and visit CERN? I obviously heard about the great science and research has going on here, and DELL is very pleased to be a partner and providing a lot of the computers to analyse the data and I really wanted to see for myself in person, some of the great science that is going on here. What is your view on fundamental research in IT, and in general? I think if you look at the field of science in the last hundred years, we have been able to solve a lot of problems, but there are still lots of unsolved problems and unsolved mysteries. And it is only through basic fundamental research that we will address these probl...

  7. GPS-Aided Video Tracking

    Directory of Open Access Journals (Sweden)

    Udo Feuerhake

    2015-08-01

    Full Text Available Tracking moving objects is both challenging and important for a large variety of applications. Different technologies based on the global positioning system (GPS and video or radio data are used to obtain the trajectories of the observed objects. However, in some use cases, they fail to provide sufficiently accurate, complete and correct data at the same time. In this work we present an approach for fusing GPS- and video-based tracking in order to exploit their individual advantages. In this way we aim to combine the reliability of GPS tracking with the high geometric accuracy of camera detection. For the fusion of the movement data provided by the different devices we use a hidden Markov model (HMM formulation and the Viterbi algorithm to extract the most probable trajectories. In three experiments, we show that our approach is able to deal with challenging situations like occlusions or objects which are temporarily outside the monitored area. The results show the desired increase in terms of accuracy, completeness and correctness.

  8. Creation and erasure: music video as a signaletic form of practice

    Directory of Open Access Journals (Sweden)

    Mathias Bonde Korsgaard

    2012-06-01

    Full Text Available This article addresses the affective potentials of music video, identifying music video as a “signaletic form of practice.” Following Steven Shaviro's notion of (post- cinematic affect, the article demonstrates how cinematic affect is most clearly revealed when the images are released from traditional filmic vision—as shown in an analysis of the music video for OK Go's “WTF?” The article thereby also points towards the central role played by audiovisual modulation in conveying affect in music videos. It is shown how the site of such modulation is frequently that of the human body and how that, in some music videos, the human body is treated as an electronically or digitally coded signal rather than as a visual transcription or representation. As such, music video situates itself as an integral part of a new audiovisual regime of signaletic affect.

  9. Data compression techniques applied to high resolution high frame rate video technology

    Science.gov (United States)

    Hartz, William G.; Alexovich, Robert E.; Neustadter, Marc S.

    1989-01-01

    An investigation is presented of video data compression applied to microgravity space experiments using High Resolution High Frame Rate Video Technology (HHVT). An extensive survey of methods of video data compression, described in the open literature, was conducted. The survey examines compression methods employing digital computing. The results of the survey are presented. They include a description of each method and assessment of image degradation and video data parameters. An assessment is made of present and near term future technology for implementation of video data compression in high speed imaging system. Results of the assessment are discussed and summarized. The results of a study of a baseline HHVT video system, and approaches for implementation of video data compression, are presented. Case studies of three microgravity experiments are presented and specific compression techniques and implementations are recommended.

  10. Training value of laparoscopic colorectal videos on the World Wide Web: a pilot study on the educational quality of laparoscopic right hemicolectomy videos.

    Science.gov (United States)

    Celentano, V; Browning, M; Hitchins, C; Giglio, M C; Coleman, M G

    2017-11-01

    Instructive laparoscopy videos with appropriate exposition could be ideal for initial training in laparoscopic surgery, but unfortunately there are no guidelines for annotating these videos or agreed methods to measure the educational content and the safety of the procedure presented. Aim of this study is to systematically search the World Wide Web to determine the availability of laparoscopic colorectal surgery videos and to objectively establish their potential training value. A search for laparoscopic right hemicolectomy videos was performed on the three most used English language web search engines Google.com, Bing.com, and Yahoo.com; moreover, a survey among 25 local trainees was performed to identify additional websites for inclusion. All laparoscopic right hemicolectomy videos with an English language title were included. Videos of open surgery, single incision laparoscopic surgery, robotic, and hand-assisted surgery were excluded. The safety of the demonstrated procedure was assessed with a validated competency assessment tool specifically designed for laparoscopic colorectal surgery and data on the educational content of the video were extracted. Thirty-one websites were identified and 182 surgical videos were included. One hundred and seventy-three videos (95%) detailed the year of publication; this demonstrated a significant increase in the number of videos published per year from 2009. Characteristics of the patient were rarely presented, only 10 videos (5.4%) reported operating time and only 6 videos (3.2%) reported 30-day morbidity; 34 videos (18.6%) underwent a peer-review process prior to publication. Formal case presentation, the presence of audio narration, the use of diagrams, and snapshots and a step-by-step approach are all characteristics of peer-reviewed videos but no significant difference was found in the safety of the procedure. Laparoscopic videos can be a useful adjunct to operative training. There is a large and increasing amount of

  11. A New Tool for Collaborative Video Search via Content-based Retrieval and Visual Inspection

    NARCIS (Netherlands)

    Hürst, W.O.; Ip Vai Ching, Algernon; Hudelist, Marco A.; Primus, Manfred J.; Schoeffmann, Klaus; Beecks, Chrisitan

    2016-01-01

    We present a new approach for collaborative video search and video browsing relying on a combination of traditional, indexbased video retrieval complemented with large-scale human-based visual inspection. In particular, a traditional PC interface is used for query-based search using advanced

  12. Temporal scalability comparison of the H.264/SVC and distributed video codec

    DEFF Research Database (Denmark)

    Huang, Xin; Ukhanova, Ann; Belyaev, Evgeny

    2009-01-01

    The problem of the multimedia scalable video streaming is a current topic of interest. There exist many methods for scalable video coding. This paper is focused on the scalable extension of H.264/AVC (H.264/SVC) and distributed video coding (DVC). The paper presents an efficiency comparison of SVC...

  13. Developing Communication Competence Using an Online Video Reflection System: Pre-Service Teachers' Experiences

    Science.gov (United States)

    Bower, Matt; Cavanagh, Michael; Moloney, Robyn; Dao, MingMing

    2011-01-01

    This paper reports on how the cognitive, behavioural and affective communication competencies of undergraduate students were developed using an online Video Reflection system. Pre-service teachers were provided with communication scenarios and asked to record short videos of one another making presentations. Students then uploaded their videos to…

  14. Real-time Classification of Gorilla Video Segments in Affective Categories Using Crowd-Sourced Annotations

    NARCIS (Netherlands)

    Schavemaker, J.G.M.; Thomas, E.D.R.; Havekes, A.

    2014-01-01

    In this contribution we present a method to classify segments of gorilla videos1 in different affective categories. The classification method is trained by crowd sourcing affective annotation. The trained classification then uses video features (computed from the video segments) to classify a new

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

    Science.gov (United States)

    Farhan, Muhammad; Aslam, Muhammad

    2017-01-01

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

  16. Video summarisation: A conceptual framework and survey of the state of the art

    OpenAIRE

    Money, AG; Agius, H.

    2008-01-01

    This is the post-print (final draft post-refereeing) version of the article. Copyright @ 2007 Elsevier Inc. Video summaries provide condensed and succinct representations of the content of a video stream through a combination of still images, video segments, graphical representations and textual descriptors. This paper presents a conceptual framework for video summarisation derived from the research literature and used as a means for surveying the research literature. The framework distin...

  17. 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...

  18. From different angles: Exploring and applying the design potential of video

    OpenAIRE

    Pasman, G.J.

    2012-01-01

    Recent developments in both hardware and software have brought video within the scope of design students as a new visual design tool. Being more and more equipped with cameras, for example in their smartphones, and video editing programs on their computers, they are increasing using video to record their research activities or present their design ideas. In design education, however, the full potential of video as a rich and contextual design medium is yet to be explored and developed. This p...

  19. Effects of music and music-video on affect during exercise at the lactate threshold

    OpenAIRE

    Bird, JM; Hall, J.; Arnold, R; Karageorghis, CI; Hussein, A.

    2016-01-01

    The objective of the present study was to examine the effects of music and music-video on core affect during and immediately after stationary cycling at the lactate threshold. A randomized, fully counterbalanced, crossover design with three conditions (music, music-video, and a no-music-video control) was adopted. Twenty-four participants exercised at lactate threshold while exposed to music, music-video, and control conditions. Affective valence and perceived activation were assessed every 2...

  20. Simulation and experimental testbed for adaptive video streaming in ad hoc networks

    OpenAIRE

    Gonzalez-Martinez, Santiago Renan; Castellanos Hernández, Wilder Eduardo; Guzman Castillo, Paola Fernanda; Arce Vila, Pau; Guerri Cebollada, Juan Carlos

    2016-01-01

    This paper presents a performance evaluation of the scalable video streaming over mobile ad hoc networks. In particular, we focus on the rate-adaptive method for streaming scalable video (H.264/SVC). For effective adaptation a new cross-layer routing protocol is introduced. This protocol provides an efficient algorithm for available bandwidth estimation. With this information, the video source adjusts its bit rate during the video transmission according to the network state. We also propose a...

  1. Video Analysis: Lessons from Professional Video Editing Practice

    Directory of Open Access Journals (Sweden)

    Eric Laurier

    2008-09-01

    Full Text Available In this paper we join a growing body of studies that learn from vernacular video analysts quite what video analysis as an intelligible course of action might be. Rather than pursuing epistemic questions regarding video as a number of other studies of video analysis have done, our concern here is with the crafts of producing the filmic. As such we examine how audio and video clips are indexed and brought to hand during the logging process, how a first assembly of the film is built at the editing bench and how logics of shot sequencing relate to wider concerns of plotting, genre and so on. In its conclusion we make a number of suggestions about the future directions of studying video and film editors at work. URN: urn:nbn:de:0114-fqs0803378

  2. 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

  3. Surveillance Video Synopsis in GIS

    Directory of Open Access Journals (Sweden)

    Yujia Xie

    2017-10-01

    Full Text Available Surveillance videos contain a considerable amount of data, wherein interesting information to the user is sparsely distributed. Researchers construct video synopsis that contain key information extracted from a surveillance video for efficient browsing and analysis. Geospatial–temporal information of a surveillance video plays an important role in the efficient description of video content. Meanwhile, current approaches of video synopsis lack the introduction and analysis of geospatial-temporal information. Owing to the preceding problems mentioned, this paper proposes an approach called “surveillance video synopsis in GIS”. Based on an integration model of video moving objects and GIS, the virtual visual field and the expression model of the moving object are constructed by spatially locating and clustering the trajectory of the moving object. The subgraphs of the moving object are reconstructed frame by frame in a virtual scene. Results show that the approach described in this paper comprehensively analyzed and created fusion expression patterns between video dynamic information and geospatial–temporal information in GIS and reduced the playback time of video content.

  4. Professional learning needs in using video calls identified through workshops.

    Science.gov (United States)

    Statton, Sarah; Jones, Ray; Thomas, Martin; North, Tracie; Endacott, Ruth; Frost, Adrian; Tighe, Dazzle; Wilson, Gail

    2016-05-10

    Most people want to die at home but only half do. Supporting patients in rural locations is challenging. Video calls such as Skype, might help but are not routinely used; we should consider learning needs to increase uptake and ensure effective use. We aimed to identify learning needs of healthcare professionals (HCPs) in using video calls to support patients (and their carers) to die at home. Face-to-face workshops were held in five Southwest England locations. Participants discussed advantages, disadvantages, scenarios for use, and the learning needs of video call users. Ideas were documented on flipcharts and discussions audio-recorded. The 116 participants included nurses, allied HCPs, doctors and previously bereaved volunteers. Lists of advantages, disadvantages, scenarios and learning needs were compiled and circulated to participants. In a subsequent online workshop, 21 participants ranked seven groups of learning needs in priority order. Most participants thought video calls could be used to advantage in many end-of-life scenarios, especially in rural areas. Seven themes, covering 59 learning needs for HCPs, were identified (in priority order): (i) confidence and technical ability in using video calls; (ii) being aware of how video calls fit into clinical practice; (iii) managing video calls; (iv) communication skills on 'camera'; (v) understanding how patients and families may be affected by video call use; (vi) presenting video calls as an option to patients and families to assess their readiness; (vii) normal professional skills that become essential for effective video calls. Although almost ubiquitous, video call software is not routinely and effectively used in British clinical practice. Supporting patients and families at end-of-life is one example where it could be used to advantage, but clinicians need to plan and practise before using it in real situations. Learning needs were identified that could be developed into learning modules and/or courses.

  5. REAL TIME SPEED ESTIMATION FROM MONOCULAR VIDEO

    Directory of Open Access Journals (Sweden)

    M. S. Temiz

    2012-07-01

    Full Text Available In this paper, detailed studies have been performed for developing a real time system to be used for surveillance of the traffic flow by using monocular video cameras to find speeds of the vehicles for secure travelling are presented. We assume that the studied road segment is planar and straight, the camera is tilted downward a bridge and the length of one line segment in the image is known. In order to estimate the speed of a moving vehicle from a video camera, rectification of video images is performed to eliminate the perspective effects and then the interest region namely the ROI is determined for tracking the vehicles. Velocity vectors of a sufficient number of reference points are identified on the image of the vehicle from each video frame. For this purpose sufficient number of points from the vehicle is selected, and these points must be accurately tracked on at least two successive video frames. In the second step, by using the displacement vectors of the tracked points and passed time, the velocity vectors of those points are computed. Computed velocity vectors are defined in the video image coordinate system and displacement vectors are measured by the means of pixel units. Then the magnitudes of the computed vectors in the image space are transformed to the object space to find the absolute values of these magnitudes. The accuracy of the estimated speed is approximately ±1 – 2 km/h. In order to solve the real time speed estimation problem, the authors have written a software system in C++ programming language. This software system has been used for all of the computations and test applications.

  6. A Method for Counting Moving People in Video Surveillance Videos

    Directory of Open Access Journals (Sweden)

    Mario Vento

    2010-01-01

    Full Text Available People counting is an important problem in video surveillance applications. This problem has been faced either by trying to detect people in the scene and then counting them or by establishing a mapping between some scene feature and the number of people (avoiding the complex detection problem. This paper presents a novel method, following this second approach, that is based on the use of SURF features and of an ϵ-SVR regressor provide an estimate of this count. The algorithm takes specifically into account problems due to partial occlusions and to perspective. In the experimental evaluation, the proposed method has been compared with the algorithm by Albiol et al., winner of the PETS 2009 contest on people counting, using the same PETS 2009 database. The provided results confirm that the proposed method yields an improved accuracy, while retaining the robustness of Albiol's algorithm.

  7. A Method for Counting Moving People in Video Surveillance Videos

    Directory of Open Access Journals (Sweden)

    Conte Donatello

    2010-01-01

    Full Text Available People counting is an important problem in video surveillance applications. This problem has been faced either by trying to detect people in the scene and then counting them or by establishing a mapping between some scene feature and the number of people (avoiding the complex detection problem. This paper presents a novel method, following this second approach, that is based on the use of SURF features and of an -SVR regressor provide an estimate of this count. The algorithm takes specifically into account problems due to partial occlusions and to perspective. In the experimental evaluation, the proposed method has been compared with the algorithm by Albiol et al., winner of the PETS 2009 contest on people counting, using the same PETS 2009 database. The provided results confirm that the proposed method yields an improved accuracy, while retaining the robustness of Albiol's algorithm.

  8. A Method for Counting Moving People in Video Surveillance Videos

    Science.gov (United States)

    Conte, Donatello; Foggia, Pasquale; Percannella, Gennaro; Tufano, Francesco; Vento, Mario

    2010-12-01

    People counting is an important problem in video surveillance applications. This problem has been faced either by trying to detect people in the scene and then counting them or by establishing a mapping between some scene feature and the number of people (avoiding the complex detection problem). This paper presents a novel method, following this second approach, that is based on the use of SURF features and of an [InlineEquation not available: see fulltext.]-SVR regressor provide an estimate of this count. The algorithm takes specifically into account problems due to partial occlusions and to perspective. In the experimental evaluation, the proposed method has been compared with the algorithm by Albiol et al., winner of the PETS 2009 contest on people counting, using the same PETS 2009 database. The provided results confirm that the proposed method yields an improved accuracy, while retaining the robustness of Albiol's algorithm.

  9. Video Quality Prediction over Wireless 4G

    KAUST Repository

    Lau, Chun Pong

    2013-04-14

    In this paper, we study the problem of video quality prediction over the wireless 4G network. Video transmission data is collected from a real 4G SCM testbed for investigating factors that affect video quality. After feature transformation and selection on video and network parameters, video quality is predicted by solving as regression problem. Experimental results show that the dominated factor on video quality is the channel attenuation and video quality can be well estimated by our models with small errors.

  10. Rate-Adaptive Video Compression (RAVC) Universal Video Stick (UVS)

    Science.gov (United States)

    Hench, David L.

    2009-05-01

    The H.264 video compression standard, aka MPEG 4 Part 10 aka Advanced Video Coding (AVC) allows new flexibility in the use of video in the battlefield. This standard necessitates encoder chips to effectively utilize the increased capabilities. Such chips are designed to cover the full range of the standard with designers of individual products given the capability of selecting the parameters that differentiate a broadcast system from a video conferencing system. The SmartCapture commercial product and the Universal Video Stick (UVS) military versions are about the size of a thumb drive with analog video input and USB (Universal Serial Bus) output and allow the user to select the parameters of imaging to the. Thereby, allowing the user to select video bandwidth (and video quality) using four dimensions of quality, on the fly, without stopping video transmission. The four dimensions are: 1) spatial, change from 720 pixel x 480 pixel to 320 pixel x 360 pixel to 160 pixel x 180 pixel, 2) temporal, change from 30 frames/ sec to 5 frames/sec, 3) transform quality with a 5 to 1 range, 4) and Group of Pictures (GOP) that affects noise immunity. The host processor simply wraps the H.264 network abstraction layer packets into the appropriate network packets. We also discuss the recently adopted scalable amendment to H.264 that will allow limit RAVC at any point in the communication chain by throwing away preselected packets.

  11. Standards-based approaches to 3D and multiview video coding

    Science.gov (United States)

    Sullivan, Gary J.

    2009-08-01

    The extension of video applications to enable 3D perception, which typically is considered to include a stereo viewing experience, is emerging as a mass market phenomenon, as is evident from the recent prevalence of 3D major cinema title releases. For high quality 3D video to become a commonplace user experience beyond limited cinema distribution, adoption of an interoperable coded 3D digital video format will be needed. Stereo-view video can also be studied as a special case of the more general technologies of multiview and "free-viewpoint" video systems. The history of standardization work on this topic is actually richer than people may typically realize. The ISO/IEC Moving Picture Experts Group (MPEG), in particular, has been developing interoperability standards to specify various such coding schemes since the advent of digital video as we know it. More recently, the ITU-T Visual Coding Experts Group (VCEG) has been involved as well in the Joint Video Team (JVT) work on development of 3D features for H.264/14496-10 Advanced Video Coding, including Multiview Video Coding (MVC) extensions. This paper surveys the prior, ongoing, and anticipated future standardization efforts on this subject to provide an overview and historical perspective on feasible approaches to 3D and multiview video coding.

  12. 360-degree videos: a new visualization technique for astrophysical simulations

    Science.gov (United States)

    Russell, Christopher M. P.

    2017-11-01

    360-degree videos are a new type of movie that renders over all 4π steradian. Video sharing sites such as YouTube now allow this unique content to be shared via virtual reality (VR) goggles, hand-held smartphones/tablets, and computers. Creating 360° videos from astrophysical simulations is not only a new way to view these simulations as you are immersed in them, but is also a way to create engaging content for outreach to the public. We present what we believe is the first 360° video of an astrophysical simulation: a hydrodynamics calculation of the central parsec of the Galactic centre. We also describe how to create such movies, and briefly comment on what new science can be extracted from astrophysical simulations using 360° videos.

  13. Using content models to build audio-video summaries

    Science.gov (United States)

    Saarela, Janne; Merialdo, Bernard

    1998-12-01

    The amount of digitized video in archives is becoming so huge, that easier access and content browsing tools are desperately needed. Also, video is no longer one big piece of data, but a collection of useful smaller building blocks, which can be accessed and used independently from the original context of presentation. In this paper, we demonstrate a content model for audio video sequences, with the purpose of enabling the automatic generation of video summaries. The model is based on descriptors, which indicate various properties and relations of audio and video segments. In practice, these descriptors could either be generated automatically by methods of analysis, or produced manually (or computer-assisted) by the content provider. We analyze the requirements and characteristics of the different data segments, with respect to the problem of summarization, and we define our model as a set of constraints, which allow to produce good quality summaries.

  14. Eye-Movement Tracking Using Compressed Video Images

    Science.gov (United States)

    Mulligan, Jeffrey B.; Beutter, Brent R.; Hull, Cynthia H. (Technical Monitor)

    1994-01-01

    Infrared video cameras offer a simple noninvasive way to measure the position of the eyes using relatively inexpensive equipment. Several commercial systems are available which use special hardware to localize features in the image in real time, but the constraint of realtime performance limits the complexity of the applicable algorithms. In order to get better resolution and accuracy, we have used off-line processing to apply more sophisticated algorithms to the images. In this case, a major technical challenge is the real-time acquisition and storage of the video images. This has been solved using a strictly digital approach, exploiting the burgeoning field of hardware video compression. In this paper we describe the algorithms we have developed for tracking the movements of the eyes in video images, and present experimental results showing how the accuracy is affected by the degree of video compression.

  15. Low-complexity 2D to 3D video conversion

    Science.gov (United States)

    Chen, Ying; Zhang, Rong; Karczewicz, Marta

    2011-03-01

    3D film and 3D TV are becoming reality. More facilities and devices are now 3D capable. Compared to capture 3D video content directly, 2D to 3D video conversion is a low-cost, backward compatible alternate. There also exists a tremendous amount of monoscopic 2D video content that are of high interest to be displayed on 3D devices with noticeable immersiveness. 2D to 3D video conversion, therefore, has drawn lots of attention recently. In this paper, a low complexity 2D to 3D conversion algorithm is presented. The conversion generates stereo video pairs by 3D warping based on estimated per-pixel depth maps. The depth maps are estimated jointly by motion and color cues. Subjective tests show that the proposed algorithm achieves 3D perception with acceptable artifact.

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

    Directory of Open Access Journals (Sweden)

    Muhammad Audy Bazly

    2015-12-01

    Full Text Available This paper aims to analyze Internet-based streaming video service in the communication media with variable bit rates. The proposed scheme on Dynamic Adaptive Streaming over HTTP (DASH using the internet network that adapts to the protocol Hyper Text Transfer Protocol (HTTP. DASH technology allows a video in the video segmentation into several packages that will distreamingkan. DASH initial stage is to compress the video source to lower the bit rate video codec uses H.26. Video compressed further in the segmentation using MP4Box generates streaming packets with the specified duration. These packages are assembled into packets in a streaming media format Presentation Description (MPD or known as MPEG-DASH. Streaming video format MPEG-DASH run on a platform with the player bitdash teritegrasi bitcoin. With this scheme, the video will have several variants of the bit rates that gave rise to the concept of scalability of streaming video services on the client side. The main target of the mechanism is smooth the MPEG-DASH streaming video display on the client. The simulation results show that the scheme based scalable video streaming MPEG- DASH able to improve the quality of image display on the client side, where the procedure bufering videos can be made constant and fine for the duration of video views

  17. Using Video from Mobile Phones to Improve Pediatric Phone Triage in an Underserved Population.

    Science.gov (United States)

    Freeman, Brandi; Mayne, Stephanie; Localio, A Russell; Luberti, Anthony; Zorc, Joseph J; Fiks, Alexander G

    2017-02-01

    Video-capable mobile phones are widely available, but few studies have evaluated their use in telephone triage for pediatric patients. We assessed the feasibility, acceptability, and utility of videos sent via mobile phones to enhance pediatric telephone triage for an underserved population with asthma. We recruited children who presented to an urban pediatric emergency department with an asthma exacerbation along with their parent/guardian. Parents and the research team each obtained a video of the child's respiratory exam, and the research team conducted a concurrent in-person rating of respiratory status. We measured the acceptability of families sending videos as part of telephone triage (survey) and the feasibility of this approach (rates of successful video transmission by parents to the research team). To estimate the utility of the video in appropriately triaging children, four clinicians reviewed each video and rated whether they found the video reassuring, neutral, or raising concerns. Among 60 families (78% Medicaid, 85% Black), 80% of parents reported that sending a video would be helpful and 68% reported that a nurse's review of a video would increase their trust in the triage assessment. Most families (75%) successfully transmitted a video to the research team. All clinician raters found the video reassuring regarding the severity of the child's asthma exacerbation for 68% of children. Obtaining mobile phone videos for telephone triage is acceptable to families, feasible, and may help improve the quality of telephone triage in an urban, minority population.

  18. Video – ned med overliggeren

    DEFF Research Database (Denmark)

    Langebæk, Rikke

    2010-01-01

    Århus – nov 2010 ’Podcast og Video i Undervisningen’ Video – helt ned på jorden Rikke Langebæk, DVM, Phd-studerende, Seniordyrlæge, Institut for Mindre Husdyrs Sygdomme, LIFE, KU Anvendelsen af video i undervisningen har mange iøjnefaldende fordele, og der er nok mange, der drømmer om at implemen......Århus – nov 2010 ’Podcast og Video i Undervisningen’ Video – helt ned på jorden Rikke Langebæk, DVM, Phd-studerende, Seniordyrlæge, Institut for Mindre Husdyrs Sygdomme, LIFE, KU Anvendelsen af video i undervisningen har mange iøjnefaldende fordele, og der er nok mange, der drømmer om...

  19. Robust Watermarking of Video Streams

    Directory of Open Access Journals (Sweden)

    T. Polyák

    2006-01-01

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

  20. Efficient Coding of Shape and Transparency for Video Objects

    DEFF Research Database (Denmark)

    Aghito, Shankar Manuel; Forchhammer, Søren

    2007-01-01

    A novel scheme for coding gray-level alpha planes in object-based video is presented. Gray-level alpha planes convey the shape and the transparency information, which are required for smooth composition of video objects. The algorithm proposed is based on the segmentation of the alpha plane...... shape layer is processed by a novel video shape coder. In intra mode, the DSLSC binary image coder presented in is used. This is extended here with an intermode utilizing temporal redundancies in shape image sequences. Then the opaque layer is compressed by a newly designed scheme which models...

  1. Visual analysis of music in function of music video

    Directory of Open Access Journals (Sweden)

    Antal Silard

    2015-01-01

    Full Text Available Wide-spread all over the planet, incorporating all music genres, the music video, the subject matter of this analysis, has become irreplaceable in promotions, song presentations, an artist's image, visual aesthetics of subculture; today, most of the countries in the world have a channel devoted to music only, i.e. to music video. The form started to develop rapidly in the 50s of the twentieth century, alongside television. As it developed, its purpose has changed: from a simple presentation of musicians to an independent video form.

  2. Review of passive-blind detection in digital video forgery based on sensing and imaging techniques

    Science.gov (United States)

    Tao, Junjie; Jia, Lili; You, Ying

    2016-01-01

    Advances in digital video compression and IP communication technologies raised new issues and challenges concerning the integrity and authenticity of surveillance videos. It is so important that the system should ensure that once recorded, the video cannot be altered; ensuring the audit trail is intact for evidential purposes. This paper gives an overview of passive techniques of Digital Video Forensics which are based on intrinsic fingerprints inherent in digital surveillance videos. In this paper, we performed a thorough research of literatures relevant to video manipulation detection methods which accomplish blind authentications without referring to any auxiliary information. We presents review of various existing methods in literature, and much more work is needed to be done in this field of video forensics based on video data analysis and observation of the surveillance systems.

  3. High efficiency video coding coding tools and specification

    CERN Document Server

    Wien, Mathias

    2015-01-01

    The video coding standard High Efficiency Video Coding (HEVC) targets at improved compression performance for video resolutions of HD and beyond, providing Ultra HD video at similar compressed bit rates as for HD video encoded with the well-established video coding standard H.264 | AVC. Based on known concepts, new coding structures and improved coding tools have been developed and specified in HEVC. The standard is expected to be taken up easily by established industry as well as new endeavors, answering the needs of todays connected and ever-evolving online world. This book presents the High Efficiency Video Coding standard and explains it in a clear and coherent language. It provides a comprehensive and consistently written description, all of a piece. The book targets at both, newbies to video coding as well as experts in the field. While providing sections with introductory text for the beginner, it suits as a well-arranged reference book for the expert. The book provides a comprehensive reference for th...

  4. Video mining using combinations of unsupervised and supervised learning techniques

    Science.gov (United States)

    Divakaran, Ajay; Miyahara, Koji; Peker, Kadir A.; Radhakrishnan, Regunathan; Xiong, Ziyou

    2003-12-01

    We discuss the meaning and significance of the video mining problem, and present our work on some aspects of video mining. A simple definition of video mining is unsupervised discovery of patterns in audio-visual content. Such purely unsupervised discovery is readily applicable to video surveillance as well as to consumer video browsing applications. We interpret video mining as content-adaptive or "blind" content processing, in which the first stage is content characterization and the second stage is event discovery based on the characterization obtained in stage 1. We discuss the target applications and find that using a purely unsupervised approach are too computationally complex to be implemented on our product platform. We then describe various combinations of unsupervised and supervised learning techniques that help discover patterns that are useful to the end-user of the application. We target consumer video browsing applications such as commercial message detection, sports highlights extraction etc. We employ both audio and video features. We find that supervised audio classification combined with unsupervised unusual event discovery enables accurate supervised detection of desired events. Our techniques are computationally simple and robust to common variations in production styles etc.

  5. Design of video interface conversion system based on FPGA

    Science.gov (United States)

    Zhao, Heng; Wang, Xiang-jun

    2014-11-01

    This paper presents a FPGA based video interface conversion system that enables the inter-conversion between digital and analog video. Cyclone IV series EP4CE22F17C chip from Altera Corporation is used as the main video processing chip, and single-chip is used as the information interaction control unit between FPGA and PC. The system is able to encode/decode messages from the PC. Technologies including video decoding/encoding circuits, bus communication protocol, data stream de-interleaving and de-interlacing, color space conversion and the Camera Link timing generator module of FPGA are introduced. The system converts Composite Video Broadcast Signal (CVBS) from the CCD camera into Low Voltage Differential Signaling (LVDS), which will be collected by the video processing unit with Camera Link interface. The processed video signals will then be inputted to system output board and displayed on the monitor.The current experiment shows that it can achieve high-quality video conversion with minimum board size.

  6. Segmentation Based Video Steganalysis to Detect Motion Vector Modification

    Directory of Open Access Journals (Sweden)

    Peipei Wang

    2017-01-01

    Full Text Available This paper presents a steganalytic approach against video steganography which modifies motion vector (MV in content adaptive manner. Current video steganalytic schemes extract features from fixed-length frames of the whole video and do not take advantage of the content diversity. Consequently, the effectiveness of the steganalytic feature is influenced by video content and the problem of cover source mismatch also affects the steganalytic performance. The goal of this paper is to propose a steganalytic method which can suppress the differences of statistical characteristics caused by video content. The given video is segmented to subsequences according to block’s motion in every frame. The steganalytic features extracted from each category of subsequences with close motion intensity are used to build one classifier. The final steganalytic result can be obtained by fusing the results of weighted classifiers. The experimental results have demonstrated that our method can effectively improve the performance of video steganalysis, especially for videos of low bitrate and low embedding ratio.

  7. Open-source telemedicine platform for wireless medical video communication.

    Science.gov (United States)

    Panayides, A; Eleftheriou, I; Pantziaris, M

    2013-01-01

    An m-health system for real-time wireless communication of medical video based on open-source software is presented. The objective is to deliver a low-cost telemedicine platform which will allow for reliable remote diagnosis m-health applications such as emergency incidents, mass population screening, and medical education purposes. The performance of the proposed system is demonstrated using five atherosclerotic plaque ultrasound videos. The videos are encoded at the clinically acquired resolution, in addition to lower, QCIF, and CIF resolutions, at different bitrates, and four different encoding structures. Commercially available wireless local area network (WLAN) and 3.5G high-speed packet access (HSPA) wireless channels are used to validate the developed platform. Objective video quality assessment is based on PSNR ratings, following calibration using the variable frame delay (VFD) algorithm that removes temporal mismatch between original and received videos. Clinical evaluation is based on atherosclerotic plaque ultrasound video assessment protocol. Experimental results show that adequate diagnostic quality wireless medical video communications are realized using the designed telemedicine platform. HSPA cellular networks provide for ultrasound video transmission at the acquired resolution, while VFD algorithm utilization bridges objective and subjective ratings.

  8. Open-Source Telemedicine Platform for Wireless Medical Video Communication

    Directory of Open Access Journals (Sweden)

    A. Panayides

    2013-01-01

    Full Text Available An m-health system for real-time wireless communication of medical video based on open-source software is presented. The objective is to deliver a low-cost telemedicine platform which will allow for reliable remote diagnosis m-health applications such as emergency incidents, mass population screening, and medical education purposes. The performance of the proposed system is demonstrated using five atherosclerotic plaque ultrasound videos. The videos are encoded at the clinically acquired resolution, in addition to lower, QCIF, and CIF resolutions, at different bitrates, and four different encoding structures. Commercially available wireless local area network (WLAN and 3.5G high-speed packet access (HSPA wireless channels are used to validate the developed platform. Objective video quality assessment is based on PSNR ratings, following calibration using the variable frame delay (VFD algorithm that removes temporal mismatch between original and received videos. Clinical evaluation is based on atherosclerotic plaque ultrasound video assessment protocol. Experimental results show that adequate diagnostic quality wireless medical video communications are realized using the designed telemedicine platform. HSPA cellular networks provide for ultrasound video transmission at the acquired resolution, while VFD algorithm utilization bridges objective and subjective ratings.

  9. Automatic detection of artifacts in converted S3D video

    Science.gov (United States)

    Bokov, Alexander; Vatolin, Dmitriy; Zachesov, Anton; Belous, Alexander; Erofeev, Mikhail

    2014-03-01

    In this paper we present algorithms for automatically detecting issues specific to converted S3D content. When a depth-image-based rendering approach produces a stereoscopic image, the quality of the result depends on both the depth maps and the warping algorithms. The most common problem with converted S3D video is edge-sharpness mismatch. This artifact may appear owing to depth-map blurriness at semitransparent edges: after warping, the object boundary becomes sharper in one view and blurrier in the other, yielding binocular rivalry. To detect this problem we estimate the disparity map, extract boundaries with noticeable differences, and analyze edge-sharpness correspondence between views. We pay additional attention to cases involving a complex background and large occlusions. Another problem is detection of scenes that lack depth volume: we present algorithms for detecting at scenes and scenes with at foreground objects. To identify these problems we analyze the features of the RGB image as well as uniform areas in the depth map. Testing of our algorithms involved examining 10 Blu-ray 3D releases with converted S3D content, including Clash of the Titans, The Avengers, and The Chronicles of Narnia: The Voyage of the Dawn Treader. The algorithms we present enable improved automatic quality assessment during the production stage.

  10. Video Games and Adolescent Fighting

    OpenAIRE

    Ward, Michael R.

    2010-01-01

    Psychologists have found positive correlations between playing violent video games and violent and antisocial attitudes. However, these studies typically do not control for other covariates, particularly sex, that are known to be associated with both video game play and aggression. This study exploits the Youth Risk Behavior Survey, which includes questions on video game play and fighting as well as basic demographic information. With both parametric and nonparametric estimators, as there is ...

  11. Women as Video Game Consumers

    OpenAIRE

    Kiviranta, Hanna

    2017-01-01

    The purpose of this Thesis is to study women as video game consumers through the games that they play. This was done by case studies on the content of five video games from genres that statistically are popular amongst women. To introduce the topic and to build the theoretical framework, the key terms and the video game industry are introduced. The reader is acquainted with theories on consumer behaviour, buying processes and factors that influence our consuming habits. These aspects are...

  12. Quality scalable video data stream

    OpenAIRE

    Wiegand, T.; Kirchhoffer, H.; Schwarz, H

    2008-01-01

    An apparatus for generating a quality-scalable video data stream (36) is described which comprises means (42) for coding a video signal (18) using block-wise transformation to obtain transform blocks (146, 148) of transformation coefficient values for a picture (140) of the video signal, a predetermined scan order (154, 156, 164, 166) with possible scan positions being defined among the transformation coefficient values within the transform blocks so that in each transform block, for each pos...

  13. [Video Instruction for Synchronous Video Recording of Mimic Movement of Patients with Facial Palsy].

    Science.gov (United States)

    Schaede, Rebecca Anna; Volk, Gerd Fabian; Modersohn, Luise; Barth, Jodi Maron; Denzler, Joachim; Guntinas-Lichius, Orlando

    2017-12-01

    Background Photografy and video are necessary to record the severity of a facial palsy or to allow offline grading with a grading system. There is no international standard for the video recording urgently needed to allow a standardized comparison of different patient cohorts. Methods A video instruction was developed. The instruction was shown to the patient and presents several mimic movements. At the same time the patient is recorded while repeating the presented movement using commercial hardware. Facial movements were selected in such a way that it was afterwards possible to evaluate the recordings with standard grading systems (House-Brackmann, Sunnybrook, Stennert, Yanagihara) or even with (semi)automatic software. For quality control, the patients evaluated the instruction using a questionnaire. Results The video instruction takes 11 min and 05 and is divided in 3 parts: 1) Explanation of the procedure; 2) Foreplay and recreating of the facial movements; 3) Repeating of sentences to analyze the communication skills. So far 13 healthy subjects and 10 patients with acute or chronic facial palsy were recorded. All recordings could be assessed by the above mentioned grading systems. The instruction was rated as well explaining and easy to follow by healthy persons and patients. Discussion There is now a video instruction available for standardized recording of facial movement. This instruction is recommended for use in clinical routine and in clinical trials. This will allow a standardized comparison of patients within Germany and international patient cohorts. © Georg Thieme Verlag KG Stuttgart · New York.

  14. Port Video and Logo

    OpenAIRE

    Whitehead, Stuart; Rush, Joshua

    2013-01-01

    Logo PDF files should be accessible by any PDF reader such as Adobe Reader. SVG files of the logo are vector graphics accessible by programs such as Inkscape or Adobe Illustrator. PNG files are image files of the logo that should be able to be opened by any operating system's default image viewer. The final report is submitted in both .doc (Microsoft Word) and .pdf formats. The video is submitted in .avi format and can be viewed with Windows Media Player or VLC. Audio .wav files are also ...

  15. Video, videoarte, iconoclasmo

    OpenAIRE

    Roncallo Dow, Sergio; Universidad de la Sabana

    2013-01-01

    El propósito de este artículo es realizar un acercamiento a la forma-video y al videoarte desde una perspectiva estética. Para ello, en un primer momento, se hace una reflexión a propósito del estatuto de la imagen en occidente buscado evidenciar su carácter oscuro y el temor que parece haber suscitado desde siempre. Este punto se trabaja sobre algunos postulados platónicos que nos llevan a pensar un posible camino de la superación del iconoclasmo a través del surrealismo, el cine y la fotogr...

  16. Intellectual Video Filming

    DEFF Research Database (Denmark)

    Juel, Henrik

    Like everyone else university students of the humanities are quite used to watching Hollywood productions and professional TV. It requires some didactic effort to redirect their eyes and ears away from the conventional mainstream style and on to new and challenging ways of using the film media...... in favour of worthy causes. However, it is also very rewarding to draw on the creativity, enthusiasm and rapidly improving technical skills of young students, and to guide them to use video equipment themselves for documentary, for philosophical film essays and intellectual debate. In the digital era...

  17. Towards an affordable alternative educational video game input device

    CSIR Research Space (South Africa)

    Smith, Adrew C

    2008-05-01

    Full Text Available The authors present the prototype design results of an alternative physical educational video gaming input device. The device elicits increased physical activity from the players as compared to the compact gaming controller. Complicated...

  18. New Ways of Using Video Technology in English Language Teaching.

    Science.gov (United States)

    Migliacci, Naomi

    2002-01-01

    Examines the different uses of video technologies in English language teaching, including content and instructional presentation, planning for instruction, designing tasks for students, assessment, and using new technologies. (Author/VWL)

  19. ABOUT SOUNDS IN VIDEO GAMES

    Directory of Open Access Journals (Sweden)

    Denikin Anton A.

    2012-12-01

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

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

    Science.gov (United States)

    Schroeder, Noah L.; Traxler, Adrienne L.

    2017-06-01

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

  1. Action Video Games Improve Direction Discrimination of Parafoveal Translational Global Motion but Not Reaction Times.

    Science.gov (United States)

    Pavan, Andrea; Boyce, Matthew; Ghin, Filippo

    2016-10-01

    Playing action video games enhances visual motion perception. However, there is psychophysical evidence that action video games do not improve motion sensitivity for translational global moving patterns presented in fovea. This study investigates global motion perception in action video game players and compares their performance to that of non-action video game players and non-video game players. Stimuli were random dot kinematograms presented in the parafovea. Observers discriminated the motion direction of a target random dot kinematogram presented in one of the four visual quadrants. Action video game players showed lower motion coherence thresholds than the other groups. However, when the task was performed at threshold, we did not find differences between groups in terms of distributions of reaction times. These results suggest that action video games improve visual motion sensitivity in the near periphery of the visual field, rather than speed response. © The Author(s) 2016.

  2. Austin Community College Video Game Development Certificate

    Science.gov (United States)

    McGoldrick, Robert

    2008-01-01

    The Video Game Development program is designed and developed by leaders in the Austin video game development industry, under the direction of the ACC Video Game Advisory Board. Courses are taught by industry video game developers for those who want to become video game developers. The program offers a comprehensive approach towards learning what's…

  3. Improved side information generation for distributed video coding

    DEFF Research Database (Denmark)

    Huang, Xin; Forchhammer, Søren

    2008-01-01

    As a new coding paradigm, distributed video coding (DVC) deals with lossy source coding using side information to exploit the statistics at the decoder to reduce computational demands at the encoder. The performance of DVC highly depends on the quality of side information. With a better side...... information generation method, fewer bits will be requested from the encoder and more reliable decoded frames will be obtained. In this paper, a side information generation method is introduced to further improve the rate-distortion (RD) performance of transform domain distributed video coding. This algorithm...... consists of a variable block size based Y, U and V component motion estimation and an adaptive weighted overlapped block motion compensation (OBMC). The proposal is tested and compared with the results of an executable DVC codec released by DISCOVER group (DIStributed COding for Video sERvices). RD...

  4. Instructive Video Retrieval for Surgical Skill Coaching Using Attribute Learning

    Science.gov (United States)

    2015-06-28

    automated feedback to a trainee). In this paper, we present a video-based skill coaching system for simulation-based surgical training by exploring a...trainee). In this paper, we present a video-based skill coaching system for simulation-based surgical training by exploring a newly proposed problem of...tips region and can be fur- ther detected by the spacial information based on the obtained probabilities. Since all surgical actions occur in the region

  5. Brain activity and desire for Internet video game play.

    Science.gov (United States)

    Han, Doug Hyun; Bolo, Nicolas; Daniels, Melissa A; Arenella, Lynn; Lyoo, In Kyoon; Renshaw, Perry F

    2011-01-01

    Recent studies have suggested that the brain circuitry mediating cue-induced desire for video games is similar to that elicited by cues related to drugs and alcohol. We hypothesized that desire for Internet video games during cue presentation would activate similar brain regions to those that have been linked with craving for drugs or pathologic gambling. This study involved the acquisition of diagnostic magnetic resonance imaging and functional magnetic resonance imaging data from 19 healthy male adults (age, 18-23 years) following training and a standardized 10-day period of game play with a specified novel Internet video game, "War Rock" (K2 Network, Irvine, CA). Using segments of videotape consisting of 5 contiguous 90-second segments of alternating resting, matched control, and video game-related scenes, desire to play the game was assessed using a 7-point visual analogue scale before and after presentation of the videotape. In responding to Internet video game stimuli, compared with neutral control stimuli, significantly greater activity was identified in left inferior frontal gyrus, left parahippocampal gyrus, right and left parietal lobe, right and left thalamus, and right cerebellum (false discovery rate Internet video game showed significantly greater activity in right medial frontal lobe, right and left frontal precentral gyrus, right parietal postcentral gyrus, right parahippocampal gyrus, and left parietal precuneus gyrus. Controlling for total game time, reported desire for the Internet video game in the subjects who played more Internet video game was positively correlated with activation in right medial frontal lobe and right parahippocampal gyrus. The present findings suggest that cue-induced activation to Internet video game stimuli may be similar to that observed during cue presentation in persons with substance dependence or pathologic gambling. In particular, cues appear to commonly elicit activity in the dorsolateral prefrontal, orbitofrontal

  6. 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/.

  7. Studenterproduceret video til eksamen

    Directory of Open Access Journals (Sweden)

    Kenneth Hansen

    2016-05-01

    Full Text Available Formålet med denne artikel er at vise, hvordan læringsdesign og stilladsering kan anvendes til at skabe en ramme for studenterproduceret video til eksamen på videregående uddannelser. Artiklen tager udgangspunkt i en problemstilling, hvor uddannelsesinstitutionerne skal håndtere og koordinere undervisning inden for både det faglige område og mediefagligt område og sikre en balance mellem en fagfaglighed og en mediefaglig tilgang. Ved at dele opgaven ud på flere faglige resurser, er der mere koordinering, men man kommer omkring problemet med krav til underviserne om dobbelt faglighed ved medieproduktioner. Med afsæt i Lanarca Declarationens perspektiver på læringsdesign og hovedsageligt Jerome Bruners principper for stilladsering, sammensættes en model for understøttelse af videoproduktion af studerende på videregående uddannelser. Ved at anvende denne model for undervisningssessioner og forløb får de fagfaglige og mediefaglige undervisere et redskab til at fokusere og koordinere indsatsen frem mod målet med, at de studerende producerer og anvender video til eksamen.

  8. Barrier and operational risk analysis of hydrocarbon releases (BORA-Release)

    Energy Technology Data Exchange (ETDEWEB)

    Sklet, Snorre [Department of Production and Quality Engineering, The Norwegian University of Science and Technology (NTNU), NO-7491 Trondheim (Norway)]. E-mail: snorre.sklet@sintef.no; Vinnem, Jan Erik [University of Stavanger (UiS), NO-4036 Stavanger (Norway); Aven, Terje [University of Stavanger (UiS), NO-4036 Stavanger (Norway)

    2006-09-21

    This paper presents results from a case study carried out on an offshore oil and gas production platform with the purpose to apply and test BORA-Release, a method for barrier and operational risk analysis of hydrocarbon releases. A description of the BORA-Release method is given in Part I of the paper. BORA-Release is applied to express the platform specific hydrocarbon release frequencies for three release scenarios for selected systems and activities on the platform. The case study demonstrated that the BORA-Release method is a useful tool for analysing the effect on the release frequency of safety barriers introduced to prevent hydrocarbon releases, and to study the effect on the barrier performance of platform specific conditions of technical, human, operational, and organisational risk influencing factors (RIFs). BORA-Release may also be used to analyse the effect on the release frequency of risk reducing measures.

  9. 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

  10. An Energy-Efficient and High-Quality Video Transmission Architecture in Wireless Video-Based Sensor Networks

    Directory of Open Access Journals (Sweden)

    Yasaman Samei

    2008-08-01

    Full Text Available Technological progress in the fields of Micro Electro-Mechanical Systems (MEMS and wireless communications and also the availability of CMOS cameras, microphones and small-scale array sensors, which may ubiquitously capture multimedia content from the field, have fostered the development of low-cost limited resources Wireless Video-based Sensor Networks (WVSN. With regards to the constraints of videobased sensor nodes and wireless sensor networks, a supporting video stream is not easy to implement with the present sensor network protocols. In this paper, a thorough architecture is presented for video transmission over WVSN called Energy-efficient and high-Quality Video transmission Architecture (EQV-Architecture. This architecture influences three layers of communication protocol stack and considers wireless video sensor nodes constraints like limited process and energy resources while video quality is preserved in the receiver side. Application, transport, and network layers are the layers in which the compression protocol, transport protocol, and routing protocol are proposed respectively, also a dropping scheme is presented in network layer. Simulation results over various environments with dissimilar conditions revealed the effectiveness of the architecture in improving the lifetime of the network as well as preserving the video quality.

  11. An Energy-Efficient and High-Quality Video Transmission Architecture in Wireless Video-Based Sensor Networks.

    Science.gov (United States)

    Aghdasi, Hadi S; Abbaspour, Maghsoud; Moghadam, Mohsen Ebrahimi; Samei, Yasaman

    2008-08-04

    Technological progress in the fields of Micro Electro-Mechanical Systems (MEMS) and wireless communications and also the availability of CMOS cameras, microphones and small-scale array sensors, which may ubiquitously capture multimedia content from the field, have fostered the development of low-cost limited resources Wireless Video-based Sensor Networks (WVSN). With regards to the constraints of videobased sensor nodes and wireless sensor networks, a supporting video stream is not easy to implement with the present sensor network protocols. In this paper, a thorough architecture is presented for video transmission over WVSN called Energy-efficient and high-Quality Video transmission Architecture (EQV-Architecture). This architecture influences three layers of communication protocol stack and considers wireless video sensor nodes constraints like limited process and energy resources while video quality is preserved in the receiver side. Application, transport, and network layers are the layers in which the compression protocol, transport protocol, and routing protocol are proposed respectively, also a dropping scheme is presented in network layer. Simulation results over various environments with dissimilar conditions revealed the effectiveness of the architecture in improving the lifetime of the network as well as preserving the video quality.

  12. Automatic topics segmentation for TV news video

    Science.gov (United States)

    Hmayda, Mounira; Ejbali, Ridha; Zaied, Mourad

    2017-03-01

    Automatic identification of television programs in the TV stream is an important task for operating archives. This article proposes a new spatio-temporal approach to identify the programs in TV stream into two main steps: First, a reference catalogue for video features visual jingles built. We operate the features that characterize the instances of the same program type to identify the different types of programs in the flow of television. The role of video features is to represent the visual invariants for each visual jingle using appropriate automatic descriptors for each television program. On the other hand, programs in television streams are identified by examining the similarity of the video signal for visual grammars in the catalogue. The main idea of the identification process is to compare the visual similarity of the video signal features in the flow of television to the catalogue. After presenting the proposed approach, the paper overviews encouraging experimental results on several streams extracted from different channels and compounds of several programs.

  13. SCTP as scalable video coding transport

    Science.gov (United States)

    Ortiz, Jordi; Graciá, Eduardo Martínez; Skarmeta, Antonio F.

    2013-12-01

    This study presents an evaluation of the Stream Transmission Control Protocol (SCTP) for the transport of the scalable video codec (SVC), proposed by MPEG as an extension to H.264/AVC. Both technologies fit together properly. On the one hand, SVC permits to split easily the bitstream into substreams carrying different video layers, each with different importance for the reconstruction of the complete video sequence at the receiver end. On the other hand, SCTP includes features, such as the multi-streaming and multi-homing capabilities, that permit to transport robustly and efficiently the SVC layers. Several transmission strategies supported on baseline SCTP and its concurrent multipath transfer (CMT) extension are compared with the classical solutions based on the Transmission Control Protocol (TCP) and the Realtime Transmission Protocol (RTP). Using ns-2 simulations, it is shown that CMT-SCTP outperforms TCP and RTP in error-prone networking environments. The comparison is established according to several performance measurements, including delay, throughput, packet loss, and peak signal-to-noise ratio of the received video.

  14. Perceptual learning during action video game playing.

    Science.gov (United States)

    Green, C Shawn; Li, Renjie; Bavelier, Daphne

    2010-04-01

    Action video games have been shown to enhance behavioral performance on a wide variety of perceptual tasks, from those that require effective allocation of attentional resources across the visual scene, to those that demand the successful identification of fleetingly presented stimuli. Importantly, these effects have not only been shown in expert action video game players, but a causative link has been established between action video game play and enhanced processing through training studies. Although an account based solely on attention fails to capture the variety of enhancements observed after action game playing, a number of models of perceptual learning are consistent with the observed results, with behavioral modeling favoring the hypothesis that avid video game players are better able to form templates for, or extract the relevant statistics of, the task at hand. This may suggest that the neural site of learning is in areas where information is integrated and actions are selected; yet changes in low-level sensory areas cannot be ruled out. Copyright © 2009 Cognitive Science Society, Inc.

  15. News/Press Releases

    Data.gov (United States)

    Office of Personnel Management — A press release, news release, media release, press statement is written communication directed at members of the news media for the purpose of announcing programs...

  16. Border cell release

    DEFF Research Database (Denmark)

    Mravec, Jozef

    2017-01-01

    Plant border cells are specialised cells derived from the root cap with roles in the biomechanics of root growth and in forming a barrier against pathogens. The mechanism of highly localised cell separation which is essential for their release to the environment is little understood. Here I present...... in situ analysis of Brachypodium distachyon, a model organism for grasses which possess type II primary cell walls poor in pectin content. Results suggest similarity in spatial dynamics of pectic homogalacturonan during dicot and monocot border cell release. Integration of observations from different...... species leads to the hypothesis that this process most likely does not involve degradation of cell wall material but rather employs unique cell wall structural and compositional means enabling both the rigidity of the root cap as well as detachability of given cells on its surface....

  17. Video streaming in nursing education: bringing life to online education.

    Science.gov (United States)

    Smith-Stoner, Marilyn; Willer, Ann

    2003-01-01

    Distance education is a standard form of instruction for many colleges of nursing. Web-based course and program content has been delivered primarily through text-based presentations such as PowerPoint slides and Web search activities. However, the rapid pace of technological innovation is making available more sophisticated forms of delivery such as video streaming. High-quality video streams, created at the instructor's desktop or in basic recording studios, can be produced that build on PowerPoint or create new media for use on the Web. The technology required to design, produce, and upload short video-streamed course content objects to the Internet is described. The preparation of materials, suggested production guidelines, and examples of information presented via desktop video methods are presented.

  18. Ensuring security of H.264 videos by using watermarking

    Science.gov (United States)

    Chaumont, Marc

    2011-06-01

    Watermarking is known to be a very difficult task. Robustness, Distortion, Payload, Security, Complexity are many constraints to deal with. When applied to a video stream, the difficulty seems to be growing in comparison to image watermarking. Many classical non malicious manipulations of a compressed stream may suppress the embedded information. For example, a simple re-compression of a DVD movie (MPEG2 compression) to a DivX movie will defeat most of the current state-of-the-art watermarking systems. In this talk, we will expose the different techniques in order to watermark a video compressed stream. Before, we will present the H.264/AVC standard which is one of the most powerful video-compression algorithms. The discussion about video watermarking will be illustrated with H.264 streams. The specific example of traitor tracing will be presented. Deadlocks will be discussed, and then the possible extensions and the future applications will conclude the presentation.

  19. Violence in E-rated video games.

    Science.gov (United States)

    Thompson, K M; Haninger, K

    2001-08-01

    Children's exposure to violence, alcohol, tobacco and other substances, and sexual messages in the media are a source of public health concern; however, content in video games commonly played by children has not been quantified. To quantify and characterize the depiction of violence, alcohol, tobacco and other substances, and sex in video games rated E (for "Everyone"), analogous to the G rating of films, which suggests suitability for all audiences. We created a database of all existing E-rated video games available for rent or sale in the United States by April 1, 2001, to identify the distribution of games by genre and to characterize the distribution of content descriptors associated with these games. We played and assessed the content of a convenience sample of 55 E-rated video games released for major home video game consoles between 1985 and 2000. Game genre; duration of violence; number of fatalities; types of weapons used; whether injuring characters or destroying objects is rewarded or is required to advance in the game; depiction of alcohol, tobacco and other substances; and sexual content. Based on analysis of the 672 current E-rated video games played on home consoles, 77% were in sports, racing, or action genres and 57% did not receive any content descriptors. We found that 35 of the 55 games we played (64%) involved intentional violence for an average of 30.7% of game play (range, 1.5%-91.2%), and we noted significant differences in the amount of violence among game genres. Injuring characters was rewarded or required for advancement in 33 games (60%). The presence of any content descriptor for violence (n = 23 games) was significantly correlated with the presence of intentional violence in the game (at a 5% significance level based on a 2-sided Wilcoxon rank-sum test, t(53) = 2.59). Notably, 14 of 32 games (44%) that did not receive a content descriptor for violence contained acts of violence. Action and shooting games led to the largest numbers of

  20. 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.