To minimize the effects of weightlessness and partial gravity, astronauts use several counter measures to maintain health and fitness. One counter measure is exercise to help reduce or eliminate muscle atrophy and bone loss, and to improve altered cardiovascular function. This video shows astronauts on the International Space Station (ISS) using the stationary Cycle/ Ergometer Vibration Isolation System (CVIS), the Treadmill Vibration Isolation System (TVIS), and the resistance exercise device. These technologies and activities will be crucial to keeping astronauts healthy and productive during the long missions to the Moon. Mars, and beyond.
Lykke, Olesen, Andreas; Hansen, Thomas Riisgaard; Eriksson, Eva
Mixed Interaction Space is a new concept that uses the mobile phone to interact with either applications on the phone or in the environment by tracking the position and rotation with the camera in 4 dimmension. Most mobile devices today has a camera onboard. In the project about Mixed Interaction...... Spaces we use image processing algorithms to track the movement of the mobile phone according to a fixed point and use this information as input to different applications. We are able to track the movement of the device in 3D plus the rotation of the device and uses these information as a kind of four...... dimensional input device. As a fixed point we use a circle in the first version of Mixis. By tracking the circle we have developed a number of applications that uses this technique as input. Above is three examples....
A new video game in which the player stalks and shoots fellow students and teachers in school settings is drawing fire from school district officials. "School Shooter: North American Tour 2012" is a first-person game that allows the player to move around a school and collect points by killing defenseless students and teachers. The game,…
Full Text Available Despite the dominant view that distinguishes video game space from other spatial representations as navigable space, someone who engages with the screen space of a video game must first and foremost rest at an ideal viewing spot in physical space, which is in accord with the requirements of a proper screening. In other words, one’s illusory experience of navigable space becomes possible only if one’s body in physical space occupies the visual center on which the scenographic arrangement relies in order to function.
The purpose is to find out whether video games can have positive effects on children and whether we can use those effects for educational purposes at school. The thesis contains theories of the leading authors of developmental psychology in the field of cognitive development as well as an insight into the processes of learning and using problem solving skills. In the second half of the theoretical part, the essential information on video games, their effects researched until now and the means...
Full Text Available This study aims at overcoming difficulty in learning language, both in Indonesian Language and English at international elementary school, especially in creative writing. Creative writing as part of human activity is creativity with language medium as prose (narrative, description, poem (old, new and modern, as well as drama (dialogue, role play, and sosio drama. Specific target to be achieved is the design of Video Streaming for all kinds of creative writing in the language of Indonesian and English. This investigation is a continuation of the previos investigation that has managed to make a video leaning in English for Math and Science as integrated learning to early class at international elementary school. The method used follow the principles of developmental reasearch. The firts stage is script writing video streaming through brainstorming with teachers, lecturers, teams of investigators Indonesia (UPI and Malaysia (USM. The second stage manuscript, making finalization Video Streaming, make the Web, media experts and creative writing material team investigators. The third stage, testing the Video Streaming, Web and dissemination of results into all the international elementary school in Indonesia and Malaysia.
Pujol, Jesus; Fenoll, Raquel; Forns, Joan; Harrison, Ben J; Martínez-Vilavella, Gerard; Macià, Dídac; Alvarez-Pedrerol, Mar; Blanco-Hinojo, Laura; González-Ortiz, Sofía; Deus, Joan; Sunyer, Jordi
Despite extensive debate, the proposed benefits and risks of video gaming in young people remain to be empirically clarified, particularly as regards an optimal level of use. In 2,442 children aged 7 to 11 years, we investigated relationships between weekly video game use, selected cognitive abilities, and conduct-related problems. A large subgroup of these children (n = 260) was further examined with magnetic resonance imaging approximately 1 year later to assess the impact of video gaming on brain structure and function. Playing video games for 1 hour per week was associated with faster and more consistent psychomotor responses to visual stimulation. Remarkably, no further change in motor speed was identified in children playing >2 hours per week. By comparison, the weekly time spent gaming was steadily associated with conduct problems, peer conflicts, and reduced prosocial abilities. These negative implications were clearly visible only in children at the extreme of our game-playing distribution, with 9 hours or more of video gaming per week. At a neural level, changes associated with gaming were most evident in basal ganglia white matter and functional connectivity. Significantly better visuomotor skills can be seen in school children playing video games, even with relatively small amounts of use. Frequent weekly use, by contrast, was associated with conduct problems. Further studies are needed to determine whether moderate video gaming causes improved visuomotor skills and whether excessive video gaming causes conduct problems, or whether children who already have these characteristics simply play more video games. Ann Neurol 2016;80:424-433. © 2016 American Neurological Association.
Administrators are constantly seeking ways to cost-effectively and adequately increase security and improve efficiency in K-12 schools. While video is not a new tool to schools, the shift from analog to network technology has increased the accessibility and usability in a variety of applications. Properly installed and used, video is a powerful…
Last, Matthew; Fisher, Brian; Ezekwe, Chinwuba; Hubert, Sean M.; Patel, Sheetal; Hollar, Seth; Leibowitz, Brian S.; Pister, Kristofer S. J.
Using teal-time image processing we have demonstrated a low bit-rate free-space optical communication system at a range of more than 20km with an average optical transmission power of less than 2mW. The transmitter is an autonomous one cubic inch microprocessor-controlled sensor node with a laser diode output. The receiver is a standard CCD camera with a 1-inch aperture lens, and both hardware and software implementations of the video semaphore decoding algorithm. With this system sensor data can be reliably transmitted 21 km form San Francisco to Berkeley.
Moreira, Daniel; Avila, Sandra; Perez, Mauricio; Moraes, Daniel; Testoni, Vanessa; Valle, Eduardo; Goldenstein, Siome; Rocha, Anderson
As web technologies and social networks become part of the general public's life, the problem of automatically detecting pornography is into every parent's mind - nobody feels completely safe when their children go online. In this paper, we focus on video-pornography classification, a hard problem in which traditional methods often employ still-image techniques - labeling frames individually prior to a global decision. Frame-based approaches, however, ignore significant cogent information brought by motion. Here, we introduce a space-temporal interest point detector and descriptor called Temporal Robust Features (TRoF). TRoF was custom-tailored for efficient (low processing time and memory footprint) and effective (high classification accuracy and low false negative rate) motion description, particularly suited to the task at hand. We aggregate local information extracted by TRoF into a mid-level representation using Fisher Vectors, the state-of-the-art model of Bags of Visual Words (BoVW). We evaluate our original strategy, contrasting it both to commercial pornography detection solutions, and to BoVW solutions based upon other space-temporal features from the scientific literature. The performance is assessed using the Pornography-2k dataset, a new challenging pornographic benchmark, comprising 2000 web videos and 140h of video footage. The dataset is also a contribution of this work and is very assorted, including both professional and amateur content, and it depicts several genres of pornography, from cartoon to live action, with diverse behavior and ethnicity. The best approach, based on a dense application of TRoF, yields a classification error reduction of almost 79% when compared to the best commercial classifier. A sparse description relying on TRoF detector is also noteworthy, for yielding a classification error reduction of over 69%, with 19× less memory footprint than the dense solution, and yet can also be implemented to meet real-time requirements
Costantini, Luca; Capodiferro, Licia; Neri, Alessandro
The description of space-time patches is a fundamental task in many applications such as video retrieval or classification. Each space-time patch can be described by using a set of orthogonal functions that represent a subspace, for example a sphere or a cylinder, within the patch. In this work, our aim is to investigate the differences between the spherical descriptors and the cylindrical descriptors. In order to compute the descriptors, the 3D spherical and cylindrical Zernike polynomials are employed. This is important because both the functions are based on the same family of polynomials, and only the symmetry is different. Our experimental results show that the cylindrical descriptor outperforms the spherical descriptor. However, the performances of the two descriptors are similar.
Chu, Szu-Yin; Baker, Sonia
Video self-modeling has been proven to be effective with other populations with challenging behaviors, but only a few studies of video self-modeling have been conducted with high school students with emotional and behavioral disorders. This study aimed to focus on analyzing the effects of video self-modeling on four high school students with…
Lieury, Alain; Lorant, Sonia; Trosseille, Bruno; Champault, Françoise; Vourc'h, Ronan
Video games are a very common leisure activity among teenagers and the aim of this study is to analyse their relations with cognitive and school performances. This study is part of a broad survey, conducted on 27,000 French teenagers (14.5 years old) in middle school (9th grade). The survey contained both a questionnaire on leisure activities…
Lincoln, Andrew E; Caswell, Shane V; Almquist, Jon L; Dunn, Reginald E; Hinton, Richard Y
Boys' lacrosse has one of the highest rates of concussion among boys' high school sports. A thorough understanding of injury mechanisms and game situations associated with concussions in boys' high school lacrosse is necessary to target injury prevention efforts. To characterize common game-play scenarios and mechanisms of injury associated with concussions in boys' high school lacrosse using game video. Descriptive epidemiological study. In 25 public high schools of a single school system, 518 boys' lacrosse games were videotaped by trained videographers during the 2008 and 2009 seasons. Video of concussion incidents was examined to identify game characteristics and injury mechanisms using a lacrosse-specific coding instrument. A total of 34 concussions were captured on video. All concussions resulted from player-to-player bodily contact. Players were most often injured when contact was unanticipated or players were defenseless (n = 19; 56%), attempting to pick up a loose ball (n = 16; 47%), and/or ball handling (n = 14; 41%). Most frequently, the striking player's head (n = 27; 79%) was involved in the collision, and the struck player's head was the initial point of impact in 20 incidents (59%). In 68% (n = 23) of cases, a subsequent impact with the playing surface occurred immediately after the initial impact. A penalty was called in 26% (n = 9) of collisions. Player-to-player contact was the mechanism for all concussions. Most commonly, injured players were unaware of the pending contact, and the striking player used his head to initiate contact. Further investigation of preventive measures such as education of coaches and officials and enforcement of rules designed to prevent intentional head-to-head contact is warranted to reduce the incidence of concussions in boys' lacrosse.
James, Delores C. S.; Rienzo, Barbara A.; Frazee, Carol
Study used focus group interviews with ninth graders to help develop a nutrition education video and teacher's guide for Florida high schools. Students believed a video would be successful, expressed interest in 10 nutrition topics, recommended using teen actors with varying body types, and suggested no more than three or four topics per video.…
Considers the spatial arrangements of public schools as culturally derived characteristics that reflect particular traditional expectations in regard to the learning process and teacher student interactions. Discusses fixed spatial arrangements as well as the territorial manipulation of school space by students. (GC)
Bjordal, Sunniva Alsvik; Skumsnes, Toril; Ørland, Anette
The aim of this study was to estimate the prevalence and correlates of video game addiction among high school students (N = 531) in Hordaland county, Norway. Video game addiction measured by the Game Addiction Scale for Adolescents was estimated both by a monothetic and a polythetic format. The prevalence was found to be 2.5% and 12.5%, respectively. Regression analyses were conducted where video game addiction comprised the dependent variable. Demographic variables, depression, anxiety, lone...
Block, Debbie Galante
A few years ago, Bill Pendziwiatr of Crestwood School District in Pennsylvania helped create a video documenting six local music programs, including snippets of rehearsals and performances by choirs, traditional bands, jazz and rock ensembles, orchestras, even a clapping class. His goal was to distribute the video all over the state so that…
Woody, Tammy Lynn
This study explored elementary school counselors' perceptions of working with students exposed to violent video games. Certified elementary school counselors participated in both an online survey and individual interviews, revealing their observations regarding elementary school children and the phenomenon of gaming. An emphasis was placed on…
Park, Yujong; Jung, Eunsu
By employing an action research framework, this study evaluated the effectiveness of a video-based curriculum in motivating EFL learners to learn English. Fifteen Korean EFL students at the secondary school context participated in an 8-week English program, which employed video clips including TED talk replays, sitcoms, TV news reports and movies…
Wilson, Kaitlyn P.
Purpose: Video modeling is an intervention strategy that has been shown to be effective in improving the social and communication skills of students with autism spectrum disorders, or ASDs. The purpose of this tutorial is to outline empirically supported, step-by-step instructions for the use of video modeling by school-based speech-language…
Allan, Julie; Catts, Ralph
This paper reports on the significance of social capital in relation to education, exploring its relevance to teachers and other professionals as well as among young people. It draws on aspects of five case studies undertaken by the Schools and Social Capital Network, within the Applied Educational Research Scheme in Scotland. These case studies…
McLennan, John D
Telehealth to schools may be a strategic approach to expand child mental health service delivery, however, there are only a few published examples. This report describes video-conferencing telehealth linkage attempts to schools to facilitate mental health consultation. A series of synchronous video-conferencing linkage strategies were attempted to connect a mental health consultation service to multiple schools in a Canadian setting. Consultation to support the implementation of the Daily Report Card, for students with attentional and behavioural problems, was the core content of this pilot linkage attempt. Synchronous video conference consultations were successfully delivered to six elementary schools across three school districts. Two of three linkage strategies were functional. One used existing health centre-based telehealth units to connect to school-based dedicated tablets with a video collaboration app and reliance on existing school Wi-Fi. A second used existing laptops in both the health and school system linked through a communication platform. A third connection, using 3G/4G hotspots to obviate the need to access school Wi-Fi, was deemed too expensive in this setting. The potential to use existing computer hardware to connect mental health providers and schools could facilitate scale-up. However, it is unknown whether mental health systems and school sectors will invest in such linkages and reorganize core mental health services to be delivered in this way.
Lee, Jung Eun; Huang, Charles; Pope, Zachary; Gao, Zan
Active video games require players to be physically active. Dance Dance Revolution (DDR) is an interactive dancing game that requires fast-foot movement coordinated with energetic music and visuals. The Wii and Xbox Kinect games have also become good active video games for the promotion of physical activity participation. These games are much more…
To help young learners understand basic solar system science concepts and retain what they learn, NASA's Discovery Program collaborated with KidTribe to create "Space School Musical," an innovative approach to teaching about the solar system that combines science content with music, fun lyrics, and choreography. It's an educational "hip-hopera" that moves and grooves its way into the minds and memories of students and educators alike. Kids can watch the videos, learn the songs, do the cross-curricular activities, and perform the show themselves. "Space School Musical" captures students attention as it brings the solar system to life, introducing the planets, moons, asteroids and more. The musical uses many different learning styles, helping to assure retention. Offering students an engaging, creative, and interdisciplinary learning opportunity helps them remember the content and may lead them to wonder about the universe around them and even inspire children to want to learn more, to dare to consider they can be the scientists, technologists, engineers or mathematicians of tomorrow. The unique Activity Guide created that accompanies "Space School Musical" includes 36 academic, fitness, art, and life skills lessons, all based on the content in the songs. The activities are designed to be highly engaging while helping students interact with the information. Whether students absorb information best with their eyes, ears, or body, each lesson allows for their learning preferences and encourages them to interact with both the content and each other. A guide on How to Perform the Play helps instructors lead students in performing their own version of the musical. The guide has suggestions to help with casting, auditions, rehearsing, creating the set and costumes, and performing. The musical is totally flexible - the entire play can be performed or just a few selected numbers; students can sing to the karaoke versions or lip-sync to the original cast. After learning about
Kinsner, M; Capson, D; Spence, A
Multi-scale image processing techniques enable extraction of features where the size of a feature is either unknown or changing, but the requirement to process image data at multiple scale levels imposes a substantial computational load. This paper describes the architecture and emerging results from the implementation of a GPGPU-accelerated scale-space feature detection framework for video processing. A discrete scale-space representation is generated for image frames within a video stream, and multi-scale feature detection metrics are applied to detect ridges and Gaussian blobs at video frame rates. A modular structure is adopted, in which common feature extraction tasks such as non-maximum suppression and local extrema search may be reused across a variety of feature detectors. Extraction of ridge and blob features is achieved at faster than 15 frames per second on video sequences from a machine vision system, utilizing an NVIDIA GTX 480 graphics card. By design, the framework is easily extended to additional feature classes through the inclusion of feature metrics to be applied to the scale-space representation, and using common post-processing modules to reduce the required CPU workload. The framework is scalable across multiple and more capable GPUs, and enables previously intractable image processing at video frame rates using commodity computational hardware.
Full Text Available This study attempts to show how the creation of an innovative scenario, introducing video games and online communities as educational resources in the classroom, facilitates the development of new literacies in the context of participatory culture. The experience described was carried out during the 2010-2011 academic year in a secondary school located in Madrid. The workshop was organized using a social simulation video game, The Sims 3, and the online community Play and Learn, created specifically for this project. From an ethnographic perspective, the article focuses mainly on analyzing what happened outside the game sessions, when the students became involved in the online community after interacting with the game in the classroom. The fact that they participated in a virtual conversational space (through a forum serves to support the game and encourage reflection from all participants. The results show that social relationships were developed within the online community, where individual contributions proved especially important for group discussion. Participation made it possible for students to become aware of the speech and rules of the game and to improve the acquisition process of new literacies.
Analyzing schools as racial spaces can help researchers examine the role of teachers in the perpetuation of structural racism in schools. Based on ethnographic and autoethnographic work, this article offers examples of schools as racial spaces, spaces where whiteness controlled access. It also highlights four teachers who pursued racial equity in…
Full Text Available In this paper we report the performance and preliminary results of studies carried outduring the years 2007-2008 in a research project called InnoArch, Places and Spaces for Learning.InnoArch is a part of a large trans-disciplinary InnoSchool consortium (1.1.2007- 28.2.2010 aiming todevelop a set of research-based good practices, processes, models and designs for the Future SchoolConcept. InnoArch research has focused partly on “place and mapping”, which includes a place-based approachto pedagogical processes. On the other hand the research has concentrated on “space andexperience”, which includes architectural or spatial analyses of the building and the neighborhood. The spatial experience on each environmental scale is perceived with all senses: sight, hearing, taste, smell,touch and body awareness. Indoor studies are mainly about “creating and experiencing the space”,something that has great bearing on architectural thinking when designing the future school. The non-physical virtual space is seen as a mediator between the physical environment (neighborhoodand the PjBLL (Project Based Learning Lab at Jakomäki School in Helsinki. Places in the physical environment can be located on the commentary map, which will be constructed in the School Forum byteachers and students.The pupils themselves have an opportunity to personalize the room which is here described as a PjBLL.The room provides possibilities to pursue video observation as well as participative observation and participative design research during architectural workshops. These studies were conducted together with teachers, the pedagogical focus being on TSL processes and the architectural view on physicaland virtual spaces. Sustainability is within the focus of both the environmental studies as well as in lifelongand life-wide learning processes. The pedagogical idea based on inquiry-based learning encourages to strengthen pupils´ epistemic agency in the local community
Gleue, Alan D.; Depcik, Chris; Peltier, Ted
Last school year, I had a web link emailed to me entitled "A Dashboard Physics Lesson." The link, created and posted by Dale Basier on his "Lab Out Loud" blog, illustrates video of a car's speedometer synchronized with video of the road. These two separate video streams are compiled into one video that students can watch and analyze. After seeing…
Eskasasnanda, I Dewa Putu
Science and technology development causes a lot of changes in any fields including the form of popular games among the Junior and Senior High School students in Indonesia. The traditional games that are famous formerly have been replaced by the modern games like online video game. This article discusses the cause and effect of the online video game playing on the Junior and Senior High Schools students in Malang. This study reveal that students play video games online due to peers pressure; a...
Yalamanchili, S.; Lee, D.; Fritze, K.; Carpenter, T.; Hoyme, K.; Murray, N.
The architecture of a video image processor for space station applications is described. The architecture was derived from a study of the requirements of algorithms that are necessary to produce the desired functionality of many of these applications. Architectural options were selected based on a simulation of the execution of these algorithms on various architectural organizations. A great deal of emphasis was placed on the ability of the system to evolve and grow over the lifetime of the space station. The result is a hierarchical parallel architecture that is characterized by high level language programmability, modularity, extensibility and can meet the required performance goals.
Hastings, Erin C.; Karas, Tamara L.; Winsler, Adam; Way, Erin; Madigan, Amy; Tyler, Shannon
This study examined the amount and content of children’s video game playing in relation with behavioral and academic outcomes. Relationships among playing context, child gender, and parental monitoring were explored. Data were obtained through parent report of child’s game play, behavior, and school performance. Results revealed that time spent playing games was related positively to aggression and negatively to school competence. Violent content was correlated positively and educational cont...
Zorbaz, Selen Demirtas; Ulas, Ozlem; Kizildag, Seval
This study seeks to analyze whether or not the following three variables of "Discouraging Family Relations," "Supportive Family Relations," "Total Time Spent on the Computer," and "Grade Point Average (GPA)" predict elementary school students' video game addiction rates, and whether or not there exists a…
Dany, Lionel; Moreau, Laure; Guillet, Clémentine; Franchina, Carmelo
Aim : Screen-based media use is gradually becoming a public health issue, especially among young people.Method : A local descriptive observational study was conducted in 11 colleges of the Bouches-du-Rhône department. All middle high school students were asked to fill in a questionnaire comprising questions about their demographic characteristics, their screen-based media use (Internet, video games, social networks), any problematic use (video games and social networks), self-esteem and quality of life.Results : A total of 950 college students (mean age : 12.96 years) participated in the research. The results show a high level and a very diverse screen-based media use. Boys more frequently played video games and girls go more frequently used social networks. The levels of problematic use were relatively low for all middle high school students. The level of problematic video game use was significantly higher in boys, and the level of problematic social network use was higher in girls.Conclusion : Differences in the use of video games or social networks raise the general issue of gender differences in society. This study indicates the need for more specific preventive interventions for screen-based media use. The addictive “nature” of certain practices needs to be studied in more detail.
Omar, Hanan; Khan, Saad A; Toh, Chooi G
Student-generated videos provide an authentic learning experience for students, enhance motivation and engagement, improve communication skills, and improve collaborative learning skills. This article describes the development and implementation of a student-generated video activity as part of a knowledge, observation, simulation, and experience (KOSE) program at the School of Dentistry, International Medical University, Kuala Lumpur, Malaysia. It also reports the students' perceptions of an activity that introduced first-year dental students (n=44) to clinical scenarios involving patients and dental team aiming to improve professional behavior and communication skills. The learning activity was divided into three phases: preparatory phase, video production phase, and video-watching. Students were organized into five groups and were instructed to generate videos addressing given clinical scenarios. Following the activity, students' perceptions were assessed with a questionnaire. The results showed that 86 percent and 88 percent, respectively, of the students agreed that preparation of the activity enhanced their understanding of the role of dentists in provision of health care and the role of enhanced teamwork. In addition, 86 percent and 75 percent, respectively, agreed that the activity improved their communication and project management skills. Overall, the dental students perceived that the student-generated video activity was a positive experience and enabled them to play the major role in driving their learning process.
Space-related educational activities is a very inspiring and attractive way to involve students into science courses, present them the variety of STEM careers that they can follow, while giving them at the same time the opportunity to develop various practical and communication skills necessary for their future professional development. As part of a large scale extracurricular course in Space Science, Space Technology and Robotics that has been introduced in our school, our students, divided in smaller groups of 3-4 students in each, try to understand the challenges that current and future space exploration is facing. Following a mixture of an inquiry-based learning methodology and hands-on practical activities related with constructions and experiments, students get a glimpse of the pre-mentioned fields. Our main goal is to gain practical knowledge and inspiration from the exciting field of Space, to attain an adequate level of team spirit and effective cooperation, while developing technical and research data-mining skills. We use the following two approaches: 1. Constructive (Technical) approach Designing and constructing various customized robotic machines, that will simulate the future space exploration vehicles and satellites needed to study the atmosphere, surface and subsurface of planets, moons or other planetary bodies of our solar system that have shown some promising indications for the existence of life, taking seriously into account their special characteristics and known existing conditions (like Mars, Titan, Europa & Enceladus). The STEM tools we use are the following: - LEGO Mindstorms: to construct rovers for surface exploration. - Hydrobots: an MIT's SeaPerch program for the construction of submarine semi-autonomous robots. - CanSats: Arduino-based microsatellites able to receive, record & transmit data. - Space balloons: appropriate for high altitude atmospheric measurements & photography. 2. Scientific approach Conducting interesting physics
Full Text Available The author of this article argues that learning in school is an outmoded practice that needs to be reevaluated in light of current practices that children engage in outside of school as well as skills needed for the future. She draws on the philosophy of learning proposed by John Holt and researchers who have carried over his philosophy to demonstrate the qualities of real learning. Then, she demonstrates that learning principles built into the video games as proposed by James Gee, are more effective in engaging players in skills needed in the 21st century than many activities students perform in school.
The spatial practices of school administrative clerks: making space for ... their invisible, largely taken-for-granted roles in a school's everyday functioning. This main aim of this article is to make their everyday practices and contributions visible, ...
Caswell, Shane V; Lincoln, Andrew E; Almquist, Jon L; Dunn, Reginald E; Hinton, Richard Y
Knowledge of injury mechanisms and game situations associated with head injuries in girls' high school lacrosse is necessary to target prevention efforts. To use video analysis and injury data to provide an objective and comprehensive visual record to identify mechanisms of injury, game characteristics, and penalties associated with head injury in girls' high school lacrosse. Descriptive epidemiology study. In the 25 public high schools of 1 school system, 529 varsity and junior varsity girls' lacrosse games were videotaped by trained videographers during the 2008 and 2009 seasons. Video of head injury incidents was examined to identify associated mechanisms and game characteristics using a lacrosse-specific coding instrument. Of the 25 head injuries (21 concussions and 4 contusions) recorded as game-related incidents by athletic trainers during the 2 seasons, 20 head injuries were captured on video, and 14 incidents had sufficient image quality for analysis. All 14 incidents of head injury (11 concussions, 3 contusions) involved varsity-level athletes. Most head injuries resulted from stick-to-head contact (n = 8), followed by body-to-head contact (n = 4). The most frequent player activities were defending a shot (n = 4) and competing for a loose ball (n = 4). Ten of the 14 head injuries occurred inside the 12-m arc and in front of the goal, and no penalty was called in 12 injury incidents. All injuries involved 2 players, and most resulted from unintentional actions. Turf versus grass did not appear to influence number of head injuries. Comprehensive video analysis suggests that play near the goal at the varsity high school level is associated with head injuries. Absence of penalty calls on most of these plays suggests an area for exploration, such as the extent to which current rules are enforced and the effectiveness of existing rules for the prevention of head injury.
This analysis draws on interview data from a three-year study of educational decision making of youth living in a coastal community in Atlantic Canada. Students whose educational and mobility aspirations extend outside the known spaces of the community develop the ability to negotiate multiple social spaces in and out of school. The school- …
Anna A. Vakneeva
Full Text Available What should be the media of a modern education institution? How is the educational organization supposed to be represented in social media? What methods of increasing the level of media literacy of teachers and students should optimally use?As the purpose of this study the authors can see in the development and presentation of an optimal model of media space for modern educational institutions which will take into account not only the changes in the education process, but also the needs of the modern audience – teachers, students, parents, and educational partners. The resources of “Moscow e-school” become part of the educational media sphere of modern educational organizations.Resources and methods: resources of an educational institution, namely, social media, blogs and microblogs, users’ accounts, channels, educational platforms, which present the work of educators. The importance of analyzing media of the modern educational institution is that media-education serves as a pedagogical system, allowing the use of modern techniques and technologies through the development of critical thinking, which occurs under the influence of information flows. In this regard, there is a need for the comprehensive approach to the media organization in the modern school. An integral element of the complex approach is the creation of conditions for the development of media literacy for teachers and learners.The result of this research is the optimal model of media space for the modern school, which includes social networking profiles, microblogging, blogs, users’ accounts, and web resources, each of which has its own purpose and functional features.As a conclusion we can note that one of the core values of the media model is the development of creative and critical thinking, the acquisition of experience and tools of media, independent search, the ability to use information flows for the effective communication, solving educational and cognitive
Tupper, Jennifer A.; Carson, Terry; Johnson, Ingrid; Mangat, Jyoti
This study explored how high school students negotiate school spaces beyond the classroom within a broader context of citizenship education and identity construction. Using visual hermeneutics, researchers worked over three years with students and staff in a large, diverse, urban, public high school. Through student-produced photographs of school…
Young people bring their own media and literacy practices to school as an important part of their identity, taste and social life. These practices are changing the media ecology of schools, making the physical boundaries of schools more permeable and creating new, unofficial spaces at school. During peer-based learning, the enhanced media…
Szajowski, Paul F.; Rigas, A. J.; Robinson, J. W.; Nykolak, Gerald; Paulson, Bruce D.; Tourgee, G. E.; Auborn, James J.
12 Terrestrial 1550 nm WDM free-space optical communication systems have been demonstrated to provide a viable means to transport data, voice and video channels for point-to-point applications without the use of optical fiber. Key features of free-space optical transmission systems are their ability to utilize present day telecommunication components such as: laser diode transmitters, high-power optical amplifiers operating within the 1550 nm optical transmission window and high-sensitivity optical receivers designed for multi-Giga- bit data rates. In this paper, we report on details of the world's first field test, demonstrating real time video transmission of eight uncompressed standard-definition (SD) video channels operating at an aggregate data rate of 1.485 Gb/s over a 0.89 km terrestrial free-space link. This data link was used in support of the 2000 Olympic games held recently in Sydney, Australia. Results from this eight- channel SD terrestrial free-space laser communications systems are presented. The transmission system operated error-free continuously from September 14, 2000 until October 1, 2000, twenty-four hours a day, throughout the coverage of the games. Modeling results predict that free- space SD video transmission systems can be designed and operated over significant link distances under nominal visibility conditions.
Watson, William R.; Mong, Christopher J.; Harris, Constance A.
This study examines the case of a sophomore high school history class where "Making History", a video game designed with educational purposes in mind, is used in the classroom to teach about World War II. Data was gathered using observation, focus group and individual interviews, and document analysis. The high school was a rural school…
Full Text Available Introduction: The implementation of creative new strategies to increase layperson cardiopulmonary resuscitation (CPR and defibrillation may improve resuscitation in priority populations. As more communities implement laws requiring CPR training in high schools, there is potential for a multiplier effect and reach into priority communities with low bystander-CPR rates. Methods: We investigated the feasibility, knowledge acquisition, and dissemination of a high school-centered, CPR video self-instruction program with a “pay-it-forward” component in a low-income, urban, predominantly Black neighborhood in Chicago, Illinois with historically low bystander-CPR rates. Ninth and tenth graders followed a video self-instruction kit in a classroom setting to learn CPR. As homework, students were required to use the training kit to “pay it forward” and teach CPR to their friends and family. We administered pre- and post-intervention knowledge surveys to measure knowledge acquisition among classroom and “pay-it-forward” participants. Results: Seventy-one classroom participants trained 347 of their friends and family, for an average of 4.9 additional persons trained per kit. Classroom CPR knowledge survey scores increased from 58% to 93% (p < 0.0001. The pay-it-forward cohort saw an increase from 58% to 82% (p < 0.0001. Conclusion: A high school-centered, CPR educational intervention with a “pay-it-forward” component can disseminate CPR knowledge beyond the classroom. Because schools are centrally-organized settings to which all children and their families have access, school-based interventions allow for a broad reach that encompasses all segments of the population and have potential to decrease disparities in bystander CPR provision.
The outreach and education components of the International Space Station Program are creating a number of materials, programs, and activities that educate and inform various groups as to the implementation and purposes of the International Space Station. One of the strategies for disseminating this information to K-12 students involves an electronic class room using state of the art video conferencing technology. K-12 classrooms are able to visit the JSC, via an electronic field trip. Students interact with outreach personnel as they are taken on a tour of ISS mockups. Currently these events can be generally characterized as: Being limited to a one shot events, providing only one opportunity for students to view the ISS mockups; Using a "one to many" mode of communications; Using a transmissive, lecture based method of presenting information; Having student interactions limited to Q&A during the live event; Making limited use of media; and Lacking any formal, performance based, demonstration of learning on the part of students. My project involved developing interactive lessons for K-12 students (specifically 7th grade) that will reflect a 2nd generation design for electronic field trips. The goal of this design will be to create electronic field trips that will: Conform to national education standards; More fully utilize existing information resources; Integrate media into field trip presentations; Make support media accessible to both presenters and students; Challenge students to actively participate in field trip related activities; and Provide students with opportunities to demonstrate learning
Вита Иммануиловна Глизбург
Full Text Available The article deals with teachers and professional competence tyutorskoy, tutor support schools in the information space. The main requirements to the tutor support in the information space of schools, conditions of readiness of the teacher to tutor support schools in the information space. A theoretical analysis of the concept of information competence, tyutorskoy competence. It is noted that in thestructure of information competence must exist an element associated with the motivation, need and interest in the acquisition of knowledge and skills in the field of technical, software and information. Formulated key performance indicators definition of information competence of the tutor. The authors noted that information and work with it is in the modern educational and information space school mandatory components of pedagogical activity as a system.Analyzed and presented on the basis of the author’s experience of the possibility of using information and educational Moodle shell with tutor support positions in the information space of schools, sets out the basic elements and resources Moodle shell with a description of the implementation. In particular, the disclosed educational resources information and educational shell Moodle for remote support learning. The article describes a model developed by the author’s tutor support schools in the information space.
... in dialogue and discussion. The study provided insights into the implications of family dynamics on children's school journey and the meaning of the school journey to the children. It illuminated how children actively define and re-define the varied places, power-laden spaces and social relations embedded in the journey.
Norris, Emma; Hamer, Mark; Stamatakis, Emmanuel
To assess the quality of evidence for the effects of school active video game (AVG) use on physical activity and health outcomes. Online databases (ERIC, PsycINFO, PubMed, SPORTDiscus, and Web of Science) and gray literature were searched. Inclusion criteria were the use of AVGs in school settings as an intervention; assessment of at least 1 health or physical activity outcome; and comparison of outcomes with either a control group or comparison phase. Studies featuring AVGs within complex interventions were excluded. Study quality was assessed using the Effective Public Health Practice Project tool. Twenty-two reports were identified: 11 assessed physical activity outcomes only, 5 assessed motor skill outcomes only, and 6 assessed both physical activity and health outcomes. Nine out of 14 studies found greater physical activity in AVG sessions compared with controls; mostly assessed by objective measures in school time only. Motor skills were found to improve with AVGs vs controls in all studies but not compared with other motor skill interventions. Effects of AVGs on body composition were mixed. Study quality was low in 16 studies and moderate in the remaining 6, with insufficient detail given on blinding, participation rates, and confounding variables. There is currently insufficient evidence to recommend AVGs as efficacious health interventions within schools. Higher quality AVG research utilizing randomized controlled trial designs, larger sample sizes, and validated activity measurements beyond the school day is needed. Copyright © 2016 Elsevier Inc. All rights reserved.
Hastings, Erin C; Karas, Tamara L; Winsler, Adam; Way, Erin; Madigan, Amy; Tyler, Shannon
This study examined the amount and content of children's video game playing in relation with behavioral and academic outcomes. Relationships among playing context, child gender, and parental monitoring were explored. Data were obtained through parent report of child's game play, behavior, and school performance. Results revealed that time spent playing games was related positively to aggression and negatively to school competence. Violent content was correlated positively and educational content negatively with attention problems. Educational games were related to good academic achievement. Results suggest violent games, and a large amount of game play, are related to troublesome behavioral and academic outcomes, but educational games may be related to positive outcomes. Neither gender nor parental monitoring emerged as significant moderators of these effects.
Hastings, Erin C.; Karas, Tamara L.; Winsler, Adam; Way, Erin; Madigan, Amy; Tyler, Shannon
This study examined the amount and content of children’s video game playing in relation with behavioral and academic outcomes. Relationships among playing context, child gender, and parental monitoring were explored. Data were obtained through parent report of child’s game play, behavior, and school performance. Results revealed that time spent playing games was related positively to aggression and negatively to school competence. Violent content was correlated positively and educational content negatively with attention problems. Educational games were related to good academic achievement. Results suggest violent games, and a large amount of game play, are related to troublesome behavioral and academic outcomes, but educational games may be related to positive outcomes. Neither gender nor parental monitoring emerged as significant moderators of these effects. PMID:19742374
Amy J Pickering
Full Text Available In-person structured observation is considered the best approach for measuring hand hygiene behavior, yet is expensive, time consuming, and may alter behavior. Video surveillance could be a useful tool for objectively monitoring hand hygiene behavior if validated against current methods.Student hand cleaning behavior was monitored with video surveillance and in-person structured observation, both simultaneously and separately, at four primary schools in urban Kenya over a study period of 8 weeks.Video surveillance and in-person observation captured similar rates of hand cleaning (absolute difference <5%, p = 0.74. Video surveillance documented higher hand cleaning rates (71% when at least one other person was present at the hand cleaning station, compared to when a student was alone (48%; rate ratio = 1.14 [95% CI 1.01-1.28]. Students increased hand cleaning rates during simultaneous video and in-person monitoring as compared to single-method monitoring, suggesting reactivity to each method of monitoring. This trend was documented at schools receiving a handwashing with soap intervention, but not at schools receiving a sanitizer intervention.Video surveillance of hand hygiene behavior yields results comparable to in-person observation among schools in a resource-constrained setting. Video surveillance also has certain advantages over in-person observation, including rapid data processing and the capability to capture new behavioral insights. Peer influence can significantly improve student hand cleaning behavior and, when possible, should be exploited in the design and implementation of school hand hygiene programs.
Riggle, Timothy Andrew
The purpose of this study was to show how the concept of vector space can serve as a unifying thread for mathematics programs--elementary school to pre-calculus college level mathematics. Indicated are a number of opportunities to demonstrate how emphasis upon the vector space structure can enhance the organization of the mathematics curriculum.…
Han, Josiah; Cano, Alejandra; Ramirez, Victor; Morales, Gabriel; Campbell, Teri L.; Hoek, Terry Vanden
Introduction The implementation of creative new strategies to increase layperson cardiopulmonary resuscitation (CPR) and defibrillation may improve resuscitation in priority populations. As more communities implement laws requiring CPR training in high schools, there is potential for a multiplier effect and reach into priority communities with low bystander-CPR rates. Methods We investigated the feasibility, knowledge acquisition, and dissemination of a high school-centered, CPR video self-instruction program with a “pay-it-forward” component in a low-income, urban, predominantly Black neighborhood in Chicago, Illinois with historically low bystander-CPR rates. Ninth and tenth graders followed a video self-instruction kit in a classroom setting to learn CPR. As homework, students were required to use the training kit to “pay it forward” and teach CPR to their friends and family. We administered pre- and post-intervention knowledge surveys to measure knowledge acquisition among classroom and “pay-it-forward” participants. Results Seventy-one classroom participants trained 347 of their friends and family, for an average of 4.9 additional persons trained per kit. Classroom CPR knowledge survey scores increased from 58% to 93% (p CPR educational intervention with a “pay-it-forward” component can disseminate CPR knowledge beyond the classroom. Because schools are centrally-organized settings to which all children and their families have access, school-based interventions allow for a broad reach that encompasses all segments of the population and have potential to decrease disparities in bystander CPR provision. PMID:29560076
Del Rios, Marina; Han, Josiah; Cano, Alejandra; Ramirez, Victor; Morales, Gabriel; Campbell, Teri L; Hoek, Terry Vanden
The implementation of creative new strategies to increase layperson cardiopulmonary resuscitation (CPR) and defibrillation may improve resuscitation in priority populations. As more communities implement laws requiring CPR training in high schools, there is potential for a multiplier effect and reach into priority communities with low bystander-CPR rates. We investigated the feasibility, knowledge acquisition, and dissemination of a high school-centered, CPR video self-instruction program with a "pay-it-forward" component in a low-income, urban, predominantly Black neighborhood in Chicago, Illinois with historically low bystander-CPR rates. Ninth and tenth graders followed a video self-instruction kit in a classroom setting to learn CPR. As homework, students were required to use the training kit to "pay it forward" and teach CPR to their friends and family. We administered pre- and post-intervention knowledge surveys to measure knowledge acquisition among classroom and "pay-it-forward" participants. Seventy-one classroom participants trained 347 of their friends and family, for an average of 4.9 additional persons trained per kit. Classroom CPR knowledge survey scores increased from 58% to 93% (p pay-it-forward cohort saw an increase from 58% to 82% (p pay-it-forward" component can disseminate CPR knowledge beyond the classroom. Because schools are centrally-organized settings to which all children and their families have access, school-based interventions allow for a broad reach that encompasses all segments of the population and have potential to decrease disparities in bystander CPR provision.
Schultz, Johannes; Rienow, Andreas; Graw, Valerie; Heinemann, Sascha; Selg, Fabian; Menz, Gunter
Since spring 2014, the NASA High Definition Earth Viewing (HDEV) mission at the International Space Station (ISS) is online. HDEV consists of four cameras mounted at ESA's Columbus laboratory and is recording the earth 24/7. The educational project 'Columbus Eye - Live-Imagery from the ISS in Schools' has published a learning portal for earth observation from the ISS (www.columbuseye.uni-bonn.de). Besides a video live stream, the portal contains an archive providing spectacular footage, web-GIS and an observatory with interactive materials for school lessons. Columbus Eye is carried out by the University of Bonn and funded by the German Aerospace Center (DLR) Space Administration. Pupils should be motivated to work with the footage in order to learn about patterns and processes of the coupled human-environment system like volcano eruptions or deforestation. The material is developed on the experiences of the FIS (German abbreviation for "Remote Sensing in Schools") project and its learning portal (http://www.fis.uni-bonn.de). Based on the ISS videos three different teaching material types are developed. The simplest teaching type are provided by worksheets, which have a low degree of interactivity. Alongside a short didactical commentary for teachers is included. Additionally, videos, ancillary information, maps, and instructions for interactive school experiments are provided. The observatory contains the second type of the Columbus Eye teaching materials. It requires a high degree of self-organisation and responsibility of the pupils. Thus, the observatory provides the opportunity for pupils to freely construct their own hypotheses based on a spatial analysis tool similar to those provided by commercial software. The third type are comprehensive learning and teaching modules with a high degree of interactivity, including background information, interactive animations, quizzes and different analysis tools (e.g. change detection, classification, polygon or NDVI
Njoku, Nkechi C.
Impact of home video/movie industry on the moral behaviour of secondary school students is a search for the impact of home video in moral upbringing of school children. The study adopted a survey design approach of investigation: The area of study is Ebonyi State and the population comprised all the 322 CRS teachers in the state. 200 teachers were…
Reshadat, S; Ghasemi, S R; Ahmadian, M; RajabiGilan, N
Computer or video games are a popular recreational activity and playing them may constitute a large part of leisure time. This cross-sectional study aimed to evaluate the relationship between playing computer or video games with mental health and social relationships among students in guidance schools in Kermanshah, Islamic Republic of Iran, in 2012. Our total sample was 573 students and our tool was the General Health Questionnaire (GHQ-28) and social relationships questionnaires. Survey respondents reported spending an average of 71.07 (SD 72.1) min/day on computer or video games. There was a significant relationship between time spent playing games and general mental health (P computer or video games with social relationships and their subscales, including trans-local relationships (P games (P < 0.02) and its dimensions, except for family relationships.
Gentile, Douglas, A.; Lynch, Paul, J.; Linder, Jennifer Ruh; Walsh, David, A.
Video games have become one of the favorite activities of American children. A growing body of research is linking violent video game play to aggressive cognitions, attitudes, and behaviors. The first goal of this study was to document the video games habits of adolescents and the level of parental monitoring of adolescent video game use. The…
Muehrer, Rachel; Jenson, Jennifer; Friedberg, Jeremy; Husain, Nicole
Simulations and games are not new artifacts to the study of science in secondary school settings (Hug, Kriajcik and Marx 2005), however teachers remain skeptical as to their value, use and appropriateness (Rice 2006). The difficulty is not only the design and development of effective play environments that produce measurable changes in knowledge and/or understanding, but also in their on-the-ground use (Jaipal and Figg 2010). This paper reports on the use of a science-focused video game in five very different secondary school settings in Ontario, Canada. A mixed-methods approach was used in the study, and included data gathered on general gameplay habits and technology use, as well as informal interviews with teachers and students who played the game. In total, 161 participants played a series of games focused on the "life of a plant", and were given both a pre and post quiz to determine if the game helped them retain and/or change what they knew about scientific processes like plant cell anatomy and photosynthesis. Participants showed statistically significant improvement on quizzes that were taken after playing the game for approximately one-hour sessions, despite difficulties in some cases both accessing and playing the game for the full hour. Our findings also reveal the ongoing challenges in making use of technology in a variety of school sessions, even when using a browser-based game, that demanded very little other than a reliable internet connection.
Santos, Nuno; Monteiro, Mário
This book presents the proceedings of the IVth Azores International Advanced School in Space Sciences entitled "Asteroseismology and Exoplanets: Listening to the Stars and Searching for New Worlds". The school addressed the topics at the forefront of scientific research being conducted in the fields of asteroseismology and exoplanetary science, two fields of modern astrophysics that share many synergies and resources. These proceedings comprise the contributions from 18 invited lecturers, including both monographic presentations and a number of hands-on tutorials.
Hayes, Ben; Richardson, Sally; Hindle, Sarah; Grayson, Katy
This paper reports an action research project in a school in the UK designed to investigate the impact of a brief Video Interaction Guidance (VIG) intervention in promoting skills of non-teaching staff in positive behaviour management. A summary of the literature in relation to VIG is provided before describing the project and data collected. Ten…
Kaestle, Christine Elizabeth; Halpern, Carolyn Tucker; Brown, Jane D
Exposure to televised music videos and pro wrestling were associated with rape acceptance (lower levels of agreeing with the statement "forcing a partner to have sex is never OK") among males, but not females, in a sample of 904 middle school students (controlling for overall television exposure, parenting style, and demographics).
White, Norman A.; Gibson, Alan
This paper outlines a scheme for international collaboration to enrich the use of space in school education, to improve students' learning about science and related subjects and to enhance the continuity of science-related studies after the age of 16. Guidelines are presented for the design of an on-line learning service to provide schools worldwide with:- interactive curriculum-related learning resources for teaching about space and through - access to a purpose-designed education satellite or satellites; - opportunities for hands-on work by students in out-of-school hours; - news about space developments to attract, widen and deepen initial interest among teachers - support services to enable teachers to make effective use of the learning service. The Learning Service is the product of almost twenty years of experience by a significant number of UK schools in experimenting with, and in using, satellites and space to aid learning; and over four years of study and development by the SpaceLink Learning Foundation - a private-sector, not- for-profit UK registered charity, which is dedicated to help in increasing both the supply of scientists and engineers and the public understanding of science. This initiative provides scope for, and could benefit from, the involvement of relevant/interested organisations drawn from different countries. The Foundation would be ready, from its UK base, to be among such a group of initiating organisations.
Full Text Available The article aims to outline the situations of violence and vulnerability faced by young people in schools. To understand the scenario transposition of everyday violence for school spaces has become critical analysis of the phenomenon by a new perception in the voice of the students. Thus, from the application of semi-structured questionnaires for young people between 15 and 17 years was possible closer to the diagnosis. The notes, in the end, gave birth to a path of joint efforts between the school and the community providing reflections on the subject.
Fried, B.; Dash, H. B.
John Dewey High School's participation in NASA's MESDT and DLN projects and other partnerships provide opportunities for our diverse population, focusing particular attention to under-represented and under-served groups in the field of Space Science.
Full Text Available Background: There is international consensus of the need for improved palliative and end-of-life care in hospital settings. What is less clear is how such improvements might be realised in practice. Research and practice improvement methodologies need to acknowledge the relational, spiritual, moral and ethical as well as physical dimensions of death and dying if improvements in care are to be achieved. Aims and objectives: The aim of this article is to explore the potential of video-reflexive ethnography as a practice development methodology to improve care of people with a life-limiting illness in the hospital setting. Methods: The study used video-reflexive ethnography and was underpinned by an indigenous research ethical framework. Findings: Study findings highlight the potential of video-reflexive ethnography as a practice development methodology. The reach of video extended internally and externally beyond immediate practice research sites to make hospital dying tangible. The research acted as a disruptive innovation, foregrounding peoples’ (patients and families expertise as well as that of healthcare workers. For some patient and family participants, the research offered a visual legacy. Conclusions: The theories underpinning video-reflexive ethnography and practice development are closely aligned; the former has potential as a practice development methodology to promote person-centred palliative and end-of-life care. The underpinning philosophical, ethical and values framework through which it is applied, along with the skills and aptitude of facilitation, are critical if its potential is to be realised. Implications for practice development: The delivery of person-centred end-of-life care may be facilitated by: Healthcare workers seeing themselves and those they care for differently Healthcare organisations seeing their employees as well as patients and families differently Researchers also being prepared to see themselves differently
Educational outreach is an integral part of the International Space Station (ISS) mandate. In a few scant years, the International Space Station has already established a tradition of successful, general outreach activities. However, as the number of outreach events increased and began to reach school classrooms, those events came under greater scrutiny by the education community. Some of the ISS electronic field trips, while informative and helpful, did not meet the generally accepted criteria for education events, especially within the context of the classroom. To make classroom outreach events more acceptable to educators, the ISS outreach program must differentiate between communication events (meant to disseminate information to the general public) and education events (designed to facilitate student learning). In contrast to communication events, education events: are directed toward a relatively homogeneous audience who are gathered together for the purpose of learning, have specific performance objectives which the students are expected to master, include a method of assessing student performance, and include a series of structured activities that will help the students to master the desired skill(s). The core of the ISS education events is an interactive videoconference between students and ISS representatives. This interactive videoconference is to be preceded by and followed by classroom activities which help the students aftain the specified learning objectives. Using the interactive videoconference as the centerpiece of the education event lends a special excitement and allows students to ask questions about what they are learning and about the International Space Station and NASA. Whenever possible, the ISS outreach education events should be congruent with national guidelines for student achievement. ISS outreach staff should recognize that there are a number of different groups that will review the events, and that each group has different criteria
Gross, N. A.; Hughes, W.
This talk will outline the organization of a summer school designed to introduce young professions to a sub-discipline of geophysics. Through out the 10 year life time of the Center for Integrated Space Weather Modeling (CISM) the CISM Team has offered a two week summer school that introduces new graduate students and other interested professional to the fundamentals of space weather. The curriculum covers basic concepts in space physics, the hazards of space weather, and the utility of computer models of the space environment. Graduate students attend from both inside and outside CISM, from all the sub-disciplines involved in space weather (solar, heliosphere, geomagnetic, and aeronomy), and from across the nation and around the world. In addition, between 1/4 and 1/3 of the participants each year are professionals involved in space weather in some way, such as: forecasters from NOAA and the Air Force, Air Force satellite program directors, NASA specialists involved in astronaut radiation safety, and representatives from industries affected by space weather. The summer school has adopted modern pedagogy that has been used successfully at the undergraduate level. A typical daily schedule involves three morning lectures followed by an afternoon lab session. During the morning lectures, student interaction is encouraged using "Timeout to Think" questions and peer instruction, along with question cards for students to ask follow up questions. During the afternoon labs students, working in groups of four, answer thought provoking questions using results from simulations and observation data from a variety of source. Through the interactions with each other and the instructors, as well as social interactions during the two weeks, students network and form bonds that will last them through out their careers. We believe that this summer school can be used as a model for summer schools in a wide variety of disciplines.
90 page report gives overview of retrofitted solar space-heating and hot-water system installation for 61-year-old high school. Description, specifications, modifications, plan drawings for roof, three floors, basement, correspondence, and documents are part of report.
Pio Alfredo Di Tore
Full Text Available The perspective-taking skills require the ability to manipulate spatial reference systems and are the basis of the empathetic process. Empathy, in its relations with space representation and manipulation of spatial reference systems, is the investigation subject of this work, whose aim is the design of a videogame aimed at the measurement of the player's perspective taking skills. The idea of creating a video game on perspective taking is based on a classic Piagetian task, the three mountains problem, object of recent attention by the Italian scientific community that is involved in research in education. The current stage of the project has produced a video game, now in alpha testing release. The article discusses the software theoretical framework (spatial theory of empathy, describes the choices made in the design stage and comment on first results obtained during the alpha testing.
Hayes, Elisabeth R., Ed.; Duncan, Sean C., Ed.
As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century. In this book, the authors consider games and just as importantly, the social interactions around games,…
Sebastiao Silva Vieira
Full Text Available This work presents an intervention research and participant that analyzes how the production of digital videos by students of a municipal school brings contributions to the construction of the knowledge contextualized in the teaching of sciences. For this purpose, references were used to cover four thematic areas: the use of digital technologies in the school context; The contextualization of contents in science education; Communication and mediation in school; And finally the production of digital video in science education. The qualitative methodology used, using semi-structured interviews and participant observation. Previously, the beginnings of the work of the students, workshops were created to create digital video, then a semistructured interview was carried out, in the post-production phase, with the students and the teacher. The results show that the production of digital videos have brought significant contributions to the students since participating in the workshop of video production, to the stage of conclusion and presentation of digital video in the classroom. With this, the students used the production of digital video as a differentiated methodology, source of research and production of knowledge. Participants, directors, learners and authors in the elaboration of the video, searching information related to the content, performing readings, planning the production, the "script", accompanying the assembly, using digital technologies in production, disseminating and participating in debates collectively. They constructed the knowledge proposed in science teaching and brought the curricular content studied into practice, reinforcing the discussion about the use and production of digital video as an educational tool.
Markey, Patricia T.
This study investigated the effectiveness of a video peer modeling and least-to-most prompting intervention in the school library setting, targeting the instructional delivery of an information-literacy skill to students with Autism Spectrum Disorder (ASD). Research studies have evaluated the effectiveness of video-modeling procedures in the…
A collection of mathematical problems related to NASA space science projects is presented. In developing the examples and problems, attention was given to preserving the authenticity and significance of the original setting while keeping the level of mathematics within the secondary school curriculum. Computation and measurement, algebra, geometry, probability and statistics, exponential and logarithmic functions, trigonometry, matrix algebra, conic sections, and calculus are among the areas addressed.
National Aeronautics and Space Administration — Space-based imaging sensors are important for NASA's mission in both performing scientific measurements and producing literature and documentary cinema. The recent...
Sargent, Kelli S; Jouriles, Ernest N; Rosenfield, David; McDonald, Renee
Although bystander programs to prevent relationship and sexual violence have been evaluated with college students, few evaluations have been conducted with high school students. This study evaluated the effectiveness of TakeCARE, a brief video bystander program designed to promote helpful bystander behavior in situations involving relationship violence among high school students. Students (N = 1295; 52.5% female; 72.3% Hispanic) reported their bystander behavior at a baseline assessment. Classrooms (N = 66) were randomized to view TakeCARE or to a control condition, and high school counselors administered the video in the classrooms assigned to view TakeCARE. Students again reported their bystander behavior at a follow-up assessment approximately 3 months afterward. Results indicate that students who viewed TakeCARE reported more helpful bystander behavior at the follow-up assessment than students in the control condition. Results of exploratory analyses of the likelihood of encountering and intervening upon specific situations calling for bystander behavior are also reported. TakeCARE is efficacious when implemented in an urban high school by high school counselors.
The hallmarks of the proposed school in the University of Hyderabad, Hyderabad,India, would be synergy, inclusivity and globalism. The School will use the synergy between the earth (including oceanic and atmospheric realms), space and information sciences to bridge the digital divide, and promote knowledge-driven and job-led economic development of the country. It will endeavour to (i) provide the basic science underpinnings for Space and Information Technologies, (ii) develop new methodologies for the utilization of natural resources (water, soils, sediments, minerals, biota, etc.)in ecologically-sustainable, employment-generating and economically-viable ways, (iii) mitigate the adverse consequences of natural hazards through preparedness systems,etc. The School will undertake research in the inter-disciplinary areas of earth and space sciences (e.g. climate predictability, satellite remote sensing of soil moisture) and linking integrative science with the needs of the decision makers. It will offer a two-year M.Tech. (four semesters, devoted to Theory, Tools, Applications and Dissertation, respectively ) course in Earth and Space Sciences. The Applications will initially cover eight course clusters devoted to Water Resources Management, Agriculture, Ocean studies, Energy Resources, Urban studies, Environment, Natural Hazards and Mineral Resources Management. The School will also offer a number of highly focused short-term refresher courses / supplementary courses to enable cadres to update their knowledge and skills. The graduates of the School would be able to find employment in macro-projects, such as inter-basin water transfers, and Operational crop condition assessment over large areas, etc. as well as in micro-projects, such as rainwater harvesting, and marketing of remote sensing products to stake-holders (e.g. precision agricultural advice to the farmers, using the large bandwidth of thousands of kilometres of unlit optical fibres). As the School is highly
Full Text Available Video modeling is one of the recognized methods used in the training and teaching of children with Autism Spectrum Disorders (ASD. The model’s theoretical base stems from Albert Bandura's (1977; 1986 social learning theory in which he asserts that children can learn many skills and behaviors observationally through modeling. One can assume that by observing others, a child with ASD can construct an idea of how new behaviors are performed, and on later occasions this mentally and visually constructed information will serve as a guide for his/her way of behaving. There are two types of methods for model learning: 1 In Vivo Modeling and 2 Video Modeling. These can be used a to teach children with ASD skills that are not yet in their behavioral repertoire and / or b to improve the children's emerging behaviors or skills. In the case of linguistic minority children at any stage of their bilingual development, it has been presumed that some of their behaviors that can be interpreted as attitude or culture-related actions. This approach, however, can sometimes delay referral, diagnosis, and intervention. In our project, we used Video Modeling and achieved positive results with regard to teaching social communication skills and target behavior to an eleven year-old bilingual boy with ASD. Our study also reveals that through Video Modeling, children with ASD can learn desirable behavioral skills as by-products. Video Modeling can also contribute positively to the social inclusion of bilingual children with ASD in school settings. In other words, bilingual children with ASD can transfer the social communication skills and targeted behaviors they learn through second-language at school to a first-language milieu.
Kênnea Martins Almeida
Full Text Available The architecture and organization of school buildings can be facilitators or barriers in implementing the process of school inclusion, and the assessment for their suitability composes an important part of the role that the rehabilitation team plays in this process. The aim of the present study was to assess the physical accessibility of public schools in a municipality of Minas Gerais state, Brazil. We conducted a descriptive, cross-sectional study with evaluation of the physical spaces of 14 schools, especially the areas of access, circulation, furniture, restrooms and parking, according to the criteria described in the Brazilian Standard 9050/2004. The results were presented in the form of descriptive statistics. Of the 493 items evaluated, 85.6% were considered inadequate. In the sector of access, circulation and furniture, 81.4% of the items were inadequate. In the health sector, 94.6% of the items were inadequate, and no restrooms contemplating all accessibility standards were found. In the parking sector, 83.4% of the items were inadequate. It was possible to identify that none of the state schools assessed in the municipality studied is prepared to make the inclusion of children with special needs with regard to accessibility.
Winkler, Petr; Janoušková, Miroslava; Kožený, Jiří; Pasz, Jiří; Mladá, Karolína; Weissová, Aneta; Tušková, Eva; Evans-Lacko, Sara
We aimed to assess whether short video interventions could reduce stigma among nursing students. A multi-centre, randomised controlled trial was conducted. Participating schools were randomly selected and randomly assigned to receive: (1) an informational leaflet, (2) a short video intervention or (3) a seminar involving direct contact with a service user. The Community Attitudes towards Mental Illness (CAMI) and Reported and Intended Behaviour Scale (RIBS) were selected as primary outcome measures. SPANOVA models were built and Cohen's d calculated to assess the overall effects in each of the trial arms. Compared to the baseline, effect sizes immediately after the intervention were small in the flyer arm (CAMI: d = 0.25; RIBS: d = 0.07), medium in the seminar arm (CAMI: d = 0.61; RIBS: d = 0.58), and medium in the video arm (CAMI: d = 0.49 RIBS: d = 0.26; n = 237). Effect sizes at the follow-up were vanishing in the flyer arm (CAMI: d = 0.05; RIBS: d = 0.04), medium in the seminar arm (CAMI: d = 0.43; RIBS: d = 0.26; n = 254), and small in the video arm (CAMI: d = 0.22 RIBS: d = 0.21; n = 237). Seminar had the strongest and relatively stable effect on students' attitudes and intended behaviour, but the effect of short video interventions was also considerable and stable over time. Since short effective video interventions are relatively cheap, conveniently accessible and easy to disseminate globally, we recommend them for further research and development.
Massa, Gioia D.; Jones, Wanda; Munoz, Angela; Santora, Joshua
This video was created as one of the products of the 2013 ISS Faculty Fellows Summer Program. Our High School science teacher faculty fellows developed this video as an elementary/middle school education component. The video shows a forgetful professor who is trying to remember something, and along the journey she learns more about the space station, space station related plant science, and the Kennedy Space Center. She learns about the Veggie hardware, LED lighting for plant growth, the rotating garden concept, and generally about space exploration and the space station. Lastly she learns about the space shuttle Atlantis.
Alsup, Philip R.
Inspiring learners toward career options available in STEM fields (Science, Technology, Engineering, and Mathematics) is important not only for economic development but also for maintaining creative thinking and innovation. Limited amounts of research in STEM education have focused on the population of students enrolled in religious and parochial schools, and given the historic conflict between religion and science, this sector of American education is worthy of examination. The purpose of this quantitative study is to extend Gottfredson's (1981) Theory of Circumscription and Compromise as it relates to occupational aspirations. Bem's (1981) Gender Schema Theory is examined as it relates to the role of gender in career expectations, and Crenshaw's (1989) Intersectionality Theory is included as it pertains to religion as a group identifier. Six professionals in STEM career fields were video recorded while being interviewed about their skills and education as well as positive and negative aspects of their jobs. The interviews were compiled into a 25-minute video for the purpose of increasing understanding of STEM careers among middle school viewers. The research questions asked whether middle school students from conservative, Protestant Christian schools in a Midwest region increased in STEM-subject attitude and STEM-career interest as a result of viewing the video and whether gender interacted with exposure to the video. A quasi-experimental, nonequivalent control groups, pretest/posttest factorial design was employed to evaluate data collected from the STEM Semantic Survey. A Two-Way ANCOVA revealed no significant differences in dependent variables from pretest to posttest. Implications of the findings are examined and recommendations for future research are made. Descriptors: STEM career interest, STEM attitude, STEM gender disparity, Occupational aspirations, Conservative Protestant education.
Erlangga, Rifqi Aulia
Personal ability of a teacher when integrated with good learning material will make his students get more involved and absorb teaching material better hence improving their foreign language. There are many materials may be used to teach, one of them is videos. The video is expected to trigger students' enthusiasm and improve their motivation. Even…
Curry, Marnie W.
In the ideal, reciprocity in qualitative inquiry occurs when there is give-and-take between researchers and the researched; however, the demands of the academy and resource constraints often make the pursuit of reciprocity difficult. Drawing on two video-based, qualitative studies in which researchers utilized video records as resources to enhance…
This article describes the author's experience co-facilitating a project for which seventh-grade students designed and created original video games based on Madeleine L'Engle's "A Wrinkle in Time". The author provides an overview of recent literature on video game implementation in the classroom and explains how the project was designed and…
Fink, Patrick W.; Ngo, Phong; Schlesinger, Adam
The movie describes collaboration between NASA and Vint Cerf on the development of Disruption Tolerant Networks (DTN) for use in space exploration. Current evaluation efforts at Johnson Space Center are focused on the use of DTNs in space communications. Tests include the ability of rovers to store data for later display, tracking local and remote habitat inventory using radio-frequency identification tags, and merging networks.
Desai, Rani A; Krishnan-Sarin, Suchitra; Cavallo, Dana; Potenza, Marc N
Video game playing may negatively impact youth. However, the existing literature on gaming is inconsistent and often has focused on aggression rather than the health correlates of gaming and the prevalence and correlates of problematic gaming. We anonymously surveyed 4028 adolescents about gaming and reported problems with gaming and other health behaviors. A total of 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls). There were no negative health correlates of gaming in boys and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming seems to be associated with more externalizing behaviors and fewer internalizing symptoms. The prevalence of problematic gaming is low but not insignificant, and problematic gaming may be contained within a larger spectrum of externalizing behaviors. More research is needed to define safe levels of gaming, refine the definition of problematic gaming, and evaluate effective prevention and intervention strategies.
Gal-Or, B [Technion-Israel Inst. of Tech., Haifa. Dept. of Aeronautical Engineering
Much verified information has been accumulated in recent years which shows that many fundamental concepts involving classical physics, thermodynamics, astrophysics and the general theory of relativity are strongly coupled together. This evidence is employed in this paper to explain principles of the astrophysical school of thermodynamics; a growing revolutionary school which deduces thermodynamics, energy dissipation, and time anisotropies from the Newtonian and Einsteinian theories of gravitation and from the dynamics of radiation in 'unsaturable' (intercluster) space. Accordingly, the density of radiation and the dynamics of ('unsaturable') outer space affect all processes in the galactic media, in the solar system, in the magnetosphere and on Earth. The origin of all observed irreversibilities in nature - of time, of all time anisotropics, of energy dissipation, of T-violations in 'elementary particles', of retarded potentials in electrodynamics, of the biological clocks, and of biological arrows of time - is one; it is the radiation unsaturability of space. But, since this unsaturability and gravitation are interconnected, the origin of asymmetries, structure, and thermodynamics is explained within the framework of the Newtonian and Einsteinian theories of gravitation. The theory presented here forms a part of a general approach called gravitism, which unifies some other disciplinary studies in the natural sciences with a unified approach to gravitation and the theory of time.
Haden, C.; Styers, M.; Asplund, S.
Music and the performing arts can be a powerful way to engage students in learning about science. Research suggests that content-rich songs enhance student understanding of science concepts by helping students develop content-based vocabulary, by providing examples and explanations of concepts, and connecting to personal and situational interest in a topic. Building on the role of music in engaging students in learning, and on best practices in out-of-school time learning, the NASA Discovery and New Frontiers program in association with Jet Propulsion Laboratory, Marshall Space Flight Center, and KidTribe developed Space School Musical. Space School Musical consists of a set of nine songs and 36 educational activities to teach elementary and middle school learners about the solar system and space science through an engaging storyline and the opportunity for active learning. In 2014, NASA's Jet Propulsion Laboratory contracted with Magnolia Consulting, LLC to conduct an evaluation of Space School Musical. Evaluators used a mixed methods approach to address evaluation questions related to educator professional development experiences, program implementation and perceptions, and impacts on participating students. Measures included a professional development feedback survey, facilitator follow-up survey, facilitator interviews, and a student survey. Evaluation results showed that educators were able to use the program in a variety of contexts and in different ways to best meet their instructional needs. They noted that the program worked well for diverse learners and helped to build excitement for science through engaging all learners in the musical. Students and educators reported positive personal and academic benefits to participating students. We present findings from the evaluation and lessons learned about integration of the arts into STEM education.
Smith, C. W.; Broad, L.; Goelzer, S.; Levergood, R.; Lugaz, N.; Moebius, E.
Every summer for the past 26 years the University of New Hampshire (UNH) has run a month-long, residential outreach program for high school students considering careers in mathematics, science, or engineering. Space science is one of the modules. Students work directly with UNH faculty performing original work with real spacecraft data and hardware and present the results of that effort at the end of the program. This year the student research projects used data from the Messenger, STEREO, and Triana missions. In addition, the students build and fly a high-altitude balloon payload with instruments of their own construction. Students learn circuit design and construction, microcontroller programming, and core atmospheric and space science along with fundamental concepts in space physics and engineering. Our payload design has evolved significantly since the first flight of a simple rectangular box and now involves a stable descent vehicle that does not require a parachute. Our flight hardware includes an on-board flight control computer, in-flight autonomous control and data acquisition of multiple student-built instruments, and real-time camera images sent to ground. This year we developed, built and flew a successful line cutter based on GPS location information that prevents our payload from falling into the ocean while also separating the payload from the balloon remains for a cleaner descent. We will describe that new line cutter design and implementation along with the shielded Geiger counters that we flew as part of our cosmic ray air shower experiment. This is a program that can be used as a model for other schools to follow and that high schools can initiate. More information can be found at .
Cowee, Misa [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Chen, Yuxi [Univ. of Michigan, Ann Arbor, MI (United States); Desai, Ravindra [Univ. College London, Bloomsbury (United Kingdom); Hassan, Ehab [Univ. of Texas, Austin, TX (United States); Kalmoni, Nadine [Univ. College London, Bloomsbury (United Kingdom); Lin, Dong [Virginia Polytechnic Inst. and State Univ. (Virginia Tech), Blacksburg, VA (United States); Depascuale, Sebastian [Univ. of Iowa, Iowa City, IA (United States); Hughes, Randall Scott [Univ. of Southern California, Los Angeles, CA (United States); Zhou, Hong [Univ. of Colorado, Boulder, CO (United States)
The fifth Los Alamos Space Weather Summer School was held June 1st - July 24th, 2015, at Los Alamos National Laboratory (LANL). With renewed support from the Institute of Geophysics, Planetary Physics, and Signatures (IGPPS) and additional support from the National Aeronautics and Space Administration (NASA) and the Department of Energy (DOE) Office of Science, we hosted a new class of five students from various U.S. and foreign research institutions. The summer school curriculum includes a series of structured lectures as well as mentored research and practicum opportunities. Lecture topics including general and specialized topics in the field of space weather were given by a number of researchers affiliated with LANL. Students were given the opportunity to engage in research projects through a mentored practicum experience. Each student works with one or more LANL-affiliated mentors to execute a collaborative research project, typically linked with a larger ongoing research effort at LANL and/or the student’s PhD thesis research. This model provides a valuable learning experience for the student while developing the opportunity for future collaboration. This report includes a summary of the research efforts fostered and facilitated by the Space Weather Summer School. These reports should be viewed as work-in-progress as the short session typically only offers sufficient time for preliminary results. At the close of the summer school session, students present a summary of their research efforts. Titles of the papers included in this report are as follows: Full particle-in-cell (PIC) simulation of whistler wave generation, Hybrid simulations of the right-hand ion cyclotron anisotropy instability in a sub-Alfvénic plasma flow, A statistical ensemble for solar wind measurements, Observations and models of substorm injection dispersion patterns, Heavy ion effects on Kelvin-Helmholtz instability: hybrid study, Simulating plasmaspheric electron densities with a two
Cowee, Misa; Chen, Yuxi; Desai, Ravindra; Hassan, Ehab; Kalmoni, Nadine; Lin, Dong; Depascuale, Sebastian; Hughes, Randall Scott; Zhou, Hong
The fifth Los Alamos Space Weather Summer School was held June 1st - July 24th, 2015, at Los Alamos National Laboratory (LANL). With renewed support from the Institute of Geophysics, Planetary Physics, and Signatures (IGPPS) and additional support from the National Aeronautics and Space Administration (NASA) and the Department of Energy (DOE) Office of Science, we hosted a new class of five students from various U.S. and foreign research institutions. The summer school curriculum includes a series of structured lectures as well as mentored research and practicum opportunities. Lecture topics including general and specialized topics in the field of space weather were given by a number of researchers affiliated with LANL. Students were given the opportunity to engage in research projects through a mentored practicum experience. Each student works with one or more LANL-affiliated mentors to execute a collaborative research project, typically linked with a larger ongoing research effort at LANL and/or the student's PhD thesis research. This model provides a valuable learning experience for the student while developing the opportunity for future collaboration. This report includes a summary of the research efforts fostered and facilitated by the Space Weather Summer School. These reports should be viewed as work-in-progress as the short session typically only offers sufficient time for preliminary results. At the close of the summer school session, students present a summary of their research efforts. Titles of the papers included in this report are as follows: Full particle-in-cell (PIC) simulation of whistler wave generation, Hybrid simulations of the right-hand ion cyclotron anisotropy instability in a sub-Alfv@@nic plasma flow, A statistical ensemble for solar wind measurements, Observations and models of substorm injection dispersion patterns, Heavy ion effects on Kelvin-Helmholtz instability: hybrid study, Simulating plasmaspheric electron densities with a
National Aeronautics and Space Administration — We want to look at the concept of combining small, passive windows with replaceable cameras to improve viewing capabilities for habitable modules of future...
King, Suzanne N; Davis, Larry; Lehman, Jeffrey J; Ruddy, Bari Hoffman
Clinicians use a variety of approaches to motivate children with hyperfunctional voice disorders to comply with voice therapy in a therapeutic session and improve the motivation of children to practice home-based exercises. Utilization of current entertainment technology in such approaches may improve participation and motivation in voice therapy. The purpose of this study is to test the feasibility of using an entertainment video game as a therapy device. Prospective cohort and case-control study. Three levels of game testing were conducted to an existing entertainment video game for use as a voice therapy protocol. The game was tested by two computer programmers and five normal participants. The third level of testing was a case study with a child diagnosed with a hyperfunctional voice disorder. Modifications to the game were made after each feasibility test. Errors with the video game performance were modified, including the addition of a time stamp directory and game controller. Resonance voice exercises were modified to accommodate the gaming environment and unique competitive situation, including speech rate, acoustic parameters, game speed, and point allocations. The development of video games for voice therapeutic purposes attempt to replicate the high levels of engagement and motivation attained with entertainment video games, stimulating a more productive means of learning while doing. This case study found that a purely entertainment video game can be implemented as a voice therapeutic protocol based on information obtained from the case study. Copyright © 2012 The Voice Foundation. All rights reserved.
The contest ``Space Baptism 2007'' was organized with the cooperation of the Mirador de la Ciencia, a science museum associated with the local zoo in Barquisimeto, Venezuela, and in collaboration with the Asociación Larense de Astronomía, a local astronomy amateur group. This contest was aimed at students of primary schools and had as a final award the chance to give a proper name to an asteroid. The ultimate goal of the contest was to promote basic and space sciences to children and the young through activities that involved the creation of stories related to astronomy, enforcing creativity and originality, and encouraging group work and solidarity. As a result, the asteroid (12758) 1993 SM3 will be known from now on as (12758) Kabudarí. The success of this initiative is demonstrated by stories about the contest that appeared in several publications in local newspapers and magazines about the school and the students who won the contest. We are currently developing plans for repetitions of the contest to name two more asteroids.
Bovi, Gina M Delli; Vladescu, Jason C; DeBar, Ruth M; Carroll, Regina A; Sarokoff, Randi A
The identification of putative reinforcers is a critical component of programming for individuals with disabilities. A multiple stimulus without replacement preference assessment is one option for identifying putative reinforcers; however, staff must be trained on the steps necessary to conduct the assessment for it to be useful in practice. This study examined the effectiveness of using video modeling with voice-over instruction (VMVO) to train two public school staff to conduct this assessment. Results demonstrate that VMVO was effective in training, producing generalized responding, maintenance, and high social validity ratings.
Muhammad Mustofa Yusuf
Full Text Available The research aimed to product a learning material related to animation video on enzyme and metabolism material for high school student which is validated by media and material experts, educational practition and student legibility. Research and development model is ADDIE with quantitative-qualitative data analyzing methode. Data collection was obtained from validation results by media and material experts, educational partition and student legibility. The validation results were scores and suggestion. The percentage of product from expert media validation (100%, expert material validation (89,58%, educational practition (84,61%, and student legibility (81,91% showed valid of the criteria and feasible to use after revision.
Rienow, Andreas; Hodam, Henryk; Menz, Gunter; Voß, Kerstin
In spring 2014, four commercial cameras will be transported by a Dragon spacecraft to the International Space Station (ISS) and mounted to the ESA Columbus laboratory. The cameras will deliver live earth observation data from different angles. The "Columbus-Eye"* project aims at distributing the video and image data produced by those cameras through a web portal. It should primary serve as learning portal for pupils comprising teaching material around the ISS earth observation imagery. The pupils should be motivated to work with the images in order to learn about curriculum relevant topics of natural sciences. The material will be prepared based on the experiences of the FIS* (German abbreviation for "Remote Sensing in Schools") project and its learning portal. Recognizing that in-depth use of satellite imagery can only be achieved by the means of computer aided learning methods, a sizeable number of e-Learning contents in German and English have been created throughout the last 5 years since FIS' kickoff. The talk presents the educational valorization of remote sensing data as well as their interactive implementation for teachers and pupils in both learning portals. It will be shown which possibilities the topic of remote sensing holds ready for teaching the regular curricula of Geography, Biology, Physics, Math and Informatics. Beside the sequenced implementation into digital and interactive teaching units, examples of a richly illustrated encyclopedia as well as easy-to-use image processing tools are given. The presentation finally addresses the question of how synergies of space travels can be used to enhance the fascination of earth observation imagery in the light of problem-based learning in everyday school lessons.
This paper is a preliminary examination of historical shifts in U.S. discourses of school architecture as they relate to curricular reforms and inventions on new pedagogical techniques. The paper begins by sketching the current parameters of discourses on school architecture and notes some of the key arguments of reform taken up by educators and…
Legey, Ana Paula; Mol, Antonio Carlos A.; Jorge, Carlos Alexandre F.; Marins, Eugenio R.; Chelles, Daniel R.
Educational videos can enhance the information transmission, making it more didactic. The use of virtual reality technologies can turn the environment even more entertaining through 3D projections, due to its imersive characteristics. Using these technologies can improve learning, since they provide more ludic means, as compared to traditional ones, such as texts, oral presentations and static images. This paper encompass the development of an educational video and an assessment carried out with students through a questionnaire. Students' assessment is in agreement with this work's objectives. They found the activity fun, enjoyable, and the use of 3D video drew students' attention to important details of the contents, such as power generation; the way nuclear power plants are distributed to cities; their distribution in the world including Brazil; that nuclear power is safe, economical and efficient; the understanding of nuclear energy as a clean and harmless power source; in addition to applications in medicine. (author)
Legey, Ana Paula; Mol, Antonio Carlos A.; Jorge, Carlos Alexandre F.; Marins, Eugenio R.; Chelles, Daniel R., E-mail: email@example.com, E-mail: firstname.lastname@example.org, E-mail: email@example.com, E-mail: firstname.lastname@example.org, E-mail: email@example.com [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil)
Educational videos can enhance the information transmission, making it more didactic. The use of virtual reality technologies can turn the environment even more entertaining through 3D projections, due to its imersive characteristics. Using these technologies can improve learning, since they provide more ludic means, as compared to traditional ones, such as texts, oral presentations and static images. This paper encompass the development of an educational video and an assessment carried out with students through a questionnaire. Students' assessment is in agreement with this work's objectives. They found the activity fun, enjoyable, and the use of 3D video drew students' attention to important details of the contents, such as power generation; the way nuclear power plants are distributed to cities; their distribution in the world including Brazil; that nuclear power is safe, economical and efficient; the understanding of nuclear energy as a clean and harmless power source; in addition to applications in medicine. (author)
Nielsen, Birgitte Lund
The study follows a group of student teachers (STs) facilitated in collaboratively analysing video recordings of their school practice experiences, required for their bachelor projects. Their meaning-making is examined in terms of what they experienced as outcomes, how they constructed...... understanding and how their interpretation of classroom experiences developed. The findings reveal that the structured collaborative analysis supported the STs in a more nuanced consideration of concrete incidents and in reconstructing their experiences with a focus on student learning. They noted the benefit...... of the peer support and had a positive view of the structured approach. Additionally, they emphasised insights gained by starting from a fine-grained analysis of concrete problems encountered in their school practice before applying theory. They did, however, resort to more general abstractions...
Stephan, Frederik; Groetschel, Hanjo; Büscher, Anja K; Serdar, Deniz; Groes, Kjell A; Büscher, Rainer
The outcome of children with an out-of-hospital cardiac arrest is still poor, but bystander cardiopulmonary resuscitation can increase survival and minimise severe neurological sequelae. While teaching basic life support is standardised in emergency medicine classes, paediatric basic life support (PBLS) in neonates and toddlers is under-represented in paediatric curricula during university education. The appropriate mixture of E-learning and peer teaching lessons remains controversial in teaching paediatric basic skills. However, an increasing number of medical schools and paediatric classes switch their curricula to much cheaper and less tutor-dependent E-learning modules. We hypothesise that a peer teaching lesson is superior to a PBLS video demonstration with co-extensive contents and improves knowledge, skills and adherence to resuscitation guidelines. Eighty-eight medical students were randomly assigned to a video PBLS lesson (n = 44) or a peer teaching group (n = 44). An objective structured clinical examination was performed immediately after the class and at the end of the semester. Students taught by a peer teacher performed significantly better immediately after the initial course and at the end of the semester when compared to the video-trained group (P = 0.008 and P = 0.003, respectively). In addition, a borderline regression analysis also revealed a better resuscitation performance of students instructed in the peer teaching group. In our setting, peer teaching is superior and more sustainable than a co-extensive video demonstration alone when teaching PBLS to medical students. However, additional studies with combinations of different teaching methods are necessary to evaluate long-term outcomes. © 2018 Paediatrics and Child Health Division (The Royal Australasian College of Physicians).
Méndez, Laura; García-Pernía, María Ruth; Cortés, Sara
This study attempts to show how the creation of an innovative scenario, introducing video games and online communities as educational resources in the classroom, facilitates the development of new literacies in the context of participatory culture. The experience described was carried out during the 2010-2011 academic year in a secondary school…
George Nauck of ENCORE!!! invented and markets the Advanced Range Performance (ARPM) Video Golf System for measuring the result of a golf swing. After Nauck requested their assistance, Marshall Space Flight Center scientists suggested video and image processing/computing technology, and provided leads on commercial companies that dealt with the pertinent technologies. Nauck contracted with Applied Research Inc. to develop a prototype. The system employs an elevated camera, which sits behind the tee and follows the flight of the ball down range, catching the point of impact and subsequent roll. Instant replay of the video on a PC monitor at the tee allows measurement of the carry and roll. The unit measures distance and deviation from the target line, as well as distance from the target when one is selected. The information serves as an immediate basis for making adjustments or as a record of skill level progress for golfers.
Tarc, Paul; Mishra Tarc, Aparna
The elite international school is a rich site for sociological inquiry in global times. In this paper, we conceptualize the international school as a transnational space of agonist social class-making given the dynamic positioning of the complement of international school actors. We position international schoolteachers in the middle of these…
Levanon, Assaf; Yitzhaky, Yitzhak; Kopeika, Natan S.; Rozban, Daniel; Abramovich, Amir
In recent years, much effort has been invested to develop inexpensive but sensitive Millimeter Wave (MMW) detectors that can be used in focal plane arrays (FPAs), in order to implement real time MMW imaging. Real time MMW imaging systems are required for many varied applications in many fields as homeland security, medicine, communications, military products and space technology. It is mainly because this radiation has high penetration and good navigability through dust storm, fog, heavy rain, dielectric materials, biological tissue, and diverse materials. Moreover, the atmospheric attenuation in this range of the spectrum is relatively low and the scattering is also low compared to NIR and VIS. The lack of inexpensive room temperature imaging systems makes it difficult to provide a suitable MMW system for many of the above applications. In last few years we advanced in research and development of sensors using very inexpensive (30-50 cents) Glow Discharge Detector (GDD) plasma indicator lamps as MMW detectors. This paper presents three kinds of GDD sensor based lamp Focal Plane Arrays (FPA). Those three kinds of cameras are different in the number of detectors, scanning operation, and detection method. The 1st and 2nd generations are 8 × 8 pixel array and an 18 × 2 mono-rail scanner array respectively, both of them for direct detection and limited to fixed imaging. The last designed sensor is a multiplexing frame rate of 16x16 GDD FPA. It permits real time video rate imaging of 30 frames/ sec and comprehensive 3D MMW imaging. The principle of detection in this sensor is a frequency modulated continuous wave (FMCW) system while each of the 16 GDD pixel lines is sampled simultaneously. Direct detection is also possible and can be done with a friendly user interface. This FPA sensor is built over 256 commercial GDD lamps with 3 mm diameter International Light, Inc., Peabody, MA model 527 Ne indicator lamps as pixel detectors. All three sensors are fully supported
Butler, L.; Turney, D.; Matiella Novak, A.; Smith, D.; Simon, M.
How's the weather in space? Why on Earth did NASA send two satellites above Earth to study radiation belts and space weather? To learn the answer to questions about NASA's Van Allen Probes mission, 450 students and their teachers from Maryland middle schools attended Space Academy events highlighting the Van Allen Probes mission. Sponsored by the Applied Physics Laboratory (APL) and Discovery Education, the events are held at the APL campus in Laurel, MD. Space Academies take students and teachers on behind-the-scenes exploration of how spacecraft are built, what they are designed to study, and introduces them to the many professionals that work together to create some of NASA's most exciting projects. Moderated by a public relations representative in the format of an official NASA press conference, the daylong event includes a student press conference with students as reporters and mission experts as panelists. Lunch with mission team members gives students a chance to ask more questions. After lunch, students don souvenir clean room suits, enjoy interactive science demonstrations, and tour APL facilities where the Van Allen Probes were built and tested before launch. Students may even have an opportunity to peek inside a clean room to view spacecraft being assembled. Prior to the event, teachers are provided with classroom activities, lesson plans, and videos developed by APL and Discovery Education to help prepare students for the featured mission. The activities are aligned to National Science Education Standards and appropriate for use in the classroom. Following their visit, student journalists are encouraged to write a short article about their field trip; selections are posted on the Space Academy web site. Designed to engage, inspire, and influence attitudes about space science and STEM careers, Space Academies provide an opportunity to attract underserved populations and emphasize that space science is for everyone. Exposing students to a diverse group of
Ahmadi, Jamshid; Amiri, Amin; Ghanizadeh, Ahmad; Khademalhosseini, Mitra; Khademalhosseini, Zeinab; Gholami, Zeinab; Sharifian, Maryam
Objective: The objective of this study was to assess the prevalence of addiction to the Internet, computer games, DVD, and video and its relationship to anxiety and depression in a sample of Iranian high school students. Methods: In this cross-sectional study 1020 high school students (males and females) were selected randomly from different areas of Shiraz city in southern Iran. They were interviewed according to the Diagnostic and Statistical Manual of Mental Disorders, 4th ed (DSM-IV) crit...
The astronauts have to spend more time in space and the colonization of the moon and Mars are in the cross hairs of international agencies. The cosmic radiation from which we are protected on ground by atmosphere and by the terrestrial magnetosphere (.4 mSv/year according to Who) become really threatening since 20 km altitude, delivering an average radiation dose of a therapeutic kind to astronauts with peaks related to solar events. It is composed in majority of hadrons: protons (85%) and heavy ions (13%), but also photons (2%) of high energy (GeV/n)). the incurred risks are multiple: early ones(cataract, central nervous system damages, whole body irradiation) but especially delayed ones (carcinogenesis). The astronauts radiation protection turns poor and the rate of death risk by cancer returning from a mission on Mars has been estimated at 5%. The Nasa created in 2004 a summer school aiming to awareness young researchers to the space radiobiology specificities. Areas concerned as follow: radioinduced DNA damage and repair, cell cycle, apoptosis, bystander effect, genome instability, neuro degeneration, delayed effects and carcinogenesis in relation with radiation exposure. (N.C.)
Annetta, Leonard A.; Cheng, Meng-Tzu; Holmes, Shawn
As twenty-first century skills become a greater focus in K-12 education, an infusion of technology that meets the needs of today's students is paramount. This study looks at the design and creation of a Multiplayer Educational Gaming Application (MEGA) for high school biology students. The quasi-experimental, qualitative design assessed the twenty-first century skills of digital age literacy, inventive thinking, high productivity, and effective communication techniques of the students exposed to a MEGA. Three factors, as they pertained to these skills, emerged from classroom observations. Interaction with the teacher, discussion with peers, and engagement/time-on-task while playing the MEGA suggested that students playing an educational video game exhibited all of the projected twenty-first century skills while being engrossed in the embedded science content.
Mechling, Linda C.; Ayres, Kevin M.; Foster, Ashley L.; Bryant, Kathryn J.
The study compared the effects of using commercially available and custom-made video prompts on the completion of cooking recipes by four high school age males with a diagnosis of autism. An adapted alternating treatments design with continuous baseline, comparison, final treatment, and best treatment condition was used to compare the two…
Salazar, Maria del Carmen; Martinez, Lisa M.; Ortega, Debora
The purpose of this study is to address how spaces in school and out of school support or constrain undocumented Latina/o youths' development as critical multicultural citizens. We draw on data from a multi-phase, qualitative study to present findings indicating that the youths persevered through academic and civic engagement. Ultimately, the…
Iserbyt, Peter; Charlier, Nathalie; Mols, Liesbet
It is often assumed that animations (i.e., videos) will lead to higher learning compared to static media (i.e., pictures) because they provide a more realistic demonstration of the learning task. To investigate whether learning basic life support (BLS) and cardiopulmonary resuscitation (CPR) from video produce higher learning outcomes compared to pictures in reciprocal learning. A randomized controlled trial. A total of 128 students (mean age: 17 years) constituting eight intact classes from a secondary school learned BLS in reciprocal roles of doer and helper with tablet PCs. Student pairs in each class were randomized over a Picture and a Video group. In the Picture group, students learned BLS by means of pictures combined with written instructions. In the Video group, BLS was learned through videos with on-screen instructions. Informational equivalence was assured since instructions in both groups comprised exactly the same words. BLS assessment occurred unannounced, three weeks following intervention. Analysis of variance demonstrated no significant differences in chest compression depths between the Picture group (M=42 mm, 95% CI=40-45) and the Video group (M=39 mm, 95% CI=36-42). In the Picture group significantly higher percentages of chest compressions with correct hand placement were achieved (M=67%, CI=58-77) compared to the Video group (M=53%, CI=43-63), P=.03, η(p)(2)=.03. No other significant differences were found. Results do not support the assumption that videos are superior to pictures for learning BLS and CPR in reciprocal learning. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.
Zydney, Janet Mannheimer; Grincewicz, Amy
This study investigated the connection between the use of video cases within a multimedia learning environment and students' inquiry into a socio-scientific problem. The software program was designed based on principles from the Cognitive Flexibility Theory (CFT) and incorporated video cases of experts with differing perspectives. Seventy-nine 10th-grade students in an urban high school participated in this study. After watching the expert videos, students generated investigative questions and reflected on how their ideas changed over time. This study found a significant correlation between the time students spent watching the expert videos and their ability to consider the problem's perspectives as well as their ability to integrate these perspectives within their questions. Moreover, problem-solving ability and time watching the videos were detected as possible influential predictors of students' consideration of the problem's perspectives within their questions. Although students watched all video cases in equivalent ways, one of the video cases, which incorporated multiple perspectives as opposed to just presenting one perspective, appeared most influential in helping students integrate the various perspectives into their own thinking. A qualitative analysis of students' reflections indicated that many students appreciated the complexity, authenticity, and ethical dimensions of the problem. It also revealed that while the majority of students thought critically about the problem, some students still had naïve or simplistic ways of thinking. This study provided some preliminary evidence that offering students the opportunity to watch videos of different perspectives may influence them to think in alternative ways about a complex problem.
Dunsmore, Kate; Lagos, Taso G.
Research on the lack of civic and political engagement on the part of today's youth has relied on traditional, often quantitative, measures of political knowledge that may miss important elements of the process. Using an ethnographic approach with a group of inner-city high school students, our study reveals a richer construction of students'…
Usta, Ertugrul; Atun, Handan
Daily use of video has increased by televisions, but lately people have been using video sharing websites most frequently. This extended use of video sharing websites has emerged a new era for education; teachers and learners can use them to enhance learning in education. Hence, the purpose of this study is to examine primary and secondary school…
Dong, Xiao-Bin; Kim, Seung-Cheol; Kim, Eun-Soo
A new three-directional motion compensation-based novel-look-up-table (3DMC-NLUT) based on its shift-invariance and thin-lens properties, is proposed for video hologram generation of three-dimensional (3-D) objects moving with large depth variations in space. The input 3-D video frames are grouped into a set of eight in sequence, where the first and remaining seven frames in each set become the reference frame (RF) and general frames (GFs), respectively. Hence, each 3-D video frame is segmented into a set of depth-sliced object images (DOIs). Then x, y, and z-directional motion vectors are estimated from blocks and DOIs between the RF and each of the GFs, respectively. With these motion vectors, object motions in space are compensated. Then, only the difference images between the 3-directionally motion-compensated RF and each of the GFs are applied to the NLUT for hologram calculation. Experimental results reveal that the average number of calculated object points and the average calculation time of the proposed method have been reduced compared to those of the conventional NLUT, TR-NLUT and MPEG-NLUT by 38.14%, 69.48%, and 67.41% and 35.30%, 66.39%, and 64.46%, respectively.
Full Text Available Background It is obvious that most of informal learnings of social skills and constructive plays occur in school yards and play-fields where children spend much of their non-official time of teaching. This study aimed to investigate the impact of schools' open space on learning and educational achievement of elementary students in Ahvaz, Southwest of Iran. Materials and Methods At a cross-sectional study, 210 students were selected randomly as sample of study. Data collection tools included Hermance’s achievement motivation questionnaire and researcher-constructed questionnaire (observation checklist to examine the physical parameters of learning schools' open space and interviews with students. Data of study were analyzed in SPSS- 21 software. Results Results of this study showed that schools' open space has a significant impact on learning and academic achievement of elementary school students in Ahvaz- Iran (P
Jones, Tudor Griffith, III
The purpose of this study was to determine the effect of video-based science instruction and accompanying activity-based instruction on the knowledge, attitudes, and behavioral intentions of high school students' use of seat belts. Secondarily, the purpose was to determine order effects and interactions between the two treatments used in the study: video-based instruction and hands-on activity-based instruction. The study used Ajzen and Fishbein's theory of reasoned action to investigate the factors influencing high school students' behavioral intentions regarding seat belt use. This study used a pretest-posttest-posttest treatment design. Data were collected on 194 students in high school introductory biology and chemistry classes in Gainesville, Florida. Ten intact high school science classes (eight treatment and two control) took pretests and posttests measuring physics knowledge, attitudes, and behavioral intentions toward seat belt use prior to and after participating in the two treatments. The treatment group students participated in at least 500 minutes of instructional time divided among five lessons over 10 instructional days. All participants were pretested on physics knowledge, attitudes, and behavioral intentions toward seat belt use prior to two treatments. Treatment A was defined as participating in one 50-minute video-based instructional lesson. Treatment B was defined as participating in four hands-on science activities regarding crash-related physics concepts. Cronbach's coefficient alpha was used for analysis of the researcher-designed instruments, and ANOVA was used to analyze the data. The results of the analyses (p young adults.
“The best and brightest military officers from the United States and around the world come to the Naval Postgraduate School in Monterey, California, to work with world class faculty on real military and defense problems. At NPS, they gain both the intellectual know how and the practical skills for improving defense technologies, systems and programs.” -- President George H.W. Bush
The present article explores how emotional spaces are racialized and ethnicized in a multicultural elementary school in Cyprus through the majoritized group's feelings of resentment. The data for this article are drawn from a two-month ethnographic study at this school in which the students enrolled come from the two historically conflicting…
Byrd, Rebekah; Hays, Danica G.
School counselors need to advocate and act as an ally for all students. Safe Space, a training designed to facilitate competency for working with and serving LGBTQ youth (i.e., LGBTQ competency), has received increased attention in the field of school counseling. However, limited empirical support exists for training interventions such as Safe…
Space and place in researching male early high school leaving in Orange Farm Township. ... South African Journal of Education ... I reflect on the methodological processes underpinning a dissertation that investigated male learners' reasons for leaving high school early and the strategies they employed to negotiate ...
Working with a posthumanist approach, this article explores how the computer software Dexter, used for the registration of students' absences and presences, is part of the production of different practices of time, place, space, and matter in Swedish schools. The empirical material engaged with comes from two schools, and the students involved are…
Full Text Available The inability of English language learners to recall English concepts is a major challenge faced by teachers. This paper aims to determine the effectiveness of video educational games with a linguistic approach in English language education of the 2nd grade high school students. This is an applied and quasi-experimental study conducted in 2016. For the purpose of this study, we divided the participants into test and control groups and omitted the impacts of covariate (pretest scores measured before execution of any test on the learners. The statistical population consists of 90 students, divided into three groups each consisting of 30 students. Due to the long process of the research, we used availability sampling method in order to minimize the drop in the number of participants. The data was analyzed by SPSS and ANCOVA. The results of this study confirmed that a significant difference exists between English language recalling ability of 2nd grade high school students in test and control groups who are provided with video educational games with and without English language concepts respectively. We concluded that video educational games play an effective role in English language recalling ability of the students. Therefore, it is recommended that video educational games be used for enriching the leisure times of English learners.
Yeh, Fawn; Rhoades, Everett R; Tarpay, Martha; Eichner, June E
The aims of the present study were to estimate the prevalence and risk factors of asthma among a sample of American Indian youth and to evaluate survey instruments used in determining asthma prevalence and risk factors. Three hundred and fifty-two adolescents aged 9 to 21 years enrolled in an Indian boarding school completed an asthma screening. The survey instruments were a written questionnaire and a video-illustrated questionnaire prepared from the International Study of Asthma and Allergies in Childhood (ISAAC), school health records, and a health questionnaire. Participants also underwent spirometry testing. The prevalence of self-reported asthma varied from 12.7% to 13.4% depending upon the instrument used and the questions asked. A history of hay fever, respiratory infections, and family history of asthma were found to be risk factors for asthma by all instruments. Female gender and living on a reservation were significantly associated with asthma by some, but not all, instruments. Airway obstruction was highly associated with one asthma symptom (wheeze) shown in the video questionnaire. Associations for most risk factors with asthma were strongest for the video questionnaire. The prevalence of self-reported asthma among these American Indian youth was similar to rates reported for other ethnic groups. The video-based questionnaire may be the most sensitive tool for identifying individuals at risk for asthma.
Students and faculty at the Gravitational Wave Group in Birmingham, UK developed a remake of the classic 1972 game of Pong. Black Hole Pong was developed to be used in events such as science fairs as a way to engage children and pique interest in black holes. I present the results of a study which assesses the utility of Black Hole Pong and its successors in raising awareness of gravitational wave research, and in fostering conceptual understanding of astrophysics and gravity. Of particular interest in this study is potential use in high school science classrooms during astrophysics units.
Full Text Available Abstract: This paper is taken from research which seeks to illustrate how English secondary school music teachers view creativity. It explores methodological issues regarding the eliciting of the views of teachers regarding creativity, with particular reference to the use of videotaped extracts of lessons during in-depth semi-structured interviews. Various research designs and results from previous studies are examined and the implications pointed out. A pilot study using a theoretical four-fold framework (pupil-environment-process-product is reported. A qualitative research design was used to allow teachers to reflect on their own ideas. Music lessons on composition and improvisation from three schools were observed and videotaped. The teachers were interviewed and asked to complete a ‘Musical Career Path’. The process of analysis was assisted by a software package for qualitative research (i.e. NUDIST. The conclusions presented some subcategories that supported the initial framework and exemplified the complexities in defining the term ‘creativity’, pointing to a need for further enquiry. It is suggested that the use of videotaped extracts of lessons for the purpose of discussion with participants during the interviews, proved beneficial in exploring the teachers’ views of creativity. This method may have relevance for both researchers and practitioners interested in teachers’ attitudes.
Schmidt, Sandra J.
In the ongoing effort to conceptualize meaningful civics curriculum, the author looks beyond the intended curriculum to consider the civics lessons embedded in spatial interaction and engagement. She examines how young people negotiate school, a space she contends can be conceived of as a public space. Their negotiations rely upon tactics of…
Simoes, Bruno; Aksenov, Petr; Santos, Pedro; Arentze, Theo; De Amicis, Raffaele
A key theme in ubiquitous computing is to create smart environments in which there is seamless integration of people, information, and physical reality. In this manuscript, we describe a set of tools that facilitate the creation of such environments, e,g, a service to transform videos recorded with
Ferguson, Christopher J
Research on youth mental health has increasingly indicated the importance of multivariate analyses of multiple risk factors for negative outcomes. Television and video game use have often been posited as potential contributors to attention problems, but previous studies have not always been well-controlled or used well-validated outcome measures. The current study examines the multivariate nature of risk factors for attention problems symptomatic of attention deficit hyperactivity disorder and poor school performance. A predominantly Hispanic population of 603 children (ages 10-14) and their parents/guardians responded to multiple behavioral measures. Outcome measures included parent and child reported attention problem behaviors on the Child Behavior Checklist (CBCL) as well as poor school performance as measured by grade point average (GPA). Results found that internal factors such as male gender, antisocial traits, family environment and anxiety best predicted attention problems. School performance was best predicted by family income. Television and video game use, whether total time spent using, or exposure to violent content specifically, did not predict attention problems or GPA. Television and video game use do not appear to be significant predictors of childhood attention problems. Intervention and prevention efforts may be better spent on other risk factors. Copyright © 2010 Elsevier Ltd. All rights reserved.
Full Text Available Introduction: There is an increasing prevalence of obesity worldwide in children which can be attributed to changes in lifestyle such as sedentary habits, television (TV viewing, playing computer games, and consumption of snacks while watching television. The present study was done to find the association between obesity and TV viewing, computer game playing, sedentary lifestyle in children and also with a secondary objective to assess the association between blood pressure and TV/computer game viewing, sedentary lifestyle in children.Materials and methods: A cross sectional study was conducted at 4 high schools and Pre University Colleges (PUC’S in and around Mangalore during the study period of 4 days from 6 -12 august 2014. 509 students were enrolled. Information was gathered by asking the subjects to fill up a structured questionnaire. Nutritional status was assessed based on Body mass index (BMI and waist-hip ratio, waist-height ratio for all subjects. Blood pressure was measured for all the subjects.Results: It was found that among males 2.7% of students were obese and in females it was 2.3%. There was a significant association between blood pressure and consumption of snacks while watching TV and also between blood pressure and their habit of consumption / buying of snacks/ fast-food advertised in TV. A significant association was found between central obesity (Waist-hip ratio and Waist-height ratio and the number of hours of physical activity per week in schools.Conclusion: There is a need to develop preventive intervention like reducing snack consumption while watching TV and increasing the time dedicated to physical activity.
Full Text Available Introduction: There is an increasing prevalence of obesity worldwide in children which can be attributed to changes in lifestyle such as sedentary habits, television (TV viewing, playing computer games, and consumption of snacks while watching television. The present study was done to find the association between obesity and TV viewing, computer game playing, sedentary lifestyle in children and also with a secondary objective to assess the association between blood pressure and TV/computer game viewing, sedentary lifestyle in children. Materials and methods: A cross sectional study was conducted at 4 high schools and Pre University Colleges (PUC’S in and around Mangalore during the study period of 4 days from 6 -12 august 2014. 509 students were enrolled. Information was gathered by asking the subjects to fill up a structured questionnaire. Nutritional status was assessed based on Body mass index (BMI and waist-hip ratio, waist-height ratio for all subjects. Blood pressure was measured for all the subjects. Results: It was found that among males 2.7% of students were obese and in females it was 2.3%. There was a significant association between blood pressure and consumption of snacks while watching TV and also between blood pressure and their habit of consumption / buying of snacks/ fast-food advertised in TV. A significant association was found between central obesity (Waist-hip ratio and Waist-height ratio and the number of hours of physical activity per week in schools. Conclusion: There is a need to develop preventive intervention like reducing snack consumption while watching TV and increasing the time dedicated to physical activity.
Fields, Deborah Anne
This is a theory-building study taking a wide-angled perspective on youths' development of trajectories of identification across social settings of their everyday lives. I investigated the relationships within and between trajectories of identification across the everyday lives of four youth, studying the conflicts, cohesion, and gaps in their trajectories of identification as they moved across and participated in multiple social settings. I asked how trajectories of identification were built across social settings (i.e. relationships within a trajectory of identification); what kinds of relationships existed between youths' trajectories of identification; and what facilitated the building of trajectories of identification across social settings. To study these questions, I argued for three interrelated lenses on identity: local acting and positioning in practice, the ways one thinks of oneself (self-narratives), and the ways that others think of one (others'-narratives). Using these lenses I shaped a connective ethnography studying four 11-12 year old youth across everyday settings including school, home, hobbies like sports and music, community organizations, and peer groups, following two youth for six months and two youth for one year. I analyzed findings across the four youth. The cases presented in this thesis demonstrate the ways that youth form identities through their travel and not just in a single setting. First, I found that youth build trajectories of identification across social settings and not just in a single setting. As learning is not just within a single mind, so is identity developed beyond a single space. Second, I demonstrated how multiple interacting trajectories of identification within a youth's life may shape each other in inclusive and exclusive ways. Third, throughout the cases I highlighted how traveling artifacts can support building trajectories of identification across social settings, including boundary objects, artifacts created
Full Text Available The article is dedicated to the reforms in secondary education of Ukraine during the period from establishment of the independent country in early 1990s till the beginning of the 21st Cent. The legislative and normative base, as well as practice of mplementing its key points, were analyzed. The author concludes that this period is characterized by an intensive reform and adjustment to global standards. A particular attention is paid to problems of high schools in the countryside. Conclusions focus mainly on the results of the high school development and prospects for subsequent modernization of this sphere.
"Library Spaces for 21st-Century Learners: A Planning Guide for Creating New School Library Concepts" focuses on planning contemporary school library spaces with user-based design strategies. The book walks school librarians and administrators through the process of gathering information from students and other stakeholders involved in…
For better or worse, video technologies have made their way into many domains of social life, for example in the domain of therapeutics. Techniques such as Marte Meo, Video Interaction Guidance (ViG), Video-Enhanced Reflection on Communication, Video Home Training and Video intervention....../prevention (VIP) all promote the use of video as a therapeutic tool. This paper focuses on media therapeutics and the various in situ uses of video technologies in the mass media for therapeutic purposes. Reality TV parenting programmes such as Supernanny, Little Angels, The House of Tiny Tearaways, Honey, We...... observation and instruction (directives) relayed across different spaces; 2) the use of recorded video by participants to visualise, spatialise and localise talk and action that is distant in time and/or space; 3) the translating, stretching and cutting of social experience in and through the situated use...
Westerberg, Andreas Rytter; Schoenau-Fog, Henrik
they can use audio in video games. The conclusion of this study is that the current models' view of the diegetic spaces, used to categorize video game audio, is not t to categorize all sounds. This can however possibly be changed though a rethinking of how the player interprets audio.......This paper dives into the subject of video game audio and how it can be categorized in order to deliver a message to a player in the most precise way. A new categorization, with a new take on the diegetic spaces, can be used a tool of inspiration for sound- and game-designers to rethink how...
This ethnographically informed field study, drawing on a blend of feminist theories and cultural learning pathways framework, reveals that Syrian mothers show strong presence and readiness to take active roles when opportunities present themselves in alternative spaces in the public schools of Turkey. As mothers produce counterstories in relation…
Reis, Kimberley; Ferreira, Jo-Anne
Can community and school gardens help people learn to build social resilience to potential food shortages? We seek to address this question through an examination of the ways in which gardens can teach individual and community resiliency in times of emergency, pockets of food insecurity, and the challenges presented by climate change. We focus on…
Barajas, Heidi Lasley; Ronnkvist, Amy
Background: Educational research shows differences in experience, access, and outcomes across racial groups with some groups advantaged and others disadvantaged. One of the concepts used to explain racial differences, racialization, is a taken-for-granted term that is yet to be fully defined in the context of the school. We differentiate the term…
Full Text Available ISIS recruits on a 24/7 basis in over 21 languages over the Internet using videos, memes, tweets and other social media postings and swarming in on anyone that retweets, likes or endorses their materials to try to seduce them into the group. Their unprecedented social media drive has resulted in over 30,000 foreign fighters from more than 100 countries migrating to Syria and Iraq. ISIS recruitment in the U.S. is for the most part Internet based and has resulted in the actual and attempted recruitment of over 100 individuals residing in the U.S. with over 200 Americans traveling to Syria to join terrorist groups. To date very little counter-narrative material exists and most of it is cognitive versus emotionally impactful. The International Center for the Study of Violent Extremism (ICSVE Breaking the ISIS Brand – the ISIS Defectors Interviews Project has managed to collect 43 ISIS defector interviews and thus far produce two video clips of ISIS defectors denouncing the group which were focus tested in this research in a small normative college student sample of 75 undergraduate students. The results demonstrate that American college students find the videos authentic, disturbing and turn them away from ISIS, fulfilling the goals that the project is aiming for in producing counter-narrative materials.
Mirra, G.; Mirra, C.
Potential users of the Space Station Freedom are now still in the Primary School. Subject studies 1 have shown that a robust familiarization programme has to be developed in order to increase public awareness on the microgravity environment and its capabilities to perform unique science. At the same time, several surveys 2 have demonstrated that elementary school students are showing the greatest interest and enthusiasm in space related activities among all school students. With these boundary conditions, a pilot programme, aimed at verifying the capabilities of young primary school pupils (aged between 10 and 12) in understanding why one performs research in space, has been conceived. In order to overcome the lack of space training of school teachers, an expert in space operations joined a group of elementary teachers to activate this program: merging the necessary didactic and technical capabilities. Consequently, the aim of the program becomes two folded: •generate critical thinking and problem solving capacities as well as inventiveness in children making them aware on the use of space to improve life on Earth. •identify the key issues for the definition of a robust space utilization educational programme. The programme has been managed by MARS Center. the Italian User Support Center for the Space Station utilization, and the institute "Speranzas" in the nearby of Naples, Italy. MARS Center, in particular, is responsible towards the national agency ASI, Agenzia Spaziale Italiana, of the execution of the promotional activity towards all the possible target groups: young students are among these groups. This programme started in late 1992 and is currently ongoing. The objective of this paper is to provide a description of the methodology and the reasons of such a programme with a snapshot on the preliminary results and future trends. Means used as supporting tools, such as films, posters and role plays are herein depicted as well as statistics on the pupils
Löwe, Peter; Marín Arraiza, Paloma; Plank, Margret
The influence of Free and Open Source Software (FOSS) projects on Earth and Space Science Informatics (ESSI) continues to grow, particularly in the emerging context of Data Science or Open Science. The scientific significance and heritage of FOSS projects is only to a limited amount covered by traditional scientific journal articles: Audiovisual conference recordings contain significant information for analysis, reference and citation. In the context of data driven research, this audiovisual content needs to be accessible by effective search capabilities, enabling the content to be searched in depth and retrieved. Thereby, it is ensured that the content producers receive credit for their efforts within the respective communities. For Geoinformatics and ESSI, one distinguished driver is the OSGeo Foundation (OSGeo), founded in 2006 to support and promote the interdisciplinary collaborative development of open geospatial technologies and data. The organisational structure is based on software projects that have successfully passed the OSGeo incubation process, proving their compliance with FOSS licence models. This quality assurance is crucial for the transparent and unhindered application in (Open) Science. The main communication channels within and between the OSGeo-hosted community projects for face to face meetings are conferences on national, regional and global scale. Video recordings have been complementing the scientific proceedings since 2006. During the last decade, the growing body of OSGeo videos has been negatively affected by content loss, obsolescence of video technology and dependence on commercial video portals. Even worse, the distributed storage and lack of metadata do not guarantee concise and efficient access of the content. This limits the retrospective analysis of video content from past conferences. But, it also indicates a need for reliable, standardized, comparable audiovisual repositories for the future, as the number of OSGeo projects
Rostad, Whitney L; Basile, Kathleen C; Clayton, Heather B
With the increasing popularity of mobile Internet devices, the exposure of adolescents to media has significantly increased. There is limited information about associations between the types and frequency of media use and experiences of violence victimization and suicide risk. The current study sought to examine the association of bullying and teen dating violence (TDV) victimization, suicide risk with different types of media use (i.e., television and computer/video game use), and number of total media use hours per school day. Data from the nationally representative 2015 Youth Risk Behavior Survey ( n = 15,624) were used to examine the association between media use and violence victimization and suicide risk. Logistic regression models generated prevalence ratios adjusted for demographic characteristics and substance use behaviors to identify significant associations between media use and victimization and suicide risk, stratified by gender. Media use was associated with TDV victimization for male students only, while media use was related to experiences of bullying and suicide risk for both male and female students. In addition, limited (2 or fewer hours) and excessive (5 or more hours) media use emerged as significant correlates of suicide risk and bullying victimization, with limited media use associated with decreased risk and excessive media use with increased risk. Comprehensive, cross-cutting efforts to prevent different forms of victimization should take into account media use and its potential association with adolescent victimization and suicide risk. The current study results suggest limiting adolescent media use, as part of comprehensive prevention programming, might relate to reductions in risk for victimization and suicide.
Ahmadi, Jamshid; Amiri, Amin; Ghanizadeh, Ahmad; Khademalhosseini, Mitra; Khademalhosseini, Zeinab; Gholami, Zeinab; Sharifian, Maryam
The objective of this study was to assess the prevalence of addiction to the Internet, computer games, DVD, and video and its relationship to anxiety and depression in a sample of Iranian high school students. In this cross-sectional study 1020 high school students (males and females) were selected randomly from different areas of Shiraz city in southern Iran. They were interviewed according to the Diagnostic and Statistical Manual of Mental Disorders, 4(th) ed (DSM-IV) criteria. About 50% of the students were females, 277 students (27.2%) were studying in the first year of high school, 242 (23.7%) were in the second year, and others in the third year. The prevalence of anxiety was significantly higher in females than in males (p video CD dependents (p addiction may cause depression and anxiety in high school students. It seems necessary to develop an Internet addiction prevention program for adolescents taking into account the psychological factors such as depression and Internet use habits.
Alabi, Omowumi O.
This paper describes a proposed activity to introduce school children in Nigeria to research in hydrology through the public outreach coordinated by the United Nations affiliated African Regional Centre for Space Science and Technology Education in English (ARCSSTE-E). Over the years, ARCSSTE-E has established a vibrant relationship with Nigerian schools through periodic zonal and national space educational workshops organized for students and teachers. The enthusiasm displayed by the students, coupled with the brilliant performance in the evaluation tests, indicated that this method of informal education is suitable for stimulating the interest of Nigerian pre-collegiate youths in space science and technology, and also to inspire the young learners and develop their interest in the Sciences, Technology, Engineering and Mathematics (STEM). Because only few representatives from each school can participate in these public outreach programs, it became expedient for the Centre to inaugurate space clubs in schools as a forum for students and teachers to meet regularly to discuss space related issues. Since the first space club was officially launched in 2007, the Centre has inaugurated over 300 space clubs in primary, secondary and tertiary institutions, strategically distributed over the six geopolitical zones of Nigeria. The presentation highlights a space club activity designed to introduce the students to precipitation data collection, with locally fabricated rain gauges. The paper also documents the proposed post-data collection activities in which ARCSSTE-E, acting as the coordinating Centre will collaborate with other national and international organizations to standardize and utilize the rainfall data collected by the students for ground validation of satellite data from the Global Precipitation Measurement. Key words: Public Outreach, Space Club, Human Capacity Development, Hydrologic Research, Global Precipitation Measurement.
For eighteen years, SRR has brought together interested individuals from the space exploration community, the mining and minerals industries, and the financial sector to discuss issues related to the ISRU of lunar, asteroidal, and martian resources.
Bornoe, Nis; Barkhuus, Louise
Microblogging is a recently popular phenomenon and with the increasing trend for video cameras to be built into mobile phones, a new type of microblogging has entered the arena of electronic communication: video microblogging. In this study we examine video microblogging, which is the broadcasting...... of short videos. A series of semi-structured interviews offers an understanding of why and how video microblogging is used and what the users post and broadcast....
Allision McDowell-Smith; Anne Speckhard; Ahmet S. Yayla
ISIS recruits on a 24/7 basis in over 21 languages over the Internet using videos, memes, tweets and other social media postings and swarming in on anyone that retweets, likes or endorses their materials to try to seduce them into the group. Their unprecedented social media drive has resulted in over 30,000 foreign fighters from more than 100 countries migrating to Syria and Iraq. ISIS recruitment in the U.S. is for the most part Internet based and has resulted in the actual and attempted r...
Grigsby, Susan K. S.
As libraries adjust to the needs of the 21st century, there needs to be a different way of thinking in regards to its design. School libraries have traditionally been designed as large rooms for the storage of materials for research and pleasure reading. As more and more districts focus their attention on digital acquisitions, the need for storage…
Rubia-Mar Nunes Pinto
Full Text Available The text goal is to approach, as discourse of modernity in Goiás state, the conformation of the architectural and urban materiality of schools of the capital, Goiânia, at the moment the city was planned, built and occupied. We used cartographic, textual, iconographic and oral sources to analyze the urban fabric of the capital city and to find space, address and architecture of the schools. The theoretical dialogue is established with historians of the brazilian education that deal with relations between the urban and schools and the authors engaged in demonstrate how the discourse constitutes meanings about the city. The findings point to the role of schools in the project of modernity that was under way in Goiás and to the relevance of school materiality in the making of the urban culture of Goiânia.
Wills, Robin C.
This paper derives from a two-year ethnographic study conducted in single-gendered classes in two Tasmanian government coeducational schools in socio-economically disadvantaged areas. These schools specifically adopted proactive strategies to address the educational disengagement of boys whose social behaviour affected their own education and that…
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.
Schowengerdt, F. D.; Kee, Bob; Linne, Mark; McKinnon, Tom; Moore, John; Parker, Terry; Readey, Dennis; Tilton, John E.; Helble, Joe
The Center for Commercial Applications of Combustion in Space (CCACS) is a NASA/Industry/University consortium at the Colorado School of Mines (CSM). The mission of the Center is to assist industry in developing commercial products by conducting combustion research which takes advantage of the unique properties of space. By conducting experiments in near-zero gravity, convection and buoyancy effects can be minimized and new fundamental design-related knowledge can be gained which can be used to improve combustion-related products and processes on earth. Companies, government laboratories and universities most actively involved in CCACS at present include ABB Combustion, ADA Technologies, Advanced Refractory Technologies, Golden Technologies, Lockheed-Martin, Southwest Sciences, Space Systems/Lora, NASA-Lewis, JPL, the Baylor Dental School and the University of Connecticut. Products and processes of interest to the Center participants include industrial process combustors; catalytic combustion; Halon replacements; ceramic powders, whiskers and fibers; metal-matrix composites; NiTi for bone replacement; diamond coatings for oil-well drill bits; zeolites; imaging sensor arrays and other instrumentation for flame and particulate diagnostics. The center also assists member companies in marketing the resulting products and processes.
Lina Wu; Wenyi Lu; Ye Li
Regarding heavy video game players for boys and super online chat lovers for girls as a symbolic phrase in the current adolescent culture, this project of data analysis verifies the displacement effect on deteriorating mathematics performance. To evaluate correlation or regression coefficients between a factor of playing video games or chatting online and mathematics performance compared with other factors, we use multivariate analysis technique and take gender difference into account. We fin...
Hellweg, C. E.; Gerzer, R.; Reitz, G.
In the field of space life sciences, the demand of an interdisciplinary and specific training of young researchers is high due to the complex interaction of medical, biological, physical, technical and other questions. The Helmholtz Space Life Sciences Research School (SpaceLife) offers an excellent interdisciplinary training for doctoral students from different fields (biology, biochemistry, biotechnology, physics, psychology, nutrition or sports sciences and related fields) and any country. SpaceLife is coordinated by the Institute of Aerospace Medicine at the German Aerospace Center (DLR) in Cologne. The German Universities in Kiel, Bonn, Aachen, Regensburg, Magdeburg and Berlin, and the German Sports University (DSHS) in Cologne are members of SpaceLife. The Universities of Erlangen-Nürnberg, Frankfurt, Hohenheim, and the Beihang University in Beijing are associated partners. In each generation, up to 25 students can participate in the three-year program. Students learn to develop integrated concepts to solve health issues in human spaceflight and in related disease patterns on Earth, and to further explore the requirements for life in extreme environments, enabling a better understanding of the ecosystem Earth and the search for life on other planets in unmanned and manned missions. The doctoral candidates are coached by two specialist supervisors from DLR and the partner university, and a mentor. All students attend lectures in different subfields of space life sciences to attain an overview of the field: radiation and gravitational biology, astrobiology and space physiology, including psychological aspects of short and long term space missions. Seminars, advanced lectures, laboratory courses and stays at labs at the partner institutions or abroad are offered as elective course and will provide in-depth knowledge of the chosen subfield or allow to appropriate innovative methods. In Journal Clubs of the participating working groups, doctoral students learn
Full Text Available Background: Sleep plays an important role in health. Reduced levels of attention, learning and memory are of adverse outcomes of sleep disorders in students. Objective: The aim of this study was to determine the association of sleep disturbances with watching TV and satellite and playing video games in 14-17 years old high school students of Qazvin. Methods: This cross sectional study was conducted in 653 high school students (14-17 years old in Qazvin that were selected by multistage cluster random sampling method (2013-2014. Data were collected through Pediatric Sleep Questionnaire (PSQ and BEARS questionnaires. Data were analyzed using Chi-square test, T-test, ANOVA and logistic regression analysis. Findings: From 653 students, 392 (60% were female. The mean age was 15.73±0.99 years. The most prevalent sleep disturbances were waking up at night (74.4%, daytime sleepiness (69.8%, napping after school (66.6%, and nightmare (51.1%, respectively. Daytime sleepiness, nightmares, sleep after waking up, falling asleep in school, and nap after school time had significant association with watching satellite. Conclusion: With regards to the results, prevalence of sleep disorders was high in high school students of Qazvin and sleep disturbances were associated with duration of watching satellite.
Länsitie, Janne; Stevenson, Blair; Männistö, Riku; Karjalainen, Tommi; Karjalainen, Asko
The short film is an introduction to the concept of video pedagogy. The five categories of video pedagogy further elaborate how videos can be used as a part of instruction and learning process. Most pedagogical videos represent more than one category. A video itself doesn’t necessarily define the category – the ways in which the video is used as a part of pedagogical script are more defining factors. What five categories did you find? Did you agree with the categories, or are more...
Providing an introduction to current research topics in functional analysis and its applications to quantum physics, this book presents three lectures surveying recent progress and open problems. A special focus is given to the role of symmetry in non-commutative probability, in the theory of quantum groups, and in quantum physics. The first lecture presents the close connection between distributional symmetries and independence properties. The second introduces many structures (graphs, C*-algebras, discrete groups) whose quantum symmetries are much richer than their classical symmetry groups, and describes the associated quantum symmetry groups. The last lecture shows how functional analytic and geometric ideas can be used to detect and to quantify entanglement in high dimensions. The book will allow graduate students and young researchers to gain a better understanding of free probability, the theory of compact quantum groups, and applications of the theory of Banach spaces to quantum information. The l...
de Schrijver, Erik
Secondary school students were given the opportunity to build and fly "pongsats" (small experiments weighing under 100 grams each, and packed inside a ping pong ball) on high-altitude balloons bound for 100000 feet, or 30 km: the edge of space. The need to acquire the knowledge and know-how to build successful experiments gave birth to the SP.ACE project. Over their last 3 years of secondary education, students are now learning about flight vehicles, the physical conditions in space, microcontrollers, sensors, programming, data logging, flight path analysis, and much more.
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.
Welter, Marisete Maria; Jaarsveld, Saskia; Lachmann, Thomas
Previous research showed that in primary school, children's intelligence develops continually, but creativity develops more irregularly. In this study, the development of intelligence, measured traditionally, i.e., operating within well-defined problem spaces (Standard Progressive Matrices) was compared with the development of intelligence…
Putra, Mulia; Novita, Rita
This study aimed to describe the profile of secondary school students with high mathematics ability in solving shape and space problem in PISA (Program for International Student Assessment). It is a descriptive research with a qualitative approach, in which the subjects in this study were students of class VIII SMP N 1 Banda Aceh. The results show…
This paper is an analysis of the work of three principals in an impoverished black township in post-apartheid South Africa. Based on qualitative approaches, it discusses the principals' entry into the township, and their navigation of their schools' surrounding social dynamics. It combines the lenses of "space" and…
During the summer of 1985, NASA asked the Association of Schools of Journalism and Mass Communication (ASJMC) to select a U. S. journalist who could ride aboard the space shuttle and report the experience to the American public. Eligibility critieria and selection procedures are discussed. The forty semifinalists are listed.
Yahya, Raudhah; Wood, Elizabeth Ann
This article examines play as a conceptual third space that serves as a bridge between home and school discourses. Using sociocultural theories and an interpretivist framework, 19 immigrant mothers and their children in Canada were interviewed about their play experiences at home and in preschools. The findings reveal that children and teachers…
Full Text Available I reflect on the methodological processes underpinning a dissertation that investigated male learners' reasons for leaving high school early and the strategies they employed to negotiate everyday life. A qualitative case study was conducted with nine male early high school leavers between the ages of 18 and 25, as well as 12 stakeholders involved in the Orange Farm Township, south of Johannesburg. Purposive and snowball sampling techniques were used. Data were collected through in-depth interviews, document reviews, and observations. Narrative analysis revealed complications related to the notions of space and place of the potential participants and the researcher. In the first place, the difficulty was not in identifying participants, but in establishing rapport to the extent that they agreed to participate in the research. Assumptions about space and place gave rise to expectations that had to be managed, and consequently the researcher had to rethink the methodological choices. In particular, participants' perceived real social positions and their relation to different social spaces had to be negotiated. It is suggested that relatively novice researchers, researching male early high school leaving in familiar spaces, can mitigate complications of space, place and stigma during fieldwork by using multiple sources of data and strategic, flexible interviewing techniques.
The Landsat program offers an unparalleled record of our changing planet, with satellites that have been observing the Earth since 1972 to the present day. However, clouds, seasonal variation, and technical challenges around access to large volumes of data make it difficult for researchers and the public to understand global and regional scale changes across time through the planetary dataset. Earth Timelapse is a global, zoomable video that has helped revolutionize how users - millions of which have never been capable of utilizing Landsat data before - monitor and understand a changing planet. It is made from 33 cloud-free annual mosaics, one for each year from 1984 to 2016, which are made interactively explorable by Carnegie Mellon University CREATE Lab's Time Machine library, a technology for creating and viewing zoomable and pannable timelapses over space and time. Using Earth Engine, we combined over 5 million satellite images acquired over the past three decades by 5 different satellites. The majority of the images come from Landsat, a joint USGS/NASA Earth observation program that has observed the Earth since the 1970s. For 2015 and 2016, we combined Landsat 8 imagery with imagery from Sentinel-2A, part of the European Commission and European Space Agency's Copernicus Earth observation program. Along with the interactive desktop Timelapse application, we created a 200-video YouTube playlist highlighting areas across the world exhibiting change in the dataset.Earth Timelapse is an example that illustrates the power of Google Earth Engine's cloud-computing platform, which enables users such as scientists, researchers, and journalists to detect changes, map trends, and quantify differences on the Earth's surface using Google's computational infrastructure and the multi-petabyte Earth Engine data catalog. Earth Timelapse also highlights the value of data visualization to communicate with non-scientific audiences with varied technical and internet connectivity
A total of 125 talented high school students had the opportunity to gain first hand experience about science and engineering careers by working directly with a NASA scientist or engineer during the summer. This marked the fifth year of operation for NASA's Summer High School Apprenticehsip Research Program (SHARP). Ferguson Bryan served as the SHARP contractor and worked closely with NASA staff at Headquarters and the eight participating sites to plan, implement, and evaluate the Program. The main objectives were to strengthen SHARP and expand the number of students in the Program. These eight sites participated in the Program: Ames Research Center North, Ames' Dryden Flight Research Facility, Goddard Space Flight Center, Goddard's Wallops Flight Facility, Kennedy Space Center, Langley Research Center, Lewis Research Center, and Marshall Space Flight Center.
In 1985, a total of 126 talented high school students gained first hand knowledge about science and engineering careers by working directly with a NASA scientist or engineer during the summer. This marked the sixth year of operation for NASA's Summer High School Apprenticeship Research Program (SHARP). The major priority of maintaining the high standards and success of prior years was satisfied. The following eight sites participated in the Program: Ames Research Center, Ames' Dryden Flight Research Facility, Goddard Space Flight Center, Goddard's Wallop Flight Facility, Kennedy Space Center, Langley Research Center, Lewis Research Center, and Marshall Space Flight Center. Tresp Associates served as the SHARP contractor and worked closely with NASA staff at headquarters and the sites just mentioned to plan, implement, and evaluate the program.
Cowee, M.; Woodroffe, J. R.
In 2016 we held the 6th Los Alamos Space Weather Summer School. This 8-week long program is designed for mid-career graduate students in related fields to come to LANL, receive lectures on space physics and space environment topics, and carry out a research project under the mentorship of LANL staff members. We accept typically 6-8 students via competitive admissions to the program, with a strong applicant pool to choose from. This type of summer school program is relatively unique in the space physics community—there are several other summer schools but they are of shorter duration and do not include the mentor-research project aspect which builds a strong one-on-one connection between the summer student and his/her LANL mentor(s). From the LANL perspective, this program was intended to have several benefits including building collaborations between LANL staff and universities and recruitment of potential postdocs. From the student perspective, this program is not only an educational opportunity but a strong networking opportunity and a chance to enhance their professional skills and publication record. Students are permitted to work on projects directly related to their thesis or on projects in areas that are completely new to them. At the end of the summer school, the students also develop their presentation skills by preparing and giving AGU-style presentations on their research projects to the research group. Over the past five years the summer school has increased in popularity, and the feedback from the student participants has been very positive. Alumni of the program have continued collaborations with their mentors, resulting in publications and conference presentations, and three postdoc hires to date.
Abdullah, M.; Majid, R. A.; Bais, B.; Bahri, N. S.; Asillam, M. F.
Cultivating research culture at an early stage is important for capacity building in a community. The high school level is the appropriate stage for research to be introduced because of students' competitive nature. Participation in the space weather competition is one of the ways in which research aptitude can be fostered in high school students in Malaysia. Accordingly, this paper presents how research elements were introduced to the students at the high school level through their participation in the space weather competition. The competition required the students to build a system to detect the presence of solar flares by utilizing VLF signals reflected from the ionosphere. The space weather competition started off with proposal writing for the space weather related project where the students were required to execute extensive literature review on the given topic. Additionally, the students were also required to conduct the experiments and analyse the data. Results obtained from data analysis were then validated by the students through various other observations that they had to carry out. At the end of the competition, students were expected to write a comprehensive technical report. Through this competition, the students learnt how to conduct research in accordance to the guidelines provided through the step by step approach exposed to them. Ultimately, this project revealed that the students were able to conduct research on their own with minimal guidance and that participation in the competition not only generated enjoyment in learning but also their interest in science and research.
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Kirshner, Ben; Jefferson, Anton
Background/Context:Federal policy, as codified in Race to the Top (RTT) funding guidelines, outlines four types of intervention: turnaround, restart, closure, and transformation. RTT has embraced a technocratic paradigm for school reform that frames choice less as the opportunity for the public to deliberate about what it wants from its schools…
Stokmans, Mia; Nieuwenhuijsen, Huib
Despite a turbulent ever-changing digital environment, it appears as if everyone who has access, is capable of using digital information. But, research on the digital divide indicates differences in internet skills. This article focusses on the acquisition of digital competences needed to play video
Collaboration is crucial to everything from product development in the workplace to research design in academia, yet there is no consensus on best practice when it comes to teaching collaborative skills. We explore one promising option: collaborative scaffolding in educational video games. Through this methodology, we can impart collaborative…
This book explores the power of using media education to help urban teenagers develop their critical thinking and literacy skills. Drawing on 20 years of experience working with inner-city youth at the Educational Video Center (EVC) in New York City, the author looks at both the problems and possibilities of this model of media education.…
Musset, Matthew; Topping, Keith
Video interaction guidance (VIG) is an increasingly recognised evidence-based intervention. VIG was used to enhance pupil responses during a group work programme. Fifteen primary-aged classes across a range of socio-economic status received regular group work over a year. A mixed methods repeated measures design involved nine experimental classes…
Özerk, Meral; Özerk, Kamil
"Video modeling" is one of the recognized methods used in the training and teaching of children with Autism Spectrum Disorders (ASD). The model's theoretical base stems from Albert Bandura's (1977; 1986) social learning theory in which he asserts that children can learn many skills and behaviors observationally through modeling. One can…
Wu, Jianyong; Jackson, Laura
Green space has a variety of health benefits. However, little is known about its impact on autism, the fastest-growing neurodevelopmental disorder in children. This study examined the relationship between green space and childhood autism prevalence. Autism count data in 2010 were obtained for 543 of ~560 public elementary school districts in California. Multiple types of green space were measured in each school district, including percentages of forest, grassland, and average tree canopy and near-road tree canopy. Their associations with autism prevalence were evaluated with negative binomial regression models and spatial regression models. We observed inverse associations between several green space metrics and autism prevalence in school districts with high road density, the highly urbanized areas, but not in others. According to negative binomial regression models, adjusted rate ratios (RR) for the relationships in these school districts between autism prevalence and green space metrics in 10% increments were as follows: for forest, RR=0.90 (95% confidence interval [CI]: 0.84-0.95); for grassland, RR=0.90 (95% CI: 0.83-0.97); for average tree canopy, RR=0.89 (95% CI: 0.83-0.95), and for near-road tree canopy, RR=0.81 (95% CI: 0.73-0.91). These results suggest that increases of 10% in forest, grassland, average tree canopy and near-road tree canopy are associated with a decrease in autism prevalence of 10%, 10% 11% and 19%, respectively. In contrast, urban land and road density were positively associated with autism prevalence. The results of spatial regression models were consistent with those obtained by negative binomial models, except for grassland. Our study suggests that green space, specifically tree cover in areas with high road density, may influence autism prevalence in elementary school children beneficially. Further studies are needed to investigate a potential causal relationship, and the major mechanisms that may underlie the beneficial associations
The Disciplinary Core Ideas (DCI) of the Next Generation Science Standards (NGSS) are grouped into the broad disciplinary areas of Physical Sciences, Life Sciences, Earth and Space Sciences, and Engineering, Technology and Application of Science, and feature learning progressions based on endpoint targets for each grade band. Since the Middle School DCIs build on the expected learning achievements to be reached by the end of Fifth Grade, and High School DCI similarly build on the expected learning achievements expected for the end of Eighth Grade, the Middle School grade band is of particular importance as the bridge between the Elementary and High School curriculum. In states where there is not a special Middle School Certification many of these science classes are taught by teachers prepared to teach at the Elementary level (and who may have limited content background). As a result, some pre-service and in-service teachers have expressed reduced self-confidence in both their own science content knowledge and their ability to apply it in the NGSS-based classroom, while decades of research has demonstrated the pervasiveness of science misconceptions among teachers. Thus the adoption of NGSS has the potential to drive talented teachers out of the profession who feel that they are ill-prepared for this sweeping transition. The key is providing rigorous education in both content and pedagogy for pre-service teachers and quality targeted professional development for in-service teachers. This report focuses on the Middle School Space Sciences grade band DCIs and presents research on specific difficulties, misconceptions and uncertainties with the material demonstrated by pre-service education students over the past four years in a required university science content course, as well as two year-long granted workshop series for current Middle School teachers. This information is relevant to the development of both new content courses aligned with NGSS for pre
Zaitzev, A.; Boyarchuk, K.
The space science data available free from Internet and include all kind of data: solar images from SOHO and GOES-12 satellites, WIND and ACE interplanetary data, ground-based and satellite aurora images and magnetic field variations in real time, ionospheric data etc. Beside that we have the direct transmissions of meteorological images from NOAA satellites in the APT and HRPT modes. All such sources of data can be used for educational programs for secondary school students. During last 10 years we conduct special classes in local school, where we use such space data. After introduction course each student might choose the topic which he can study in details. Each year the students prepare the original papers and participate in the special conferences, which one is in The Space Day, April 12. As curriculum materials we also use Russian language magazine "Novosti Kosmonavtiki", original data bases with space data available on CD-ROMs and publications in English. Such approach stimulate students to lean English also. After finish the classes K-12 students motivated well to continue education into space science and IZMIRAN will plan to support that students. In past two years we pay attention to use microsatellites for education. Last one is Russian-Australian KOLIBRI-2000 microsatellite, which was launched March 2002. KOLIBRI-2000 conduct simple measurements as magnetic field and particles. The experience in the usage of microsatellites data in classes are analyzed. The prospects and recommendations are discussed.
Squire, Kurt D.
Recently, attention has been paid to computer and video games as a medium for learning. This article provides a way of conceptualizing them as possibility spaces for learning. It provides an overview of two research programs: (1) an after-school program using commercial games to develop deep expertise in game play and game creation, and (2) an…
Moezzi, Saied; Katkere, Arun L.; Jain, Ramesh C.
Interactive video and television viewers should have the power to control their viewing position. To make this a reality, we introduce the concept of Immersive Video, which employs computer vision and computer graphics technologies to provide remote users a sense of complete immersion when viewing an event. Immersive Video uses multiple videos of an event, captured from different perspectives, to generate a full 3D digital video of that event. That is accomplished by assimilating important information from each video stream into a comprehensive, dynamic, 3D model of the environment. Using this 3D digital video, interactive viewers can then move around the remote environment and observe the events taking place from any desired perspective. Our Immersive Video System currently provides interactive viewing and `walkthrus' of staged karate demonstrations, basketball games, dance performances, and typical campus scenes. In its full realization, Immersive Video will be a paradigm shift in visual communication which will revolutionize television and video media, and become an integral part of future telepresence and virtual reality systems.
Hellweg, C. E.; Spitta, L. F.; Kopp, K.; Schmitz, C.; Reitz, G.; Gerzer, R.
Training young researchers in the field of space life sciences is essential to vitalize the future of spaceflight. In 2009, the DLR Institute of Aerospace Medicine established the Helmholtz Space Life Sciences Research School (SpaceLife) in cooperation with several universities, starting with 22 doctoral candidates. SpaceLife offered an intensive three-year training program for early-stage researchers from different fields (biology, biomedicine, biomedical engineering, physics, sports, nutrition, plant and space sciences). The candidates passed a multistep selection procedure with a written application, a self-presentation to a selection committee, and an interview with the prospective supervisors. The selected candidates from Germany as well as from abroad attended a curriculum taught in English. An overview of space life sciences was given in a workshop with introductory lectures on space radiation biology and dosimetry, space physiology, gravitational biology and astrobiology. The yearly Doctoral Students' Workshops were also interdisciplinary. During the first Doctoral Students' Workshop, every candidate presented his/her research topic including hypothesis and methods to be applied. The progress report was due after ∼1.5 years and a final report after ∼3 years. The candidates specialized in their subfield in advanced lectures, Journal Clubs, practical trainings, lab exchanges and elective courses. The students attended at least one transferable skills course per year, starting with a Research Skills Development course in the first year, a presentation and writing skills course in the second year, and a career and leadership course in the third year. The whole program encompassed 303 h and was complemented by active conference participation. In this paper, the six years' experience with this program is summarized in order to guide other institutions in establishment of structured Ph.D. programs in this field. The curriculum including elective courses is
Schnittka, Christine G.; Evans, Michael A.; Won, Samantha G. L.; Drape, Tiffany A.
After-school settings provide youth with homework support, social outlets and fun activities, and help build self-confidence. They are safe places for forming relationships with caring adults. More after-school settings are starting to integrate Science, Technology, Engineering, and Mathematics (STEM) topics. What science skills and concepts might youth learn in engineering design-based after-school settings? Traditional assessments often fail to capture the ways youth learn in informal settings, and deep science understandings are notoriously difficult to measure. In this study, we examined three after-school settings where 65 youth were learning science through engineering design challenges. In this informal setting, we examined storyboards, social networking forum (SNF) chat logs, videos of whole-class interactions, interviews with groups and single participants, and traditional multiple-choice pre- and posttest results. As we looked for evidence of learning, we found that the social networking forum was rich with data. Interviews were even more informative, much more so than traditional pencil and paper multiple-choice tests. We found that different kinds of elicitation strategies adopted by site leaders and facilitators played an important role in the ways youth constructed knowledge. These elicitation strategies also helped us find evidence of learning. Based on findings, future iterations of the curricula will involve tighter integration of social networking forums, continued use of videotaped interviews for data collection, an increased focus on training site leaders and facilitators in elicitation strategies, and more open-ended pencil and paper assessments in order to facilitate the process of looking for learning.
Lindstrom, M. M.; Tobola, K. W.; Stocco, K.; Henry, M.; Allen, J. S.
As the scientific community studies Mars remotely for signs of life and uses Martian meteorites as its only available samples, teachers, students, and the general public continue to ask, "How do we know these meteorites are from Mars?" This question sets the stage for a three-lesson instructional package Space Rocks Tell Their Secrets. Expanding on the short answer "It's the chemistry of the rock", students are introduced to the research that reveals the true identities of the rocks. Since few high school or beginning college students have the opportunity to participate in this level of research, a slide presentation introduces them to the labs, samples, and people involved with the research. As they work through the lessons and interpret real data, students realize that the research is an application of basic science concepts they should know, the electromagnetic spectrum and isotopes. They can understand the results without knowing how to do the research or operate the instruments.
Lindstrom, M. M.; Tobola, K. W.; Allen, J. S.; Stocco, K.; Henry, M.; Allen, J. S.; McReynolds, Julie; Porter, T. Todd; Veile, Jeri
As the scientific community studies Mars remotely for signs of life and uses Martian meteorites as its only available samples, teachers, students, and the general public continue to ask, "How do we know these meteorites are from Mars?" This question sets the stage for a six-lesson instructional package Space Rocks Tell Their Secrets. Expanding on the short answer "It's the chemistry of the rock", students are introduced to the research that reveals the true identities of the rocks. Since few high school or beginning college students have the opportunity to participate in this level of research, a slide presentation introduces them to the labs, samples, and people involved with the research. As they work through the lessons and interpret authentic data, students realize that the research is an application of two basic science concepts taught in the classroom, the electromagnetic spectrum and isotopes. Additional information is included in the original extended abstract.
Lindstrom, M. M.; Tobola, K. W.; Stocco, K.; Henry, M.; Allen, J. S.; McReynolds, Julie; Porter, T. Todd; Veile, Jeri
As the scientific community studies Mars remotely for signs of life and uses Martian meteorites as its only available samples, teachers, students, and the general public continue to ask, How do we know these meteorites are from Mars? This question sets the stage for a six-lesson instructional package Space Rocks Tell Their Secrets. Expanding on the short answer It s the chemistry of the rock , students are introduced to the research that reveals the true identities of the rocks. Since few high school or beginning college students have the opportunity to participate in this level of research, a slide presentation introduces them to the labs, samples, and people involved with the research. As they work through the lessons and interpret authentic data, students realize that the research is an application of two basic science concepts taught in the classroom, the electromagnetic spectrum and isotopes.
Lucinei Pereira da Silva
Full Text Available The representations and memory of living space are essential to developing mental maps and cartographic documents. In this regard this investigation as a primary objective to understand how mind maps can contribute pedagogically classes in Geography and History as well, breaking the dichotomy space / time. From the point of view of theoretical and methodological the research relied on the analysis of the school project “Our Neighborhood, Our Place” developed at the Municipal School “Vereador Hamilton Teodoro” in Governador Valadares (MG, along with a group of 7th grades from elementary school and the articulation of authors who discuss the concepts of representation, memory, space and place.
Gislene Silva Dutra
Full Text Available The paper presents a qualitative research of exploratory nature, which was developed in two phases. Initially, it has been carried out a literature review in order to discuss the contributions of the social management model for strengthening the school councils as a democratic space. Then it has been conducted a case study about the regulation of the School Council in the School System of Brumadinho, Minas Gerais. The main results showed that the model of social management has features such as dialogue, participation, democratization and empowerment, which can contribute to the strengthening of the school board as a democratic space.
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...
Ferreira, Jose Leonardo
This project aims to develop interdisciplinary actions, articulated and convergence in the field of education, dissemination and popularization of science and technology in Brasilia-DF, the Federal District of Brazil. These actions are also been carried out at DF surroundings areas. Since 2015 linked convergent actions are focused on the development of space science and astronomy teaching with hands on experimental activities. Workshops, short basic astronomy courses, expositions and planetarium show are been carried out by a team of professors, graduate and under graduate students from University of Brasilia- UnB. At the same time upgrade actions are been done in order to modernize The Luiz Cruls Astronomical Observatory located at the far campus of UnB, named Fazenda Água Limpa. It is now a Center for research and space science dissemination and popularization not only for students but also for the whole community of Brasilia. Working toghether with the Physics Institute of UnB we have the recently created Museum of Science and Technology of Brasilia, also located at the UnB campus. The Museum is responsible for contac with schools and Brasilia community and for the organization of the activities of the Science on the School Project. Science on the School is an educational, scientific and cultural proposal approved and financed by the brazillian national research council (CNPq) and by the Science and Technology Reseach Foundation of Brasilia. Besides science dissemination for the brazillian society the project is also developing theoretical and experimental research in the area of Space Science and Astronomy. The project also aim to transform the Museum in a strong Science Education Center for the Brazil central region population, It is going to be a cultural environment and leisure for the Federal District and surrounding areas of Brasilia. In this work we will describe the coordinate actions of The Luiz Cruls Astronomical Observatory the Physics Institute of
Stepanova, M.; Arellano-Baeza, A. A.
I International Summer School on Astronomy and Space Science took place in the Elqui Valley Chile January 15-29 2005 Eighty 12-17 year old students from Chile Russia Venezuela and Bulgaria obtained a valuable experience to work together with outstanding scientists from Chile and Russia and with Russian cosmonaut Alexander Balandine They also had opportunity to visit the main astronomical observatories and to participate in workshops dedicated to the telescope and satellite design and remote sensing This activity was supported by numerous institutions in Chile including the Ministry of Education the European Southern Observatory Chilean Space Agency Chilean Air Force Latin American Association of Space Geophysics the principal Chilean universities and the First Lady Mrs Luisa Duran
Otrel-Cass, Kathrin; Khalid, Md. Saifuddin
, for one week in 2014, and collected and analyzed visual data to learn about scientists’ practices. The visual material that was collected represented the agreed on material artifacts that should aid the students' reflective process to make sense of science technology practices. It was up to the student...... video, nature of the interactional space, and material and spatial semiotics....
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Smull, Neil A.; Armstrong, Gerald L.
Amity Elementary School in Boise, Idaho, features a solar space heating and domestic hot water system along with an earth covering to accommodate the passive aspects of energy conservation. (Author/MLF)
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 ...
dropdown arrow Site Map A-Z Index Menu Synopsis Video Games Â Did They Begin at Brookhaven? Additional Web program led to the pioneering development of video games. William Higinbotham William Higinbotham First Pong, now Space Invaders, next Star Castle Â video games have mesmerized children of at all ages
Ingrey, Jennifer C.
This paper derives from a larger study, looking at how students in one secondary school in Ontario problematised and understood gender expression. This study applies a Foucaultian analytic framework of disciplinary space to the problem of the bathroom in public schools. It focuses specifically on the surveillance and regulation of gendered bodies…
Allweiss, Alexandra; Grant, Carl A.; Manning, Karla
This critical article provides insights into how media frames influence our understandings of school reform in urban spaces by examining images of students during the 2013 school closings in Chicago. Using visual framing analysis and informed by framing theory and critiques of neoliberalism we seek to explore two questions: (1) What role do media…
This article outlines how social justice theories, in combination with the concepts of infrastructure access, literacies and community acceptance, can be used to think about equity in out-of-school science learning. The author applies these ideas to out-of-school learning via television, science clubs, and maker spaces, looking at research as well…
Abdullah, Mardina; Abd Majid, Rosadah; Bais, Badariah; Syaidah Bahri, Nor
Soft skills fulfill an important role in shaping an individual's personality. It is of high importance for every student to acquire adequate skills beyond academic or technical knowledge. The objective of this project was to foster students' enthusiasm in space science and develop their soft skills such as; interpersonal communication, critical thinking and problem-solving, team work, lifelong learning and information management, and leadership skills. This is a qualitative study and the data was collected via group interviews. Soft skills development among high school students were nurtured through space weather competition in solar flare detection. High school students (16 to 17 years old) were guided by mentors consisting of science teachers to carry out this project based on a module developed by UKM's researchers. Students had to acquire knowledge on antenna development and construct the antenna with recyclable materials. They had to capture graphs and identify peaks that indicate solar flare. Their findings were compared to satellite data for verification. They also presented their work and their findings to the panel of judges. After observation, it can be seen that students' soft skills and interest in learning space science had become more positive after being involved in this project.
Although innovations in space education were introduced in many developing countries with good intentions, too many changes and challenges in the existing system have often penalized those who needed them the most. Consequently, the students and teachers in the underprivileged schools face isolation, neglect and coupled with inadequate pedagogic attention, poor infrastructure and insufficient resources, inadvertently suffer. Surprisingly, these deprived school students possess cognitive capabilities of comprehending nature. One of the most compelling situations in Indian school education is that the syllabus is often modified haphazardly without the necessary groundwork and infrastructure to implement it. Apparently, there has neither been teaching nor learning on applied knowledge. Despite the growth in communication and technology applications in space education, inequalities continue to exist in developing countries. In our present society many crucial services are provided by space and it becomes imperative that students have a comprehensive knowledge of space and space based technologies. To realize these objectives, we have adopted a comprehensive and holistic capacity building mechanism which incorporates differentiated instructional strategy on teaching space education in underprivileged schools. Because differentiation and scaffolding techniques yield similar instructional goals, we have blended together both the approaches to the point of being indistinguishable and this proved successful. Initiation was done through the setting up of an Astronomy Club in a backward area in Hyderabad and necessary infrastructure was provided by one of the authors. A state of the art audio-visual room with LCD Projector for ICT mode of presentations of various astronomy and space topics, having a seating capacity of 50 students is in place. A laptop, printer and Wi-Fi connection exists. In addition, visual charts on various celestial phenomena and objects, inspirational
Full Text Available This article deals with the toy library as an area of research on child's play and on the child. In dialogue with psychoanalysis, the article aims to address aspects that characterize the children play in an environment of toy library. The study presents a reflection from the results of six sessions of observation of the ‘house play’ among children of the school of infantile education. The observation of the play activity was accompanied by the daily record in the field of actions and words of the thirteen children participating in the study. The study shows that the child is playing in a subjective space and is a preferred vehicle for achieving symbolic of desires and fantasies, the reality of transformation and creation of new knowledge. Therefore, it emphasizes the importance of valuing the toy library at school as a way of redemption and make of play in school of infantile education and highlights the value of play for learning and development of children in school of infantile education.
Mitchell A McLarnon
Full Text Available With the intention of disrupting and re-imagining traditional conference spaces, this article is a poetic compilation developed from a Curriculum Studies conference symposium that took place on a school bus. During the School Bus Symposium, in situ poetry writing and reading, song and storytelling occurred in response to open ended prompts and facilitation of creative activities. After the symposium, a call was issued to invite participants to submit any poetry or stories produced during, or inspired by the session. Consisting of 18 submissions including poetry, story, photography and creative essays, infused by curriculum theory and poetic inquiry, this collection offers an inclusive, reflective, participatory, and experiential rendering where participants are living and journeying poetically. Emphasizing creative engagement with personal memories, the authors collectively aimed to promote art education through imaginative approaches to curriculum studies, poetic inquiry and academic conferences.
Nortvig, Anne Mette; Sørensen, Birgitte Holm
This project’s aim was to support and facilitate master’s students’ preparation and collaboration by making video podcasts of short lectures available on YouTube prior to students’ first face-to-face seminar. The empirical material stems from group interviews, from statistical data created through...... YouTube analytics and from surveys answered by students after the seminar. The project sought to explore how video podcasts support learning and reflection online and how students use and reflect on the integration of online activities in the videos. Findings showed that students engaged actively...
Funk, Jeanne B
The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.
Smith, C. W.; Broad, L.; Goelzer, S.; Lessard, M.; Levergood, R.; Lugaz, N.; Moebius, E.; Schwadron, N.; Torbert, R. B.; Zhang, J.; Bloser, P. F.
Every summer for the past 25 years the University of New Hampshire (UNH) has run a month-long, residential outreach program for high school students considering careers in mathematics, science, or engineering. Space science is one of the modules. Students work directly with UNH faculty performing original work with real spacecraft data and hardware and present the results of that effort at the end of the program. Recent research topics have included interplanetary waves and turbulence as recorded by the ACE and Voyager spacecraft, electromagnetic ion cyclotron (EMIC) waves seen by the RBSP spacecraft, interplanetary coronal mass ejections (ICME) acceleration and interstellar pickup ions as seen by the STEREO spacecraft, and prototyping CubeSat hardware. Student research efforts can provide useful results for future research efforts by the faculty while the students gain unique exposure to space physics and a science career. In addition, the students complete a team project. Since 2006, that project has been the construction and flight of a high-altitude balloon payload and instruments. The students typically build the instruments they fly. In the process, students learn circuit design and construction, microcontroller programming, and core atmospheric and space science. Our payload design has evolved significantly since the first flight of a simple rectangular box and now involves a stable descent vehicle that does not require a parachute, an on-board flight control computer, in-flight autonomous control and data acquisition of multiple student-built instruments, and real-time camera images sent to ground. This is a program that can be used as a model for other schools to follow and that high schools can initiate. More information can be found at .
The Video Comparator is a comparative gage that uses electronic images from two sources, a standard and an unknown. Two matched video cameras are used to obtain the electronic images. The video signals are mixed and displayed on a single video receiver (CRT). The video system is manufactured by ITP of Chatsworth, CA and is a Tele-Microscope II, Model 148. One of the cameras is mounted on a toolmaker's microscope stand and produces a 250X image of a cast. The other camera is mounted on a stand and produces an image of a 250X template. The two video images are mixed in a control box provided by ITP and displayed on a CRT. The template or the cast can be moved to align the desired features. Vertical reference lines are provided on the CRT, and a feature on the cast can be aligned with a line on the CRT screen. The stage containing the casts can be moved using a Boeckleler micrometer equipped with a digital readout, and a second feature aligned with the reference line and the distance moved obtained from the digital display
Rasmussen, Lisa Rosén
in-between spaces come into being through specific attention to their danger and potential, but also in relation to the perception and construction of classrooms and school layout. In this the alteration of the in-between spaces pulls together important dynamics in the formation of the Danish primary......-between spaces has taken shape in complex material-discursive intra-actions related to shifting concerns about the vulnerable and yet potential child as well as through available building materials, architectural designs and the number and organization of pupils’ bodies. By using this approach and working...
Selvi, B. Tamil; Thangarajathi, S.
Teaching once was considered as a noble job but, within the last decade it has become an increasingly stressful profession for school teachers. Increased work load, insufficient salary package, fast changing curriculum, increase in the responsibilities of the students, modern fast mechanical life, conflicts with the colleagues and with higher…
Luyet, Audra; Matarazzo, Anthony; Folta, David
Northeast High Magnet School of Philadelphia, Pennsylvania is a proud sponsor of the Space Research Center (SPARC). SPARC, a model program of the Medical, Engineering, and Aerospace Magnet school, provides talented students the capability to successfully exercise full simulations of NASA manned missions. These simulations included low-Earth Shuttle missions and Apollo lunar missions in the past, and will focus on a planetary mission to Mars this year. At the end of each scholastic year, a simulated mission, lasting between one and eight days, is performed involving 75 students as specialists in seven teams The groups are comprised of Flight Management, Spacecraft Communications (SatCom), Computer Networking, Spacecraft Design and Engineering, Electronics, Rocketry, Robotics, and Medical teams in either the mission operations center or onboard the spacecraft. Software development activities are also required in support of these simulations The objective of this paper is to present the accomplishments, technology innovations, interactions, and an overview of SPARC with an emphasis on how the program's educational activities parallel NASA mission support and how this education is preparing student for the space frontier.
National Aeronautics and Space Administration — The proposed project is to design, develop and fabricate a handheld video game console for astronauts during long space flight. This portable hardware runs...
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.
question the school systems' organisational components (Coleman, 1988), curriculum .... 2001:379) because of the value placed on a high-school certificate. Early school ..... Male early high school leaving in Orange Farm Township: A hidden.
Full Text Available Currently, the ‘time’ variable has taken on the function of instructional and pedagogical innovation catalyst, after representing-over the years-a symbol of democratisation, learning opportunity and instruction quality, able to incorporate themes such as school dropout, personalisation and vocation into learning. Spaced Learning is a teaching methodology useful to quickly seize information in long-term memory based on a particular arrangement of the lesson time that comprises three input sessions and two intervals. Herein we refer to a teachers’ training initiative on Spaced Learning within the programme ‘DocentiInFormAzione’ in the EDOC@WORK3.0 Project in Apulia region in 2015. The training experience aimed at increasing teachers’ competencies in the Spaced Learning method implemented in a context of collaborative reflection and reciprocal enrichment. The intent of the article is to show how a process of rooting of the same culture of innovation, which opens to the discovery (or rediscovery of effective teaching practices sustained by scientific evidences, can be successfully implemented and to understand how or whether this innovation- based on the particular organisation of instructional time-links learning awareness to learning outcomes.
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.
Ortega, Veronica Inez
Using Brinkerhoff’s success case methodology, this multi-site case study examined early models of MakerSpace implementation in K–5 schools in a single district. Specifically, this study examined the early use of MakerSpaces as well as the supports and barriers affecting teacher use of these spaces. The study also examined curricular connections and MakerSpace use as a conduit for purveying instruction in the soon-to-be-implemented Next Generation Science Standards. The findings of this stud...
Zhou, Saohua; Krüger, Volker; Chellappa, Rama
Recognition of human faces using a gallery of still or video images and a probe set of videos is systematically investigated using a probabilistic framework. In still-to-video recognition, where the gallery consists of still images, a time series state space model is proposed to fuse temporal...... of the identity variable produces the recognition result. The model formulation is very general and it allows a variety of image representations and transformations. Experimental results using videos collected by NIST/USF and CMU illustrate the effectiveness of this approach for both still-to-video and video-to-video...... information in a probe video, which simultaneously characterizes the kinematics and identity using a motion vector and an identity variable, respectively. The joint posterior distribution of the motion vector and the identity variable is estimated at each time instant and then propagated to the next time...
Scalzo, F.; Johnson, L.; Marchese, P.
The New York City Research Initiative (NYCRI) is a research and academic program that involves high school students, undergraduate and graduate students, and high school teachers in research teams that are led by college/university principal investigators of NASA funded projects and/or NASA scientists. The principal investigators are at 12 colleges/universities within a 50-mile radius of New York City (NYC and surrounding counties, Southern Connecticut and Northern New Jersey), as well as the NASA Goddard Institute of Space Studies (GISS). This program has a summer research institute component in Earth Science and Space Science, and an academic year component that includes the formulation and implementation NASA research based learning units in existing STEM courses by high school and college faculty. NYCRI is a revision and expansion of the Institute on Climate and Planets at GISS and is funded by NASA MURED and the Goddard Space Flight Center's Education Office.
Full Text Available A brief summary of the impact of Einstein's contribution concerning concepts like space, time, simultaneity, mass and energy is presented. Some of the main purposes of an education project through comics are sketched. The present work is inserted in this project and it shows a set of seven original comic strips which can be used by High School teachers to talk about one of Einstein’s revolutionary contributions to Modern Physics: Relativity.
Terry, Clarence La Mont
Urban schools, for many African American students, have effectively become a space for the perpetuation of modern slavery. Large numbers of students, particularly Black males, are being funneled without choice into low-wage labor sectors, military service, underground economies and, eventually, prisons or worse. Key work by math education…
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Stewart, Tom; Duncan, Scott; Schipperijn, Jasper
Although active school travel (AST) is important for increasing moderate-to-vigorous physical activity (MVPA), it is unclear how AST is related to context-specific physical activity and non-school travel. This study investigated how school travel is related to physical activity and travel behaviours across time- and space-classified domains. A total of 196 adolescents wore a Global Positioning System receiver and an accelerometer for 7 days. All data were classified into one of four domains: home, school, transport, or leisure. Generalized linear mixed models were used to compare domain-specific PA and non-school trips between active and passive school travellers. Active travellers accumulated 13 and 14 more min of MVPA on weekdays and weekend days, respectively. They also spent 15min less time in vehicular travel during non-school trips, and accrued an additional 9min of MVPA while walking on weekend days. However, those with no AST still achieved most of their MVPA in the transport domain. AST is related to out-of-school physical activity and transportation, but transport is also important for those who do not use AST. As such, future studies should consider overall mobility and destinations other than school when assessing travel and physical activity behaviours. Copyright © 2016 Elsevier Ltd. All rights reserved.
Andrews, Sheila Briskin; Kirschenbaum, Audrey
This guide contains teacher background information and activities for students which deal with space travel and is designed to encourage elementary school students to take a greater interest in mathematics and science. The activities in this guide are to be used with grades 4 to 6 and cover the topics of food, clothing, health, housing,…
Andrews, Sheila Briskin; Kirschenbaum, Audrey
This guide contains teacher background information and activities for students that relate to space travel and is designed to encourage elementary school students to take a greater interest in mathematics and science. The activities in this guide are to be used with grades 1 to 3 and cover the topics of food, clothing, health, housing,…
Full Text Available The aim of this research is to determine the differences within anthropometric space with female students attending the regular class activity in physical education at school, the activities being held in different working conditions. Depending on these conditions the female students are divided into three (3 sub-examples, or the research includes a total of 183 entities. The analyses of results makes use of seven anthropometric parameters four of which treat the circular dimension and three treat subcutaneous fatty tissue. In order to determine differences between the three groups of female students according to the working conditions in class, the following analyses are used: univariate analysis of variance (ANOVA, t-test, and multivariate analysis of variance (MANOVA. The obtained data pointsat statistically significant differences between the groups within the whole space of anthropometric analysis. Arithmetic means are analysed between the groups with regard to all variables, and between the arithmetic means statistically significant differences are only determined with the variable of average volume of stomach (ASOS, whereas with the rest of variables statistically significant differences are not marked.
Mechling, Linda C.; Ayres, Kevin M.; Bryant, Kathryn J.; Foster, Ashley L.
This study compared the effects of three procedures (video prompting: VP, video modeling: VM, and continuous video modeling: CVM) on task completion by three high school students with moderate intellectual disability. The comparison was made across three sets of fundamentally different tasks (putting away household items in clusters of two items;…
This paper presents my emergent living theory as it developed while I attempted to address my concern “How has my learning enabled me to create and share an animated video to assist Newly Qualified Teachers in the creation of a safe critical space for their students?” I explore how my learning on the Masters in Education and Training Management (e-learning) has affected me both personally and professionally and how my learning has impacted the learning of others. In particular, I look at t...
Fleming, Stephen; Hipley, David; Ning, Cynthia
This compact disc includes video clips covering six topics for the learner of Chinese: personal information, commercial transactions, travel and leisure, health and sports, food and school. Filmed on location in Beijing, these naturalistic video clips consist mainly of unrehearsed interviews of ordinary people. The learner is lead through a series…
Lewis, Michael J.
The closed circuit television (CCTV) system that is onboard the Space Shuttle has the following capabilities: camera, video signal switching and routing unit (VSU); and Space Shuttle video tape recorder. However, this system is inadequate for use with many experiments that require video imaging. In order to assess the state-of-the-art in video technology and data storage systems, a survey was conducted of the High Resolution, High Frame Rate Video Technology (HHVT) products. The performance of the state-of-the-art solid state cameras and image sensors, video recording systems, data transmission devices, and data storage systems versus users' requirements are shown graphically.
The Nasa space radiation school, an excellent training in radiobiology and space radiation protection; La NASA space radiation summer school, une formation d'excellence en radiobiologie et radioprotection spatiale
Vogin, G. [Centre Alexis-Vautrin, 54 - Nancy (France)
The astronauts have to spend more time in space and the colonization of the moon and Mars are in the cross hairs of international agencies. The cosmic radiation from which we are protected on ground by atmosphere and by the terrestrial magnetosphere (.4 mSv/year according to Who) become really threatening since 20 km altitude, delivering an average radiation dose of a therapeutic kind to astronauts with peaks related to solar events. It is composed in majority of hadrons: protons (85%) and heavy ions (13%), but also photons (2%) of high energy (GeV/n)). the incurred risks are multiple: early ones(cataract, central nervous system damages, whole body irradiation) but especially delayed ones (carcinogenesis). The astronauts radiation protection turns poor and the rate of death risk by cancer returning from a mission on Mars has been estimated at 5%. The Nasa created in 2004 a summer school aiming to awareness young researchers to the space radiobiology specificities. Areas concerned as follow: radioinduced DNA damage and repair, cell cycle, apoptosis, bystander effect, genome instability, neuro degeneration, delayed effects and carcinogenesis in relation with radiation exposure. (N.C.)
Hock, Tan Tong; Tarmizi, Rohani Ahmad; Yunus, Aida Suraya Md.; Ayub, Ahmad Fauzi
This study was conducted using a new hybrid method of research which combined qualitative and quantitative designs to investigate the viewpoints of primary school students' conceptual understanding in learning geometry from the aspect of shapes and spaces according to van Hiele theory. Q-methodology is used in this research to find out what…
Guruvadoo, Eranna K.
In order to promote NASA-wide educational outreach program to educate and inform the public of space exploration, NASA, at Kennedy Space Center, is seeking efficient ways to add more contents to the web by streaming audio/video files. This project proposes a high level overview of a framework for the creation, management, and scheduling of audio/video assets over the web. To support short-term goals, the prototype of a web-based tool is designed and demonstrated to automate the process of streaming audio/video files. The tool provides web-enabled users interfaces to manage video assets, create publishable schedules of video assets for streaming, and schedule the streaming events. These operations are performed on user-defined and system-derived metadata of audio/video assets stored in a relational database while the assets reside on separate repository. The prototype tool is designed using ColdFusion 5.0.
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Kearney, Paul; Pivec, Maja
Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…
This video guide was developed by the Peace Corps' Office of World Wise Schools. Activities that the guide describes are for use in a 3- to 5-day unit on one of the nations of Oceania, the Republic of the Marshall Islands. The activities are designed to provide students with opportunities to: (1) compare and contrast Marshallese and U.S. culture;…
Young, Deborah R; Spengler, John O; Frost, Natasha; Evenson, Kelly R; Vincent, Jeffrey M; Whitsel, Laurie
Most Americans are not sufficiently physically active, even though regular physical activity improves health and reduces the risk of many chronic diseases. Those living in rural, non-White, and lower-income communities often have insufficient access to places to be active, which can contribute to their lower level of physical activity. The shared use of school recreational facilities can provide safe and affordable places for communities. Studies suggest that challenges to shared use include additional cost, liability protection, communication among constituencies interested in sharing space, and decision-making about scheduling and space allocation. This American Heart Association policy statement has provided recommendations for federal, state, and local decision-makers to support and expand opportunities for physical activity in communities through the shared use of school spaces.
Zhu, Xiatian; Loy, Chen Change; Gong, Shaogang
Many visual surveillance tasks, e.g.video summarisation, is conventionally accomplished through analysing imagerybased features. Relying solely on visual cues for public surveillance video understanding is unreliable, since visual observations obtained from public space CCTV video data are often not sufficiently trustworthy and events of interest can be subtle. On the other hand, non-visual data sources such as weather reports and traffic sensory signals are readily accessible but are not exp...
Ishikawa, Tomoya; Wang, Yu; Kato, Jien
Nowadays, children spend most of their time in kindergarten as well as nursery schools. This directly brings a requirement to the parents: they want to see how everyday goes with their kids. To meet this requirement, in this paper, we propose a method to automatically generate video digest that records kids' daily life in kindergarten. Our method involves two steps. The first is to efficiently narrow down the searching space by analyzing the noisy RFID tag log which records kids' temporal location, while the second is to use visual features and time constrains to recognize events and pick out video segments for each individual event. The accuracy of our method was evaluated with quantitative experiment and the superior of the digest that generated by our method was confirmed via questionnaire survey.
Alabi, O.; Agbaje, G.; Akinyede, J.
The United Nations "Zero Gravity Instrument Project" (ZGIP) is one of the activities coordinated under the Space Education Outreach Program (SEOP) of the African Regional Centre for Space Science and Technology Education in English (ARCSSTE-E) to popularize space science among pre-collegiate youths in Nigeria. The vision of ZGIP is to promote space education and research in microgravity. This paper will deliberate on the strategy used to implement the ZGIP to introduce school children to authentic scientific data and inquiry. The paper highlights how the students learned to collect scientific data in a laboratory environment, analyzed the data with specialized software, obtained results, interpreted and presented the results of their study in a standard format to the scientific community. About 100 school children, aged between 7 and 21 years, from ten public and private schools located in Osun State, Nigeria participated in the pilot phase of the ZGIP which commenced with a 1-day workshop in March 2014. During the inauguration workshop, the participants were introduced to the environment of outer space, with special emphasis on the concept of microgravity. They were also taught the basic principle of operation of the Clinostat, a Zero-Gravity Instrument donated to ARCSSTE-E by the United Nations Office for Outer Space Affairs (UN-OOSA), Vienna, under the Human Space Technology Initiative (UN-HSTI). At the end of the workshop, each school designed a project, and had a period of 1 week, on a planned time-table, to work in the laboratory of ARCSSTE-E where they utilized the clinostat to examine the germination of indigenous plant seeds in simulated microgravity conditions. The paper also documents the post-laboratory investigation activities, which included presentation of the results in a poster competition and an evaluation of the project. The enthusiasm displayed by the students, coupled with the favorable responses recorded during an oral interview conducted to
Burkhalter, B B; McLean, J E; Curtis, J P; James, G S
Space education is a discipline that has evolved at an unprecedented rate over the past 25 years. Although program proceedings, research literature, and historical documentation have captured fragmented pieces of information about student space experiments, the field lacks a valid comprehensive study that measures the educational impact of sounding rockets, Skylab, Ariane, AMSAT, and Space Shuttle. The lack of this information is a problem for space educators worldwide which led to a national study with classroom teachers. Student flown experiments continue to offer a unique experiential approach to teach students thinking and reasoning skills that are imperative in the current international competitive environment in which they live and will work. Understanding the history as well as the current status and educational spin-offs of these experimental programs strengthens the teaching capacity of educators throughout the world to develop problem solving skills and various higher mental processes in the schools. These skills and processes enable students to use their knowledge more effectively and efficiently long after they leave the classroom. This paper focuses on student space experiments as a means of motivating students to meet this educational goal successfully.
Margarida Maria, Ana; Pereira, Hélder
During the past 12 years, we have been engaging secondary level science students (15 to 18 years old) in the extracurricular activities of our school's Earth and Space Sciences Club, providing them with some of the skills needed to excel in science, technology, engineering, arts, and mathematics (STEAM). Our approach includes the use of authentic scientific data, project based learning, and inquiry-centred activities that go beyond the models and theories present in secondary level textbooks. Moreover, the activities and projects carried out, being eminently practical, also function as an extension of the curriculum and frequently enable the demonstration of the applicability of several concepts taught in the classroom in real life situations. The tasks carried out during these activities and research projects often require the combination of two or more subjects, promoting an interdisciplinary approach to learning. Outside of the traditional classroom settings, through interdisciplinary explorations, students also gain hands-on experience doing real science. Thereby, during this time, we have been able to promote meaningful and lasting experiences and spark students' interest in a wide diversity of topics.
Porikli, Fatih; Xiang, Tao; Gong, Shaogang
Closed Circuit TeleVision (CCTV) cameras have been increasingly deployed pervasively in public spaces including retail centres and shopping malls. Intelligent video analytics aims to automatically analyze content of massive amount of public space video data and has been one of the most active areas of computer vision research in the last two decades. Current focus of video analytics research has been largely on detecting alarm events and abnormal behaviours for public safety and security applications. However, increasingly CCTV installations have also been exploited for gathering and analyzing business intelligence information, in order to enhance marketing and operational efficiency. For example, in retail environments, surveillance cameras can be utilised to collect statistical information about shopping behaviour and preference for marketing (e.g., how many people entered a shop; how many females/males or which age groups of people showed interests to a particular product; how long did they stay in the sho...
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.
Diploma thesis "Video game playing as a risk factor in adolescence?" deals with actuality of risks for children and youth linked to video games. This topic is currently intensively disscused because of cases of high school shootings. There are concerns that violence in video games is connected to rising of children and youth violence. Another risks refered to video games are addiction and obesity. This diploma thesis deals with these risk too. Goal of this thesis is find out if these risks ar...
This article discusses the work practices of the much neglected phenomenon of the work of school administrative clerks in schools. Popular accounts of school administrative clerks portray them as subjectified--assigned roles with limited power and discretion--as subordinate and expected to be compliant, passive and deferent to the principal and…
Keddie, Amanda; Williams, Nicole
This article presents data from a case study of a non-traditional secondary school for Indigenous girls located in a suburban area of Queensland (Australia). The focus is predominantly on the identity and practices of Nicole who is one of the school's teachers. Nicole's identity as an Indigenous woman and teacher and the school's approach to…
Today, school fires, vandalism, graffiti and bullying in school environments are common occurrences in Sweden. As a result, schools are faced with significant tangible and intangible costs for different types of measures, of which surveillance technology is one. This paper presents a study of newspaper articles mapping the occurrence and…
National Aeronautics and Space Administration — A streaming video system was developed and implemented at SSC to support various propulsion projects at SSC. These projects included J-2X and AJ-26 rocket engine...
National Aeronautics and Space Administration — Smartphone Video Guidance Sensor(SVGS) for Small Satellites will provide a low-cost,integrated rendezvous & proximity operations sensor system to allow an...
... Videos for Educators Search English Español School and Concussions KidsHealth / For Teens / School and Concussions What's in ... a type of brain injury. How Can a Concussion Affect Me at School? All injured body parts ...
Marlina, L.; Liliasari; Tjasyono, B.; Hendayana, S.
The teacher is one important factor in the provision of education in schools. Therefore, improving the quality of education means we need to enhance the quality and the professionalism of teachers. We offer a solution through education and training of junior high school science teachers in developing the instructional design of Earth and Space Sciences (IPBA). IPBA is part of the science subjects which is given to students from elementary school to college. This research is a preliminary study of junior high school science teacher professionalism in creating instructional design IPBA. Mixed method design is used to design the research. Preliminary studies conducted on junior high school science teacher in one MGMPs in South Sumatera, and the respondent are 18 teachers from 13 schools. The educational background of science teachers who teach IPBA not only from physical education but also biology and agriculture. The result of preliminary study showed that the ratio of teachers who teach IPBA are 56% from physic education, 39% from biology, and 5% from agriculture. The subjects of IPBA that considered difficult by teachers are the distribution of sun, moon, and satellite motion; specific processes in lithosphere and atmosphere; and the correlation between lithosphere and atmosphere with the environment. The teachers also face difficulty in preparing media, choosing the right methods in teaching IPBA.
National Aeronautics and Space Administration — The GPM Ground Validation Citation Videos IPHEx data were collected during the Integrated Precipitation and Hydrology Experiment (IPHEx) in the Southern...
National Aeronautics and Space Administration — The GPM Ground Validation Precipitation Video Imager (PVI) GCPEx dataset collected precipitation particle images and drop size distribution data from November 2011...
S. Gunkel (Simon); A.J. Jansen (Jack); I. Kegel; D.C.A. Bulterman (Dick); P.S. Cesar Garcia (Pablo Santiago)
htmlabstractWith the growing popularity of video communication systems, more people are using group video chat, rather than only one-to-one video calls. In such multi-party sessions, remote participants compete for the available screen space and bandwidth. A common solution is showing the current
Collier-Meek, Melissa A.; Fallon, Lindsay M.; Johnson, Austin H.; Sanetti, Lisa M. H.; Delcampo, Marisa A.
Although widely recommended, evidence-based interventions are not regularly utilized by school practitioners. Video self-modeling is an effective and efficient evidence-based intervention for a variety of student problem behaviors. However, like many other evidence-based interventions, it is not frequently used in schools. As video creation…
The DARPA Airborne Video Surveillance (AVS) program was established to develop and promote technologies to make airborne video more useful, providing capabilities that achieve a UAV force multiplier...
High-school students are a dominant force in the gaming industry, accounting for annual sales in the millions. Retailers devote large areas of commercial space to keep pace with this lucrative part of the entertainment business. Recognizing the popularity of this phenomenon with the younger generation, it proved an ideal vehicle to explore…
Mangan, J. M.; Virani, S. N.; Kaznosky, C.
In July, 2013, James Madison University hosted its first annual Space Camp. This was a five day nonresidential camp for 81 students entering the 5th through 8th grades, with no participation criteria other than age and interest. On the morning of the first day of camp, we administered a 10 question pre-assessment to gauge campers' knowledge of basic space facts, including planetary size and order, space travel, and light pollution. One of these 10 questions also asked the student to draw or describe a scientist. We gave participants the same 10 questions as a post-assessment at the end of the last day of camp. Despite our doing a hands-on activity demonstrating the relative size of the planets, only 29.2% of the campers were able to correctly list the planets in size order on the post-assessment, as compared with 24.2% on the pre-camp assessment. However, on the first day of camp, only 17% of students correctly estimated current travel time to Mars at about 9 months, as compared with 33% of students at the end of camp. As part of the camp's activities, we had a live video conference with astronaut Franklin Chang Diaz, who is working on technology to get us to Mars more quickly in the future. On a different day, we had another video conference with Jill Prince, an engineer who helped to successfully land a rover on Mars in August, 2012. Students had the opportunity to ask questions of these individuals, who also spoke of their work to the campers. It is likely that having the chance to speak with these two distinguished people increased campers' retention of facts about travel time to Mars. In addition to speaking with these two notable space science pioneers, students were exposed to different types of scientific work and met other scientists. While on the pre-assessment 51% of students had an image of a scientist being the stereotypical model of having glasses, steaming beakers, and/or a lab coat, only 33% gave a similar answer on the post-assessment. Further, on
Ockerman, Melissa S.; Kramer, Constance; Bruno, Michelle
Bullying and cyberbullying continue to be major problems in today's schools and topics of heightened public concern. This pilot study aimed to increase the knowledge base concerning bullying and cyberbullying, to explore the relationship between traditional bullying and cyberbullying, and to solicit information on the prevalence rates of…
The historical shifts in United States discourses of school architecture as they relate to reforms and inventions of new pedagogical techniques are examined using Michel Foucault's conceptualization of "governmentality" and related scholarship. The purpose is to question assumptions underlying two claims currently being made about school…
We currently live in a world filled with videos. There are videos on YouTube, feature movies and even videos recorded with our own cameras and smartphones. These videos present an excellent opportunity to not only explore physical concepts, but also inspire others to investigate physics ideas. With video analysis, we can explore the fantasy world in science-fiction films. We can also look at online videos to determine if they are genuine or fake. Video analysis can be used in the introductory physics lab and it can even be used to explore the make-believe physics embedded in video games. This book covers the basic ideas behind video analysis along with the fundamental physics principles used in video analysis. The book also includes several examples of the unique situations in which video analysis can be used.
Full Text Available ... YouTube Videos » NEI YouTube Videos: Amblyopia Listen NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration ... Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: ...
Unattended video surveillance systems are particularly vulnerable to the substitution of false video images into the cable that connects the camera to the video recorder. New technology has made it practical to insert a solid state video memory into the video cable, freeze a video image from the camera, and hold this image as long as desired. Various techniques, such as line supervision and sync detection, have been used to detect video cable tampering. The video authentication technique described in this paper uses the actual video image from the camera as the basis for detecting any image substitution made during the transmission of the video image to the recorder. The technique, designed for unattended video systems, can be used for any video transmission system where a two-way digital data link can be established. The technique uses similar microprocessor circuitry at the video camera and at the video recorder to select sample points in the video image for comparison. The gray scale value of these points is compared at the recorder controller and if the values agree within limits, the image is authenticated. If a significantly different image was substituted, the comparison would fail at a number of points and the video image would not be authenticated. The video authentication system can run as a stand-alone system or at the request of another system
Scalzo, F.; Frost, J.; Carlson, B. E.; Marchese, P.; Rosenzweig, C.; Austin, S. A.; Peteet, D. M.; Druyan, L.; Fulakeza, M.; Gaffin, S.; Baruh, H.; Decker, S.; Thangam, S.; Miles, J.; Moshary, F.; Rossow, W.; Greenbaum, S.; Cheung, T. K.; Johnson, L. P.
1 Frank Scalzo, 1 Barbara Carlson, 2 Leon Johnson, 3 Paul Marchese, 1 Cynthia Rosenzweig, 2 Shermane Austin, 1 Dorothy Peteet, 1 Len Druyan, 1 Matthew Fulakeza, 1 Stuart Gaffin, 4 Haim Baruh, 4 Steven Decker, 5 Siva Thangam, 5 Joe Miles, 6 James Frost, 7 Fred Moshary, 7 William Rossow, 7 Samir Ahmed, 8 Steven Greenbaum and 3 Tak Cheung 1 NASA Goddard Institute for Space Studies, USA 2 Physical, Environmental and Computer Sciences, Medgar Evers College, CUNY, Brooklyn, NY, USA 3 Physics, Queensborough Community College, CUNY, Queens, NY, USA 4 Rutgers University, Newark, NJ, USA 5 Stevens Institute of Technology, Hoboken, NJ, USA 6 Physics, LaGuardia Community College, CUNY, Queens, NY, USA 7 Electrical Engineering, City College of New York, CUNY, USA 8 Physics, Hunter College, CUNY, USA The New York City Research Initiative (NYCRI) is a research and academic program that involves high school, undergraduate and graduate students, and high school teachers in research teams under the mentorship of college/university principal investigator of NASA funded projects and/or NASA scientists. The principal investigators are at 7 colleges/universities within a 20-mile radius of New York City (NYC and Northern New Jersey), as well as the NASA Goddard Institute of Space Studies. The program supports research in Earth Science, Space Science, and Space Technology. Research investigations include: Sea Surface Temperature and Precipitation in the West African Monsoon, Urban Heat Island: Sun and Rain Effects, Decadal Changes in Aerosol and Asthma, Variations in Salinity and River Discharge in the Hudson River Estuary, Environmental Change in the Hudson Estuary Wetlands, Verification of Winter Storm Scale Developed for Nor’easters, Solar Weather and Tropical Cyclone Activity, Tropospheric and Stratospheric Ozone Investigation in Metropolitan NYC, Aerosol Optical Depth through use of a MFRSR, Detection of Concentration in the Atmosphere Using a Quantum Cascade Laser System
Few educators or philosophers of education would argue that schools' sole purpose is to keep children safe. Yet a particular subset of students in the United States--lesbian, gay, bisexual, transgender, queer, and questioning (LGBTQ) students--are often served by their schools as if their mere safety were a sufficient objective in and of itself.…
Schnittka, Christine G.; Evans, Michael A.; Won, Samantha G. L.; Drape, Tiffany A.
After-school settings provide youth with homework support, social outlets and fun activities, and help build self-confidence. They are safe places for forming relationships with caring adults. More after-school settings are starting to integrate Science, Technology, Engineering, and Mathematics (STEM) topics. What science skills and concepts might…
I reflect on the methodological processes underpinning a dissertation that investigated male learners' reasons for leaving high school early and the strategies they employed to negotiate everyday life. A qualitative case study was conducted with nine male early high school leavers between the ages of 18 and 25, as well as 12 stakeholders involved…
Daly, Alan J.; Finnigan, Kara S.
A number of scholars are exploring the district context in which schools are embedded. These studies suggest the importance of the district office as a support or constraint to the work of schools and offer strategies for building relations between district and site leaders. While this is an important task, what is frequently overlooked is that…
Every secondary school leaver is expected to be able to seek and gain admission into institutions of higher learning, both locally and internationally. However, this has become unattainable as a result of the poor academic performance seen in senior secondary school examinations; the quintessential example being the West African Senior School…
DeLeon, Abraham P.
School shootings loom large in the collective imagination and young, White males commit a majority of these horrific crimes. Although many of the descriptions of school shooters in the media and scholarly studies attribute their actions to psychological problems and/or personal/social failings, these events are also often placed in a comparative…
There are three hypotheses for this research: 1. High school mathematics students in urban public schools, who are provided interactive technology resources during normal course work, will experience a multiplier effect of enhanced learning in mathematics. They will have an increase in positive dispositions indicative of their identity development…
Sánchez Bocanegra, Carlos Luis
Rare Disease Video Portal (RD Video) is a portal web where contains videos from Youtube including all details from 12 channels of Youtube. Rare Disease Video Portal (RD Video) es un portal web que contiene los vídeos de Youtube incluyendo todos los detalles de 12 canales de Youtube. Rare Disease Video Portal (RD Video) és un portal web que conté els vídeos de Youtube i que inclou tots els detalls de 12 Canals de Youtube.
Fried, B.; Levy, M.; Reyes, C.; Austin, S.
A unique and innovative partnership has recently developed between NASA and John Dewey High School, infusing Space Science into the curriculum. This partnership builds on an existing relationship with MUSPIN/NASA and their regional center at the City University of New York based at Medgar Evers College. As an outgrowth of the success and popularity of our Remote Sensing Research Program, sponsored by the New York State Committee for the Advancement of Technology Education (NYSCATE), and the National Science Foundation and stimulated by MUSPIN-based faculty development workshops, our science department has branched out in a new direction - the establishment of a Space Science Academy. John Dewey High School, located in Brooklyn, New York, is an innovative inner city public school with students of a diverse multi-ethnic population and a variety of economic backgrounds. Students were recruited from this broad spectrum, which covers the range of learning styles and academic achievement. This collaboration includes students of high, average, and below average academic levels, emphasizing participation of students with learning disabilities. In this classroom without walls, students apply the strategies and methodologies of problem-based learning in solving complicated tasks. The cooperative learning approach simulates the NASA method of problem solving, as students work in teams, share research and results. Students learn to recognize the complexity of certain tasks as they apply Earth Science, Mathematics, Physics, Technology and Engineering to design solutions. Their path very much follows the NASA model as they design and build various devices. Our Space Science curriculum presently consists of a one-year sequence of elective classes taken in conjunction with Regents-level science classes. This sequence consists of Remote Sensing, Planetology, Mission to Mars (NASA sponsored research program), and Microbiology, where future projects will be astronomy related. This
Ørngreen, Rikke; Henningsen, Birgitte Sølbeck; Louw, Arnt Vestergaard
The drop-out rate among students attending vocational training institutions is higher than for other forms of education at the same entry level (in Denmark, but also generally in Europe). A recent Danish reform has aided students, who enter the first part of the basic program directly from primar...... students are at school and in practical placements with companies. This may increase students’ social engagement and interest in the subject matter, together with greater awareness of professional identity, which could help decrease drop-out rates for vocational training.......The drop-out rate among students attending vocational training institutions is higher than for other forms of education at the same entry level (in Denmark, but also generally in Europe). A recent Danish reform has aided students, who enter the first part of the basic program directly from primary...... multimedia and video productions in Vocational Educational Training (VET). These video productions focused on the subjects of their future profession, and increased students’ motivation and experience of professional pride. Through a semistructured literature review, the paper then argues for a research...
Park, Sung Youl; Kim, Soo-Wook; Cha, Seung-Bong; Nam, Min-Woo
This study investigated the effectiveness of e-learning by comparing the learning outcomes in conventional face-to-face lectures and e-learning methods. Two video-based e-learning contents were developed based on the rapid prototyping model and loaded onto the learning management system (LMS), which was available at http://www.greenehrd.com.…
Bushman, Brad J.; Rothstein, Hannah R.; Anderson, Craig A.
In this article we reply to C. J. Ferguson and J. Kilburn's (2010) critique of our meta-analysis on violent video game effects (C. A. Anderson et al., 2010). We rely on well-established methodological and statistical theory and on empirical data to show that claims of bias and misinterpretation on our part are simply wrong. One should not…
Papageorgiou, Nikoletta; Galani, Apostolia; Mavrikaki, Evangelia
This work--part of a wider project aimed at engaging first year primary school pupils in public open-space design--explores the perceptions of junior primary school children as to the urban square. Data collection tools comprised semi-structured interviews, sketches and storytelling via puppet-animation. Our findings have shown that--according to…
Yamamoto, Masa-Yuki; Okamoto, Sumito; Miyoshi, Terunori; Takamura, Yuzaburo; Aoshima, Akira; Hinokuchi, Jin
As one of the space educational projects in Japan, a triangulation observation project of TLE (Transient Luminous Events: sprites, elves, blue-jets, etc.) has been carried out since 2006 in collaboration between 29 Super Science High-schools (SSH) and Kochi University of Technol-ogy (KUT). Following with previous success of sprite observations by "Astro High-school" since 2004, the SSH consortium Kochi was established as a national space educational project sup-ported by Japan Science and Technology Agency (JST). High-sensitivity CCD camera (Watec, Neptune-100) with 6 mm F/1.4 C-mount lens (Fujinon) and motion-detective software (UFO-Capture, SonotaCo) were given to each participating team in order to monitor Northern night sky of Japan with almost full-coverage. During each school year (from April to March in Japan) since 2006, thousands of TLE images were taken by many student teams, with considerably large numbers of successful triangulations, i.e., (School year, Numbers of TLE observations, Numbers of triangulations) are (2006, 43, 3), (2007, 441, 95), (2008, 734, 115), and (2009, 337, 78). Note that, school year in Japan begins on April 1 and ends on March 31. The observation campaign began in December 2006, numbers are as of Feb. 28, 2010. Recently, some high schools started wide field observations using multiple cameras, and others started VLF observations using handmade loop antennae and amplifiers. Infomation exchange among the SSH consortium Kochi is frequently communicated with scientific discussion via KUT's mailing lists. Also, interactions with amateur observers in Japan are made through an internet forum of "SonotaCo Network Japan" (http://sonotaco.jp). Not only as an educational project but also as a scientific one, the project is also in success. In February 2008, simultaneous observations of Elves were obtained, in November 2009 a Giant "Graft-shaped" Sprites driven by Jets was clearly imaged with VLF signals. Most recently, ob-servations of Elves
Dallacqua, Ashley Kaye
This year-long, ethnographic study documents the use of comics and graphic novels as academic literature across the curriculum in a suburban middle school. Because the use of this medium in classrooms is relatively new, it is a process that has not been extensively documented. While comics and graphic novels can provide a complex and valuable experience for readers, they can also be challenging to both students and teachers. In particular, this dissertation documents the tensions that surfaced as comics and graphic novels were integrated into a curriculum. This study is situated in a middle school entrenched in neoliberal ideologies, with focuses on high-stakes testing, a standardized curriculum, and individual, rather than collaborative work. Yet, the faculty in this middle school was also inviting nontraditional texts into classrooms, and operating in tension with a neoliberal agenda. By focusing on teaching and learning literacy practices with comics and graphic novels and talk about those practices, this study also addresses negative assumptions and hesitancies around such texts being used for academic purposes. Participants included seventh grade teachers and students engaged in working with and talking about comics. This research considers how comics and graphic novels were welcomed into this school, as well as impacts around time and space, and positioning. All of these themes point back to how comics and graphic novels were working within and against normative structures in this school. This study is positioned to consider conventional literacy practices and how teaching and learning with comics and graphic novels supports and disrupts those practices. Serving as an example and a starting point for bringing this dynamic medium into classrooms, this study fills a significant gap, supporting and challenging traditional literacies practices and analyzing potential for new ways of operating in a school.
Choo, Hyekyung; Gentile, Douglas A; Sim, Timothy; Li, Dongdong; Khoo, Angeline; Liau, Albert K
Increase in internet use and video-gaming contributes to public concern on pathological or obsessive play of video games among children and adolescents worldwide. Nevertheless, little is known about the prevalence of pathological symptoms in video-gaming among Singaporean youth and the psychometric properties of instruments measuring pathological symptoms in video-gaming. A total of 2998 children and adolescents from 6 primary and 6 secondary schools in Singapore responded to a comprehensive survey questionnaire on sociodemographic characteristics, video-gaming habits, school performance, somatic symptoms, various psychological traits, social functioning and pathological symptoms of video-gaming. After weighting, the survey data were analysed to determine the prevalence of pathological video-gaming among Singaporean youth and gender differences in the prevalence. The construct validity of instrument used to measure pathological symptoms of video-gaming was tested. Of all the study participants, 8.7% were classified as pathological players with more boys reporting more pathological symptoms than girls. All variables, including impulse control problem, social competence, hostility, academic performance, and damages to social functioning, tested for construct validity, were significantly associated with pathological status, providing good evidence for the construct validity of the instrument used. The prevalence rate of pathological video-gaming among Singaporean youth is comparable with that from other countries studied thus far, and gender differences are also consistent with the findings of prior research. The positive evidence of construct validity supports the potential use of the instrument for future research and clinical screening on Singapore children and adolescents' pathological video-gaming.
National Aeronautics and Space Administration — MaXentric's is proposing a radiation tolerant Software Define Video Processor, codenamed SDVP, for the problem of advanced motion imaging in the space environment....
Marlina, L.; Liliasari; Tjasyono, B.; Hendayana, S.
Critical thinking skills need to be developed in students. With critical thinking skills, students will be able to understand the concept with more depth easily, be sensitive with problems that occur, understand and solve problems that occur in their surroundings, and apply the concepts in different situations. Earth and Space Science (ESS) material is part of the science subjects given from elementary school to college. This research is a test of research program with quantitative method. This study aims to investigate the improvement of critical thinking skills of students through training of science teachers in junior high school in designing learning media for teaching ESS. With samples of 24 science teachers and 32 students of grade 7th in junior high school which are chosen by purposive sampling in a school in Ogan Ilir District, South Sumatra, obtained average pre-test and post-test scores of students’ critical thinking skills are 52.26 and 67.06 with an average N-gain of 0.31. A survey and critical thinking skills based-test were conducted to get the data. The results show positive impact and an increase in students’ critical thinking skills on the ESS material.
Creasey, Gary L; Myers, Barbara J
Measures the indirect effect a home video system has on children's leisure activities, school work, and peer contacts. Concludes that owning a video game does not greatly alter a child's activities. (HOD)
Barnard, J.J.; Lund, S.M.
The purpose of this course is to provide a comprehensive introduction to the physics of beams with intense space charge. This course is suitable for graduate students and researchers interested in accelerator systems that require sufficient high intensity where mutual particle interactions in the beam can no longer be neglected. This course is intended to give the student a broad overview of the dynamics of beams with strong space charge. The emphasis is on theoretical and analytical methods of describing the acceleration and transport of beams. Some aspects of numerical and experimental methods will also be covered. Students will become familiar with standard methods employed to understand the transverse and longitudinal evolution of beams with strong space charge. The material covered will provide a foundation to design practical architectures. In this course, we will introduce you to the physics of intense charged particle beams, focusing on the role of space charge. The topics include: particle equations of motion, the paraxial ray equation, and the Vlasov equation; 4-D and 2-D equilibrium distribution functions (such as the Kapchinskij-Vladimirskij, thermal equilibrium, and Neuffer distributions), reduced moment and envelope equation formulations of beam evolution; transport limits and focusing methods; the concept of emittance and the calculation of its growth from mismatches in beam envelope and from space-charge non-uniformities using system conservation constraints; the role of space-charge in producing beam halos; longitudinal space-charge effects including small amplitude and rarefaction waves; stable and unstable oscillation modes of beams (including envelope and kinetic modes); the role of space charge in the injector; and algorithms to calculate space-charge effects in particle codes. Examples of intense beams will be given primarily from the ion and proton accelerator communities with applications from, for example, heavy-ion fusion, spallation
Jhon Fredy Vergara
Full Text Available This text comes from an epistemological concerns and in turn guiding question on the role of the contemporary school and its importance in the development of training processes that go beyond the transmission of knowledge. The conception of the school as a meeting place where dialogue can collectively share life experiences, raises reflections on the role of individuals in the construction of knowledge and ways of life, while education takes on its own meaning and authentic to the extent that a school has to conceive that transcends institutional frameworks and regulatory regimes; it is a gamble to consider the condition of young individuals in habitats conducive intersubjective construction conversations to share life experiences and cotidianidades, turns out to be an exercise in collective construction of knowledge and affections.
National Aeronautics and Space Administration — This SBIR application proposes to develop, evaluate, and implement an Internet-based educational outreach site focusing on the varied biological effects of...
Vasbø, Kristin Beate; Silseth, Kenneth; Erstad, Ola
The aim of this article is to gain knowledge about what it means to be a learner using social media in an educational setting. The article presents an ethnographic study of students in a multiethnic community in Oslo who participate in a social networking site called Space2cre8 (S28). In this article, we set out to explore the kind of space for…
Recent improvements in processing power, storage space, and video codec development enable users now to playback video on their handheld devices in a reasonable quality. However, given the form factor restrictions of such a mobile device, screen size still remains a natural limit and - as the term "handheld" implies - always will be a critical resource. This is not only true for video but any data that is processed on such devices. For this reason, developers have come up with new and innovative ways to deal with large documents in such limited scenarios. For example, if you look at the iPhone, innovative techniques such as flicking have been introduced to skim large lists of text (e.g. hundreds of entries in your music collection). Automatically adapting the zoom level to, for example, the width of table cells when double tapping on the screen enables reasonable browsing of web pages that have originally been designed for large, desktop PC sized screens. A multi touch interface allows you to easily zoom in and out of large text documents and images using two fingers. In the next section, we will illustrate that advanced techniques to browse large video files have been developed in the past years, as well. However, if you look at state-of-the-art video players on mobile devices, normally just simple, VCR like controls are supported (at least at the time of this writing) that only allow users to just start, stop, and pause video playback. If supported at all, browsing and navigation functionality is often restricted to simple skipping of chapters via two single buttons for backward and forward navigation and a small and thus not very sensitive timeline slider.
Video networks is an emerging interdisciplinary field with significant and exciting scientific and technological challenges. It has great promise in solving many real-world problems and enabling a broad range of applications, including smart homes, video surveillance, environment and traffic monitoring, elderly care, intelligent environments, and entertainment in public and private spaces. This paper provides an overview of the design of a wireless video network as an experimental environment, camera selection, hand-off and control, anomaly detection. It addresses challenging questions for individual identification using gait and face at a distance and present new techniques and their comparison for robust identification.
Justesen, Niels; Bontrager, Philip; Togelius, Julian; Risi, Sebastian
In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique requirements that different game genres pose to a deep learning system and highlight important open challenges in the context of applying these machine learning methods to video games, such as general game playing, dealing with extremely large decision spaces...
Drummond, D; Tesnière, A; Hadchouel, A
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.
Full Text Available Ambient Video is an emergent cultural phenomenon, with roots that go deeply into the history of experimental film and video art. Ambient Video, like Brian Eno's ambient music, is video that "must be as easy to ignore as notice" . This minimalist description conceals the formidable aesthetic challenge that faces this new form. Ambient video art works will hang on the walls of our living rooms, corporate offices, and public spaces. They will play in the background of our lives, living video paintings framed by the new generation of elegant, high-resolution flat-panel display units. However, they cannot command attention like a film or television show. They will patiently play in the background of our lives, yet they must always be ready to justify our attention in any given moment. In this capacity, ambient video works need to be equally proficient at rewarding a fleeting glance, a more direct look, or a longer contemplative gaze. This paper connects a series of threads that collectively illuminate the aesthetics of this emergent form: its history as a popular culture phenomenon, its more substantive artistic roots in avant-garde cinema and video art, its relationship to new technologies, the analysis of the viewer's conditions of reception, and the work of current artists who practice within this form.
Mechling, Linda C.; Ayres, Kevin M.; Bryant, Kathryn J.; Foster, Ashley L.
The current study evaluated a relatively new video-based procedure, continuous video modeling (CVM), to teach multi-step cleaning tasks to high school students with moderate intellectual disability. CVM in contrast to video modeling and video prompting allows repetition of the video model (looping) as many times as needed while the user completes…
Azano, Amy Price
Rurality is rarely considered or oftentimes completely neglected in conversations about culturally relevant pedagogy. Yet, without a relevant curriculum, students both in and out of rural communities are left with dominant and deficiently positioned narratives about rural people. School librarians must provide counter and critical narratives for…
Gillet, Dennis; de Jong, Anthonius J.M.; Sotirou, Sofoklis; Salzmann, Christophe
The European Commission is funding a large-scale research project on federated online laboratories (Labs) for education in Science, Technology, Engineering, and Mathematics (STEM) at School. The main educational focus is on inquiry learning and the main technological one is on personalized learning
Martin, Lee; Dixon, Colin; Betser, Sagit
Despite their potential, maker activities do not always support equitable engagement. The authors report on a design research study where they worked to support equitable engagement of youth repertoires of practice in a high school makerspace. Their orientation toward equity is grounded in the construct of repertoires of practice, and they focus…
Today, teachers orchestrate computer-based tasks in software applications in Swedish primary schools. Meaning is made through various modes, and multimodal perspectives on literacy have the basic assumption that meaning is made through many representational and communicational resources. The case study presented in this paper has analysed pupils'…
Gee, James Paul
In the digital age, young people's most powerful learning opportunities often occur online, in experiences and environments created by people working outside of the K-12 school system. In a sense, the internet has given new life to an older, less formal approach to education, in which individuals seek out and learn from others who share their…
Lewis, Tyson E.
In this essay, Tyson Lewis theorizes current lockdown practices, zero-tolerance policies, and No Child Left Behind initiatives in U.S. schooling by drawing on Italian philosopher Giorgio Agamben's analysis of the concentration camp and the state of exception. Agamben's theory of the camp provides a challenging, critical vantage point for looking…
Siegel-Hawley, Genevieve; Frankenberg, Erica
American demographics are shifting, most notably among the student population (G. Orfield, 2009). The proportion of white student enrollment has steadily decreased since the 1960s, from approximately 80% of students to 56% today (G. Orfield, 2009). In the South and the West--two of the most populous regions in the country--schools report nonwhite…
Reath Warren, Anne
This article reports on language narratives in the ecology of a Vietnamese community language school (VCLS) in Australia. The study takes a dialogical perspective, where the stories about language that informants in the research setting tell are understood to shape and be shaped by the contexts in which they are told. Systematic analysis of…
Barton, Angela Calabrese; Kang, Hosun; Tan, Edna; O'Neill, Tara B.; Bautista-Guerra, Juanita; Brecklin, Caitlin
The underrepresentation of girls from nondominant backgrounds in the sciences and engineering continues despite recent gains in achievement. This longitudinal ethnographic study traces the identity work that girls from nondominant backgrounds do as they engage in science-related activities across school, club, and home during the middle school…
Austin, Manila S.; Harkins, Debra A.
Research Findings: Collaborative work and supportive relationships are highly valued by teachers and school administrators. Collaboration, however, necessitates constructive conflict resolution (P. M. Senge, 1990); yet conflict is often experienced as interpersonally threatening and undermining supportive working conditions. This contradiction is…
Depalma, Renee; Atkinson, Elizabeth
This paper analyses patterns of participation on a voluntary anonymous Web-based discussion forum, open to students and faculty in one UK university, concerning sexualities equality in schools. Analysis revealed that participants often rejected the security of anonymity and strategically embodied themselves and others (as gay, straight, parents,…
Recent times have seen an increasing prevalence and incidence of children with ASD in school settings. Social, cognitive, and language process deficits directly impact the ability of children with ASD to effectively functioning within the complex social setting of schools. In particular, deficits are noted in the areas of social communication and…
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Smith, Rachel Charlotte; Christensen, Kasper Skov; Iversen, Ole Sejer
We introduce Video Design Games to train educators in teaching design. The Video Design Game is a workshop format consisting of three rounds in which participants observe, reflect and generalize based on video snippets from their own practice. The paper reports on a Video Design Game workshop...... in which 25 educators as part of a digital fabrication and design program were able to critically reflect on their teaching practice....
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King, Elizabeth M.
Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace…
Ducey, Richard V.
This report examines a growing submarket, the children's video marketplace, which comprises broadcast, cable, and video programming for children 2 to 11 years old. A description of the tremendous growth in the availability and distribution of children's programming is presented, the economics of the children's video marketplace are briefly…
Buggey, Tom; Ogle, Lindsey
Video self-modeling (VSM) first appeared on the psychology and education stage in the early 1970s. The practical applications of VSM were limited by lack of access to tools for editing video, which is necessary for almost all self-modeling videos. Thus, VSM remained in the research domain until the advent of camcorders and VCR/DVD players and,…
Smith, Molly; Ayres, Kevin; Mechling, Linda; Smith, Katie
The purpose of this study was to compare the effects of two forms of video modeling: video modeling that includes narration (VMN) and video models without narration (VM) on skill acquisition of four adolescent boys with a primary diagnosis of autism enrolled in an Extended School Year (ESY) summer program. An adapted alternating treatment design…
Roberts, Simon J.
The Faculty of Engineering at The University of Nottingham, UK, has developed interdisciplinary, hands-on workshops for primary schools that introduce space technology, its relevance to everyday life and the importance of science, technology, engineering and maths. The workshop activities for 7-11 year olds highlight the roles that space and satellite technology play in observing and monitoring the Earth's biosphere as well as being vital to communications in the modern digital world. The programme also provides links to 'how science works', the environment and citizenship and uses pixel art through the medium of digital photography to demonstrate the importance of maths in a novel and unconventional manner. The interactive programme of activities provides learners with an opportunity to meet 'real' scientists and engineers, with one of the key messages from the day being that anyone can become involved in science and engineering whatever their ability or subject of interest. The methodology introduces the role of scientists and engineers using space technology themes, but it could easily be adapted for use with any inspirational topic. Analysis of learners' perceptions of science, technology, engineering and maths before and after participating in ENGage showed very positive and significant changes in their attitudes to these subjects and an increase in the number of children thinking they would be interested and capable in pursuing a career in science and engineering. This paper provides an overview of the activities, the methodology, the evaluation process and results.
Otrel-Cass, Kathrin; Khoo, Elaine; Cowie, Bronwen
In New Zealand and internationally claims are being made about the potential for information and communication technologies (ICTs) to transform teaching and learning. However, the theoretical underpinnings explaining the complex interplay between the content, pedagogy and technology a teacher needs...... to scaffold learning. It showcases the intricate interplay between teachers’ knowledge about content, digital video technology, and students’ learning needs based on a qualitative study of two science teachers and their students in a New Zealand primary school....... to consider must be expanded. This article explicates theoretical and practical ideas related to teachers’ application of their ICT technology, pedagogy, and content knowledge (TPACK) in science. The article unpacks the social and technological dimensions of teachers’ use of TPACK when they use digital videos...
Martin, Susan D.; Snow, Jennifer L.; Franklin Torrez, Cheryl A.
Using theoretical conceptions of third space and hybrid teacher education, the authors engaged in a collaborative self-study of their practices as university-based teacher educators working in student teaching partnership settings. The authors sought to understand ways in which hybrid teacher educators foster and mediate relationships to work…
Ruyter, de B.E.R.; Baha, S.E.; Pijl, M.; Markopoulos, P.
This paper reports research concerning video media spaces for the home and specifically the extent to which different approaches for video obfuscation can balance conflicting requirements for awareness between connected individuals and privacy. Different filtering techniques were compared regarding
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.
This comprehensive and accessible text/reference presents an overview of the state of the art in video coding technology. Specifically, the book introduces the tools of the AVS2 standard, describing how AVS2 can help to achieve a significant improvement in coding efficiency for future video networks and applications by incorporating smarter coding tools such as scene video coding. Topics and features: introduces the basic concepts in video coding, and presents a short history of video coding technology and standards; reviews the coding framework, main coding tools, and syntax structure of AV
Belonging to the wider academic field of computer vision, video analytics has aroused a phenomenal surge of interest since the current millennium. Video analytics is intended to solve the problem of the incapability of exploiting video streams in real time for the purpose of detection or anticipation. It involves analyzing the videos using algorithms that detect and track objects of interest over time and that indicate the presence of events or suspect behavior involving these objects.The aims of this book are to highlight the operational attempts of video analytics, to identify possi
Whitton, Nicola; Maclure, Maggie
Increasingly prevalent educational discourses promote the use of video games in schools and universities. At the same time, populist discourses persist, particularly in print media, which condemn video games because of putative negative effects on behaviour and socialisation. These contested discourses, we suggest, influence the acceptability of…
Barko, Timothy; Sadler, Troy D.
This paper looks at the conceptual differences between video game learning and traditional classroom and laboratory learning. It explores the notion of virtual experience by comparing a commonly used high school laboratory protocol on DNA extraction with a similar experience provided by a biotechnology themed video game. When considered…
Parikh, Sejal B.; Janson, Christopher; Singleton, Tiffany
The purpose of this phenomenological study was to examine seven school counseling students' experiences of creating reflective video journals during their first internship course. Specifically, this study focused on capturing the essence of the experiences related to personal reactions, feelings, and thoughts about creating two video journal…
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
Birke, Alexander; Schoenau-Fog, Henrik; Reng, Lars
This paper presents Space Bugz! - a novel crowd game for large venues or cinemas that utilises the audience's smartphones as controllers for the game. This paper explains what crowd gaming is and describes how the approach used in Space Bugz! enables more advanced gameplay concepts and individual...... player control than current technologies allow. The gameplay of Space Bugz! is then explained along with the technical architecture of the game. After this, the iterative design process used to create the game is described together with future perspectives. The article concludes with links to a video...
Full Text Available Abstract Background The physical school environment is a promising setting to increase children’s physical activity although robust evidence is sparse. We examined the effects of major playground reconstruction on physical activity and sedentary time in primary schools using a quasi-experimental design (comparison group pre-test/post-test design. Methods Five experimental and two control schools from deprived areas of inner city London were recruited at baseline. Main outcome was physical activity and sedentary time measured from objective monitoring (Actigraph accelerometer at one year follow up. Pupils’ impressions of the new playground were qualitatively assessed post construction. Results A total of 347 pupils (mean age = 8 years, 55% boys; 36% Caucasian were recruited into the study at baseline; 303 provided valid baseline Actigraph data. Of those, 231 (76% completed follow-up (n = 169 intervention; n = 62 control and 77.4% of the sample recorded at least 4 days of Actigraph wear. In mixed models adjusted for age, sex, ethnicity, ratio activity or sedentary/wear time at baseline, wear time at follow up, and school, no differences were observed in total moderate – vigorous activity (B = −1.4, 95% CI, −7.1, 4.2 min/d, light activity (B = 4.1, 95% CI, −17.9, 26.1, or sedentary time (B = −3.8, 95% CI, −29.2, 21.6 min/d between groups. There were significant age interactions for sedentary (p = 0.002 and light intensity physical activity (p = 0.008. We observed significant reductions in total sedentary (−28.0, 95% CI, −1.9, −54.1 min/d, p = 0.037 and increases in total light intensity activity (24.6, 95% CI, 0.3, 48.9 min/d, p = 0.047 for children aged under 9 yrs. old in the intervention. Conclusion Major playground reconstruction had limited effects on physical activity, but reduced sedentary time was observed in younger children. Qualitative data suggested that the children enjoyed the new
Maltseva Olga Aleksandrovna
Full Text Available The purpose of this article is the presentation of theoretical and methodical fundamentals of problems of formation the student’s of harmonious personal space in the educational process of the primary school. Personal space is being the subject of education, characterizes the specificity of human interaction with the reality, and forms system value-semantic directions of a person at a certain age stage. The period of primary school age is favorable for the formation of the harmonious personal space, which causes the creation of certain conditions in the educational process of school. The logic and content of the experimental work on the implementation of the conditions of formation of the harmonious personal space of the student in the educational process of the primary school are presented in the article. Results show positive dynamics in personal change of teachers, students and their parents, that allows to judge about the efficiency of the carried out research. The materials of the research are presented in the article, can be used in the practice of School Providing General Education.
Park, Jincheol; Seshadrinathan, Kalpana; Lee, Sanghoon; Bovik, Alan Conrad
It is generally recognized that severe video distortions that are transient in space and/or time have a large effect on overall perceived video quality. In order to understand this phenomena, we study the distribution of spatio-temporally local quality scores obtained from several video quality assessment (VQA) algorithms on videos suffering from compression and lossy transmission over communication channels. We propose a content adaptive spatial and temporal pooling strategy based on the observed distribution. Our method adaptively emphasizes "worst" scores along both the spatial and temporal dimensions of a video sequence and also considers the perceptual effect of large-area cohesive motion flow such as egomotion. We demonstrate the efficacy of the method by testing it using three different VQA algorithms on the LIVE Video Quality database and the EPFL-PoliMI video quality database.
Evans, Michael A.; Jones, Brett D.; Akalin, Sehmuz
Because video games are so popular with young people, researchers have explored ways to use game play to engage students in school subjects (Peppler & Kafai, 2007; Rockwell & Kee, 2011; Small, 2011). Motivating students in science is especially important because of declines both in the number of young people who choose science careers and…
... Free Baking School Eating Out Away From Home Emotional Adjustment Kids Speak Research and Innovation Contact Us Celiac Disease Program | Videos Boston Children's Hospital will teach you and your family about a healthful celiac lifestyle. Education is key in making parents feel more at ...
Full Text Available ... Free Baking School Eating Out Away From Home Emotional Adjustment Kids Speak Research and Innovation Contact Us Celiac Disease Program | Videos Boston Children's Hospital will teach you and your family about a healthful celiac lifestyle. Education is key in making parents feel more at ...
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Wilhelm, Jennifer; Jackson, C.; Toland, M. D.; Cole, M.; Wilhelm, R. J.
Many astronomical concepts cannot be understood without a developed understanding of four spatial-mathematics domains defined as follows: a) Geometric Spatial Visualization (GSV) - Visualizing the geometric features of a system as it appears above, below, and within the system’s plane; b) Spatial Projection (SP) - Projecting to a different location and visualizing from that global perspective; c) Cardinal Directions (CD) - Distinguishing directions (N, S, E, W) in order to document an object’s vector position in space; and d) Periodic Patterns - (PP) Recognizing occurrences at regular intervals of time and/or space. For this study, differences were examined between groups of sixth grade students’ spatial-scientific development pre/post implementation of an Earth/Space unit. Treatment teachers employed a NASA-based curriculum (Realistic Explorations in Astronomical Learning), while control teachers implemented their regular Earth/Space units. A 2-level hierarchical linear model was used to evaluate student performance on the Lunar Phases Concept Inventory (LPCI) and four spatial-mathematics domains, while controlling for two variables (gender and ethnicity) at the student level and one variable (teaching experience) at the teacher level. Overall LPCI results show pre-test scores predicted post-test scores, boys performed better than girls, and Whites performed better than non-Whites. We also compared experimental and control groups’ by spatial-mathematics domain outcomes. For GSV, it was found that boys, in general, tended to have higher GSV post-scores. For domains CD and SP, no statistically significant differences were observed. PP results show Whites performed better than non-Whites. Also for PP, a significant cross-level interaction term (gender-treatment) was observed, which means differences in control and experimental groups are dependent on students’ gender. These findings can be interpreted as: (a) the experimental girls scored higher than the
Given today's enormous management and protection challenges related to the world's oceans, a new competition calls on ocean scientists to effectively communicate their research in videos that last up to 3 minutes. The Ocean 180 Video Challenge, named for the number of seconds in 3 minutes, aims to improve ocean science communication while providing high school and middle school teachers and students with new and interesting educational materials about current science topics.
Bohot, Cameron Brooke; Pfortmiller, Michelle
Today's students are bombarded with digital imagery and sound nearly 24 hours of the day. Video use in the classroom is engaging, and a teacher can instantly grab her students' attention. The content of the videos comes from many sources; the curriculum, the student handbook, and even the school rules. By creating the videos, teachers are not only…
Morlock, Larissa; Reynolds, Jennifer L.; Fisher, Sycarah; Comer, Ronald J.
Video modeling involves the learner viewing videos of a model demonstrating a target skill. According to the National Professional Development Center on Autism Spectrum Disorders (2011), video modeling is an evidenced-based intervention for individuals with Autism Spectrum Disorder (ASD) in elementary through middle school. Little research exists…
Lo, Ya-yu; Burk, Bradley; Burk, Bradley; Anderson, Adrienne L.
The current study examined the effects of a modified video prompting procedure, namely progressive video prompting, to increase technique accuracy of shooting a basketball in the school gymnasium of three 11th-grade students with moderate intellectual disability. The intervention involved participants viewing video clips of an adult model who…
Edelman, Andrew J.
The martial art of Aikido was used as an intervention with 15 middle and high school students with severe emotional disturbances in an alternative educational setting. Students with an extensive history of violently disruptive and assaultive behaviors were trained for 12 weeks in this nonviolent Japanese martial art in order to achieve the…
Gerald, Rex E. II; Sanchez, Jairo; Rathke, Jerome W.
A video toroid cavity imager for in situ measurement of electrochemical properties of an electrolytic material sample includes a cylindrical toroid cavity resonator containing the sample and employs NMR and video imaging for providing high-resolution spectral and visual information of molecular characteristics of the sample on a real-time basis. A large magnetic field is applied to the sample under controlled temperature and pressure conditions to simultaneously provide NMR spectroscopy and video imaging capabilities for investigating electrochemical transformations of materials or the evolution of long-range molecular aggregation during cooling of hydrocarbon melts. The video toroid cavity imager includes a miniature commercial video camera with an adjustable lens, a modified compression coin cell imager with a fiat circular principal detector element, and a sample mounted on a transparent circular glass disk, and provides NMR information as well as a video image of a sample, such as a polymer film, with micrometer resolution.
Is video becoming “the new black” in academia, if so, what are the challenges? The integration of video in research methodology (for collection, analysis) is well-known, but the use of “academic video” for dissemination is relatively new (Eriksson and Sørensen). The focus of this paper is academic......). In the video, I appear (along with other researchers) and two Danish film directors, and excerpts from their film. My challenges included how to edit the academic video and organize the collaborative effort. I consider video editing as a semiotic, transformative process of “reassembling” voices....... In the discussion, I review academic video in terms of relevance and implications for research practice. The theoretical background is social constructivist, combining social semiotics (Kress, van Leeuwen, McCloud), visual anthropology (Banks, Pink) and dialogic theory (Bakhtin). The Bakhtinian notion of “voices...
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.
Panasyuk, M. I.
Cosmic rays were discovered almost 100 years ago. Since then the scientific world has learned a lot from their nature: the particles nascent in the Universe, both in our Galaxy and outside, the basic mechanisms of their acceleration, transfer in the interstellar environment and the interaction of the primary cosmic rays with the atmosphere surrounding the Earth. Before 1957, i.e., the beginning of the Space Era, researchers' capabilities were limited to experiments performed on the ground, underground and in near-ground atmosphere to flight altitudes of aerostats, airplanes and rockets, i.e., where only secondary radiation is in existence, this is the result of the interaction of cosmic rays with the Earth's atmosphere. The launching of spacecraft allowed the scientists to commence exploring the Universe's primordial matter itself outside the atmosphere, i.e., the primary cosmic rays. Sergey Vernov, the Russian scientist, was among them.
Kalcic, Maria; Turowski, Mark; Hall, Callie
Presentation topics include: importance of salinity of coastal waters, habitat switching algorithm, habitat switching module, salinity estimates from Landsat for Sabine Calcasieu Basin, percent of time inundated in 2006, salinity data, prototyping the system, system as packaged for field tests, salinity probe and casing, opening for water flow, cellular antenna used to transmit data, preparing to launch, system is launched in the Pearl River at Stennis Space Center, data are transmitted to Twitter by cell phone modem every 15 minutes, Google spreadsheet I used to import the data from the Twitter feed and to compute salinity (from conductivity) and display charts of salinity and temperature, results are uploaded to NASA's Applied Science and Technology Project Office Webpage.
Videos of teachers that students taped in secrecy are all over online sites like YouTube and MySpace. Angry teachers, enthusiastic teachers, teachers clowning around, singing, and even dancing are captured, usually with camera phones, for the whole world to see. Some students go so far as to create elaborately edited videos, shot over several…
Alshina, Elena; Zakharchenko, Vladyslav
Advances in display technologies both for head mounted devices and television panels demand resolution increase beyond 4K for source signal in virtual reality video streaming applications. This poses a problem of content delivery trough a bandwidth limited distribution networks. Considering a fact that source signal covers entire surrounding space investigation reviled that compression efficiency may fluctuate 40% in average depending on origin selection at the conversion stage from 3D space to 2D projection. Based on these knowledge the origin selection algorithm for video compression applications has been proposed. Using discontinuity entropy minimization function projection origin rotation may be defined to provide optimal compression results. Outcome of this research may be applied across various video compression solutions for omnidirectional content.
Lewis, Elizabeth; Lu, Jia
Although U.S. high school students' access to Earth and space science (ESS) varies widely from state to state, nationally, ESS content is the most neglected area of science education and scientific literacy. States have been considering whether they will formally adopt, or less formally adapt, the new national science education standards, the Next…
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
Space is an introduction to the mysteries of the Universe. Included are Task Cards for independent learning, Journal Word Cards for creative writing, and Hands-On Activities for reinforcing skills in Math and Language Arts. Space is a perfect introduction to further research of the Solar System.
From M.C. Escher to Mass Effect: impossible spaces and hyper-real worlds in video games. How can hyper-real worlds be designed and interpreted in a 2D, 2.5D and 3D virtual environment and how will this implementation affect the stereoscopic 3D video games of the future?
Full Text Available Game developers, even during the early years of game design, have always searched for new and interesting ways of creating more elaborate, immersive and realistic environments for their video games.
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.
Stolovy, Tali; Melamed, Yuval; Afek, Arnon
Video surveillance is a tool for managing safety and security within public spaces. In mental health facilities, the major benefit of video surveillance is that it enables 24 hour monitoring of patients, which has the potential to reduce violent and aggressive behavior. The major disadvantage is that such observation is by nature intrusive. It diminishes privacy, a factor of huge importance for psychiatric inpatients. Thus, an ongoing debate has developed following the increasing use of cameras in this setting. This article presents the experience of a medium-large academic state hospital that uses video surveillance, and explores the various ethical and administrative aspects of video surveillance in mental health facilities.
Allahverdipour, Hamid; Bazargan, Mohsen; Farhadinasab, Abdollah; Moeini, Babak
Abstract Background No study has ever explored the prevalence and correlates of video game playing among children in the Islamic Republic of Iran. This study describes patterns and correlates of excessive video game use in a random sample of middle-school students in Iran. Specifically, we examine the relationship between video game playing and psychological well-being, aggressive behaviors, and adolescents' perceived threat of video-computer game playing. Methods This cross-sectional study w...
National Aeronautics and Space Administration — The CAMEX-4 NOAA WP-3D Video dataset was collected during the fourth field campaign in the CAMEX series (CAMEX-4), which ran from 16 August to 25 September, 2001 and...
National Aeronautics and Space Administration — Advanced rocket propulsion testing requires high-speed video recording that can capture essential information for NASA during rocket engine flight certification...
Provenzo, Eugene F., Jr.
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)
Chernyshov Alexander V.
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.
van der Meij, Hans
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
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Full Text Available The integration of a surveillance camera video with a three-dimensional (3D geographic information system (GIS requires the georeferencing of that video. Since a video consists of separate frames, each frame must be georeferenced. To georeference a video frame, we rely on the information about the camera view at the moment that the frame was captured. A camera view in 3D space is completely determined by the camera position, orientation, and field-of-view. Since the accurate measuring of these parameters can be extremely difficult, in this paper we propose a method for their estimation based on matching video frame coordinates of certain point features with their 3D geographic locations. To obtain these coordinates, we rely on high-resolution orthophotos and digital elevation models (DEM of the area of interest. Once an adequate number of points are matched, Levenberg–Marquardt iterative optimization is applied to find the most suitable video frame georeference, i.e., position and orientation of the camera.
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 ...
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Jalal Nour Aldeen
Full Text Available Video-based smoke detection in laparoscopic surgery has different potential applications, such as the automatic addressing of surgical events associated with the electrocauterization task and the development of automatic smoke removal. In the literature, video-based smoke detection has been studied widely for fire surveillance systems. Nevertheless, the proposed methods are insufficient for smoke detection in laparoscopic videos because they often depend on assumptions which rarely hold in laparoscopic surgery such as static camera. In this paper, ten visual features based on motion, texture and colour of smoke are proposed and evaluated for smoke detection in laparoscopic videos. These features are RGB channels, energy-based feature, texture features based on gray level co-occurrence matrix (GLCM, HSV colour space feature, features based on the detection of moving regions using optical flow and the smoke colour in HSV colour space. These features were tested on four laparoscopic cholecystectomy videos. Experimental observations show that each feature can provide valuable information in performing the smoke detection task. However, each feature has weaknesses to detect the presence of smoke in some cases. By combining all proposed features smoke with high and even low density can be identified robustly and the classification accuracy increases significantly.
Wang, Zhi; Zhu, Wenwu
This brief presents new architecture and strategies for distribution of social video content. A primary framework for socially-aware video delivery and a thorough overview of the possible approaches is provided. The book identifies the unique characteristics of socially-aware video access and social content propagation, revealing the design and integration of individual modules that are aimed at enhancing user experience in the social network context. The change in video content generation, propagation, and consumption for online social networks, has significantly challenged the traditional video delivery paradigm. Given the massive amount of user-generated content shared in online social networks, users are now engaged as active participants in the social ecosystem rather than as passive receivers of media content. This revolution is being driven further by the deep penetration of 3G/4G wireless networks and smart mobile devices that are seamlessly integrated with online social networking and media-sharing s...
have large influence on their own teaching, learning and curriculum. The programme offers streamed videos in combination with other learning resources. It is a concept which offers video as pure presentation - video lectures - but also as an instructional tool which gives the students the possibility...... to construct their knowledge, collaboration and communication. In its first years the programme has used Skype video communication for collaboration and communication within and between groups, group members and their facilitators. Also exams have been mediated with the help of Skype and have for all students......, examiners and external examiners been a challenge and opportunity and has brought new knowledge and experience. This paper brings results from a questionnaire focusing on how the students experience the video examination....
Berberian, S K
A detailed exposition of G.W. Mackey's theory of Borel spaces (standard, substandard, analytic), based on results in Chapter 9 of Bourbaki's General Topology. Appended are five informal lectures on the subject (given at the CIMPA/ICPAM Summer School, Nice, 1986), sketching the connection between Borel spaces and representations of operator algebras.
Dupagne, Michel; Stacks, Don W.; Giroux, Valerie Manno
This study examines whether video streaming can reduce trait and state communication apprehension, as well as improve communication competence, in public speaking classes. Video streaming technology has been touted as the next generation of video feedback for public speaking students because it is not limited by time or space and allows Internet…
Atici, C.; Sunay, M.O.
In cellular environments, video broadcasting is a challenging problem in which the number of users receiving the service and the average successfully decoded video data-rate have to be intelligently optimized. When video is broadcasted using the 3G packet data standard, 1xEV-DO, the code space may
Kong, Wanzeng; Zhao, Xinxin; Hu, Sanqing; Vecchiato, Giovanni; Babiloni, Fabio
How to evaluate the effect of commercials is significantly important in neuromarketing. In this paper, we proposed an electronic way to evaluate the influence of video commercials on consumers by impression index. The impression index combines both the memorization and attention index during consumers observing video commercials by tracking the EEG activity. It extracts features from scalp EEG to evaluate the effectiveness of video commercials in terms of time-frequency-space domain. And, the general global field power was used as an impression index for evaluation of video commercial scenes as time series. Results of experiment demonstrate that the proposed approach is able to track variations of the cerebral activity related to cognitive task such as observing video commercials, and help to judge whether the scene in video commercials is impressive or not by EEG signals.
Escobar-Chaves, S Liliana; Kelder, Steve; Orpinas, Pamela
Multiple factors are involved in the occurrence of aggressive behavior. The purpose of this study was to evaluate the hypotheses that Latino middle school children exposed to higher levels of video game playing will exhibit a higher level of aggression and fighting compared to children exposed to lower levels and that the more acculturated middle school Latino children will play more video games and will prefer more violent video games compared to less acculturated middle school Latino children. This study involved 5,831 students attending eight public schools in Texas. A linear relationship was observed between the time spent playing video games and aggression scores. Higher aggression scores were significantly associated with heavier video playing for boys and girls (p video games, the more they fought at school (p video game playing increased, as well as the amount of time they played video games. Students who reported speaking more Spanish at home and with their friends were less likely to spend large amounts of time playing video games and less likely to prefer violent video games (p < 0.05).
Song, Xiaomu; Fan, Guoliang
We propose a new statistical generative model for spatiotemporal video segmentation. The objective is to partition a video sequence into homogeneous segments that can be used as "building blocks" for semantic video segmentation. The baseline framework is a Gaussian mixture model (GMM)-based video modeling approach that involves a six-dimensional spatiotemporal feature space. Specifically, we introduce the concept of frame saliency to quantify the relevancy of a video frame to the GMM-based spatiotemporal video modeling. This helps us use a small set of salient frames to facilitate the model training by reducing data redundancy and irrelevance. A modified expectation maximization algorithm is developed for simultaneous GMM training and frame saliency estimation, and the frames with the highest saliency values are extracted to refine the GMM estimation for video segmentation. Moreover, it is interesting to find that frame saliency can imply some object behaviors. This makes the proposed method also applicable to other frame-related video analysis tasks, such as key-frame extraction, video skimming, etc. Experiments on real videos demonstrate the effectiveness and efficiency of the proposed method.
Sumule, U.; Amin, S. M.; Fuad, Y.
This study aims to determine the types and causes of errors, as well as efforts being attempted to overcome the mistakes made by junior high school students in completing PISA content space and shape. Two subjects were selected based on the mathematical ability test results with the most error, yet they are able to communicate orally and in writing. Two selected subjects then worked on the PISA ability test question and the subjects were interviewed to find out the type and cause of the error and then given a scaffolding based on the type of mistake made.The results of this study obtained the type of error that students do are comprehension and transformation error. The reasons are students was not able to identify the keywords in the question, write down what is known or given, specify formulas or device a plan. To overcome this error, students were given scaffolding. Scaffolding that given to overcome misunderstandings were reviewing and restructuring. While to overcome the transformation error, scaffolding given were reviewing, restructuring, explaining and developing representational tools. Teachers are advised to use scaffolding to resolve errors so that the students are able to avoid these errors.
Druce, Michael; Walker, Bob, Ed.
This handbook provides novice video production teachers with a basic course outline containing information, activities, and lessons for use with high school students in an introductory television course. The contents are divided into five major sections: (1) before class begins, (2) preproduction, (3) production, (4) postproduction, and (5) the…
Morrongiello, Barbara A; Kane, Alexa; Zdzieborski, Daniel
Using a prospective design, this research examined supervision of young elementary-school children at home and how this relates to child injury, parent permissiveness, and children's risk-taking propensity. Mothers reported children's history of injuries and recorded home supervision over a 2-month interval on a weekly basis. Children independently completed diaries about daily events, including injuries. Children spent 24% of time alone, mostly supervised intermittently or not at all. Parent permissiveness was associated with increased time unsupervised, while children's risk-taking propensity was associated with decreased time unsupervised. Greater direct supervision was associated with fewer injuries, while more indirect and non-supervision time emerged as risk factors and were associated with more frequent injury. These results extend those from preschool-aged children and suggest that caregiver supervision influences risk of injury across a broad age range throughout childhood. Implications for children's safety are discussed.
CERN video productions
"What's new @ CERN?", a new monthly video programme, will be broadcast on the Monday of every month on webcast.cern.ch. Aimed at the general public, the programme will cover the latest CERN news, with guests and explanatory features. Tune in on Monday 3 October at 4 pm (CET) to see the programme in English, and then at 4:20 pm (CET) for the French version. var flash_video_player=get_video_player_path(); insert_player_for_external('Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-0753-kbps-640x360-25-fps-audio-64-kbps-44-kHz-stereo', 'mms://mediastream.cern.ch/MediaArchive/Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-Multirate-200-to-753-kbps-640x360-25-fps.wmv', 'false', 480, 360, 'https://mediastream.cern.ch/MediaArchive/Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-posterframe-640x360-at-10-percent.jpg', '1383406', true, 'Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-0600-kbps-maxH-360-25-fps-...
Spampinato, Concetto; Palazzo, Simone; Giordano, Daniela
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.
Ratakonda, Krishna; Sezan, M. Ibrahim; Crinon, Regis J.
We address the problem of key-frame summarization of vide in the absence of any a priori information about its content. This is a common problem that is encountered in home videos. We propose a hierarchical key-frame summarization algorithm where a coarse-to-fine key-frame summary is generated. A hierarchical key-frame summary facilitates multi-level browsing where the user can quickly discover the content of the video by accessing its coarsest but most compact summary and then view a desired segment of the video with increasingly more detail. At the finest level, the summary is generated on the basis of color features of video frames, using an extension of a recently proposed key-frame extraction algorithm. The finest level key-frames are recursively clustered using a novel pairwise K-means clustering approach with temporal consecutiveness constraint. We also address summarization of MPEG-2 compressed video without fully decoding the bitstream. We also propose efficient mechanisms that facilitate decoding the video when the hierarchical summary is utilized in browsing and playback of video segments starting at selected key-frames.
Dańda, Jacek; Juszkiewicz, Krzysztof; Leszczuk, Mikołaj; Loziak, Krzysztof; Papir, Zdzisław; Sikora, Marek; Watza, Rafal
The paper discusses two implementation options for a Digital Video Library, a repository used for archiving, accessing, and browsing of video medical records. Two crucial issues to be decided on are a video compression format and a video streaming platform. The paper presents numerous decision factors that have to be taken into account. The compression formats being compared are DICOM as a format representative for medical applications, both MPEGs, and several new formats targeted for an IP networking. The comparison includes transmission rates supported, compression rates, and at least options for controlling a compression process. The second part of the paper presents the ISDN technique as a solution for provisioning of tele-consultation services between medical parties that are accessing resources uploaded to a digital video library. There are several backbone techniques (like corporate LANs/WANs, leased lines or even radio/satellite links) available, however, the availability of network resources for hospitals was the prevailing choice criterion pointing to ISDN solutions. Another way to provide access to the Digital Video Library is based on radio frequency domain solutions. The paper describes possibilities of both, wireless and cellular network's data transmission service to be used as a medical video server transport layer. For the cellular net-work based solution two communication techniques are used: Circuit Switched Data and Packet Switched Data.
Panda, Rameswar; Roy-Chowdhury, Amit K.
Networks of vision sensors are deployed in many settings, ranging from security needs to disaster response to environmental monitoring. Many of these setups have hundreds of cameras and tens of thousands of hours of video. The difficulty of analyzing such a massive volume of video data is apparent whenever there is an incident that requires foraging through vast video archives to identify events of interest. As a result, video summarization, that automatically extract a brief yet informative summary of these videos, has attracted intense attention in the recent years. Much progress has been made in developing a variety of ways to summarize a single video in form of a key sequence or video skim. However, generating a summary from a set of videos captured in a multi-camera network still remains as a novel and largely under-addressed problem. In this paper, with the aim of summarizing videos in a camera network, we introduce a novel representative selection approach via joint embedding and capped l21-norm minimization. The objective function is two-fold. The first is to capture the structural relationships of data points in a camera network via an embedding, which helps in characterizing the outliers and also in extracting a diverse set of representatives. The second is to use a capped l21-norm to model the sparsity and to suppress the influence of data outliers in representative selection. We propose to jointly optimize both of the objectives, such that embedding can not only characterize the structure, but also indicate the requirements of sparse representative selection. Extensive experiments on standard multi-camera datasets well demonstrate the efficacy of our method over state-of-the-art methods.
Burgess, Stephen R.; Stermer, Steven Paul; Burgess, Melinda C. R.
The relations between media consumption, especially TV viewing, and school performance have been extensively examined. However, even though video game playing may have replaced TV viewing as the most frequent form of media usage, relatively little research has examined its relations to school performance, especially in older students. We surveyed…
Hamlen, Karla R.
The purpose of this study was to investigate relationships between strategies students use to overcome challenges in both video games and homework assignments, and whether or not these are predictors of academic performance in school. Data were collected through an online survey of students, primarily in middle and high school, assessing both…
Greenberg, Bradley S.; Sherry, John; Lachlan, Kenneth; Lucas, Kristen; Holmstrom, Amanda
Questionnaires were completed by 5th-, 8th-, and 11th-grade public schools students in rural and suburban school districts and by undergraduates at two universities in the United States (n = 1,242). They were asked about their orientation to video games--the amount of time they played, their motives for doing so, and the game types they…
Makalew, F. P.; Adisasmita, S. A.; Wunas, S.; Hamid, S.
School children pedestrian behaviour can be seen along their journey to and from school. Pedestrian spaces used by children are places available in urban and rural areas including streets with and without pedestrian pathways. Samples data are collected from 23 elementary schools in urban and rural areas in North Sulawesi, Indonesia in the form of video records and photos taken. The aim of this research is to analyse children pedestrian behaviour and its influence on the space usage on pedestrian areas. Method of analysis is a comparative study on urban and rural areas. Results of this research are types of behaviour, factors that influence the behaviour, physical condition of pedestrian areas and space usage by children. The behaviours are duck-line walking, running, playing, walking backward and walking with bare foot in which running is the main behaviour. These behaviours are influenced by factors including following friends and responding to acts. There are similarities and differences between pedestrian space usage in urban and rural areas. Space use by children pedestrian demonstrates the way pedestrian areas should be planned. Space usage by children pedestrian indicates that there is a need of evaluation of the space available considering pedestrian children behaviour.
Joshi, V.M.; Agashe, Alok; Bairi, B.R.
This report provides technical description regarding the Video Frame Processor (VFP) developed at Bhabha Atomic Research Centre. The instrument provides capture of video images available in CCIR format. Two memory planes each with a capacity of 512 x 512 x 8 bit data enable storage of two video image frames. The stored image can be processed on-line and on-line image subtraction can also be carried out for image comparisons. The VFP is a PC Add-on board and is I/O mapped within the host IBM PC/AT compatible computer. (author). 9 refs., 4 figs., 19 photographs
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
Lucas, Laurent; Loscos, Céline
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
Henningsen, Birgitte; Gundersen, Peter Bukovica; Hautopp, Heidi
This paper introduces to what we define as a collaborative video sketching process. This process links various sketching techniques with digital storytelling approaches and creative reflection processes in video productions. Traditionally, sketching has been used by designers across various...... findings: 1) They are based on a collaborative approach. 2) The sketches act as a mean to externalizing hypotheses and assumptions among the participants. Based on our analysis we present an overview of factors involved in collaborative video sketching and shows how the factors relate to steps, where...... the participants: shape, record, review and edit their work, leading the participants to new insights about their work....
Zappella, Luca; Béjar, Benjamín; Hager, Gregory; Vidal, René
Much of the existing work on automatic classification of gestures and skill in robotic surgery is based on dynamic cues (e.g., time to completion, speed, forces, torque) or kinematic data (e.g., robot trajectories and velocities). While videos could be equally or more discriminative (e.g., videos contain semantic information not present in kinematic data), they are typically not used because of the difficulties associated with automatic video interpretation. In this paper, we propose several methods for automatic surgical gesture classification from video data. We assume that the video of a surgical task (e.g., suturing) has been segmented into video clips corresponding to a single gesture (e.g., grabbing the needle, passing the needle) and propose three methods to classify the gesture of each video clip. In the first one, we model each video clip as the output of a linear dynamical system (LDS) and use metrics in the space of LDSs to classify new video clips. In the second one, we use spatio-temporal features extracted from each video clip to learn a dictionary of spatio-temporal words, and use a bag-of-features (BoF) approach to classify new video clips. In the third one, we use multiple kernel learning (MKL) to combine the LDS and BoF approaches. Since the LDS approach is also applicable to kinematic data, we also use MKL to combine both types of data in order to exploit their complementarity. Our experiments on a typical surgical training setup show that methods based on video data perform equally well, if not better, than state-of-the-art approaches based on kinematic data. In turn, the combination of both kinematic and video data outperforms any other algorithm based on one type of data alone. Copyright © 2013 Elsevier B.V. All rights reserved.
Turner, Alison M.
Two-way immersion schools are growing in popularity throughout the United States. An emerging issue is to what extent these schools are able to connect with parents from multiple communities. This article describes an effort to connect parents with the school and one another through parent language classes at a Spanish/English two-way immersion…
Yoon, Sae Yeol; Peate, David W.
According to the national survey of science education, science educators in the USA currently face many challenges such as lack of qualified secondary Earth and Space Science (ESS) teachers. Less qualified teachers may have difficulty teaching ESS because of a lack of conceptual understanding, which leads to diminished confidence in content knowledge. More importantly, teachers' limited conceptual understanding of the core ideas automatically leads to a lack of pedagogical content knowledge. This mixed methods study aims to explore the ways in which current secondary schooling, especially the small numbers of highly qualified ESS teachers in the USA, might influence students' learning of the discipline. To gain a better understanding of the current conditions of ESS education in secondary schools, in the first phase, we qualitatively examined a sample middle and high school ESS textbook to explore how the big ideas of ESS, particularly geological time, are represented. In the second phase, we quantitatively analyzed the participating college students' conceptual understanding of geological time by comparing those who had said they had had secondary school ESS learning experience with those who did not. Additionally, college students' perceptions on learning and teaching ESS are discussed. Findings from both the qualitative and quantitative phases indicate participating students' ESS learning experience in their secondary schools seemed to have limited or little influence on their conceptual understandings of the discipline. We believe that these results reflect the current ESS education status, connected with the declining numbers of highly qualified ESS teachers in secondary schools.
Silvana Aparecida de Souza
Full Text Available It is a conceptual and theoretical research on school organization and its democratization, focusing on one aspect of an objective nature: its architecture. The study was based on the academic literature on democratization and theoretical contribution of Michel Foucault, with regard to the analysis of space as a resourcecontrol, surveillance and training, going through a historical review of the modelconstruction of school buildings in Brazil. It is therefore a sociological analysis of the school environment, in relation to the democratization process of basic education, understood as ensuring that the conditions of access and permanence to a universalquality education, and conceived and gestated from collective interests of its users.We conclude that the architecture of public schools in Brazil do not provides democratic management, either by format controller of buildings constructed in the republican period, either by the current economic priority for the construction of public school buildings, which includes little or no space for collective activities. The character of the buildings remains controller, no more for its architecture, but made possible by technological development, which allows monitoring by video cameras, which is made with the permission and support of community.
Caglio, Agnese; Buur, Jacob
User-centred design projects that utilize ethnographic research tend to produce hours and hours of contextual video footage that seldom gets used again once the project is complete. The richness of such research video could, however, make it attractive for other project teams or researchers...... as source of inspiration or knowledge of a particular context or user group -- if it were practically feasible to engage with the material later on. In this paper we explore the potentials of using old research footage to stimulate reflection, conversations and creativity by presenting it on pervasive...... screens to colleague designers and researchers. The setup we designed included large and small screens placed in a social space of a research environment, the communal kitchen. Through screenings of ten different 'old' research videos accompanied by various prompt questions and activities we built...
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WIJNANTS, Maarten; Leën, Jeroen; QUAX, Peter; LAMOTTE, Wim
Traditional video productions fail to cater to the interactivity standards that the current generation of digitally native customers have become accustomed to. This paper therefore advertises the \\activation" of the video consumption process. In particular, it proposes to enhance HTML5 video playback with interactive features in order to transform video viewing into a dynamic pastime. The objective is to enable the authoring of more captivating and rewarding video experiences for end-users. T...
Basu, Saurav; Poulin, Joshua; Acton, Scott T.
We formulate a simple human-pose tracking theory from monocular video based on the fundamental relationship between changes in pose and image motion vectors. We investigate the natural embedding of the low-dimensional body pose space into a high-dimensional space of body configurations that behaves locally in a linear manner. The embedded manifold facilitates the decomposition of the image motion vectors into basis motion vector fields of the tangent space to the manifold. This approach benefits from the style invariance of image motion flow vectors, and experiments to validate the fundamental theory show reasonable accuracy (within 4.9 deg of the ground truth).
Wu, Zhe; Singh, Bharat; Davis, Larry S.; Subrahmanian, V. S.
We present a system for covert automated deception detection in real-life courtroom trial videos. We study the importance of different modalities like vision, audio and text for this task. On the vision side, our system uses classifiers trained on low level video features which predict human micro-expressions. We show that predictions of high-level micro-expressions can be used as features for deception prediction. Surprisingly, IDT (Improved Dense Trajectory) features which have been widely ...
Avgerakis, George; Waring, Becky
Corporate training, financial services, entertainment, and education are among the top applications for streaming video servers, which send video to the desktop without downloading the whole file to the hard disk, saving time and eliminating copyrights questions. Examines streaming video technology, lists ten tips for better net video, and ranks…
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Petkovic, M.; Jonker, Willem
In recent years, research in video databases has increased greatly, but relatively little work has been done in the area of semantic content-based retrieval. In this paper, we present a framework for video modelling with emphasis on semantic content of video data. The video data model presented
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McGarvey, John C.
At no time in history has the gap between student learning with technology in school and out of school been more apparent. A great deal of students' educational use of the Internet occurs outside the classroom and purview of their teacher, whereas in class, Internet use is often controlled by policies limiting access to filtered web sites or a…
Wang, Wenguan; Shen, Jianbing; Li, Xuelong; Porikli, Fatih
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).
M. S. Temiz
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.
Assent, Ira; Kremer, Hardy
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.......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...
Full Text Available The literature provides some evidence that the use of violent video games increases the risk for young people to develop aggressive cognitions and even behaviors. We aimed to verify whether exposure to violent video games is linked to problems of aggression in a sample of Italian children. Four questionnaires were administered to 346 children between 7 and 14 years of age, attending primary and secondary schools in Northern Italy. Variables measured were externalization, quality of interpersonal relationships, aggression, quality of coping strategies, and parental stress. Participants who preferred violent games showed higher scores for externalization and aggression. The use of violent video games and age were linked to higher levels of aggression, coping strategies, and the habitual video game weekly consumption of participants. Our data confirm the role of violent video games as risk factors for problems of aggressive behavior and of externalization in childhood and early adolescence.
Barko, Timothy; Sadler, Troy D.
This paper looks at the conceptual differences between video game learning and traditional classroom and laboratory learning. It explores the notion of virtual experience by comparing a commonly used high school laboratory protocol on DNA extraction with a similar experience provided by a biotechnology themed video game. When considered conceptually, the notion of virtual experience is not limited to those experiences generated by computer aided technology, as with a video game or computer simulation. The notion of virtuality can apply to many real world experiences as well. It is proposed that the medium of the learning experience, be it video game or classroom, is not an important distinction to consider; instead, we should seek to determine what kinds of meaningful experiences apply for both classrooms and video games.
Full Text Available This essay develops a method for the analysis of video game characters based on a theoretical understanding of their medium-specific representation and the mental processes involved in their intersubjective construction by video game players. We propose to distinguish, first, between narration, simulation, and communication as three modes of representation particularly salient for contemporary video games and the characters they represent, second, between narrative, ludic, and social experience as three ways in which players perceive video game characters and their representations, and, third, between three dimensions of video game characters as ‘intersubjective constructs’, which usually are to be analyzed not only as fictional beings with certain diegetic properties but also as game pieces with certain ludic properties and, in those cases in which they function as avatars in the social space of a multiplayer game, as representations of other players. Having established these basic distinctions, we proceed to analyze their realization and interrelation by reference to the character of Martin Walker from the third-person shooter Spec Ops: The Line (Yager Development 2012, the highly customizable player-controlled characters from the role-playing game The Elder Scrolls V: Skyrim (Bethesda 2011, and the complex multidimensional characters in the massively multiplayer online role-playing game Star Wars: The Old Republic (BioWare 2011-2014.
Full Text Available Learning assessments are subject of discussion both in their theoretical and practical approaches. The process of measuring learning in physics by high school students, either qualitatively or quantitatively, is one in which it should be possible to identify not only the concepts and contents students failed to achieve but also the reasons for the failure. We propose that students’ video production oﬀers a very eﬀective formative assessment tool to teachers: as a formative assessment, it produces information that allows the understanding of where and when the learning process succeeded or failed, of identifying, as a subject or as a group, the deﬁciencies or misunderstandings related to the theme under analysis and their interpretation by students, and it provides also a diﬀerent kind of assessment, related to some other life skills, such as ability to carry on a project till its conclusion and to work cooperatively. In this paper, we describe the use of videos produced by high school students as an assessment resource. The students were asked to prepare a short video, which was then presented to the whole group and discussed. The videos reveal aspects of students’ diﬃculties that usually do not appear in formal assessments such as tests and questionnaires. After the use of the videos as a component of classroom assessments and the use of the discussions to rethink learning activities in the group, the videos were analysed and classiﬁed in various categories. This analysis showed a strong correlation between the technical quality of the video and the content quality of the students’ argumentation. Also, it was shown that the students do not prepare their video based on quick and easy production; they usually choose forms of video production that require careful planning and implementation, and this reﬂects directly on the overall quality of the video and of the learning process.
Luca Milani; Elena Camisasca; Simona C. S. Caravita; Chiara Ionio; Sarah Miragoli; Paola Di Blasio
The literature provides some evidence that the use of violent video games increases the risk for young people to develop aggressive cognitions and even behaviors. We aimed to verify whether exposure to violent video games is linked to problems of aggression in a sample of Italian children. Four questionnaires were administered to 346 children between 7 and 14 years of age, attending primary and secondary schools in Nor...
Education is not limited to formal schooling. Recreational video games have been relatively ignored as a means of informal education. In fact, they are usually seen as trivial without educational worth beyond eye-hand coordination and something from which educators, parents, and politicians must rescue children and distance themselves. Yet video game literacy demands mastery of significant cognitive skills. Unfortunately, there is a remarkably limited research literature in this area. Most me...
What Works Clearinghouse, 2015
In the 2014 study, "The Effects of Math Video Games on Learning," researchers examined the impacts of math video games on the fractions knowledge of 1,468 sixth-grade students in 23 schools. The video games focused on fractions concepts including: whole units, numerator and denominator, understanding the number line, fractions…
Hattori, Hiroshi; Akasaka, Kiyokazu; Otsudo, Takahiro; Hall, Toby; Amemiya, Katsuya; Mori, Yoshihisa
To prevent elbow injury in baseball players, various methods have been used to measure medial elbow joint stability with valgus stress. However, no studies have investigated higher levels of elbow valgus stress. This study investigated medial elbow joint space gapping measured ultrasonically resulting from a 30 N valgus stress vs. gravitational valgus stress after a repetitive throwing task. The study included 25 high school baseball players. Each subject pitched 100 times. The ulnohumeral joint space was measured ultrasonographically, before pitching and after each successive block of 20 pitches, with gravity stress or 30 N valgus stress. Two-way repeated measures analysis of variance and Pearson correlation coefficient analysis were used. The 30 N valgus stress produced significantly greater ulnohumeral joint space gapping than gravity stress before pitching and at each successive 20-pitch block (P space gapping increased significantly from baseline after 60 pitches (P space gapping (r = 0.727-0.859, P space gapping before pitching; however, 30 N valgus stress appears to induce greater mechanical stress, which may be preferable when assessing joint instability but also has the potential to be more aggressive. The present results may indicate that constraining factors to medial elbow joint valgus stress matched typical viscoelastic properties of cyclic creep. Copyright © 2017 Journal of Shoulder and Elbow Surgery Board of Trustees. Published by Elsevier Inc. All rights reserved.
Allner, Matthew; McKay, Christopher P; Coe, Liza; Rask, Jon; Paradise, Jim; Wynne, J. Judson
IntroductionNASA has played an influential role in bringing the enthusiasm of space science to schools across the United States since the 1980s. The evolution of this public outreach has led to a variety of NASA funded education programs designed to promote student interest in science, technology, engineering, math, and geography (STEM-G) careers.PurposeThis paper investigates the educational outreach initiatives, structure, and impact of two of NASA's largest educational programs: the NASA Explorer School (NES) and NASA Spaceward Bound programs.ResultsSince its induction in 2003 the NES program has networked and provided resources to over 300 schools across the United States. Future directions include further development of mentor schools for each new NES school selected, while also developing a longitudinal student tracking system for NES students to monitor their future involvement in STEM-G careers. The Spaceward Bound program, now in its third year of teacher outreach, is looking to further expand its teacher network and scientific collaboration efforts, while building on its teacher mentorship framework.
Howard, Richard T.; Briscoe, Jeri M.; Corder, Eric L.; Broderick, David
Optoelectronic sensors of a proposed type would perform the functions of both electronic cameras and triangulation- type laser range finders. That is to say, these sensors would both (1) generate ordinary video or snapshot digital images and (2) measure the distances to selected spots in the images. These sensors would be well suited to use on robots that are required to measure distances to targets in their work spaces. In addition, these sensors could be used for all the purposes for which electronic cameras have been used heretofore. The simplest sensor of this type, illustrated schematically in the upper part of the figure, would include a laser, an electronic camera (either video or snapshot), a frame-grabber/image-capturing circuit, an image-data-storage memory circuit, and an image-data processor. There would be no moving parts. The laser would be positioned at a lateral distance d to one side of the camera and would be aimed parallel to the optical axis of the camera. When the range of a target in the field of view of the camera was required, the laser would be turned on and an image of the target would be stored and preprocessed to locate the angle (a) between the optical axis and the line of sight to the centroid of the laser spot.
Lebre, V.; Gasti, W.
CCD and APS devices are widely used in space missions as instrument sensors and/or in Avionics units like star detectors/trackers. Therefore, various and numerous designs of video acquisition chains have been produced. Basically, a classical video acquisition chain is constituted of two main functional blocks: the Proximity Electronics (PEC), including detector drivers and the Analogue Processing Chain (APC) Electronics that embeds the ADC, a master sequencer and the host interface. Nowadays, low power technologies allow to improve the integration, radiometric performances and power budget optimisation of video units and to standardize video units design and development. To this end, ESA has initiated a development activity through a competitive process requesting the expertise of experienced actors in the field of high resolution electronics for earth observation and Scientific missions. THALES ALENIA SPACE has been granted this activity as a prime contractor through ESA contract called HIVAC that holds for Highly Integrated Video Acquisition Chain. This paper presents main objectives of the on going HIVAC project and focuses on the functionalities and performances offered by the usage of the under development HIVAC board for future optical instruments.
Dimitrova, Nevenka; Abdel-Mottaleb, Mohamed
This paper presents a novel approach for video retrieval from a large archive of MPEG or Motion JPEG compressed video clips. We introduce a retrieval algorithm that takes a video clip as a query and searches the database for clips with similar contents. Video clips are characterized by a sequence of representative frame signatures, which are constructed from DC coefficients and motion information (`DC+M' signatures). The similarity between two video clips is determined by using their respective signatures. This method facilitates retrieval of clips for the purpose of video editing, broadcast news retrieval, or copyright violation detection.
Yeung, Serena; Fathi, Alireza; Fei-Fei, Li
In this paper we present VideoSET, a method for Video Summary Evaluation through Text that can evaluate how well a video summary is able to retain the semantic information contained in its original video. We observe that semantics is most easily expressed in words, and develop a text-based approach for the evaluation. Given a video summary, a text representation of the video summary is first generated, and an NLP-based metric is then used to measure its semantic distance to ground-truth text ...
Michel, Robert G.; Cavallari, Jennifer M.; Znamenskaia, Elena; Yang, Karl X.; Sun, Tao; Bent, Gary
This article is an electronic publication in Spectrochimica Acta Electronica (SAE), a section of Spectrochimica Acta Part B (SAB). The hardcopy text is accompanied by an electronic archive, stored on the CD-ROM accompanying this issue. The archive contains video clips. The main article discusses the scientific aspects of the subject and explains the purpose of the video files. Short, 15-30 s, digital video clips are easily controllable at the computer keyboard, which gives a speaker the ability to show fine details through the use of slow motion. Also, they are easily accessed from the computer hard drive for rapid extemporaneous presentation. In addition, they are easily transferred to the Internet for dissemination. From a pedagogical point of view, the act of making a video clip by a student allows for development of powers of observation, while the availability of the technology to make digital video clips gives a teacher the flexibility to demonstrate scientific concepts that would otherwise have to be done as 'live' demonstrations, with all the likely attendant misadventures. Our experience with digital video clips has been through their use in computer-based presentations by undergraduate and graduate students in analytical chemistry classes, and by high school and middle school teachers and their students in a variety of science and non-science classes. In physics teaching laboratories, we have used the hardware to capture digital video clips of dynamic processes, such as projectiles and pendulums, for later mathematical analysis.
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.
Propane Buses Jan. 26, 2016 Video thumbnail for Biodiesel Offers an Easy Alternative for Fleets Biodiesel thumbnail for Biodiesel Fuels Education in Alabama Biodiesel Fuels Education in Alabama May 1, 2012 Video School Transportation Videos on YouTube Video thumbnail for New Hampshire Cleans up with Biodiesel Buses
Higham, Rupert; Booth, Tony
To what extent can heads use an inclusive values-led approach to school development in the face of pressures from Ofsted and their Local Authority to focus almost exclusively on attainment outcomes? We explore leadership of school improvement in a qualitative study of 10 head teachers in the English county of "Preshire," who worked with…
Vaughan, R. G.; Meyer, N.; Anderson, R. B.; Sokol, K.; Nolan, B.; Edgar, L. A.; Gaither, T. A.; Milazzo, M. P.; Clark, J.
"In Good Hands: Engineering Space Gloves" is a new Engineering Adventures® curriculum unit created for students in grades 3-5 in out-of-school time programs. It was designed and created by the Engineering is Elementary® team at the Museum of Science in Boston, MA, in collaboration with subject matter experts at the USGS Astrogeology Science Center and teacher professional development experts at Northern Arizona University's Center for Science Teaching and Learning. As part of the NASA-funded PLANETS (Planetary Learning that Advances the Nexus of Engineering, Technology, and Science) project, the goals for this unit are to introduce students to some of the potential hazards that would be faced by astronauts exploring planetary bodies in the solar system, and to engage students in thinking about how to engineer solutions to these challenges. Potential human health hazards in planetary exploration include: little to no breathable oxygen, exposure to extreme temperatures and pressures, radiation, dusty or toxic environments, and/or high velocity debris. First, students experiment with gloves made of different materials to accomplish tasks like picking up paper clips, entering numbers on a calculator, and using simple tools, while also testing for insulating properties, protection from crushing forces, and resistance to dust contamination. Students explore the trade-offs between form and multiple desired functions, and gain an introduction to materials engineering. Students are then presented with three different missions. Mission 1 is to collect and return a sample from Saturn's moon, Titan; Mission 2 is mining asteroids for useful minerals; and Mission 3 is to build a radio tower on the far side of Earth's moon. Each of these missions exhibits different potential hazards. Based on their previous experiments with different types of glove materials, students develop and test glove designs that will protect astronauts from mission-specific hazards, while still
Reviews Website: Online Graphing Calculator Video Clip: Learning From the News Phone App: Graphing Calculator Book: Challenge and Change: A History of the Nuffield A-Level Physics Project Book: SEP Sound Book: Reinventing Schools, Reforming Teaching Book: Physics and Technology for Future Presidents iPhone App: iSeismometer Web Watch
WE RECOMMEND Online Graphing Calculator Calculator plots online graphs Challenge and Change: A History of the Nuffield A-Level Physics Project Book delves deep into the history of Nuffield physics SEP Sound Booklet has ideas for teaching sound but lacks some basics Reinventing Schools, Reforming Teaching Fascinating book shows how politics impacts on the classroom Physics and Technology for Future Presidents A great book for teaching physics for the modern world iSeismometer iPhone app teaches students about seismic waves WORTH A LOOK Teachers TV Video Clip Lesson plan uses video clip to explore new galaxies Graphing Calculator App A phone app that handles formulae and graphs WEB WATCH Physics.org competition finds the best websites
Bavelier, Daphne; Green, C Shawn; Han, Doug Hyun; Renshaw, Perry F; Merzenich, Michael M; Gentile, Douglas A
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.
Magnor, Marcus A
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
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.
Thida, Myo; Monekosso, Dorothy
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.
Ong, Derek; Tona, Glen; Gibb, Kyle; Parbadia, Sivani
Main site for our project can be found at this URL: http://vtechworks.lib.vt.edu/handle/10919/19036. From here you can find videos of all the CS seminars and distinguished lectures given this semester. Each video has its own abstract and description. The files attached in this section are a final report in both raw Word Document and archival PDF formats and a presentation in both raw Powerpoint and archival PDF formats. Computer Science seminars are a very educational and interesting as...
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...
Leszczuk Mikołaj I
Full Text Available Abstract Background The duration of bronchoscopy examinations varies considerably depending on the diagnostic and therapeutic procedures used. It can last more than 20 minutes if a complex diagnostic work-up is included. With wide access to videobronchoscopy, the whole procedure can be recorded as a video sequence. Common practice relies on an active attitude of the bronchoscopist who initiates the recording process and usually chooses to archive only selected views and sequences. However, it may be important to record the full bronchoscopy procedure as documentation when liability issues are at stake. Furthermore, an automatic recording of the whole procedure enables the bronchoscopist to focus solely on the performed procedures. Video recordings registered during bronchoscopies include a considerable number of frames of poor quality due to blurry or unfocused images. It seems that such frames are unavoidable due to the relatively tight endobronchial space, rapid movements of the respiratory tract due to breathing or coughing, and secretions which occur commonly in the bronchi, especially in patients suffering from pulmonary disorders. Methods The use of recorded bronchoscopy video sequences for diagnostic, reference and educational purposes could be considerably extended with efficient, flexible summarization algorithms. Thus, the authors developed a prototype system to create shortcuts (called summaries or abstracts of bronchoscopy video recordings. Such a system, based on models described in previously published papers, employs image analysis methods to exclude frames or sequences of limited diagnostic or education value. Results The algorithm for the selection or exclusion of specific frames or shots from video sequences recorded during bronchoscopy procedures is based on several criteria, including automatic detection of "non-informative", frames showing the branching of the airways and frames including pathological lesions. Conclusions
Celandroni, Nedo; Davoli, Franco; Ferro, Erina; Gotta, Alberto
In the near future, transportation media are likely to become "smart spaces", where sophisticated services are offered to the passengers. Among such services, we concentrate on video streaming provided on buses that move in urban, suburban, or highway environments. A contents' source utilizes a satellite DVB-S2 link for transmitting video streams to a bus, which, in its turn, relays it to its passengers' devices. A bus works in a smart mode taking advantage of the knowledge of the exact point...
The LivePhoto site is similar to an archive of short films for video analysis. Some videos have Flash tools for analyzing the video embedded in the movie. Most of the videos address mechanics topics with titles like Rolling Pencil (check this one out for pedagogy and content knowledge—nicely done!), Juggler, Yo-yo, Puck and Bar (this one is an inelastic collision with rotation), but there are a few titles in other areas (E&M, waves, thermo, etc.).
Pasunuru, Ramakanth; Bansal, Mohit
Video captioning, the task of describing the content of a video, has seen some promising improvements in recent years with sequence-to-sequence models, but accurately learning the temporal and logical dynamics involved in the task still remains a challenge, especially given the lack of sufficient annotated data. We improve video captioning by sharing knowledge with two related directed-generation tasks: a temporally-directed unsupervised video prediction task to learn richer context-aware vid...
Budagavi, Madhukar; Sullivan, Gary
This book provides developers, engineers, researchers and students with detailed knowledge about the High Efficiency Video Coding (HEVC) standard. HEVC is the successor to the widely successful H.264/AVC video compression standard, and it provides around twice as much compression as H.264/AVC for the same level of quality. The applications for HEVC will not only cover the space of the well-known current uses and capabilities of digital video – they will also include the deployment of new services and the delivery of enhanced video quality, such as ultra-high-definition television (UHDTV) and video with higher dynamic range, wider range of representable color, and greater representation precision than what is typically found today. HEVC is the next major generation of video coding design – a flexible, reliable and robust solution that will support the next decade of video applications and ease the burden of video on world-wide network traffic. This book provides a detailed explanation of the various parts ...
Fadde, Peter; Rich, Peter
Contemporary changes in pedagogy point to the need for a higher level of video production value in most classroom video, replacing the default video protocol of an unattended camera in the back of the classroom. The rich and complex environment of today's classroom can be captured more fully using the higher level, but still easily manageable,…
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…
bladder), respectively. If there are N fish in the school, M is an N⇥N matrix with elements: Mnn = knw2mn + iwbn ; Mn j = w2reiks jn 4ps jn (n 6= j...pressure field for the whole school, for any azimuthal angle, is given by coherent summation, i.e., ps = rw2 4p N Â n=1 vneikrn rn ⇡ P0 r fs =) fs(k
Full Text Available In this article we will work two main parts, the first focuses on different theoretical issues such as the culture of peace, the importance of the family to create a peaceful environment in the classroom and beyond, multiculturalism, everyday school violence and a second part activities that have been carried out with students, in favor of creating peaceful environments within the classroom and school are described.
Wang, Chuan; Zhu, Jie; Guo, Yanwen; Wang, Wenping
We present a video vectorization method that generates a video in vector representation from an input video in raster representation. A vector-based video representation offers the benefits of vector graphics, such as compactness and scalability. The vector video we generate is represented by a simplified tetrahedral control mesh over the spatial-temporal video volume, with color attributes defined at the mesh vertices. We present novel techniques for simplification and subdivision of a tetrahedral mesh to achieve high simplification ratio while preserving features and ensuring color fidelity. From an input raster video, our method is capable of generating a compact video in vector representation that allows a faithful reconstruction with low reconstruction errors.
Higgins, John W.
Asserts that the education of students in the technology of video and audio production is a political act. Discusses the structure and style of production, and the ideologies and values contained therein. Offers alternative approaches to critical video pedagogy. (PRA)
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collection of particle physics books and journals. The Library also offers a range of services including Benefits Milestones Photos and videos Latest news For the media Particle Physics Neutrinos Fermilab and the computing Quantum initiatives Research and development Key discoveries Benefits of particle physics Particle
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....
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Funk, Jeanne B.; Buchman, Debra D.
Reviews the literature on: (1) health-related effects of video games (VGs), including seizures, physiologic responses, and musculoskeletal injuries; (2) eye-hand coordination in VGs; (3) psychological adjustment related to VGs, including possible psychopathologies and violence-related effects; and (4) the educational impact of VGs. Also examines…
Full Text Available ... 30041 770-205-8211 info@ANAUSA.org The world’s #1 acoustic neuroma resource Click to learn more... ... is acoustic neuroma? Diagnosing Symptoms Side Effects Keywords World Language Videos Questions to ask Choosing a healthcare ...
Niamut, O.A.; Weerdt, C.A. van der; Havekes, A.
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
Beheshti, Mobina; Taspolat, Ata; Kaya, Omer Sami; Sapanca, Hamza Fatih
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…
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.
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...
Inspired by a new teaching initiative that involved a redesign of conventional classroom spaces at the University of Auckland's Epsom Campus, this article considers the relationship between architecture, the built environment and education. It characterises the teaching space of the Epsom Campus as the embodiment of educational policy following…
Li, Xuelong; Zhao, Bin; Lu, Xiaoqiang; Xuelong Li; Bin Zhao; Xiaoqiang Lu; Lu, Xiaoqiang; Li, Xuelong; Zhao, Bin
Key frame extraction is an efficient way to create the video summary which helps users obtain a quick comprehension of the video content. Generally, the key frames should be representative of the video content, meanwhile, diverse to reduce the redundancy. Based on the assumption that the video data are near a subspace of a high-dimensional space, a new approach, named as key frame extraction in the summary space, is proposed for key frame extraction in this paper. The proposed approach aims to find the representative frames of the video and filter out similar frames from the representative frame set. First of all, the video data are mapped to a high-dimensional space, named as summary space. Then, a new representation is learned for each frame by analyzing the intrinsic structure of the summary space. Specifically, the learned representation can reflect the representativeness of the frame, and is utilized to select representative frames. Next, the perceptual hash algorithm is employed to measure the similarity of representative frames. As a result, the key frame set is obtained after filtering out similar frames from the representative frame set. Finally, the video summary is constructed by assigning the key frames in temporal order. Additionally, the ground truth, created by filtering out similar frames from human-created summaries, is utilized to evaluate the quality of the video summary. Compared with several traditional approaches, the experimental results on 80 videos from two datasets indicate the superior performance of our approach.
Willoughby, Teena; Adachi, Paul J C; Good, Marie
In the past 2 decades, correlational and experimental studies have found a positive association between violent video game play and aggression. There is less evidence, however, to support a long-term relation between these behaviors. This study examined sustained violent video game play and adolescent aggressive behavior across the high school years and directly assessed the socialization (violent video game play predicts aggression over time) versus selection hypotheses (aggression predicts violent video game play over time). Adolescents (N = 1,492, 50.8% female) were surveyed annually from Grade 9 to Grade 12 about their video game play and aggressive behaviors. Nonviolent video game play, frequency of overall video game play, and a comprehensive set of potential 3rd variables were included as covariates in each analysis. Sustained violent video game play was significantly related to steeper increases in adolescents' trajectory of aggressive behavior over time. Moreover, greater violent video game play predicted higher levels of aggression over time, after controlling for previous levels of aggression, supporting the socialization hypothesis. In contrast, no support was found for the selection hypothesis. Nonviolent video game play also did not predict higher levels of aggressive behavior over time. Our findings, and the fact that many adolescents play video games for several hours every day, underscore the need for a greater understanding of the long-term relation between violent video games and aggression, as well as the specific game characteristics (e.g., violent content, competition, pace of action) that may be responsible for this association.
Wagner, Andreas; Altherr, Stefan; Eckert, Bodo; Jodl, Hans Joerg
In a series of letters, we present teaching videos on topics which are difficult to understand for students, or which are difficult to realize experimentally in school, if at all. These videos can be used for quantitative analysis or visualization of phenomena. Here we present videos on aero and fluid dynamics which deal with the Navier-Stokes equation, the continuity equation and Karman's vortex street. (letters and comments)
Wang, Chong-Wen; Chan, Cecilia L. W.; Mak, Kwok-Kei; Ho, Sai-Yin; Wong, Paul W. C.; Ho, Rainbow T. H.
This pilot study investigated the patterns of video and internet gaming habits and the prevalence and correlates of gaming addiction in Hong Kong adolescents. A total of 503 students were recruited from two secondary schools. Addictive behaviors of video and internet gaming were assessed using the Game Addiction Scale. Risk factors for gaming addiction were examined using logistical regression. An overwhelming majority of the subjects (94%) reported using video or internet games, with one in ...
Rabinowitz Terry; Chan Philip A
Abstract Background Excessive use of the Internet has been associated with attention deficit hyperactivity disorder (ADHD), but the relationship between video games and ADHD symptoms in adolescents is unknown. Method A survey of adolescents and parents (n = 72 adolescents, 72 parents) was performed assessing daily time spent on the Internet, television, console video games, and Internet video games, and their association with academic and social functioning. Subjects were high school students...
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.
Creating a video to use in marketing camp involves selecting a format, writing the script, determining the video's length, obtaining release forms from campers who appear in the video, determining strategies for filming, choosing a narrator, and renting a studio and a mixing engineer (videotape editor). Includes distribution tips. (LP)
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 ...
Mark J. P. Wolf
Full Text Available This essay asks how religion and theological ideas might be made manifest in video games, and particularly the creation of video games as a religious activity, looking at contemplative experiences in video games, and the creation and world-building of game worlds as a form of Tolkienian subcreation, which itself leads to contemplation regarding the creation of worlds.
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
Schmitt, Zachary L; Livingston, Michael G
This study explored the pattern of video game usage and video game addiction among male college students and examined how video game addiction was related to expectations of college engagement, college grade point average (GPA), and on-campus drug and alcohol violations. Participants were 477 male, first year students at a liberal arts college. In the week before the start of classes, participants were given two surveys: one of expected college engagement, and the second of video game usage, including a measure of video game addiction. Results suggested that video game addiction is (a) negatively correlated with expected college engagement, (b) negatively correlated with college GPA, even when controlling for high school GPA, and (c) negatively correlated with drug and alcohol violations that occurred during the first year in college. Results are discussed in terms of implications for male students' engagement and success in college, and in terms of the construct validity of video game addiction.
Costello, Kathleen; Luo, Jiebo
Extracting key frames (KF) from video is of great interest in many applications, such as video summary, video organization, video compression, and prints from video. KF extraction is not a new problem. However, current literature has been focused mainly on sports or news video. In the consumer video space, the biggest challenges for key frame selection from consumer videos are the unconstrained content and lack of any preimposed structure. In this study, we conduct ground truth collection of key frames from video clips taken by digital cameras (as opposed to camcorders) using both first- and third-party judges. The goals of this study are: (1) to create a reference database of video clips reasonably representative of the consumer video space; (2) to identify associated key frames by which automated algorithms can be compared and judged for effectiveness; and (3) to uncover the criteria used by both first- and thirdparty human judges so these criteria can influence algorithm design. The findings from these ground truths will be discussed.
Jirasatmathakul, P; Poovorawan, Y
The present study was performed in order to determine prevalence and favored types of video games among altogether 679 primary and secondary school children in Thailand. To that end, the authors distributed questionnaires comprising detailed questions as to demographic data, playing frequency, available location and preferred type of video games among the parents of the children and adolescents to be investigated. Consistent with the literature, our results showed an early onset of video game playing (7.6 years), a higher prevalence among boys compared with girls, and a predilection for games invoking some aggressive behavior. In conclusion, although health hazards created by video game playing have remained beyond proof we still recommend parents and teachers to play a more active part as to the choice of games and the time spent playing.