WorldWideScience

Sample records for video segments interactive

  1. Gamifying Video Object Segmentation.

    Science.gov (United States)

    Spampinato, Concetto; Palazzo, Simone; Giordano, Daniela

    2017-10-01

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

  2. Video segmentation using keywords

    Science.gov (United States)

    Ton-That, Vinh; Vong, Chi-Tai; Nguyen-Dao, Xuan-Truong; Tran, Minh-Triet

    2018-04-01

    At DAVIS-2016 Challenge, many state-of-art video segmentation methods achieve potential results, but they still much depend on annotated frames to distinguish between background and foreground. It takes a lot of time and efforts to create these frames exactly. In this paper, we introduce a method to segment objects from video based on keywords given by user. First, we use a real-time object detection system - YOLOv2 to identify regions containing objects that have labels match with the given keywords in the first frame. Then, for each region identified from the previous step, we use Pyramid Scene Parsing Network to assign each pixel as foreground or background. These frames can be used as input frames for Object Flow algorithm to perform segmentation on entire video. We conduct experiments on a subset of DAVIS-2016 dataset in half the size of its original size, which shows that our method can handle many popular classes in PASCAL VOC 2012 dataset with acceptable accuracy, about 75.03%. We suggest widely testing by combining other methods to improve this result in the future.

  3. Joint Rendering and Segmentation of Free-Viewpoint Video

    Directory of Open Access Journals (Sweden)

    Ishii Masato

    2010-01-01

    Full Text Available Abstract This paper presents a method that jointly performs synthesis and object segmentation of free-viewpoint video using multiview video as the input. This method is designed to achieve robust segmentation from online video input without per-frame user interaction and precomputations. This method shares a calculation process between the synthesis and segmentation steps; the matching costs calculated through the synthesis step are adaptively fused with other cues depending on the reliability in the segmentation step. Since the segmentation is performed for arbitrary viewpoints directly, the extracted object can be superimposed onto another 3D scene with geometric consistency. We can observe that the object and new background move naturally along with the viewpoint change as if they existed together in the same space. In the experiments, our method can process online video input captured by a 25-camera array and show the result image at 4.55 fps.

  4. Video-based noncooperative iris image segmentation.

    Science.gov (United States)

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

    2011-02-01

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

  5. Segmentation of object-based video of gaze communication

    DEFF Research Database (Denmark)

    Aghito, Shankar Manuel; Stegmann, Mikkel Bille; Forchhammer, Søren

    2005-01-01

    Aspects of video communication based on gaze interaction are considered. The overall idea is to use gaze interaction to control video, e.g. for video conferencing. Towards this goal, animation of a facial mask is demonstrated. The animation is based on images using Active Appearance Models (AAM......). Good quality reproduction of (low-resolution) coded video of an animated facial mask as low as 10-20 kbit/s using MPEG-4 object based video is demonstated....

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

    Science.gov (United States)

    Song, Xiaomu; Fan, Guoliang

    2007-12-01

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

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

    Science.gov (United States)

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

    2017-09-01

    360° video is an emerging new format in the media industry enabled by the growing availability of virtual reality devices. It provides the viewer a new sense of presence and immersion. Compared to conventional rectilinear video (2D or 3D), 360° video poses a new and difficult set of engineering challenges on video processing and delivery. Enabling comfortable and immersive user experience requires very high video quality and very low latency, while the large video file size poses a challenge to delivering 360° video in a quality manner at scale. Conventionally, 360° video represented in equirectangular or other projection formats can be encoded as a single standards-compliant bitstream using existing video codecs such as H.264/AVC or H.265/HEVC. Such method usually needs very high bandwidth to provide an immersive user experience. While at the client side, much of such high bandwidth and the computational power used to decode the video are wasted because the user only watches a small portion (i.e., viewport) of the entire picture. Viewport dependent 360°video processing and delivery approaches spend more bandwidth on the viewport than on non-viewports and are therefore able to reduce the overall transmission bandwidth. This paper proposes a dual buffer segment scheduling algorithm for viewport adaptive streaming methods to reduce latency when switching between high quality viewports in 360° video streaming. The approach decouples the scheduling of viewport segments and non-viewport segments to ensure the viewport segment requested matches the latest user head orientation. A base layer buffer stores all lower quality segments, and a viewport buffer stores high quality viewport segments corresponding to the most recent viewer's head orientation. The scheduling scheme determines viewport requesting time based on the buffer status and the head orientation. This paper also discusses how to deploy the proposed scheduling design for various viewport adaptive video

  8. Fast Appearance Modeling for Automatic Primary Video Object Segmentation.

    Science.gov (United States)

    Yang, Jiong; Price, Brian; Shen, Xiaohui; Lin, Zhe; Yuan, Junsong

    2016-02-01

    Automatic segmentation of the primary object in a video clip is a challenging problem as there is no prior knowledge of the primary object. Most existing techniques thus adapt an iterative approach for foreground and background appearance modeling, i.e., fix the appearance model while optimizing the segmentation and fix the segmentation while optimizing the appearance model. However, these approaches may rely on good initialization and can be easily trapped in local optimal. In addition, they are usually time consuming for analyzing videos. To address these limitations, we propose a novel and efficient appearance modeling technique for automatic primary video object segmentation in the Markov random field (MRF) framework. It embeds the appearance constraint as auxiliary nodes and edges in the MRF structure, and can optimize both the segmentation and appearance model parameters simultaneously in one graph cut. The extensive experimental evaluations validate the superiority of the proposed approach over the state-of-the-art methods, in both efficiency and effectiveness.

  9. Interactive Video, The Next Step

    Science.gov (United States)

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

    2012-12-01

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

  10. An improvement analysis on video compression using file segmentation

    Science.gov (United States)

    Sharma, Shubhankar; Singh, K. John; Priya, M.

    2017-11-01

    From the past two decades the extreme evolution of the Internet has lead a massive rise in video technology and significantly video consumption over the Internet which inhabits the bulk of data traffic in general. Clearly, video consumes that so much data size on the World Wide Web, to reduce the burden on the Internet and deduction of bandwidth consume by video so that the user can easily access the video data.For this, many video codecs are developed such as HEVC/H.265 and V9. Although after seeing codec like this one gets a dilemma of which would be improved technology in the manner of rate distortion and the coding standard.This paper gives a solution about the difficulty for getting low delay in video compression and video application e.g. ad-hoc video conferencing/streaming or observation by surveillance. Also this paper describes the benchmark of HEVC and V9 technique of video compression on subjective oral estimations of High Definition video content, playback on web browsers. Moreover, this gives the experimental ideology of dividing the video file into several segments for compression and putting back together to improve the efficiency of video compression on the web as well as on the offline mode.

  11. User-assisted video segmentation system for visual communication

    Science.gov (United States)

    Wu, Zhengping; Chen, Chun

    2002-01-01

    Video segmentation plays an important role for efficient storage and transmission in visual communication. In this paper, we introduce a novel video segmentation system using point tracking and contour formation techniques. Inspired by the results from the study of the human visual system, we intend to solve the video segmentation problem into three separate phases: user-assisted feature points selection, feature points' automatic tracking, and contour formation. This splitting relieves the computer of ill-posed automatic segmentation problems, and allows a higher level of flexibility of the method. First, the precise feature points can be found using a combination of user assistance and an eigenvalue-based adjustment. Second, the feature points in the remaining frames are obtained using motion estimation and point refinement. At last, contour formation is used to extract the object, and plus a point insertion process to provide the feature points for next frame's tracking.

  12. Segment-Tube: Spatio-Temporal Action Localization in Untrimmed Videos with Per-Frame Segmentation

    OpenAIRE

    Le Wang; Xuhuan Duan; Qilin Zhang; Zhenxing Niu; Gang Hua; Nanning Zheng

    2018-01-01

    Inspired by the recent spatio-temporal action localization efforts with tubelets (sequences of bounding boxes), we present a new spatio-temporal action localization detector Segment-tube, which consists of sequences of per-frame segmentation masks. The proposed Segment-tube detector can temporally pinpoint the starting/ending frame of each action category in the presence of preceding/subsequent interference actions in untrimmed videos. Simultaneously, the Segment-tube detector produces per-fr...

  13. Temporal Segmentation of MPEG Video Streams

    Directory of Open Access Journals (Sweden)

    Janko Calic

    2002-06-01

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

  14. Anthropocentric Video Segmentation for Lecture Webcasts

    Directory of Open Access Journals (Sweden)

    Rojas Raul

    2007-01-01

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

  15. Anthropocentric Video Segmentation for Lecture Webcasts

    Directory of Open Access Journals (Sweden)

    Raul Rojas

    2008-03-01

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

  16. Video segmentation for post-production

    Science.gov (United States)

    Wills, Ciaran

    2001-12-01

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

  17. Automatic topics segmentation for TV news video

    Science.gov (United States)

    Hmayda, Mounira; Ejbali, Ridha; Zaied, Mourad

    2017-03-01

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

  18. Automatic Story Segmentation for TV News Video Using Multiple Modalities

    Directory of Open Access Journals (Sweden)

    Émilie Dumont

    2012-01-01

    Full Text Available While video content is often stored in rather large files or broadcasted in continuous streams, users are often interested in retrieving only a particular passage on a topic of interest to them. It is, therefore, necessary to split video documents or streams into shorter segments corresponding to appropriate retrieval units. We propose here a method for the automatic segmentation of TV news videos into stories. A-multiple-descriptor based segmentation approach is proposed. The selected multimodal features are complementary and give good insights about story boundaries. Once extracted, these features are expanded with a local temporal context and combined by an early fusion process. The story boundaries are then predicted using machine learning techniques. We investigate the system by experiments conducted using TRECVID 2003 data and protocol of the story boundary detection task, and we show that the proposed approach outperforms the state-of-the-art methods while requiring a very small amount of manual annotation.

  19. Video segmentation and camera motion characterization using compressed data

    Science.gov (United States)

    Milanese, Ruggero; Deguillaume, Frederic; Jacot-Descombes, Alain

    1997-10-01

    We address the problem of automatically extracting visual indexes from videos, in order to provide sophisticated access methods to the contents of a video server. We focus on tow tasks, namely the decomposition of a video clip into uniform segments, and the characterization of each shot by camera motion parameters. For the first task we use a Bayesian classification approach to detecting scene cuts by analyzing motion vectors. For the second task a least- squares fitting procedure determines the pan/tilt/zoom camera parameters. In order to guarantee the highest processing speed, all techniques process and analyze directly MPEG-1 motion vectors, without need for video decompression. Experimental results are reported for a database of news video clips.

  20. Situational simulations in interactive video

    Energy Technology Data Exchange (ETDEWEB)

    Smith, L.J.

    1991-07-01

    The Westinghouse Hanford Company Advanced Training Technologies section is using situational simulations in several Interactive Video training courses. Two applications of situational simulations will be discussed. In the first, used in the Hanford General Employee Training course, the student evaluates employee's actions in simulations of possible workplace situations. In the second, used in the Criticality Safety course, students must follow well-defined procedures to complete tasks. Design and incorporation of situational simulations will be discussed. 3 refs.

  1. Situational simulations in interactive video

    International Nuclear Information System (INIS)

    Smith, L.J.

    1991-07-01

    The Westinghouse Hanford Company Advanced Training Technologies section is using situational simulations in several Interactive Video training courses. Two applications of situational simulations will be discussed. In the first, used in the Hanford General Employee Training course, the student evaluates employee's actions in simulations of possible workplace situations. In the second, used in the Criticality Safety course, students must follow well-defined procedures to complete tasks. Design and incorporation of situational simulations will be discussed. 3 refs

  2. Multi-view video segmentation and tracking for video surveillance

    Science.gov (United States)

    Mohammadi, Gelareh; Dufaux, Frederic; Minh, Thien Ha; Ebrahimi, Touradj

    2009-05-01

    Tracking moving objects is a critical step for smart video surveillance systems. Despite the complexity increase, multiple camera systems exhibit the undoubted advantages of covering wide areas and handling the occurrence of occlusions by exploiting the different viewpoints. The technical problems in multiple camera systems are several: installation, calibration, objects matching, switching, data fusion, and occlusion handling. In this paper, we address the issue of tracking moving objects in an environment covered by multiple un-calibrated cameras with overlapping fields of view, typical of most surveillance setups. Our main objective is to create a framework that can be used to integrate objecttracking information from multiple video sources. Basically, the proposed technique consists of the following steps. We first perform a single-view tracking algorithm on each camera view, and then apply a consistent object labeling algorithm on all views. In the next step, we verify objects in each view separately for inconsistencies. Correspondent objects are extracted through a Homography transform from one view to the other and vice versa. Having found the correspondent objects of different views, we partition each object into homogeneous regions. In the last step, we apply the Homography transform to find the region map of first view in the second view and vice versa. For each region (in the main frame and mapped frame) a set of descriptors are extracted to find the best match between two views based on region descriptors similarity. This method is able to deal with multiple objects. Track management issues such as occlusion, appearance and disappearance of objects are resolved using information from all views. This method is capable of tracking rigid and deformable objects and this versatility lets it to be suitable for different application scenarios.

  3. Segmentation Based Video Steganalysis to Detect Motion Vector Modification

    Directory of Open Access Journals (Sweden)

    Peipei Wang

    2017-01-01

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

  4. Children's Video Games as Interactive Racialization

    OpenAIRE

    Martin, Cathlena

    2008-01-01

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

  5. Mobile Video in Everyday Social Interactions

    Science.gov (United States)

    Reponen, Erika; Lehikoinen, Jaakko; Impiö, Jussi

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

  6. Temporally coherent 4D video segmentation for teleconferencing

    Science.gov (United States)

    Ehmann, Jana; Guleryuz, Onur G.

    2013-09-01

    We develop an algorithm for 4-D (RGB+Depth) video segmentation targeting immersive teleconferencing ap- plications on emerging mobile devices. Our algorithm extracts users from their environments and places them onto virtual backgrounds similar to green-screening. The virtual backgrounds increase immersion and interac- tivity, relieving the users of the system from distractions caused by disparate environments. Commodity depth sensors, while providing useful information for segmentation, result in noisy depth maps with a large number of missing depth values. By combining depth and RGB information, our work signi¯cantly improves the other- wise very coarse segmentation. Further imposing temporal coherence yields compositions where the foregrounds seamlessly blend with the virtual backgrounds with minimal °icker and other artifacts. We achieve said improve- ments by correcting the missing information in depth maps before fast RGB-based segmentation, which operates in conjunction with temporal coherence. Simulation results indicate the e±cacy of the proposed system in video conferencing scenarios.

  7. A video of Mixed Interaction Space video

    DEFF Research Database (Denmark)

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

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

  8. Interactive segmentation techniques algorithms and performance evaluation

    CERN Document Server

    He, Jia; Kuo, C-C Jay

    2013-01-01

    This book focuses on interactive segmentation techniques, which have been extensively studied in recent decades. Interactive segmentation emphasizes clear extraction of objects of interest, whose locations are roughly indicated by human interactions based on high level perception. This book will first introduce classic graph-cut segmentation algorithms and then discuss state-of-the-art techniques, including graph matching methods, region merging and label propagation, clustering methods, and segmentation methods based on edge detection. A comparative analysis of these methods will be provided

  9. An Adaptive Motion Segmentation for Automated Video Surveillance

    Directory of Open Access Journals (Sweden)

    Hossain MJulius

    2008-01-01

    Full Text Available This paper presents an adaptive motion segmentation algorithm utilizing spatiotemporal information of three most recent frames. The algorithm initially extracts the moving edges applying a novel flexible edge matching technique which makes use of a combined distance transformation image. Then watershed-based iterative algorithm is employed to segment the moving object region from the extracted moving edges. The challenges of existing three-frame-based methods include slow movement, edge localization error, minor movement of camera, and homogeneity of background and foreground region. The proposed method represents edges as segments and uses a flexible edge matching algorithm to deal with edge localization error and minor movement of camera. The combined distance transformation image works in favor of accumulating gradient information of overlapping region which effectively improves the sensitivity to slow movement. The segmentation algorithm uses watershed, gradient information of difference image, and extracted moving edges. It helps to segment moving object region with more accurate boundary even some part of the moving edges cannot be detected due to region homogeneity or other reasons during the detection step. Experimental results using different types of video sequences are presented to demonstrate the efficiency and accuracy of the proposed method.

  10. Rate Adaptive Selective Segment Assignment for Reliable Wireless Video Transmission

    Directory of Open Access Journals (Sweden)

    Sajid Nazir

    2012-01-01

    Full Text Available A reliable video communication system is proposed based on data partitioning feature of H.264/AVC, used to create a layered stream, and LT codes for erasure protection. The proposed scheme termed rate adaptive selective segment assignment (RASSA is an adaptive low-complexity solution to varying channel conditions. The comparison of the results of the proposed scheme is also provided for slice-partitioned H.264/AVC data. Simulation results show competitiveness of the proposed scheme compared to optimized unequal and equal error protection solutions. The simulation results also demonstrate that a high visual quality video transmission can be maintained despite the adverse effect of varying channel conditions and the number of decoding failures can be reduced.

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

    Directory of Open Access Journals (Sweden)

    Michail N. Giannakos

    2015-02-01

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

  12. Video Segmentation Using Fast Marching and Region Growing Algorithms

    Directory of Open Access Journals (Sweden)

    Eftychis Sifakis

    2002-04-01

    Full Text Available The algorithm presented in this paper is comprised of three main stages: (1 classification of the image sequence and, in the case of a moving camera, parametric motion estimation, (2 change detection having as reference a fixed frame, an appropriately selected frame or a displaced frame, and (3 object localization using local colour features. The image sequence classification is based on statistical tests on the frame difference. The change detection module uses a two-label fast marching algorithm. Finally, the object localization uses a region growing algorithm based on the colour similarity. Video object segmentation results are shown using the COST 211 data set.

  13. A new framework for interactive images segmentation

    International Nuclear Information System (INIS)

    Ashraf, M.; Sarim, M.; Shaikh, A.B.

    2017-01-01

    Image segmentation has become a widely studied research problem in image processing. There exist different graph based solutions for interactive image segmentation but the domain of image segmentation still needs persistent improvements. The segmentation quality of existing techniques generally depends on the manual input provided in beginning, therefore, these algorithms may not produce quality segmentation with initial seed labels provided by a novice user. In this work we investigated the use of cellular automata in image segmentation and proposed a new algorithm that follows a cellular automaton in label propagation. It incorporates both the pixel's local and global information in the segmentation process. We introduced the novel global constraints in automata evolution rules; hence proposed scheme of automata evolution is more effective than the automata based earlier evolution schemes. Global constraints are also effective in deceasing the sensitivity towards small changes made in manual input; therefore proposed approach is less dependent on label seed marks. It can produce the quality segmentation with modest user efforts. Segmentation results indicate that the proposed algorithm performs better than the earlier segmentation techniques. (author)

  14. Audio scene segmentation for video with generic content

    Science.gov (United States)

    Niu, Feng; Goela, Naveen; Divakaran, Ajay; Abdel-Mottaleb, Mohamed

    2008-01-01

    In this paper, we present a content-adaptive audio texture based method to segment video into audio scenes. The audio scene is modeled as a semantically consistent chunk of audio data. Our algorithm is based on "semantic audio texture analysis." At first, we train GMM models for basic audio classes such as speech, music, etc. Then we define the semantic audio texture based on those classes. We study and present two types of scene changes, those corresponding to an overall audio texture change and those corresponding to a special "transition marker" used by the content creator, such as a short stretch of music in a sitcom or silence in dramatic content. Unlike prior work using genre specific heuristics, such as some methods presented for detecting commercials, we adaptively find out if such special transition markers are being used and if so, which of the base classes are being used as markers without any prior knowledge about the content. Our experimental results show that our proposed audio scene segmentation works well across a wide variety of broadcast content genres.

  15. Automatic video segmentation employing object/camera modeling techniques

    NARCIS (Netherlands)

    Farin, D.S.

    2005-01-01

    Practically established video compression and storage techniques still process video sequences as rectangular images without further semantic structure. However, humans watching a video sequence immediately recognize acting objects as semantic units. This semantic object separation is currently not

  16. A Video Game-Based Framework for Analyzing Human-Robot Interaction: Characterizing Interface Design in Real-Time Interactive Multimedia Applications

    National Research Council Canada - National Science Library

    Richer, Justin; Drury, Jill L

    2006-01-01

    .... This paper segments video game interaction into domain-independent components which together form a framework that can be used to characterize real-time interactive multimedia applications in general...

  17. Online Interactive Video Vignettes (IVVs)

    Science.gov (United States)

    Laws, Priscilla

    2016-03-01

    Interest in on-line learning is increasing rapidly. A few years ago members of the LivePhoto Physics Group1 received collaborative NSF Grants2 to create short, single-topic, on-line activities that invite introductory physics students to make individual predictions about a phenomenon and test them though video observations or analysis. Each Vignette is designed for web delivery as: (1) an ungraded homework assignment or (2) an exercise to prepare for a class or tutorial session. Sample IVVs are available at the ComPadre website http://www.compadre.org/ivv/. Portions of Vignettes on mechanics topics including Projectile Motion, Circular Motion, the Bullet-Block phenomenon, and Newton's Third Law will be presented. Those attending this talk will be asked to guess what predictions students are likely to make about phenomena in various IVVs. These predictions can be compared to those made by students who completed Vignettes. Finally, research on the impact of Vignettes on student learning and attitudes will be discussed. Co-PI Robert Teese, Rochester Institute of Technology.

  18. Interaction features for prediction of perceptual segmentation

    DEFF Research Database (Denmark)

    Hartmann, Martin; Lartillot, Olivier; Toiviainen, Petri

    2017-01-01

    As music unfolds in time, structure is recognised and understood by listeners, regardless of their level of musical expertise. A number of studies have found spectral and tonal changes to quite successfully model boundaries between structural sections. However, the effects of musical expertise...... and experimental task on computational modelling of structure are not yet well understood. These issues need to be addressed to better understand how listeners perceive the structure of music and to improve automatic segmentation algorithms. In this study, computational prediction of segmentation by listeners...... was investigated for six musical stimuli via a real-time task and an annotation (non real-time) task. The proposed approach involved computation of novelty curve interaction features and a prediction model of perceptual segmentation boundary density. We found that, compared to non-musicians’, musicians...

  19. A Video Game-Based Framework for Analyzing Human-Robot Interaction: Characterizing Interface Design in Real-Time Interactive Multimedia Applications

    Science.gov (United States)

    2006-01-01

    segments video game interaction into domain-independent components which together form a framework that can be used to characterize real-time interactive...multimedia applications in general and HRI in particular. We provide examples of using the components in both the video game and the Unmanned Aerial

  20. Interactive video instruction - Establishing a positive alternative

    International Nuclear Information System (INIS)

    Schillinger, F.J.; McCulloch, B.P.

    1991-01-01

    This paper discusses The New York Power Authority's (NYPA's) efforts to establish and implement a viable interactive video instruction program to provide an alternative to traditional instructor-led classroom training. The NYPA training department was looking for alternative methods of providing adequate training for a new apprenticeship program being developed for its nonnuclear plant employees. They were also looking for another way to provide cost-effective basic computer training for an ever-increasing number of company computer users. Interactive video instruction was selected because it offered an interesting and fresh approach to self-paced learning. The paper describes problems associated with startup, implementation, and administration, benefits expected, and obtaining college accreditation

  1. Interactive Videos Enhance Learning about Socio-Ecological Systems

    Science.gov (United States)

    Smithwick, Erica; Baxter, Emily; Kim, Kyung; Edel-Malizia, Stephanie; Rocco, Stevie; Blackstock, Dean

    2018-01-01

    Two forms of interactive video were assessed in an online course focused on conservation. The hypothesis was that interactive video enhances student perceptions about learning and improves mental models of social-ecological systems. Results showed that students reported greater learning and attitudes toward the subject following interactive video.…

  2. Music video shot segmentation using independent component analysis and keyframe extraction based on image complexity

    Science.gov (United States)

    Li, Wei; Chen, Ting; Zhang, Wenjun; Shi, Yunyu; Li, Jun

    2012-04-01

    In recent years, Music video data is increasing at an astonishing speed. Shot segmentation and keyframe extraction constitute a fundamental unit in organizing, indexing, retrieving video content. In this paper a unified framework is proposed to detect the shot boundaries and extract the keyframe of a shot. Music video is first segmented to shots by illumination-invariant chromaticity histogram in independent component (IC) analysis feature space .Then we presents a new metric, image complexity, to extract keyframe in a shot which is computed by ICs. Experimental results show the framework is effective and has a good performance.

  3. vm119_0601b-- Video mosaic segments

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — The Canadian ROPOS remotely operated vehicle (ROV) outfitted with video equipment (and other devices) was deployed from the NOAA Ship McAurthurII during May-June...

  4. Multimodal interaction in image and video applications

    CERN Document Server

    Sappa, Angel D

    2013-01-01

    Traditional Pattern Recognition (PR) and Computer Vision (CV) technologies have mainly focused on full automation, even though full automation often proves elusive or unnatural in many applications, where the technology is expected to assist rather than replace the human agents. However, not all the problems can be automatically solved being the human interaction the only way to tackle those applications. Recently, multimodal human interaction has become an important field of increasing interest in the research community. Advanced man-machine interfaces with high cognitive capabilities are a hot research topic that aims at solving challenging problems in image and video applications. Actually, the idea of computer interactive systems was already proposed on the early stages of computer science. Nowadays, the ubiquity of image sensors together with the ever-increasing computing performance has open new and challenging opportunities for research in multimodal human interaction. This book aims to show how existi...

  5. B-Spline Active Contour with Handling of Topology Changes for Fast Video Segmentation

    Directory of Open Access Journals (Sweden)

    Frederic Precioso

    2002-06-01

    Full Text Available This paper deals with video segmentation for MPEG-4 and MPEG-7 applications. Region-based active contour is a powerful technique for segmentation. However most of these methods are implemented using level sets. Although level-set methods provide accurate segmentation, they suffer from large computational cost. We propose to use a regular B-spline parametric method to provide a fast and accurate segmentation. Our B-spline interpolation is based on a fixed number of points 2j depending on the level of the desired details. Through this spatial multiresolution approach, the computational cost of the segmentation is reduced. We introduce a length penalty. This results in improving both smoothness and accuracy. Then we show some experiments on real-video sequences.

  6. Interactive Video Courseware for Graphic Communications Teachers and Students.

    Science.gov (United States)

    Sanders, Mark

    1985-01-01

    At Virginia Polytechnic Institute and State University, interactive video serves both as an instructional tool and a project for creative students in graphic communications. The package facilitates courseware development and teaches students simultaneously about microcomputer and video technology. (SK)

  7. An EM based approach for motion segmentation of video sequence

    NARCIS (Netherlands)

    Zhao, Wei; Roos, Nico; Pan, Zhigeng; Skala, Vaclav

    2016-01-01

    Motions are important features for robot vision as we live in a dynamic world. Detecting moving objects is crucial for mobile robots and computer vision systems. This paper investigates an architecture for the segmentation of moving objects from image sequences. Objects are represented as groups of

  8. Polyp Detection and Segmentation from Video Capsule Endoscopy: A Review

    Directory of Open Access Journals (Sweden)

    V. B. Surya Prasath

    2016-12-01

    Full Text Available Video capsule endoscopy (VCE is used widely nowadays for visualizing the gastrointestinal (GI tract. Capsule endoscopy exams are prescribed usually as an additional monitoring mechanism and can help in identifying polyps, bleeding, etc. To analyze the large scale video data produced by VCE exams, automatic image processing, computer vision, and learning algorithms are required. Recently, automatic polyp detection algorithms have been proposed with various degrees of success. Though polyp detection in colonoscopy and other traditional endoscopy procedure based images is becoming a mature field, due to its unique imaging characteristics, detecting polyps automatically in VCE is a hard problem. We review different polyp detection approaches for VCE imagery and provide systematic analysis with challenges faced by standard image processing and computer vision methods.

  9. Video Object Segmentation through Spatially Accurate and Temporally Dense Extraction of Primary Object Regions (Open Access)

    Science.gov (United States)

    2013-10-03

    fol- low the setup in the literature ([13, 14]), and use 5 (birdfall, cheetah , girl, monkeydog and parachute) of the videos for evaluation (since the...segmentation labeling results of the method, GT is the ground-truth labeling of the video, and F is the (a) Birdfall (b) Cheetah (c) Girl (d) Monkeydog...Video Ours [14] [13] [20] [6] birdfall 155 189 288 252 454 cheetah 633 806 905 1142 1217 girl 1488 1698 1785 1304 1755 monkeydog 365 472 521 563 683

  10. Self Occlusion and Disocclusion in Causal Video Object Segmentation

    Science.gov (United States)

    2015-12-18

    22, 37, 13, 17], since an explicit 3D reconstruction of the scene produces as a side effect a partition of the video into regions. However, it...83.4 79.3 82.8 84.4 34.7 Soldier 84.0 81.1 83.8 66.6 66.5 Monkey 85.1 86.0 84.8 79.0 61.9 Bird of Paradise 96.1 93.0 94.0 92.2 86.8 BMXPerson 92.8 88.9

  11. Real-time recursive motion segmentation of video data on a programmable device

    NARCIS (Netherlands)

    Wittebrood, R.B; Haan, de G.

    2001-01-01

    We previously reported on a recursive algorithm enabling real-time object-based motion estimation (OME) of standard definition video on a digital signal processor (DSP). The algorithm approximates the motion of the objects in the image with parametric motion models and creates a segmentation mask by

  12. Self-Occlusions and Disocclusions in Causal Video Object Segmentation

    KAUST Repository

    Yang, Yanchao

    2016-02-19

    We propose a method to detect disocclusion in video sequences of three-dimensional scenes and to partition the disoccluded regions into objects, defined by coherent deformation corresponding to surfaces in the scene. Our method infers deformation fields that are piecewise smooth by construction without the need for an explicit regularizer and the associated choice of weight. It then partitions the disoccluded region and groups its components with objects by leveraging on the complementarity of motion and appearance cues: Where appearance changes within an object, motion can usually be reliably inferred and used for grouping. Where appearance is close to constant, it can be used for grouping directly. We integrate both cues in an energy minimization framework, incorporate prior assumptions explicitly into the energy, and propose a numerical scheme. © 2015 IEEE.

  13. News video story segmentation method using fusion of audio-visual features

    Science.gov (United States)

    Wen, Jun; Wu, Ling-da; Zeng, Pu; Luan, Xi-dao; Xie, Yu-xiang

    2007-11-01

    News story segmentation is an important aspect for news video analysis. This paper presents a method for news video story segmentation. Different form prior works, which base on visual features transform, the proposed technique uses audio features as baseline and fuses visual features with it to refine the results. At first, it selects silence clips as audio features candidate points, and selects shot boundaries and anchor shots as two kinds of visual features candidate points. Then this paper selects audio feature candidates as cues and develops different fusion method, which effectively using diverse type visual candidates to refine audio candidates, to get story boundaries. Experiment results show that this method has high efficiency and adaptability to different kinds of news video.

  14. Interactive segmentation: a scalable superpixel-based method

    Science.gov (United States)

    Mathieu, Bérengère; Crouzil, Alain; Puel, Jean-Baptiste

    2017-11-01

    This paper addresses the problem of interactive multiclass segmentation of images. We propose a fast and efficient new interactive segmentation method called superpixel α fusion (SαF). From a few strokes drawn by a user over an image, this method extracts relevant semantic objects. To get a fast calculation and an accurate segmentation, SαF uses superpixel oversegmentation and support vector machine classification. We compare SαF with competing algorithms by evaluating its performances on reference benchmarks. We also suggest four new datasets to evaluate the scalability of interactive segmentation methods, using images from some thousand to several million pixels. We conclude with two applications of SαF.

  15. Using Interactive Video Instruction To Enhance Public Speaking Instruction.

    Science.gov (United States)

    Cronin, Michael W.; Kennan, William R.

    Noting that interactive video instruction (IVI) should not and cannot replace classroom instruction, this paper offers an introduction to interactive video instruction as an innovative technology that can be used to expand pedagogical opportunities in public speaking instruction. The paper: (1) defines the distinctive features of IVI; (2) assesses…

  16. Segmentation of Pollen Tube Growth Videos Using Dynamic Bi-Modal Fusion and Seam Carving.

    Science.gov (United States)

    Tambo, Asongu L; Bhanu, Bir

    2016-05-01

    The growth of pollen tubes is of significant interest in plant cell biology, as it provides an understanding of internal cell dynamics that affect observable structural characteristics such as cell diameter, length, and growth rate. However, these parameters can only be measured in experimental videos if the complete shape of the cell is known. The challenge is to accurately obtain the cell boundary in noisy video images. Usually, these measurements are performed by a scientist who manually draws regions-of-interest on the images displayed on a computer screen. In this paper, a new automated technique is presented for boundary detection by fusing fluorescence and brightfield images, and a new efficient method of obtaining the final cell boundary through the process of Seam Carving is proposed. This approach takes advantage of the nature of the fusion process and also the shape of the pollen tube to efficiently search for the optimal cell boundary. In video segmentation, the first two frames are used to initialize the segmentation process by creating a search space based on a parametric model of the cell shape. Updates to the search space are performed based on the location of past segmentations and a prediction of the next segmentation.Experimental results show comparable accuracy to a previous method, but significant decrease in processing time. This has the potential for real time applications in pollen tube microscopy.

  17. Spatio-Temporal Video Object Segmentation via Scale-Adaptive 3D Structure Tensor

    Directory of Open Access Journals (Sweden)

    Hai-Yun Wang

    2004-06-01

    Full Text Available To address multiple motions and deformable objects' motions encountered in existing region-based approaches, an automatic video object (VO segmentation methodology is proposed in this paper by exploiting the duality of image segmentation and motion estimation such that spatial and temporal information could assist each other to jointly yield much improved segmentation results. The key novelties of our method are (1 scale-adaptive tensor computation, (2 spatial-constrained motion mask generation without invoking dense motion-field computation, (3 rigidity analysis, (4 motion mask generation and selection, and (5 motion-constrained spatial region merging. Experimental results demonstrate that these novelties jointly contribute much more accurate VO segmentation both in spatial and temporal domains.

  18. Video over DSL with LDGM Codes for Interactive Applications

    Directory of Open Access Journals (Sweden)

    Laith Al-Jobouri

    2016-05-01

    Full Text Available Digital Subscriber Line (DSL network access is subject to error bursts, which, for interactive video, can introduce unacceptable latencies if video packets need to be re-sent. If the video packets are protected against errors with Forward Error Correction (FEC, calculation of the application-layer channel codes themselves may also introduce additional latency. This paper proposes Low-Density Generator Matrix (LDGM codes rather than other popular codes because they are more suitable for interactive video streaming, not only for their computational simplicity but also for their licensing advantage. The paper demonstrates that a reduction of up to 4 dB in video distortion is achievable with LDGM Application Layer (AL FEC. In addition, an extension to the LDGM scheme is demonstrated, which works by rearranging the columns of the parity check matrix so as to make it even more resilient to burst errors. Telemedicine and video conferencing are typical target applications.

  19. Interaction between High-Level and Low-Level Image Analysis for Semantic Video Object Extraction

    Directory of Open Access Journals (Sweden)

    Andrea Cavallaro

    2004-06-01

    Full Text Available The task of extracting a semantic video object is split into two subproblems, namely, object segmentation and region segmentation. Object segmentation relies on a priori assumptions, whereas region segmentation is data-driven and can be solved in an automatic manner. These two subproblems are not mutually independent, and they can benefit from interactions with each other. In this paper, a framework for such interaction is formulated. This representation scheme based on region segmentation and semantic segmentation is compatible with the view that image analysis and scene understanding problems can be decomposed into low-level and high-level tasks. Low-level tasks pertain to region-oriented processing, whereas the high-level tasks are closely related to object-level processing. This approach emulates the human visual system: what one “sees” in a scene depends on the scene itself (region segmentation as well as on the cognitive task (semantic segmentation at hand. The higher-level segmentation results in a partition corresponding to semantic video objects. Semantic video objects do not usually have invariant physical properties and the definition depends on the application. Hence, the definition incorporates complex domain-specific knowledge and is not easy to generalize. For the specific implementation used in this paper, motion is used as a clue to semantic information. In this framework, an automatic algorithm is presented for computing the semantic partition based on color change detection. The change detection strategy is designed to be immune to the sensor noise and local illumination variations. The lower-level segmentation identifies the partition corresponding to perceptually uniform regions. These regions are derived by clustering in an N-dimensional feature space, composed of static as well as dynamic image attributes. We propose an interaction mechanism between the semantic and the region partitions which allows to

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

    Directory of Open Access Journals (Sweden)

    Yaqin Zhao

    2015-01-01

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

  1. GPU-Accelerated Foreground Segmentation and Labeling for Real-Time Video Surveillance

    Directory of Open Access Journals (Sweden)

    Wei Song

    2016-09-01

    Full Text Available Real-time and accurate background modeling is an important researching topic in the fields of remote monitoring and video surveillance. Meanwhile, effective foreground detection is a preliminary requirement and decision-making basis for sustainable energy management, especially in smart meters. The environment monitoring results provide a decision-making basis for energy-saving strategies. For real-time moving object detection in video, this paper applies a parallel computing technology to develop a feedback foreground–background segmentation method and a parallel connected component labeling (PCCL algorithm. In the background modeling method, pixel-wise color histograms in graphics processing unit (GPU memory is generated from sequential images. If a pixel color in the current image does not locate around the peaks of its histogram, it is segmented as a foreground pixel. From the foreground segmentation results, a PCCL algorithm is proposed to cluster the foreground pixels into several groups in order to distinguish separate blobs. Because the noisy spot and sparkle in the foreground segmentation results always contain a small quantity of pixels, the small blobs are removed as noise in order to refine the segmentation results. The proposed GPU-based image processing algorithms are implemented using the compute unified device architecture (CUDA toolkit. The testing results show a significant enhancement in both speed and accuracy.

  2. USABILITY TESTING OF JAPANESE CAPTIONS SEGMENTATION SYSTEM TO SCAFFOLD BEGINNERS TO COMPREHEND JAPANESE VIDEOS

    Directory of Open Access Journals (Sweden)

    Ya-Fei Yang

    2013-06-01

    Full Text Available A major learning difficulty of Japanese foreign language (JFL learners is the complex composition of two syllabaries, hiragana and katakana, and kanji characters adopted from logographic Chinese ones. As the number of Japanese language learners increases, computer-assisted Japanese language education gradually gains more attention. This study aimed to adopt a Japanese word segmentation system to help JFL learners overcome literacy problems. This study adopted MeCab, a Japanese morphological analyzer and part-of-speech (POS tagger, to segment Japanese texts into separate morphemes by adding spaces and to attach POS tags to each morpheme for beginners. The participants were asked to participate in three experimental activities involvingwatching two Japanese videos with general or segmented Japanese captions and complete the Nielsen’s Attributes of Usability (NAU survey and the After Scenario Questionnaire (ASQ to evaluate the usability of the learning activities. The results of the system evaluation showed that the videos with the segmented captions could increase the participants’ learning motivation and willingness to adopt the word segmentation system to learn Japanese.

  3. Review of Interactive Video--Romanian Project Proposal

    Science.gov (United States)

    Onita, Mihai; Petan, Sorin; Vasiu, Radu

    2016-01-01

    In the recent years, the globalization and massification of video education offer involved more and more eLearning scenarios within universities. This article refers to interactive video and proposes an overview of it. We analyze the background information, regarding the eLearning campus used in virtual universities around the world, the MOOC…

  4. Stochastic modeling of soundtrack for efficient segmentation and indexing of video

    Science.gov (United States)

    Naphade, Milind R.; Huang, Thomas S.

    1999-12-01

    Tools for efficient and intelligent management of digital content are essential for digital video data management. An extremely challenging research area in this context is that of multimedia analysis and understanding. The capabilities of audio analysis in particular for video data management are yet to be fully exploited. We present a novel scheme for indexing and segmentation of video by analyzing the audio track. This analysis is then applied to the segmentation and indexing of movies. We build models for some interesting events in the motion picture soundtrack. The models built include music, human speech and silence. We propose the use of hidden Markov models to model the dynamics of the soundtrack and detect audio-events. Using these models we segment and index the soundtrack. A practical problem in motion picture soundtracks is that the audio in the track is of a composite nature. This corresponds to the mixing of sounds from different sources. Speech in foreground and music in background are common examples. The coexistence of multiple individual audio sources forces us to model such events explicitly. Experiments reveal that explicit modeling gives better result than modeling individual audio events separately.

  5. Analysis of User Requirements in Interactive 3D Video Systems

    Directory of Open Access Journals (Sweden)

    Haiyue Yuan

    2012-01-01

    Full Text Available The recent development of three dimensional (3D display technologies has resulted in a proliferation of 3D video production and broadcasting, attracting a lot of research into capture, compression and delivery of stereoscopic content. However, the predominant design practice of interactions with 3D video content has failed to address its differences and possibilities in comparison to the existing 2D video interactions. This paper presents a study of user requirements related to interaction with the stereoscopic 3D video. The study suggests that the change of view, zoom in/out, dynamic video browsing, and textual information are the most relevant interactions with stereoscopic 3D video. In addition, we identified a strong demand for object selection that resulted in a follow-up study of user preferences in 3D selection using virtual-hand and ray-casting metaphors. These results indicate that interaction modality affects users’ decision of object selection in terms of chosen location in 3D, while user attitudes do not have significant impact. Furthermore, the ray-casting-based interaction modality using Wiimote can outperform the volume-based interaction modality using mouse and keyboard for object positioning accuracy.

  6. An interactive medical image segmentation framework using iterative refinement.

    Science.gov (United States)

    Kalshetti, Pratik; Bundele, Manas; Rahangdale, Parag; Jangra, Dinesh; Chattopadhyay, Chiranjoy; Harit, Gaurav; Elhence, Abhay

    2017-04-01

    Segmentation is often performed on medical images for identifying diseases in clinical evaluation. Hence it has become one of the major research areas. Conventional image segmentation techniques are unable to provide satisfactory segmentation results for medical images as they contain irregularities. They need to be pre-processed before segmentation. In order to obtain the most suitable method for medical image segmentation, we propose MIST (Medical Image Segmentation Tool), a two stage algorithm. The first stage automatically generates a binary marker image of the region of interest using mathematical morphology. This marker serves as the mask image for the second stage which uses GrabCut to yield an efficient segmented result. The obtained result can be further refined by user interaction, which can be done using the proposed Graphical User Interface (GUI). Experimental results show that the proposed method is accurate and provides satisfactory segmentation results with minimum user interaction on medical as well as natural images. Copyright © 2017 Elsevier Ltd. All rights reserved.

  7. ROBUST MOTION SEGMENTATION FOR HIGH DEFINITION VIDEO SEQUENCES USING A FAST MULTI-RESOLUTION MOTION ESTIMATION BASED ON SPATIO-TEMPORAL TUBES

    OpenAIRE

    Brouard , Olivier; Delannay , Fabrice; Ricordel , Vincent; Barba , Dominique

    2007-01-01

    4 pages; International audience; Motion segmentation methods are effective for tracking video objects. However, objects segmentation methods based on motion need to know the global motion of the video in order to back-compensate it before computing the segmentation. In this paper, we propose a method which estimates the global motion of a High Definition (HD) video shot and then segments it using the remaining motion information. First, we develop a fast method for multi-resolution motion est...

  8. From image captioning to video summary using deep recurrent networks and unsupervised segmentation

    Science.gov (United States)

    Morosanu, Bogdan-Andrei; Lemnaru, Camelia

    2018-04-01

    Automatic captioning systems based on recurrent neural networks have been tremendously successful at providing realistic natural language captions for complex and varied image data. We explore methods for adapting existing models trained on large image caption data sets to a similar problem, that of summarising videos using natural language descriptions and frame selection. These architectures create internal high level representations of the input image that can be used to define probability distributions and distance metrics on these distributions. Specifically, we interpret each hidden unit inside a layer of the caption model as representing the un-normalised log probability of some unknown image feature of interest for the caption generation process. We can then apply well understood statistical divergence measures to express the difference between images and create an unsupervised segmentation of video frames, classifying consecutive images of low divergence as belonging to the same context, and those of high divergence as belonging to different contexts. To provide a final summary of the video, we provide a group of selected frames and a text description accompanying them, allowing a user to perform a quick exploration of large unlabeled video databases.

  9. A new user-assisted segmentation and tracking technique for an object-based video editing system

    Science.gov (United States)

    Yu, Hong Y.; Hong, Sung-Hoon; Lee, Mike M.; Choi, Jae-Gark

    2004-03-01

    This paper presents a semi-automatic segmentation method which can be used to generate video object plane (VOP) for object based coding scheme and multimedia authoring environment. Semi-automatic segmentation can be considered as a user-assisted segmentation technique. A user can initially mark objects of interest around the object boundaries and then the user-guided and selected objects are continuously separated from the unselected areas through time evolution in the image sequences. The proposed segmentation method consists of two processing steps: partially manual intra-frame segmentation and fully automatic inter-frame segmentation. The intra-frame segmentation incorporates user-assistance to define the meaningful complete visual object of interest to be segmentation and decides precise object boundary. The inter-frame segmentation involves boundary and region tracking to obtain temporal coherence of moving object based on the object boundary information of previous frame. The proposed method shows stable efficient results that could be suitable for many digital video applications such as multimedia contents authoring, content based coding and indexing. Based on these results, we have developed objects based video editing system with several convenient editing functions.

  10. Helping Hands: Designing Video Games with Interpersonal Touch Interaction

    OpenAIRE

    Watts , Cody; Sharlin , Ehud; Woytiuk , Peter

    2010-01-01

    International audience; Increasingly, the movements of players' physical bodies are being used as a method of controlling and playing video games. This trend is evidenced by the recent development of interpersonal touch-based games; multiplayer games which players control by physically touching their partners. Although a small number of interpersonal touch-based games have recently been designed, the best practices for creating video games based on this unconventional interaction technique re...

  11. Eccentric vision : adverse interactions between line segments

    NARCIS (Netherlands)

    Andriessen, J.J.; Bouma, H.

    1976-01-01

    The paper deals with adverse interactions between line stimuli ineccentric vision. Bothcontrast thresholdandjust noticeable difference of slanthave been measured for a test line as a function of the distance from a number of surrounding lines. Test lines were either parallel or perpendicular to the

  12. Interactive Digital Narratives for iTV and Online Video

    NARCIS (Netherlands)

    Koenitz, H.; Knoller, N.; Nakatsu, R.; Rauterberg, M.; Ciancarini, P.

    2015-01-01

    In iTV and online video, narrative interaction has long been a Holy Grail for both audiences and creators of these digital audiovisual works. On the one hand, interactive digital narrative promises interactors some exciting opportunities: to enter the world of the story, to affect the story and

  13. Interactional Quality Depicted in Infant and Toddler Videos: Where Are the Interactions?

    Science.gov (United States)

    Fenstermacher, Susan K.; Barr, Rachel; Brey, Elizabeth; Pempek, Tiffany A.; Ryan, Maureen; Calvert, Sandra L.; Shwery, Clay E.; Linebarger, Deborah

    2010-01-01

    This study examined the social-emotional content and the quality of social interactions depicted in a sample of 58 DVDs marketed towards infants and toddlers. Infant-directed videos rarely used social interactions between caregiver and child or between peers to present content. Even when videos explicitly targeted social-emotional content,…

  14. Affective video retrieval: violence detection in Hollywood movies by large-scale segmental feature extraction.

    Science.gov (United States)

    Eyben, Florian; Weninger, Felix; Lehment, Nicolas; Schuller, Björn; Rigoll, Gerhard

    2013-01-01

    Without doubt general video and sound, as found in large multimedia archives, carry emotional information. Thus, audio and video retrieval by certain emotional categories or dimensions could play a central role for tomorrow's intelligent systems, enabling search for movies with a particular mood, computer aided scene and sound design in order to elicit certain emotions in the audience, etc. Yet, the lion's share of research in affective computing is exclusively focusing on signals conveyed by humans, such as affective speech. Uniting the fields of multimedia retrieval and affective computing is believed to lend to a multiplicity of interesting retrieval applications, and at the same time to benefit affective computing research, by moving its methodology "out of the lab" to real-world, diverse data. In this contribution, we address the problem of finding "disturbing" scenes in movies, a scenario that is highly relevant for computer-aided parental guidance. We apply large-scale segmental feature extraction combined with audio-visual classification to the particular task of detecting violence. Our system performs fully data-driven analysis including automatic segmentation. We evaluate the system in terms of mean average precision (MAP) on the official data set of the MediaEval 2012 evaluation campaign's Affect Task, which consists of 18 original Hollywood movies, achieving up to .398 MAP on unseen test data in full realism. An in-depth analysis of the worth of individual features with respect to the target class and the system errors is carried out and reveals the importance of peak-related audio feature extraction and low-level histogram-based video analysis.

  15. Affective video retrieval: violence detection in Hollywood movies by large-scale segmental feature extraction.

    Directory of Open Access Journals (Sweden)

    Florian Eyben

    Full Text Available Without doubt general video and sound, as found in large multimedia archives, carry emotional information. Thus, audio and video retrieval by certain emotional categories or dimensions could play a central role for tomorrow's intelligent systems, enabling search for movies with a particular mood, computer aided scene and sound design in order to elicit certain emotions in the audience, etc. Yet, the lion's share of research in affective computing is exclusively focusing on signals conveyed by humans, such as affective speech. Uniting the fields of multimedia retrieval and affective computing is believed to lend to a multiplicity of interesting retrieval applications, and at the same time to benefit affective computing research, by moving its methodology "out of the lab" to real-world, diverse data. In this contribution, we address the problem of finding "disturbing" scenes in movies, a scenario that is highly relevant for computer-aided parental guidance. We apply large-scale segmental feature extraction combined with audio-visual classification to the particular task of detecting violence. Our system performs fully data-driven analysis including automatic segmentation. We evaluate the system in terms of mean average precision (MAP on the official data set of the MediaEval 2012 evaluation campaign's Affect Task, which consists of 18 original Hollywood movies, achieving up to .398 MAP on unseen test data in full realism. An in-depth analysis of the worth of individual features with respect to the target class and the system errors is carried out and reveals the importance of peak-related audio feature extraction and low-level histogram-based video analysis.

  16. Interactive 3D segmentation using connected orthogonal contours

    NARCIS (Netherlands)

    de Bruin, P. W.; Dercksen, V. J.; Post, F. H.; Vossepoel, A. M.; Streekstra, G. J.; Vos, F. M.

    2005-01-01

    This paper describes a new method for interactive segmentation that is based on cross-sectional design and 3D modelling. The method represents a 3D model by a set of connected contours that are planar and orthogonal. Planar contours overlayed on image data are easily manipulated and linked contours

  17. The Video Interaction Guidance approach applied to teaching communication skills in dentistry.

    Science.gov (United States)

    Quinn, S; Herron, D; Menzies, R; Scott, L; Black, R; Zhou, Y; Waller, A; Humphris, G; Freeman, R

    2016-05-01

    To examine dentists' views of a novel video review technique to improve communication skills in complex clinical situations. Dentists (n = 3) participated in a video review known as Video Interaction Guidance to encourage more attuned interactions with their patients (n = 4). Part of this process is to identify where dentists and patients reacted positively and effectively. Each dentist was presented with short segments of video footage taken during an appointment with a patient with intellectual disabilities and communication difficulties. Having observed their interactions with patients, dentists were asked to reflect on their communication strategies with the assistance of a trained VIG specialist. Dentists reflected that their VIG session had been insightful and considered the review process as beneficial to communication skills training in dentistry. They believed that this technique could significantly improve the way dentists interact and communicate with patients. The VIG sessions increased their awareness of the communication strategies they use with their patients and were perceived as neither uncomfortable nor threatening. The VIG session was beneficial in this exploratory investigation because the dentists could identify when their interactions were most effective. Awareness of their non-verbal communication strategies and the need to adopt these behaviours frequently were identified as key benefits of this training approach. One dentist suggested that the video review method was supportive because it was undertaken by a behavioural scientist rather than a professional counterpart. Some evidence supports the VIG approach in this specialist area of communication skills and dental training. © 2015 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  18. Social Interaction Design for Online Video and Television

    NARCIS (Netherlands)

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

    2016-01-01

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

  19. Violent Interaction Detection in Video Based on Deep Learning

    Science.gov (United States)

    Zhou, Peipei; Ding, Qinghai; Luo, Haibo; Hou, Xinglin

    2017-06-01

    Violent interaction detection is of vital importance in some video surveillance scenarios like railway stations, prisons or psychiatric centres. Existing vision-based methods are mainly based on hand-crafted features such as statistic features between motion regions, leading to a poor adaptability to another dataset. En lightened by the development of convolutional networks on common activity recognition, we construct a FightNet to represent the complicated visual violence interaction. In this paper, a new input modality, image acceleration field is proposed to better extract the motion attributes. Firstly, each video is framed as RGB images. Secondly, optical flow field is computed using the consecutive frames and acceleration field is obtained according to the optical flow field. Thirdly, the FightNet is trained with three kinds of input modalities, i.e., RGB images for spatial networks, optical flow images and acceleration images for temporal networks. By fusing results from different inputs, we conclude whether a video tells a violent event or not. To provide researchers a common ground for comparison, we have collected a violent interaction dataset (VID), containing 2314 videos with 1077 fight ones and 1237 no-fight ones. By comparison with other algorithms, experimental results demonstrate that the proposed model for violent interaction detection shows higher accuracy and better robustness.

  20. Interactive Music Video Games and Children's Musical Development

    Science.gov (United States)

    Gower, Lily; McDowall, Janet

    2012-01-01

    Interactive music video games are a readily available, mainstream technology but they are not generally seen as educative tools. Nor are they established within school teaching and learning environments. This study investigated children's use of these games from a music education perspective. Nine children, aged 9-11 years, and two specialist…

  1. Theoretical and Methodological Perspectives on Designing Video Studies of Interaction

    Directory of Open Access Journals (Sweden)

    Anna-Lena Rostvall

    2005-12-01

    Full Text Available In this article the authors discuss the theoretical basis for the methodological decisions made during the course of a Swedish research project on interaction and learning. The purpose is to discuss how different theories are applied at separate levels of the study. The study is structured on three levels, with separate sets of research questions and theoretical concepts. The levels reflect a close-up description, a systematic analysis, and an interpretation of how teachers and students act and interact. The data consist of 12 hours of video-recorded and transcribed music lessons from high school and college. Through a multidisciplinary theoretical framework, the general understanding of teaching and learning in terms of interaction can be widened. The authors also present a software tool developed to facilitate the processes of transcription and analysis of the video data.

  2. Interactive segmentation for geographic atrophy in retinal fundus images.

    Science.gov (United States)

    Lee, Noah; Smith, R Theodore; Laine, Andrew F

    2008-10-01

    Fundus auto-fluorescence (FAF) imaging is a non-invasive technique for in vivo ophthalmoscopic inspection of age-related macular degeneration (AMD), the most common cause of blindness in developed countries. Geographic atrophy (GA) is an advanced form of AMD and accounts for 12-21% of severe visual loss in this disorder [3]. Automatic quantification of GA is important for determining disease progression and facilitating clinical diagnosis of AMD. The problem of automatic segmentation of pathological images still remains an unsolved problem. In this paper we leverage the watershed transform and generalized non-linear gradient operators for interactive segmentation and present an intuitive and simple approach for geographic atrophy segmentation. We compare our approach with the state of the art random walker [5] algorithm for interactive segmentation using ROC statistics. Quantitative evaluation experiments on 100 FAF images show a mean sensitivity/specificity of 98.3/97.7% for our approach and a mean sensitivity/specificity of 88.2/96.6% for the random walker algorithm.

  3. Point based interactive image segmentation using multiquadrics splines

    Science.gov (United States)

    Meena, Sachin; Duraisamy, Prakash; Palniappan, Kannappan; Seetharaman, Guna

    2017-05-01

    Multiquadrics (MQ) are radial basis spline function that can provide an efficient interpolation of data points located in a high dimensional space. MQ were developed by Hardy to approximate geographical surfaces and terrain modelling. In this paper we frame the task of interactive image segmentation as a semi-supervised interpolation where an interpolating function learned from the user provided seed points is used to predict the labels of unlabeled pixel and the spline function used in the semi-supervised interpolation is MQ. This semi-supervised interpolation framework has a nice closed form solution which along with the fact that MQ is a radial basis spline function lead to a very fast interactive image segmentation process. Quantitative and qualitative results on the standard datasets show that MQ outperforms other regression based methods, GEBS, Ridge Regression and Logistic Regression, and popular methods like Graph Cut,4 Random Walk and Random Forest.6

  4. Automated interactive video playback for studies of animal communication.

    Science.gov (United States)

    Butkowski, Trisha; Yan, Wei; Gray, Aaron M; Cui, Rongfeng; Verzijden, Machteld N; Rosenthal, Gil G

    2011-02-09

    Video playback is a widely-used technique for the controlled manipulation and presentation of visual signals in animal communication. In particular, parameter-based computer animation offers the opportunity to independently manipulate any number of behavioral, morphological, or spectral characteristics in the context of realistic, moving images of animals on screen. A major limitation of conventional playback, however, is that the visual stimulus lacks the ability to interact with the live animal. Borrowing from video-game technology, we have created an automated, interactive system for video playback that controls animations in response to real-time signals from a video tracking system. We demonstrated this method by conducting mate-choice trials on female swordtail fish, Xiphophorus birchmanni. Females were given a simultaneous choice between a courting male conspecific and a courting male heterospecific (X. malinche) on opposite sides of an aquarium. The virtual male stimulus was programmed to track the horizontal position of the female, as courting males do in the wild. Mate-choice trials on wild-caught X. birchmanni females were used to validate the prototype's ability to effectively generate a realistic visual stimulus.

  5. Attitudes of postmenopausal women toward interactive video dance for exercise.

    Science.gov (United States)

    Inzitari, Marco; Greenlee, Adam; Hess, Rachel; Perera, Subashan; Studenski, Stephanie A

    2009-08-01

    Although physical activity (PA) is universally recommended, most adults are not regular exercisers. Interactive video dance is a novel form of PA in widespread use among young adults, but interest among adults is not known. Postmenopausal women are an appropriate target for interventions to promote PA because they have an increased risk of health problems related to sedentary behavior. We explored perceived advantages and disadvantages of video dance as a personal exercise option in postmenopausal women. Forty sedentary postmenopausal women (mean age +/- SD 57 +/- 5 years), were oriented in eight small groups to interactive video dance, which uses a force-sensing pad with directional panels: the player steps on the panels in response to arrows scrolling on a screen, synchronized to music. Perceived advantages and disadvantages were elicited through a nominal group technique (NGT) process. Participants generated 113 advantages and 71 disadvantages. The most frequently cited advantages were "it's fun" and "improves coordination" (seven of eight groups), the fact that challenge encourages progress (five of eight groups), the potential for weight loss (four of eight groups), and the flexibility of exercise conditions (three of eight groups). Concerns were the potentially long and frustrating learning process, cost (six of eight groups), and possible technical issues (two of eight groups). The recreational nature of interactive dance exercise was widely appealing to postmenopausal women and might help promote adherence to PA. Initial support to learn basic technical and movement skills may be needed.

  6. Liver segmentation in contrast enhanced CT data using graph cuts and interactive 3D segmentation refinement methods

    International Nuclear Information System (INIS)

    Beichel, Reinhard; Bornik, Alexander; Bauer, Christian; Sorantin, Erich

    2012-01-01

    Purpose: Liver segmentation is an important prerequisite for the assessment of liver cancer treatment options like tumor resection, image-guided radiation therapy (IGRT), radiofrequency ablation, etc. The purpose of this work was to evaluate a new approach for liver segmentation. Methods: A graph cuts segmentation method was combined with a three-dimensional virtual reality based segmentation refinement approach. The developed interactive segmentation system allowed the user to manipulate volume chunks and/or surfaces instead of 2D contours in cross-sectional images (i.e, slice-by-slice). The method was evaluated on twenty routinely acquired portal-phase contrast enhanced multislice computed tomography (CT) data sets. An independent reference was generated by utilizing a currently clinically utilized slice-by-slice segmentation method. After 1 h of introduction to the developed segmentation system, three experts were asked to segment all twenty data sets with the proposed method. Results: Compared to the independent standard, the relative volumetric segmentation overlap error averaged over all three experts and all twenty data sets was 3.74%. Liver segmentation required on average 16 min of user interaction per case. The calculated relative volumetric overlap errors were not found to be significantly different [analysis of variance (ANOVA) test, p = 0.82] between experts who utilized the proposed 3D system. In contrast, the time required by each expert for segmentation was found to be significantly different (ANOVA test, p = 0.0009). Major differences between generated segmentations and independent references were observed in areas were vessels enter or leave the liver and no accepted criteria for defining liver boundaries exist. In comparison, slice-by-slice based generation of the independent standard utilizing a live wire tool took 70.1 min on average. A standard 2D segmentation refinement approach applied to all twenty data sets required on average 38.2 min of

  7. Liver segmentation in contrast enhanced CT data using graph cuts and interactive 3D segmentation refinement methods

    Energy Technology Data Exchange (ETDEWEB)

    Beichel, Reinhard; Bornik, Alexander; Bauer, Christian; Sorantin, Erich [Departments of Electrical and Computer Engineering and Internal Medicine, Iowa Institute for Biomedical Imaging, University of Iowa, Iowa City, Iowa 52242 (United States); Institute for Computer Graphics and Vision, Graz University of Technology, Inffeldgasse 16, A-8010 Graz (Austria); Department of Electrical and Computer Engineering, Iowa Institute for Biomedical Imaging, University of Iowa, Iowa City, Iowa 52242 (United States); Department of Radiology, Medical University Graz, Auenbruggerplatz 34, A-8010 Graz (Austria)

    2012-03-15

    Purpose: Liver segmentation is an important prerequisite for the assessment of liver cancer treatment options like tumor resection, image-guided radiation therapy (IGRT), radiofrequency ablation, etc. The purpose of this work was to evaluate a new approach for liver segmentation. Methods: A graph cuts segmentation method was combined with a three-dimensional virtual reality based segmentation refinement approach. The developed interactive segmentation system allowed the user to manipulate volume chunks and/or surfaces instead of 2D contours in cross-sectional images (i.e, slice-by-slice). The method was evaluated on twenty routinely acquired portal-phase contrast enhanced multislice computed tomography (CT) data sets. An independent reference was generated by utilizing a currently clinically utilized slice-by-slice segmentation method. After 1 h of introduction to the developed segmentation system, three experts were asked to segment all twenty data sets with the proposed method. Results: Compared to the independent standard, the relative volumetric segmentation overlap error averaged over all three experts and all twenty data sets was 3.74%. Liver segmentation required on average 16 min of user interaction per case. The calculated relative volumetric overlap errors were not found to be significantly different [analysis of variance (ANOVA) test, p = 0.82] between experts who utilized the proposed 3D system. In contrast, the time required by each expert for segmentation was found to be significantly different (ANOVA test, p = 0.0009). Major differences between generated segmentations and independent references were observed in areas were vessels enter or leave the liver and no accepted criteria for defining liver boundaries exist. In comparison, slice-by-slice based generation of the independent standard utilizing a live wire tool took 70.1 min on average. A standard 2D segmentation refinement approach applied to all twenty data sets required on average 38.2 min of

  8. Liver segmentation in contrast enhanced CT data using graph cuts and interactive 3D segmentation refinement methods.

    Science.gov (United States)

    Beichel, Reinhard; Bornik, Alexander; Bauer, Christian; Sorantin, Erich

    2012-03-01

    Liver segmentation is an important prerequisite for the assessment of liver cancer treatment options like tumor resection, image-guided radiation therapy (IGRT), radiofrequency ablation, etc. The purpose of this work was to evaluate a new approach for liver segmentation. A graph cuts segmentation method was combined with a three-dimensional virtual reality based segmentation refinement approach. The developed interactive segmentation system allowed the user to manipulate volume chunks and∕or surfaces instead of 2D contours in cross-sectional images (i.e, slice-by-slice). The method was evaluated on twenty routinely acquired portal-phase contrast enhanced multislice computed tomography (CT) data sets. An independent reference was generated by utilizing a currently clinically utilized slice-by-slice segmentation method. After 1 h of introduction to the developed segmentation system, three experts were asked to segment all twenty data sets with the proposed method. Compared to the independent standard, the relative volumetric segmentation overlap error averaged over all three experts and all twenty data sets was 3.74%. Liver segmentation required on average 16 min of user interaction per case. The calculated relative volumetric overlap errors were not found to be significantly different [analysis of variance (ANOVA) test, p = 0.82] between experts who utilized the proposed 3D system. In contrast, the time required by each expert for segmentation was found to be significantly different (ANOVA test, p = 0.0009). Major differences between generated segmentations and independent references were observed in areas were vessels enter or leave the liver and no accepted criteria for defining liver boundaries exist. In comparison, slice-by-slice based generation of the independent standard utilizing a live wire tool took 70.1 min on average. A standard 2D segmentation refinement approach applied to all twenty data sets required on average 38.2 min of user interaction

  9. Interacting with target tracking algorithms in a gaze-enhanced motion video analysis system

    Science.gov (United States)

    Hild, Jutta; Krüger, Wolfgang; Heinze, Norbert; Peinsipp-Byma, Elisabeth; Beyerer, Jürgen

    2016-05-01

    Motion video analysis is a challenging task, particularly if real-time analysis is required. It is therefore an important issue how to provide suitable assistance for the human operator. Given that the use of customized video analysis systems is more and more established, one supporting measure is to provide system functions which perform subtasks of the analysis. Recent progress in the development of automated image exploitation algorithms allow, e.g., real-time moving target tracking. Another supporting measure is to provide a user interface which strives to reduce the perceptual, cognitive and motor load of the human operator for example by incorporating the operator's visual focus of attention. A gaze-enhanced user interface is able to help here. This work extends prior work on automated target recognition, segmentation, and tracking algorithms as well as about the benefits of a gaze-enhanced user interface for interaction with moving targets. We also propose a prototypical system design aiming to combine both the qualities of the human observer's perception and the automated algorithms in order to improve the overall performance of a real-time video analysis system. In this contribution, we address two novel issues analyzing gaze-based interaction with target tracking algorithms. The first issue extends the gaze-based triggering of a target tracking process, e.g., investigating how to best relaunch in the case of track loss. The second issue addresses the initialization of tracking algorithms without motion segmentation where the operator has to provide the system with the object's image region in order to start the tracking algorithm.

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

    Science.gov (United States)

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

    2012-03-01

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

  11. Interactive video audio system: communication server for INDECT portal

    Science.gov (United States)

    Mikulec, Martin; Voznak, Miroslav; Safarik, Jakub; Partila, Pavol; Rozhon, Jan; Mehic, Miralem

    2014-05-01

    The paper deals with presentation of the IVAS system within the 7FP EU INDECT project. The INDECT project aims at developing the tools for enhancing the security of citizens and protecting the confidentiality of recorded and stored information. It is a part of the Seventh Framework Programme of European Union. We participate in INDECT portal and the Interactive Video Audio System (IVAS). This IVAS system provides a communication gateway between police officers working in dispatching centre and police officers in terrain. The officers in dispatching centre have capabilities to obtain information about all online police officers in terrain, they can command officers in terrain via text messages, voice or video calls and they are able to manage multimedia files from CCTV cameras or other sources, which can be interesting for officers in terrain. The police officers in terrain are equipped by smartphones or tablets. Besides common communication, they can reach pictures or videos sent by commander in office and they can respond to the command via text or multimedia messages taken by their devices. Our IVAS system is unique because we are developing it according to the special requirements from the Police of the Czech Republic. The IVAS communication system is designed to use modern Voice over Internet Protocol (VoIP) services. The whole solution is based on open source software including linux and android operating systems. The technical details of our solution are presented in the paper.

  12. Security training with interactive laser-video-disk technology

    International Nuclear Information System (INIS)

    Wilson, D.

    1988-01-01

    DOE, through its contractor EG and G Energy Measurements, Inc., has developed a state-of-the-art interactive-video system for use at the Department of Energy's Central Training Academy. Called the Security Training and Evaluation Shooting System (STRESS), the computer-driven decision shooting system employs the latest is laservideo-disk technology. STRESS is designed to provide realistic and stressful training for security inspectors employed by the DOE and its contractors. The system uses wide-screen video projection, sophisticated scenario-branching technology, and customized video scenarios especially designed for the DOE. Firing a weapon that has been modified to shoot ''laser bullets,'' and wearing a special vest that detects ''hits'': the security inspector encounters adversaries on the wide screen who can shoot or be shot by the inspector in scenarios that demand fast decisions. Based on those decisions, the computer provides instantaneous branching to different scenes, giving the inspector confrontational training with the realism and variability of real life

  13. Dvds, video games, and the cinema of interactions Dvds, video games, and the cinema of interactions

    Directory of Open Access Journals (Sweden)

    Richard Grusin

    2008-04-01

    Full Text Available The “cinema of interactions” in the title of my paper alludes to Tom Gunning’s paradigmatic conception of early cinema as a “cinema of attractions.” Borrowing from the idea that electronic textuality marks what has been called the late age of print, I argue that the history of cinema up to the present moment can be seen as an extension of early cinema. In describing the current cinematic moment in this fashion, I do not mean to suggest that film will disappear in the face of video games and other digital media, but rather that it will continue increasingly to be engaged with the social, technological, and aesthetic forms and practices of digital media. This engagement will not be marked (as many digital enthusiasts contend by the emergence of a distinctively new digital medium (and the concomitant abandonment of the technologically outmoded medium of celluloid film, but rather by the emergence of multiply networked, distributed forms of cinematic production and exhibition. Indeed I am convinced that in this sense we already find ourselves with a digital cinema—not as a distinctively new medium but as a hybrid network of media forms and practices. The “cinema of interactions” in the title of my paper alludes to Tom Gunning’s paradigmatic conception of early cinema as a “cinema of attractions.” Borrowing from the idea that electronic textuality marks what has been called the late age of print, I argue that the history of cinema up to the present moment can be seen as an extension of early cinema. In describing the current cinematic moment in this fashion, I do not mean to suggest that film will disappear in the face of video games and other digital media, but rather that it will continue increasingly to be engaged with the social, technological, and aesthetic forms and practices of digital media. This engagement will not be marked (as many digital enthusiasts contend by the emergence of a distinctively new digital medium

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

    OpenAIRE

    Glashüttner, Robert

    2008-01-01

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

  15. Automated Music Video Generation Using Multi-level Feature-based Segmentation

    Science.gov (United States)

    Yoon, Jong-Chul; Lee, In-Kwon; Byun, Siwoo

    The expansion of the home video market has created a requirement for video editing tools to allow ordinary people to assemble videos from short clips. However, professional skills are still necessary to create a music video, which requires a stream to be synchronized with pre-composed music. Because the music and the video are pre-generated in separate environments, even a professional producer usually requires a number of trials to obtain a satisfactory synchronization, which is something that most amateurs are unable to achieve.

  16. Video stereolization: combining motion analysis with user interaction.

    Science.gov (United States)

    Liao, Miao; Gao, Jizhou; Yang, Ruigang; Gong, Minglun

    2012-07-01

    We present a semiautomatic system that converts conventional videos into stereoscopic videos by combining motion analysis with user interaction, aiming to transfer as much as possible labeling work from the user to the computer. In addition to the widely used structure from motion (SFM) techniques, we develop two new methods that analyze the optical flow to provide additional qualitative depth constraints. They remove the camera movement restriction imposed by SFM so that general motions can be used in scene depth estimation-the central problem in mono-to-stereo conversion. With these algorithms, the user's labeling task is significantly simplified. We further developed a quadratic programming approach to incorporate both quantitative depth and qualitative depth (such as these from user scribbling) to recover dense depth maps for all frames, from which stereoscopic view can be synthesized. In addition to visual results, we present user study results showing that our approach is more intuitive and less labor intensive, while producing 3D effect comparable to that from current state-of-the-art interactive algorithms.

  17. Hybrid video-assisted thoracic surgery with segmental-main bronchial sleeve resection for non-small cell lung cancer.

    Science.gov (United States)

    Li, Shuben; Chai, Huiping; Huang, Jun; Zeng, Guangqiao; Shao, Wenlong; He, Jianxing

    2014-04-01

    The purpose of the current study is to present the clinical and surgical results in patients who underwent hybrid video-assisted thoracic surgery with segmental-main bronchial sleeve resection. Thirty-one patients, 27 men and 4 women, underwent segmental-main bronchial sleeve anastomoses for non-small cell lung cancer between May 2004 and May 2011. Twenty-six (83.9%) patients had squamous cell carcinoma, and 5 patients had adenocarcinoma. Six patients were at stage IIB, 24 patients at stage IIIA, and 1 patient at stage IIIB. Secondary sleeve anastomosis was performed in 18 patients, and Y-shaped multiple sleeve anastomosis was performed in 8 patients. Single segmental bronchiole anastomosis was performed in 5 cases. The average time for chest tube removal was 5.6 days. The average length of hospital stay was 11.8 days. No anastomosis fistula developed in any of the patients. The 1-, 2-, and 3-year survival rates were 83.9%, 71.0%, and 41.9%, respectively. Hybrid video-assisted thoracic surgery with segmental-main bronchial sleeve resection is a complex technique that requires training and experience, but it is an effective and safe operation for selected patients.

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

    Science.gov (United States)

    Alem, Leila

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

  19. Watch-and-Comment as an Approach to Collaboratively Annotate Points of Interest in Video and Interactive-TV Programs

    Science.gov (United States)

    Pimentel, Maria Da Graça C.; Cattelan, Renan G.; Melo, Erick L.; Freitas, Giliard B.; Teixeira, Cesar A.

    In earlier work we proposed the Watch-and-Comment (WaC) paradigm as the seamless capture of multimodal comments made by one or more users while watching a video, resulting in the automatic generation of multimedia documents specifying annotated interactive videos. The aim is to allow services to be offered by applying document engineering techniques to the multimedia document generated automatically. The WaC paradigm was demonstrated with a WaCTool prototype application which supports multimodal annotation over video frames and segments, producing a corresponding interactive video. In this chapter, we extend the WaC paradigm to consider contexts in which several viewers may use their own mobile devices while watching and commenting on an interactive-TV program. We first review our previous work. Next, we discuss scenarios in which mobile users can collaborate via the WaC paradigm. We then present a new prototype application which allows users to employ their mobile devices to collaboratively annotate points of interest in video and interactive-TV programs. We also detail the current software infrastructure which supports our new prototype; the infrastructure extends the Ginga middleware for the Brazilian Digital TV with an implementation of the UPnP protocol - the aim is to provide the seamless integration of the users' mobile devices into the TV environment. As a result, the work reported in this chapter defines the WaC paradigm for the mobile-user as an approach to allow the collaborative annotation of the points of interest in video and interactive-TV programs.

  20. A quantitative study of nanoparticle skin penetration with interactive segmentation.

    Science.gov (United States)

    Lee, Onseok; Lee, See Hyun; Jeong, Sang Hoon; Kim, Jaeyoung; Ryu, Hwa Jung; Oh, Chilhwan; Son, Sang Wook

    2016-10-01

    In the last decade, the application of nanotechnology techniques has expanded within diverse areas such as pharmacology, medicine, and optical science. Despite such wide-ranging possibilities for implementation into practice, the mechanisms behind nanoparticle skin absorption remain unknown. Moreover, the main mode of investigation has been qualitative analysis. Using interactive segmentation, this study suggests a method of objectively and quantitatively analyzing the mechanisms underlying the skin absorption of nanoparticles. Silica nanoparticles (SNPs) were assessed using transmission electron microscopy and applied to the human skin equivalent model. Captured fluorescence images of this model were used to evaluate degrees of skin penetration. These images underwent interactive segmentation and image processing in addition to statistical quantitative analyses of calculated image parameters including the mean, integrated density, skewness, kurtosis, and area fraction. In images from both groups, the distribution area and intensity of fluorescent silica gradually increased in proportion to time. Since statistical significance was achieved after 2 days in the negative charge group and after 4 days in the positive charge group, there is a periodic difference. Furthermore, the quantity of silica per unit area showed a dramatic change after 6 days in the negative charge group. Although this quantitative result is identical to results obtained by qualitative assessment, it is meaningful in that it was proven by statistical analysis with quantitation by using image processing. The present study suggests that the surface charge of SNPs could play an important role in the percutaneous absorption of NPs. These findings can help achieve a better understanding of the percutaneous transport of NPs. In addition, these results provide important guidance for the design of NPs for biomedical applications.

  1. Using GOMS and NASA-TLX to Evaluate Human-Computer Interaction Process in Interactive Segmentation

    NARCIS (Netherlands)

    Ramkumar, A.; Stappers, P.J.; Niessen, W.J.; Adebahr, S; Schimek-Jasch, T; Nestle, U; Song, Y.

    2016-01-01

    HCI plays an important role in interactive medical image segmentation. The Goals, Operators, Methods, and Selection rules (GOMS) model and the National Aeronautics and Space Administration Task Load Index (NASA-TLX) questionnaire are different methods that are often used to evaluate the HCI

  2. Interaction of carbon nano tubes with DNA segments

    International Nuclear Information System (INIS)

    Peressinotto, Valdirene Sullas Teixeira

    2007-01-01

    Single- and double-stranded DNA (deoxyribonucleic acid) molecules can strongly bind to single-walled carbon nanotubes (SWNT) via non-covalent interactions. Under certain conditions, the DNA molecule spontaneously self-assembles into a helical wrapping around the tubular structure of the carbon nanotubes to form DNA/SWNT hybrids, which are both stable and soluble in water. This system has recently received extensive attention, since, besides rendering SWNTs dispersible in water as individual tubes, the DNA hybrids are very promising candidates for many applications in nanotechnology and molecular biology. All the possible applications for DNA-SWNT hybrids require, however, a fully understanding of DNA-nanotube wrapping mechanism which is still lacking in the literature. In this context, the aim of this work was to investigate the non-covalent interaction in aqueous medium between SWNTs and synthetic DNA segments having a known nucleotide sequence. Initially, the study was focused on poly d(GT)n sequences (n = 10, 30 and 45) that contain a sequence of alternating guanine and thymine bases and for which the efficiency to disperse and separate carbon nanotubes has already been demonstrated. Besides the size of GT sequences, the effects of ionic strength and pH in the interaction were also investigated. Afterwards, we studied the interaction of SWNT with DNA molecules that contain only a single type of nitrogenous base (DNA homopolymers), which has not been reported in details in the literature. We investigated homopolymers of poly dA 20 , poly dT 20 , poly dC 20 and the duplex poly dA 20 :dT 20 . Most of the study was carried out with small-diameter HiPco SWNTs (with diameters between 0.7 and 1.2 nm). In some studies, SWNTs with diameter around 1.4 nm, synthesized via laser ablation and arc-discharge methods, were also investigated. The arc-discharge nanotubes used in this study were functionalized with carboxylic groups (-COOH) due to their purification using strong

  3. Interactive Video, Tablets and Self-Paced Learning in the Classroom: Preservice Teachers Perceptions

    Science.gov (United States)

    Papadopoulou, Anthia; Palaigeorgiou, George

    2016-01-01

    In recent years, a lot of focus has been given to the study of interactive video. However, interactive video has not been examined as a tool for self-directed learning in the classroom and has not been exploited together with tablets. This study tries to assess the value of an e-learning environment which is based primarily on interactive learning…

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

    OpenAIRE

    McIlvenny, Paul

    2010-01-01

    For better or worse, video technologies have made their way into many domains of social life, for example in the domain of therapeutics. Techniques such as Marte Meo, Video Interaction Guidance (ViG), Video-Enhanced Reflection on Communication, Video Home Training and Video intervention/prevention (VIP) all promote the use of video as a therapeutic tool. This paper focuses on media therapeutics and the various in situ uses of video technologies in the mass media for therapeutic purposes. Real...

  5. Short-Term Psychological Effects of Interactive Video Game Technology Exercise on Mood and Attention

    Science.gov (United States)

    Russell, William D.; Newton, Mark

    2008-01-01

    Recent interest in interactive video game technology (IVGT) has spurred the notion that exercise from this technology may have meaningful physiological and psychological benefits for children and adolescents. The purpose of this study was to examine the short-term psychological effects of interactive video game exercise in young adults and whether…

  6. Interactive lung segmentation in abnormal human and animal chest CT scans

    International Nuclear Information System (INIS)

    Kockelkorn, Thessa T. J. P.; Viergever, Max A.; Schaefer-Prokop, Cornelia M.; Bozovic, Gracijela; Muñoz-Barrutia, Arrate; Rikxoort, Eva M. van; Brown, Matthew S.; Jong, Pim A. de; Ginneken, Bram van

    2014-01-01

    Purpose: Many medical image analysis systems require segmentation of the structures of interest as a first step. For scans with gross pathology, automatic segmentation methods may fail. The authors’ aim is to develop a versatile, fast, and reliable interactive system to segment anatomical structures. In this study, this system was used for segmenting lungs in challenging thoracic computed tomography (CT) scans. Methods: In volumetric thoracic CT scans, the chest is segmented and divided into 3D volumes of interest (VOIs), containing voxels with similar densities. These VOIs are automatically labeled as either lung tissue or nonlung tissue. The automatic labeling results can be corrected using an interactive or a supervised interactive approach. When using the supervised interactive system, the user is shown the classification results per slice, whereupon he/she can adjust incorrect labels. The system is retrained continuously, taking the corrections and approvals of the user into account. In this way, the system learns to make a better distinction between lung tissue and nonlung tissue. When using the interactive framework without supervised learning, the user corrects all incorrectly labeled VOIs manually. Both interactive segmentation tools were tested on 32 volumetric CT scans of pigs, mice and humans, containing pulmonary abnormalities. Results: On average, supervised interactive lung segmentation took under 9 min of user interaction. Algorithm computing time was 2 min on average, but can easily be reduced. On average, 2.0% of all VOIs in a scan had to be relabeled. Lung segmentation using the interactive segmentation method took on average 13 min and involved relabeling 3.0% of all VOIs on average. The resulting segmentations correspond well to manual delineations of eight axial slices per scan, with an average Dice similarity coefficient of 0.933. Conclusions: The authors have developed two fast and reliable methods for interactive lung segmentation in

  7. Segment-segment interactions of poly(N-isopropylacrylamide) in aqueous methanol solutions by using small-angle scattering

    CERN Document Server

    Shimizu, S; Furusaka, M

    2002-01-01

    Small-angle neutron and X-ray scattering from semidilute solutions of poly(N-isopropylacrylamide) in D sub 2 O, methanol and methanol-water mixtures has been measured in the poor solvent regime. The binary and the ternary cluster integrals of polymer segments were determined from the concentration dependence of the correlation length at several temperatures just below the lower critical solution temperature. Then, contributions of segment-segment interactions to the entropy and the enthalpy have been calculated from the temperature dependence of interaction parameters and it has been found that both values are positive in the D sub 2 O and the methanol-water systems at a small content of methanol, while both values are negative in the other system. (orig.)

  8. Segment-segment interactions of poly(N-isopropylacrylamide) in aqueous methanol solutions by using small-angle scattering

    International Nuclear Information System (INIS)

    Shimizu, S.; Kurita, K.; Furusaka, M.

    2002-01-01

    Small-angle neutron and X-ray scattering from semidilute solutions of poly(N-isopropylacrylamide) in D 2 O, methanol and methanol-water mixtures has been measured in the poor solvent regime. The binary and the ternary cluster integrals of polymer segments were determined from the concentration dependence of the correlation length at several temperatures just below the lower critical solution temperature. Then, contributions of segment-segment interactions to the entropy and the enthalpy have been calculated from the temperature dependence of interaction parameters and it has been found that both values are positive in the D 2 O and the methanol-water systems at a small content of methanol, while both values are negative in the other system. (orig.)

  9. Spatio-Temporal Video Segmentation with Shape Growth or Shrinkage Constraint

    Science.gov (United States)

    Tarabalka, Yuliya; Charpiat, Guillaume; Brucker, Ludovic; Menze, Bjoern H.

    2014-01-01

    We propose a new method for joint segmentation of monotonously growing or shrinking shapes in a time sequence of noisy images. The task of segmenting the image time series is expressed as an optimization problem using the spatio-temporal graph of pixels, in which we are able to impose the constraint of shape growth or of shrinkage by introducing monodirectional infinite links connecting pixels at the same spatial locations in successive image frames. The globally optimal solution is computed with a graph cut. The performance of the proposed method is validated on three applications: segmentation of melting sea ice floes and of growing burned areas from time series of 2D satellite images, and segmentation of a growing brain tumor from sequences of 3D medical scans. In the latter application, we impose an additional intersequences inclusion constraint by adding directed infinite links between pixels of dependent image structures.

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

    Science.gov (United States)

    Asan, Onur; Montague, Enid

    2014-01-01

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

  11. Practical and Scalable Transmission of Segmented Video Sequences to Multiple Players Using H.264

    Science.gov (United States)

    Quax, Peter; di Fiore, Fabian; Issaris, Panagiotis; Lamotte, Wim; van Reeth, Frank

    We present a practical way to distribute viewports on the same video sequence to large amounts of players. Each of them has personal preferences to be met or is limited by the physical properties of his/her device (e.g., screen size of a PDA or processing power of a mobile phone). Instead of taking the naïve approach, in which sections of the video sequence are decoded and re-encoded for each of the clients, we have exploited advanced features offered by the H.264 codec to enable selection of parts of the video sequence by directly manipulating the encoder-generated bitstream. At the same time, we have overcome several practical issues presented by the fact that support for these features is sadly lacking from the state-of-the-art encoders available on the market. Two alternative solutions are discussed and have been implemented, enabling the generation of measurement results and comparison to alternative approaches.

  12. Video elicitation interviews: a qualitative research method for investigating physician-patient interactions.

    Science.gov (United States)

    Henry, Stephen G; Fetters, Michael D

    2012-01-01

    We describe the concept and method of video elicitation interviews and provide practical guidance for primary care researchers who want to use this qualitative method to investigate physician-patient interactions. During video elicitation interviews, researchers interview patients or physicians about a recent clinical interaction using a video recording of that interaction as an elicitation tool. Video elicitation is useful because it allows researchers to integrate data about the content of physician-patient interactions gained from video recordings with data about participants' associated thoughts, beliefs, and emotions gained from elicitation interviews. This method also facilitates investigation of specific events or moments during interactions. Video elicitation interviews are logistically demanding and time consuming, and they should be reserved for research questions that cannot be fully addressed using either standard interviews or video recordings in isolation. As many components of primary care fall into this category, high-quality video elicitation interviews can be an important method for understanding and improving physician-patient interactions in primary care.

  13. Video Elicitation Interviews: A Qualitative Research Method for Investigating Physician-Patient Interactions

    Science.gov (United States)

    Henry, Stephen G.; Fetters, Michael D.

    2012-01-01

    We describe the concept and method of video elicitation interviews and provide practical guidance for primary care researchers who want to use this qualitative method to investigate physician-patient interactions. During video elicitation interviews, researchers interview patients or physicians about a recent clinical interaction using a video recording of that interaction as an elicitation tool. Video elicitation is useful because it allows researchers to integrate data about the content of physician-patient interactions gained from video recordings with data about participants’ associated thoughts, beliefs, and emotions gained from elicitation interviews. This method also facilitates investigation of specific events or moments during interactions. Video elicitation interviews are logistically demanding and time consuming, and they should be reserved for research questions that cannot be fully addressed using either standard interviews or video recordings in isolation. As many components of primary care fall into this category, high-quality video elicitation interviews can be an important method for understanding and improving physician-patient interactions in primary care. PMID:22412003

  14. Third-Party Social Interaction and Word Learning from Video

    Science.gov (United States)

    O'Doherty, Katherine; Troseth, Georgene L.; Shimpi, Priya M.; Goldenberg, Elizabeth; Akhtar, Nameera; Saylor, Megan M.

    2011-01-01

    In previous studies, very young children have learned words while "overhearing" a conversation, yet they have had trouble learning words from a person on video. In Study 1, 64 toddlers (mean age = 29.8 months) viewed an object-labeling demonstration in 1 of 4 conditions. In 2, the speaker (present or on video) directly addressed the child, and in…

  15. Commercially available interactive video games in burn rehabilitation: therapeutic potential.

    Science.gov (United States)

    Parry, Ingrid S; Bagley, Anita; Kawada, Jason; Sen, Soman; Greenhalgh, David G; Palmieri, Tina L

    2012-06-01

    Commercially available interactive video games (IVG) like the Nintendo Wii™ (NW) and PlayStation™II Eye Toy (PE) are increasingly used in the rehabilitation of patients with burn. Such games have gained popularity in burn rehabilitation because they encourage range of motion (ROM) while distracting from pain. However, IVGs were not originally designed for rehabilitation purposes but rather for entertainment and may lack specificity for achieving rehabilitative goals. Objectively evaluating the specific demands of IVGs in relation to common burn therapy goals will determine their true therapeutic benefit and guide their use in burn rehabilitation. Upper extremity (UE) motion of 24 normal children was measured using 3D motion analysis during play with the two types of IVGs most commonly described for use after burn: NW and PE. Data was analyzed using t-tests and One-way Analysis of Variance. Active range of motion for shoulder flexion and abduction during play with both PE and NW was within functional range, thus supporting the idea that IVGs offer activities with therapeutic potential to improve ROM. PE resulted in higher demands and longer duration of UE motion than NW, and therefore may be the preferred tool when UE ROM or muscular endurance are the goals of rehabilitation. When choosing a suitable IVG for application in rehabilitation, the user's impairment together with the therapeutic attributes of the IVG should be considered to optimize outcome. Copyright © 2012 Elsevier Ltd and ISBI. All rights reserved.

  16. Interactive tele-radiological segmentation systems for treatment and diagnosis.

    Science.gov (United States)

    Zimeras, S; Gortzis, L G

    2012-01-01

    Telehealth is the exchange of health information and the provision of health care services through electronic information and communications technology, where participants are separated by geographic, time, social and cultural barriers. The shift of telemedicine from desktop platforms to wireless and mobile technologies is likely to have a significant impact on healthcare in the future. It is therefore crucial to develop a general information exchange e-medical system to enables its users to perform online and offline medical consultations through diagnosis. During the medical diagnosis, image analysis techniques combined with doctor's opinions could be useful for final medical decisions. Quantitative analysis of digital images requires detection and segmentation of the borders of the object of interest. In medical images, segmentation has traditionally been done by human experts. Even with the aid of image processing software (computer-assisted segmentation tools), manual segmentation of 2D and 3D CT images is tedious, time-consuming, and thus impractical, especially in cases where a large number of objects must be specified. Substantial computational and storage requirements become especially acute when object orientation and scale have to be considered. Therefore automated or semi-automated segmentation techniques are essential if these software applications are ever to gain widespread clinical use. The main purpose of this work is to analyze segmentation techniques for the definition of anatomical structures under telemedical systems.

  17. Interactive Tele-Radiological Segmentation Systems for Treatment and Diagnosis

    Directory of Open Access Journals (Sweden)

    S. Zimeras

    2012-01-01

    Full Text Available Telehealth is the exchange of health information and the provision of health care services through electronic information and communications technology, where participants are separated by geographic, time, social and cultural barriers. The shift of telemedicine from desktop platforms to wireless and mobile technologies is likely to have a significant impact on healthcare in the future. It is therefore crucial to develop a general information exchange e-medical system to enables its users to perform online and offline medical consultations through diagnosis. During the medical diagnosis, image analysis techniques combined with doctor’s opinions could be useful for final medical decisions. Quantitative analysis of digital images requires detection and segmentation of the borders of the object of interest. In medical images, segmentation has traditionally been done by human experts. Even with the aid of image processing software (computer-assisted segmentation tools, manual segmentation of 2D and 3D CT images is tedious, time-consuming, and thus impractical, especially in cases where a large number of objects must be specified. Substantial computational and storage requirements become especially acute when object orientation and scale have to be considered. Therefore automated or semi-automated segmentation techniques are essential if these software applications are ever to gain widespread clinical use. The main purpose of this work is to analyze segmentation techniques for the definition of anatomical structures under telemedical systems.

  18. Multi-atlas Based Segmentation Editing with Interaction-Guided Constraints

    OpenAIRE

    Park, Sang Hyun; Gao, Yaozong; Shen, Dinggang

    2015-01-01

    We propose a novel multi-atlas based segmentation method to address the editing scenario, when given an incomplete segmentation along with a set of training label images. Unlike previous multi-atlas based methods, which depend solely on appearance features, we incorporate interaction-guided constraints to find appropriate training labels and derive their voting weights. Specifically, we divide user interactions, provided on erroneous parts, into multiple local interaction combinations, and th...

  19. Student Interactions with Online Videos in a Large Hybrid Mechanics of Materials Course

    Science.gov (United States)

    Ahn, Benjamin; Bir, Devayan D.

    2018-01-01

    The hybrid course format has gained popularity in the engineering education community over the past few years. Although studies have examined student outcomes and attitudes toward hybrid courses, a limited number of studies have examined how students interact with online videos in hybrid courses. This study examined the video-viewing behaviors of…

  20. It's All Part of the Game: Video Game Interaction Design and Business Performance.

    Science.gov (United States)

    Shirinian, Ara

    2001-01-01

    Discusses the importance of positive video game experiences and designs that can create them, including immediacy of feedback, allowing graceful recovery from mistakes, high-quality feedback, and input device mappings. Examines interface complexity. Concludes game designers must treat the interaction between human and video game as a formal…

  1. Segmentation of tumors in magnetic resonance brain images using an interactive multiscale watershed algorithm

    DEFF Research Database (Denmark)

    Letteboer, Marloes M J; Olsen, Ole F; Dam, Erik B

    2004-01-01

    RATIONALE AND OBJECTIVE: This article presents the evaluation of an interactive multiscale watershed segmentation algorithm for segmenting tumors in magnetic resonance brain images of patients scheduled for neuronavigational procedures. MATERIALS AND METHODS: The watershed method is compared...... delineation shows that the two methods are interchangeable according to the Bland and Altman criterion, and thus equally accurate. The repeatability of the watershed method and the manual method are compared by looking at the similarity of the segmented volumes. The similarity for intraobserver...

  2. Evolution-based Virtual Content Insertion with Visually Virtual Interactions in Videos

    Science.gov (United States)

    Chang, Chia-Hu; Wu, Ja-Ling

    With the development of content-based multimedia analysis, virtual content insertion has been widely used and studied for video enrichment and multimedia advertising. However, how to automatically insert a user-selected virtual content into personal videos in a less-intrusive manner, with an attractive representation, is a challenging problem. In this chapter, we present an evolution-based virtual content insertion system which can insert virtual contents into videos with evolved animations according to predefined behaviors emulating the characteristics of evolutionary biology. The videos are considered not only as carriers of message conveyed by the virtual content but also as the environment in which the lifelike virtual contents live. Thus, the inserted virtual content will be affected by the videos to trigger a series of artificial evolutions and evolve its appearances and behaviors while interacting with video contents. By inserting virtual contents into videos through the system, users can easily create entertaining storylines and turn their personal videos into visually appealing ones. In addition, it would bring a new opportunity to increase the advertising revenue for video assets of the media industry and online video-sharing websites.

  3. Interactive vs. automatic ultrasound image segmentation methods for staging hepatic lipidosis.

    NARCIS (Netherlands)

    Weijers, G.; Starke, A.; Haudum, A.; Thijssen, J.M.; Rehage, J.; Korte, C.L. de

    2010-01-01

    The aim of this study was to test the hypothesis that automatic segmentation of vessels in ultrasound (US) images can produce similar or better results in grading fatty livers than interactive segmentation. A study was performed in postpartum dairy cows (N=151), as an animal model of human fatty

  4. Video event classification and image segmentation based on noncausal multidimensional hidden Markov models.

    Science.gov (United States)

    Ma, Xiang; Schonfeld, Dan; Khokhar, Ashfaq A

    2009-06-01

    In this paper, we propose a novel solution to an arbitrary noncausal, multidimensional hidden Markov model (HMM) for image and video classification. First, we show that the noncausal model can be solved by splitting it into multiple causal HMMs and simultaneously solving each causal HMM using a fully synchronous distributed computing framework, therefore referred to as distributed HMMs. Next we present an approximate solution to the multiple causal HMMs that is based on an alternating updating scheme and assumes a realistic sequential computing framework. The parameters of the distributed causal HMMs are estimated by extending the classical 1-D training and classification algorithms to multiple dimensions. The proposed extension to arbitrary causal, multidimensional HMMs allows state transitions that are dependent on all causal neighbors. We, thus, extend three fundamental algorithms to multidimensional causal systems, i.e., 1) expectation-maximization (EM), 2) general forward-backward (GFB), and 3) Viterbi algorithms. In the simulations, we choose to limit ourselves to a noncausal 2-D model whose noncausality is along a single dimension, in order to significantly reduce the computational complexity. Simulation results demonstrate the superior performance, higher accuracy rate, and applicability of the proposed noncausal HMM framework to image and video classification.

  5. Interactive segmentation for geographic atrophy in retinal fundus images

    OpenAIRE

    Lee, Noah; Smith, R. Theodore; Laine, Andrew F.

    2008-01-01

    Fundus auto-fluorescence (FAF) imaging is a non-invasive technique for in vivo ophthalmoscopic inspection of age-related macular degeneration (AMD), the most common cause of blindness in developed countries. Geographic atrophy (GA) is an advanced form of AMD and accounts for 12–21% of severe visual loss in this disorder [3]. Automatic quantification of GA is important for determining disease progression and facilitating clinical diagnosis of AMD. The problem of automatic segmentation of patho...

  6. An improved method for pancreas segmentation using SLIC and interactive region merging

    Science.gov (United States)

    Zhang, Liyuan; Yang, Huamin; Shi, Weili; Miao, Yu; Li, Qingliang; He, Fei; He, Wei; Li, Yanfang; Zhang, Huimao; Mori, Kensaku; Jiang, Zhengang

    2017-03-01

    Considering the weak edges in pancreas segmentation, this paper proposes a new solution which integrates more features of CT images by combining SLIC superpixels and interactive region merging. In the proposed method, Mahalanobis distance is first utilized in SLIC method to generate better superpixel images. By extracting five texture features and one gray feature, the similarity measure between two superpixels becomes more reliable in interactive region merging. Furthermore, object edge blocks are accurately addressed by re-segmentation merging process. Applying the proposed method to four cases of abdominal CT images, we segment pancreatic tissues to verify the feasibility and effectiveness. The experimental results show that the proposed method can make segmentation accuracy increase to 92% on average. This study will boost the application process of pancreas segmentation for computer-aided diagnosis system.

  7. Sliders Versus Storyboards - Investigating Interaction Design for Mobile Video Browsing

    NARCIS (Netherlands)

    Hürst, Wolfgang|info:eu-repo/dai/nl/313710589; Hoet, Miklas

    2015-01-01

    We present a comparative study of two different interfaces for mobile video browsing on tablet devices following two basic concepts - storyboard designs representing a video’s content in a grid-like arrangement of static images extracted from the file, and slider interfaces enabling users to

  8. Using neutrosophic graph cut segmentation algorithm for qualified rendering image selection in thyroid elastography video.

    Science.gov (United States)

    Guo, Yanhui; Jiang, Shuang-Quan; Sun, Baiqing; Siuly, Siuly; Şengür, Abdulkadir; Tian, Jia-Wei

    2017-12-01

    Recently, elastography has become very popular in clinical investigation for thyroid cancer detection and diagnosis. In elastogram, the stress results of the thyroid are displayed using pseudo colors. Due to variation of the rendering results in different frames, it is difficult for radiologists to manually select the qualified frame image quickly and efficiently. The purpose of this study is to find the qualified rendering result in the thyroid elastogram. This paper employs an efficient thyroid ultrasound image segmentation algorithm based on neutrosophic graph cut to find the qualified rendering images. Firstly, a thyroid ultrasound image is mapped into neutrosophic set, and an indeterminacy filter is constructed to reduce the indeterminacy of the spatial and intensity information in the image. A graph is defined on the image and the weight for each pixel is represented using the value after indeterminacy filtering. The segmentation results are obtained using a maximum-flow algorithm on the graph. Then the anatomic structure is identified in thyroid ultrasound image. Finally the rendering colors on these anatomic regions are extracted and validated to find the frames which satisfy the selection criteria. To test the performance of the proposed method, a thyroid elastogram dataset is built and totally 33 cases were collected. An experienced radiologist manually evaluates the selection results of the proposed method. Experimental results demonstrate that the proposed method finds the qualified rendering frame with 100% accuracy. The proposed scheme assists the radiologists to diagnose the thyroid diseases using the qualified rendering images.

  9. The roles of vocal and visual interactions in social learning zebra finches: A video playback experiment.

    Science.gov (United States)

    Guillette, Lauren M; Healy, Susan D

    2017-06-01

    The transmission of information from an experienced demonstrator to a naïve observer often depends on characteristics of the demonstrator, such as familiarity, success or dominance status. Whether or not the demonstrator pays attention to and/or interacts with the observer may also affect social information acquisition or use by the observer. Here we used a video-demonstrator paradigm first to test whether video demonstrators have the same effect as using live demonstrators in zebra finches, and second, to test the importance of visual and vocal interactions between the demonstrator and observer on social information use by the observer. We found that female zebra finches copied novel food choices of male demonstrators they saw via live-streaming video while they did not consistently copy from the demonstrators when they were seen in playbacks of the same videos. Although naive observers copied in the absence of vocalizations by the demonstrator, as they copied from playback of videos with the sound off, females did not copy where there was a mis-match between the visual information provided by the video and vocal information from a live male that was out of sight. Taken together these results suggest that video demonstration is a useful methodology for testing social information transfer, at least in a foraging context, but more importantly, that social information use varies according to the vocal interactions, or lack thereof, between the observer and the demonstrator. Copyright © 2017 The Authors. Published by Elsevier B.V. All rights reserved.

  10. Fuzzy-Based Segmentation for Variable Font-Sized Text Extraction from Images/Videos

    Directory of Open Access Journals (Sweden)

    Samabia Tehsin

    2014-01-01

    Full Text Available Textual information embedded in multimedia can provide a vital tool for indexing and retrieval. A lot of work is done in the field of text localization and detection because of its very fundamental importance. One of the biggest challenges of text detection is to deal with variation in font sizes and image resolution. This problem gets elevated due to the undersegmentation or oversegmentation of the regions in an image. The paper addresses this problem by proposing a solution using novel fuzzy-based method. This paper advocates postprocessing segmentation method that can solve the problem of variation in text sizes and image resolution. The methodology is tested on ICDAR 2011 Robust Reading Challenge dataset which amply proves the strength of the recommended method.

  11. Interactive prostate segmentation using atlas-guided semi-supervised learning and adaptive feature selection

    Energy Technology Data Exchange (ETDEWEB)

    Park, Sang Hyun [Department of Radiology and BRIC, University of North Carolina at Chapel Hill, Chapel Hill, North Carolina 27599 (United States); Gao, Yaozong, E-mail: yzgao@cs.unc.edu [Department of Computer Science, Department of Radiology, and BRIC, University of North Carolina at Chapel Hill, Chapel Hill, North Carolina 27599 (United States); Shi, Yinghuan, E-mail: syh@nju.edu.cn [State Key Laboratory for Novel Software Technology, Nanjing University, Nanjing 210023 (China); Shen, Dinggang, E-mail: dgshen@med.unc.edu [Department of Radiology and BRIC, University of North Carolina at Chapel Hill, Chapel Hill, North Carolina 27599 and Department of Brain and Cognitive Engineering, Korea University, Seoul 136-713 (Korea, Republic of)

    2014-11-01

    Purpose: Accurate prostate segmentation is necessary for maximizing the effectiveness of radiation therapy of prostate cancer. However, manual segmentation from 3D CT images is very time-consuming and often causes large intra- and interobserver variations across clinicians. Many segmentation methods have been proposed to automate this labor-intensive process, but tedious manual editing is still required due to the limited performance. In this paper, the authors propose a new interactive segmentation method that can (1) flexibly generate the editing result with a few scribbles or dots provided by a clinician, (2) fast deliver intermediate results to the clinician, and (3) sequentially correct the segmentations from any type of automatic or interactive segmentation methods. Methods: The authors formulate the editing problem as a semisupervised learning problem which can utilize a priori knowledge of training data and also the valuable information from user interactions. Specifically, from a region of interest near the given user interactions, the appropriate training labels, which are well matched with the user interactions, can be locally searched from a training set. With voting from the selected training labels, both confident prostate and background voxels, as well as unconfident voxels can be estimated. To reflect informative relationship between voxels, location-adaptive features are selected from the confident voxels by using regression forest and Fisher separation criterion. Then, the manifold configuration computed in the derived feature space is enforced into the semisupervised learning algorithm. The labels of unconfident voxels are then predicted by regularizing semisupervised learning algorithm. Results: The proposed interactive segmentation method was applied to correct automatic segmentation results of 30 challenging CT images. The correction was conducted three times with different user interactions performed at different time periods, in order to

  12. Interactive prostate segmentation using atlas-guided semi-supervised learning and adaptive feature selection

    International Nuclear Information System (INIS)

    Park, Sang Hyun; Gao, Yaozong; Shi, Yinghuan; Shen, Dinggang

    2014-01-01

    Purpose: Accurate prostate segmentation is necessary for maximizing the effectiveness of radiation therapy of prostate cancer. However, manual segmentation from 3D CT images is very time-consuming and often causes large intra- and interobserver variations across clinicians. Many segmentation methods have been proposed to automate this labor-intensive process, but tedious manual editing is still required due to the limited performance. In this paper, the authors propose a new interactive segmentation method that can (1) flexibly generate the editing result with a few scribbles or dots provided by a clinician, (2) fast deliver intermediate results to the clinician, and (3) sequentially correct the segmentations from any type of automatic or interactive segmentation methods. Methods: The authors formulate the editing problem as a semisupervised learning problem which can utilize a priori knowledge of training data and also the valuable information from user interactions. Specifically, from a region of interest near the given user interactions, the appropriate training labels, which are well matched with the user interactions, can be locally searched from a training set. With voting from the selected training labels, both confident prostate and background voxels, as well as unconfident voxels can be estimated. To reflect informative relationship between voxels, location-adaptive features are selected from the confident voxels by using regression forest and Fisher separation criterion. Then, the manifold configuration computed in the derived feature space is enforced into the semisupervised learning algorithm. The labels of unconfident voxels are then predicted by regularizing semisupervised learning algorithm. Results: The proposed interactive segmentation method was applied to correct automatic segmentation results of 30 challenging CT images. The correction was conducted three times with different user interactions performed at different time periods, in order to

  13. Interactive prostate segmentation using atlas-guided semi-supervised learning and adaptive feature selection.

    Science.gov (United States)

    Park, Sang Hyun; Gao, Yaozong; Shi, Yinghuan; Shen, Dinggang

    2014-11-01

    Accurate prostate segmentation is necessary for maximizing the effectiveness of radiation therapy of prostate cancer. However, manual segmentation from 3D CT images is very time-consuming and often causes large intra- and interobserver variations across clinicians. Many segmentation methods have been proposed to automate this labor-intensive process, but tedious manual editing is still required due to the limited performance. In this paper, the authors propose a new interactive segmentation method that can (1) flexibly generate the editing result with a few scribbles or dots provided by a clinician, (2) fast deliver intermediate results to the clinician, and (3) sequentially correct the segmentations from any type of automatic or interactive segmentation methods. The authors formulate the editing problem as a semisupervised learning problem which can utilize a priori knowledge of training data and also the valuable information from user interactions. Specifically, from a region of interest near the given user interactions, the appropriate training labels, which are well matched with the user interactions, can be locally searched from a training set. With voting from the selected training labels, both confident prostate and background voxels, as well as unconfident voxels can be estimated. To reflect informative relationship between voxels, location-adaptive features are selected from the confident voxels by using regression forest and Fisher separation criterion. Then, the manifold configuration computed in the derived feature space is enforced into the semisupervised learning algorithm. The labels of unconfident voxels are then predicted by regularizing semisupervised learning algorithm. The proposed interactive segmentation method was applied to correct automatic segmentation results of 30 challenging CT images. The correction was conducted three times with different user interactions performed at different time periods, in order to evaluate both the efficiency

  14. 360-degree interactive video application for Cultural Heritage Education

    OpenAIRE

    Argyriou, L.; Economou, D.; Bouki, V.

    2017-01-01

    There is a growing interest nowadays of using immersive technologies to promote Cultural Heritage (CH), engage and educate visitors, tourists and citizens. Such examples refer mainly to the use of Virtual Reality (VR) technology or focus on the enhancement of the real world by superimposing digital artefacts, so called Augmented Reality (AR) applications. A new medium that has been introduced lately as an innovative form of experiencing immersion is the 360-degree video, imposing further rese...

  15. Using Online Interactive Physics-based Video Analysis Exercises to Enhance Learning

    Directory of Open Access Journals (Sweden)

    Priscilla W. Laws

    2017-04-01

    Full Text Available As part of our new digital video age, physics students throughout the world can use smart phones, video cameras, computers and tablets to produce and analyze videos of physical phenomena using analysis software such as Logger Pro, Tracker or Coach. For several years, LivePhoto Physics Group members have created short videos of physical phenomena. They have also developed curricular materials that enable students to make predictions and use video analysis software to verify them. In this paper a new LivePhoto Physics project that involves the creation and testing of a series of Interactive Video Vignettes (IVVs will be described. IVVs are short webbased assignments that take less than ten minutes to complete. Each vignette is designed to present a video of a phenomenon, ask for a student’s prediction about it, and then conduct on-line video observations or analyses that allow the user to compare findings with his or her initial prediction. The Vignettes are designed for web delivery as ungraded exercises to supplement textbook reading, or to serve as pre-lecture or pre-laboratory activities that span a number of topics normally introduced in introductory physics courses. A sample Vignette on the topic of Newton’s Third Law will be described, and the outcomes of preliminary research on the impact of Vignettes on student motivation, learning and attitudes will be summarized.

  16. An Interactive Method Based on the Live Wire for Segmentation of the Breast in Mammography Images

    Directory of Open Access Journals (Sweden)

    Zhang Zewei

    2014-01-01

    Full Text Available In order to improve accuracy of computer-aided diagnosis of breast lumps, the authors introduce an improved interactive segmentation method based on Live Wire. This paper presents the Gabor filters and FCM clustering algorithm is introduced to the Live Wire cost function definition. According to the image FCM analysis for image edge enhancement, we eliminate the interference of weak edge and access external features clear segmentation results of breast lumps through improving Live Wire on two cases of breast segmentation data. Compared with the traditional method of image segmentation, experimental results show that the method achieves more accurate segmentation of breast lumps and provides more accurate objective basis on quantitative and qualitative analysis of breast lumps.

  17. An interactive method based on the live wire for segmentation of the breast in mammography images.

    Science.gov (United States)

    Zewei, Zhang; Tianyue, Wang; Li, Guo; Tingting, Wang; Lu, Xu

    2014-01-01

    In order to improve accuracy of computer-aided diagnosis of breast lumps, the authors introduce an improved interactive segmentation method based on Live Wire. This paper presents the Gabor filters and FCM clustering algorithm is introduced to the Live Wire cost function definition. According to the image FCM analysis for image edge enhancement, we eliminate the interference of weak edge and access external features clear segmentation results of breast lumps through improving Live Wire on two cases of breast segmentation data. Compared with the traditional method of image segmentation, experimental results show that the method achieves more accurate segmentation of breast lumps and provides more accurate objective basis on quantitative and qualitative analysis of breast lumps.

  18. Realization on the interactive remote video conference system based on multi-Agent

    Directory of Open Access Journals (Sweden)

    Zheng Yan

    2016-01-01

    Full Text Available To make people at different places participate in the same conference, speak and discuss freely, the interactive remote video conferencing system is designed and realized based on multi-Agent collaboration. FEC (forward error correction and tree P2P technology are firstly used to build a live conference structure to transfer audio and video data; then the branch conference port can participate to speak and discuss through the application of becoming a interactive focus; the introduction of multi-Agent collaboration technology improve the system robustness. The experiments showed that, under normal network conditions, the system can support 350 branch conference node simultaneously to make live broadcasting. The audio and video quality is smooth. It can carry out large-scale remote video conference.

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

    Directory of Open Access Journals (Sweden)

    Ana Sílvia Lopes Davi Médola

    2014-01-01

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

  20. User Interaction in Semi-Automatic Segmentation of Organs at Risk: a Case Study in Radiotherapy.

    Science.gov (United States)

    Ramkumar, Anjana; Dolz, Jose; Kirisli, Hortense A; Adebahr, Sonja; Schimek-Jasch, Tanja; Nestle, Ursula; Massoptier, Laurent; Varga, Edit; Stappers, Pieter Jan; Niessen, Wiro J; Song, Yu

    2016-04-01

    Accurate segmentation of organs at risk is an important step in radiotherapy planning. Manual segmentation being a tedious procedure and prone to inter- and intra-observer variability, there is a growing interest in automated segmentation methods. However, automatic methods frequently fail to provide satisfactory result, and post-processing corrections are often needed. Semi-automatic segmentation methods are designed to overcome these problems by combining physicians' expertise and computers' potential. This study evaluates two semi-automatic segmentation methods with different types of user interactions, named the "strokes" and the "contour", to provide insights into the role and impact of human-computer interaction. Two physicians participated in the experiment. In total, 42 case studies were carried out on five different types of organs at risk. For each case study, both the human-computer interaction process and quality of the segmentation results were measured subjectively and objectively. Furthermore, different measures of the process and the results were correlated. A total of 36 quantifiable and ten non-quantifiable correlations were identified for each type of interaction. Among those pairs of measures, 20 of the contour method and 22 of the strokes method were strongly or moderately correlated, either directly or inversely. Based on those correlated measures, it is concluded that: (1) in the design of semi-automatic segmentation methods, user interactions need to be less cognitively challenging; (2) based on the observed workflows and preferences of physicians, there is a need for flexibility in the interface design; (3) the correlated measures provide insights that can be used in improving user interaction design.

  1. Integrating Video-Capture Virtual Reality Technology into a Physically Interactive Learning Environment for English Learning

    Science.gov (United States)

    Yang, Jie Chi; Chen, Chih Hung; Jeng, Ming Chang

    2010-01-01

    The aim of this study is to design and develop a Physically Interactive Learning Environment, the PILE system, by integrating video-capture virtual reality technology into a classroom. The system is designed for elementary school level English classes where students can interact with the system through physical movements. The system is designed to…

  2. The Use of Individualized Video Modeling to Enhance Positive Peer Interactions in Three Preschool Children

    Science.gov (United States)

    Green, Vanessa A.; Prior, Tessa; Smart, Emily; Boelema, Tanya; Drysdale, Heather; Harcourt, Susan; Roche, Laura; Waddington, Hannah

    2017-01-01

    The study described in this article sought to enhance the social interaction skills of 3 preschool children using video modeling. All children had been assessed as having difficulties in their interactions with peers. Two were above average on internalizing problems and the third was above average on externalizing problems. The study used a…

  3. Interactive and scale invariant segmentation of the rectum/sigmoid via user-defined templates

    Science.gov (United States)

    Lüddemann, Tobias; Egger, Jan

    2016-03-01

    Among all types of cancer, gynecological malignancies belong to the 4th most frequent type of cancer among women. Besides chemotherapy and external beam radiation, brachytherapy is the standard procedure for the treatment of these malignancies. In the progress of treatment planning, localization of the tumor as the target volume and adjacent organs of risks by segmentation is crucial to accomplish an optimal radiation distribution to the tumor while simultaneously preserving healthy tissue. Segmentation is performed manually and represents a time-consuming task in clinical daily routine. This study focuses on the segmentation of the rectum/sigmoid colon as an Organ-At-Risk in gynecological brachytherapy. The proposed segmentation method uses an interactive, graph-based segmentation scheme with a user-defined template. The scheme creates a directed two dimensional graph, followed by the minimal cost closed set computation on the graph, resulting in an outlining of the rectum. The graphs outline is dynamically adapted to the last calculated cut. Evaluation was performed by comparing manual segmentations of the rectum/sigmoid colon to results achieved with the proposed method. The comparison of the algorithmic to manual results yielded to a Dice Similarity Coefficient value of 83.85+/-4.08%, in comparison to 83.97+/-8.08% for the comparison of two manual segmentations of the same physician. Utilizing the proposed methodology resulted in a median time of 128 seconds per dataset, compared to 300 seconds needed for pure manual segmentation.

  4. An Interactive Method Based on the Live Wire for Segmentation of the Breast in Mammography Images

    OpenAIRE

    Zewei, Zhang; Tianyue, Wang; Li, Guo; Tingting, Wang; Lu, Xu

    2014-01-01

    In order to improve accuracy of computer-aided diagnosis of breast lumps, the authors introduce an improved interactive segmentation method based on Live Wire. This paper presents the Gabor filters and FCM clustering algorithm is introduced to the Live Wire cost function definition. According to the image FCM analysis for image edge enhancement, we eliminate the interference of weak edge and access external features clear segmentation results of breast lumps through improving Live Wire on two...

  5. The influence of interactions between market segmentation strategy and competition on organizational performance. A simulation study.

    OpenAIRE

    Dolnicar, Sara; Freitag, Roman

    2003-01-01

    A computer simulation study is conducted to explore the interaction of alternative segmentation strategies and the competitiveness of the market environment, a goal that can neither be tackled by purely analytic approaches nor is sufficient and undistorted real market data available to deduct findings in an empirical manner. The fundamental idea of the simulation is to increase competition in the artificial marketplace and to study the influence of segmentation strategy and varying market con...

  6. A typology of affordances: untangling sociomaterial interactions through video analysis

    NARCIS (Netherlands)

    van Osch, W.; Mendelson, O.

    2011-01-01

    In this study we untangle the sociomaterial interactions between developers, users, and artifacts by analyzing what types of affordances occur in the interactions between actors and artifacts in the context of group generativity. Hereto, we conducted an in-depth ethnographic and interaction analysis

  7. The Contribution of the Dyadic Parent-Child Interaction Coding System (DPICS) Warm-Up Segments in Assessing Parent-Child Interactions

    Science.gov (United States)

    Shanley, Jenelle R.; Niec, Larissa N.

    2011-01-01

    This study evaluated the inclusion of uncoded segments in the Dyadic Parent-Child Interaction Coding System, an analogue observation of parent-child interactions. The relationships between warm-up and coded segments were assessed, as well as the segments' associations with parent ratings of parent and child behaviors. Sixty-nine non-referred…

  8. The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall

    Directory of Open Access Journals (Sweden)

    Jonathan DeHaan

    2010-06-01

    Full Text Available Video games are potential sources of second language input; however, the medium’s fundamental characteristic, interactivity, has not been thoroughly examined in terms of its effect on learning outcomes. This experimental study investigated to what degree, if at all, video game interactivity would help or hinder the noticing and recall of second language vocabulary. Eighty randomly-selected Japanese university undergraduates were paired based on similar English language and game proficiencies. One subject played an English-language music video game for 20 minutes while the paired subject watched the game simultaneously on another monitor. Following gameplay, a vocabulary recall test, a cognitive load measure, an experience questionnaire, and a two-week delayed vocabulary recall test were administered. Results were analyzed using paired samples t-tests and various analyses of variance. Both the players and the watchers of the video game recalled vocabulary from the game, but the players recalled significantly less vocabulary than the watchers. This seems to be a result of the extraneous cognitive load induced by the interactivity of the game; the players perceived the game and its language to be significantly more difficult than the watchers did. Players also reported difficulty simultaneously attending to gameplay and vocabulary. Both players and watchers forgot significant amounts of vocabulary over the course of the study. We relate these findings to theories and studies of vocabulary acquisition and video game-based language learning, and then suggest implications for language teaching and learning with interactive multimedia.

  9. DIALOGISM, DECODING AND INTERACTIVE DIGITAL MARKETING CONCERNING THE BODILY PRACTICES IN THE ON-LINE VIDEO OLYMPIKUS.MOV FESTIVAL

    Directory of Open Access Journals (Sweden)

    Marcos Roberto Godoi

    2010-12-01

    Full Text Available The aim was to understand the meanings associated bodily practices in the videos of the festival OLYMPIKUS.MOV, and also analyze the reception/interaction Internet users on these videos. The methodology consisted the description of the videos, the selection of comments and further analysis based on the notion of dialogic language of Mikhail Bakhtin and the types of decoding Stuart Hall. We concluded that there was a large range of bodily practices and meanings related to them in the videos. Reception/interaction Internet provides a critical dialogue, congratulation, and suggestive questioning on the videos.

  10. From Team Play to Squad Play: The Militarisation of Interactions in Multiplayer FPS Video Games

    OpenAIRE

    Adam Duell

    2014-01-01

    Since the onset of E-sports we have seen the development from casual players to professional players who push the boundary of game mastery to new heights via coordinated team play. In this short paper I explore how a group of video game players adopt military-style communication methods and strategies to coordinate their actions in the popular tactical First Person Shooter (FPS) video game DayZ (Bohemia Interactive, 2014).  Utilising the key components of team interaction in the context of di...

  11. Interactive-cut: Real-time feedback segmentation for translational research.

    Science.gov (United States)

    Egger, Jan; Lüddemann, Tobias; Schwarzenberg, Robert; Freisleben, Bernd; Nimsky, Christopher

    2014-06-01

    In this contribution, a scale-invariant image segmentation algorithm is introduced that "wraps" the algorithm's parameters for the user by its interactive behavior, avoiding the definition of "arbitrary" numbers that the user cannot really understand. Therefore, we designed a specific graph-based segmentation method that only requires a single seed-point inside the target-structure from the user and is thus particularly suitable for immediate processing and interactive, real-time adjustments by the user. In addition, color or gray value information that is needed for the approach can be automatically extracted around the user-defined seed point. Furthermore, the graph is constructed in such a way, so that a polynomial-time mincut computation can provide the segmentation result within a second on an up-to-date computer. The algorithm presented here has been evaluated with fixed seed points on 2D and 3D medical image data, such as brain tumors, cerebral aneurysms and vertebral bodies. Direct comparison of the obtained automatic segmentation results with costlier, manual slice-by-slice segmentations performed by trained physicians, suggest a strong medical relevance of this interactive approach. Copyright © 2014 Elsevier Ltd. All rights reserved.

  12. Video game interfaces for interactive lower and upper member therapy.

    Science.gov (United States)

    Uribe-Quevedo, Alvaro; Perez-Gutierrez, Byron; Alves, Silas

    2013-01-01

    With recent advances in electronics and mechanics, a new trend in interaction is taking place changing how we interact with our environment, daily tasks and other people. Even though sensor based technologies and tracking systems have been around for several years, recently they have become affordable and used in several areas such as physical and mental rehabilitation, educational applications, physical exercises, and natural interactions, among others. This work presents the integration of two mainstream videogame interfaces as tools for developing an interactive lower and upper member therapy tool. The goal is to study the potential of these devices as complementing didactic elements for improving and following user performance during a series of exercises with virtual and real devices.

  13. Using interactive video technology in nursing education: a pilot study.

    Science.gov (United States)

    Zerr, Daria M; Pulcher, Karen L

    2008-02-01

    A pilot study was conducted to analyze the benefits of using interactive technology with external assessors and graduating senior nursing students during Senior Nurse Leadership Assessment Day at the University of Central Missouri. The primary aim was to determine whether videoconferencing technology would promote recruitment and retention of professional nurse external assessors without compromising student learning. Among the issues discussed are the advantages and disadvantages of using interactive videoconferencing technology in education and the influence of external assessors in nursing education. The study results indicate that interactive videoconferencing is an effective, accepted format for educational opportunities such as Senior Nurse Leadership Assessment Day, based on the lived experiences of the study participants. In addition, the results demonstrate that interactive videoconferencing does not compromise student learning or assessment by external assessors.

  14. Dvds, video games, and the cinema of interactions

    Directory of Open Access Journals (Sweden)

    Richard Grusin

    2006-04-01

    Full Text Available The “cinema of interactions” in the title of my paper alludes to Tom Gunning’s paradigmatic conception of early cinema as a “cinema of attractions.” Borrowing from the idea that electronic textuality marks what has been called the late age of print, I argue that the history of cinema up to the present moment can be seen as an extension of early cinema. In describing the current cinematic moment in this fashion, I do not mean to suggest that film will disappear in the face of video games and other digital media, but rather that it will continue increasingly to be engaged with the social, technological, and aesthetic forms and practices of digital media. This engagement will not be marked (as many digital enthusiasts contend by the emergence of a distinctively new digital medium (and the concomitant abandonment of the technologically outmoded medium of celluloid film, but rather by the emergence of multiply networked, distributed forms of cinematic production and exhibition. Indeed I am convinced that in this sense we already find ourselves with a digital cinema—not as a distinctively new medium but as a hybrid network of media forms and practices.

  15. Interactive vs. automatic ultrasound image segmentation methods for staging hepatic lipidosis.

    Science.gov (United States)

    Weijers, Gert; Starke, Alexander; Haudum, Alois; Thijssen, Johan M; Rehage, Jürgen; De Korte, Chris L

    2010-07-01

    The aim of this study was to test the hypothesis that automatic segmentation of vessels in ultrasound (US) images can produce similar or better results in grading fatty livers than interactive segmentation. A study was performed in postpartum dairy cows (N=151), as an animal model of human fatty liver disease, to test this hypothesis. Five transcutaneous and five intraoperative US liver images were acquired in each animal and a liverbiopsy was taken. In liver tissue samples, triacylglycerol (TAG) was measured by biochemical analysis and hepatic diseases other than hepatic lipidosis were excluded by histopathologic examination. Ultrasonic tissue characterization (UTC) parameters--Mean echo level, standard deviation (SD) of echo level, signal-to-noise ratio (SNR), residual attenuation coefficient (ResAtt) and axial and lateral speckle size--were derived using a computer-aided US (CAUS) protocol and software package. First, the liver tissue was interactively segmented by two observers. With increasing fat content, fewer hepatic vessels were visible in the ultrasound images and, therefore, a smaller proportion of the liver needed to be excluded from these images. Automatic-segmentation algorithms were implemented and it was investigated whether better results could be achieved than with the subjective and time-consuming interactive-segmentation procedure. The automatic-segmentation algorithms were based on both fixed and adaptive thresholding techniques in combination with a 'speckle'-shaped moving-window exclusion technique. All data were analyzed with and without postprocessing as contained in CAUS and with different automated-segmentation techniques. This enabled us to study the effect of the applied postprocessing steps on single and multiple linear regressions ofthe various UTC parameters with TAG. Improved correlations for all US parameters were found by using automatic-segmentation techniques. Stepwise multiple linear-regression formulas where derived and used

  16. Application of discriminative models for interactive query refinement in video retrieval

    Science.gov (United States)

    Srivastava, Amit; Khanwalkar, Saurabh; Kumar, Anoop

    2013-12-01

    The ability to quickly search for large volumes of videos for specific actions or events can provide a dramatic new capability to intelligence agencies. Example-based queries from video are a form of content-based information retrieval (CBIR) where the objective is to retrieve clips from a video corpus, or stream, using a representative query sample to find more like this. Often, the accuracy of video retrieval is largely limited by the gap between the available video descriptors and the underlying query concept, and such exemplar queries return many irrelevant results with relevant ones. In this paper, we present an Interactive Query Refinement (IQR) system which acts as a powerful tool to leverage human feedback and allow intelligence analyst to iteratively refine search queries for improved precision in the retrieved results. In our approach to IQR, we leverage discriminative models that operate on high dimensional features derived from low-level video descriptors in an iterative framework. Our IQR model solicits relevance feedback on examples selected from the region of uncertainty and updates the discriminating boundary to produce a relevance ranked results list. We achieved 358% relative improvement in Mean Average Precision (MAP) over initial retrieval list at a rank cutoff of 100 over 4 iterations. We compare our discriminative IQR model approach to a naïve IQR and show our model-based approach yields 49% relative improvement over the no model naïve system.

  17. US-Cut: interactive algorithm for rapid detection and segmentation of liver tumors in ultrasound acquisitions

    Science.gov (United States)

    Egger, Jan; Voglreiter, Philip; Dokter, Mark; Hofmann, Michael; Chen, Xiaojun; Zoller, Wolfram G.; Schmalstieg, Dieter; Hann, Alexander

    2016-04-01

    Ultrasound (US) is the most commonly used liver imaging modality worldwide. It plays an important role in follow-up of cancer patients with liver metastases. We present an interactive segmentation approach for liver tumors in US acquisitions. Due to the low image quality and the low contrast between the tumors and the surrounding tissue in US images, the segmentation is very challenging. Thus, the clinical practice still relies on manual measurement and outlining of the tumors in the US images. We target this problem by applying an interactive segmentation algorithm to the US data, allowing the user to get real-time feedback of the segmentation results. The algorithm has been developed and tested hand-in-hand by physicians and computer scientists to make sure a future practical usage in a clinical setting is feasible. To cover typical acquisitions from the clinical routine, the approach has been evaluated with dozens of datasets where the tumors are hyperechoic (brighter), hypoechoic (darker) or isoechoic (similar) in comparison to the surrounding liver tissue. Due to the interactive real-time behavior of the approach, it was possible even in difficult cases to find satisfying segmentations of the tumors within seconds and without parameter settings, and the average tumor deviation was only 1.4mm compared with manual measurements. However, the long term goal is to ease the volumetric acquisition of liver tumors in order to evaluate for treatment response. Additional aim is the registration of intraoperative US images via the interactive segmentations to the patient's pre-interventional CT acquisitions.

  18. Interactive Video and Artificial Intelligence: A Convenient Marriage.

    Science.gov (United States)

    Midoro, V.; And Others

    1988-01-01

    Describes the theoretical framework of a research project aimed at exploring the new potentials for instructional systems offered by videodisc technology and artificial intelligence. A prototype of an intelligent tutoring system, "Earth," is described, and types of interactions in instructional systems are discussed as they relate to the…

  19. A Case Study: Implementing an Interactive Video Instruction System in Teaching Electronics and Industrial Maintenance.

    Science.gov (United States)

    Shipe, Ron; And Others

    A study examined the development and implementation of an interactive video instruction system for teaching electronics and industrial maintenance at the University of Tennessee. The specific purposes of the study were to document unusual problems that may be encountered when this new technology is implemented, suggest corrective actions, and…

  20. Development of Students' Conceptual Thinking by Means of Video Analysis and Interactive Simulations at Technical Universities

    Science.gov (United States)

    Hockicko, Peter; Krišták, Luboš; Nemec, Miroslav

    2015-01-01

    Video analysis, using the program Tracker (Open Source Physics), in the educational process introduces a new creative method of teaching physics and makes natural sciences more interesting for students. This way of exploring the laws of nature can amaze students because this illustrative and interactive educational software inspires them to think…

  1. Proceedings of the 2014 ACM international conference on Interactive experiences for TV and online video

    NARCIS (Netherlands)

    P. Olivier (Patrick); P. Wright; T. Bartindale; M. Obrist (Marianna); P.S. Cesar Garcia (Pablo Santiago); S. Basapur

    2014-01-01

    htmlabstractIt is our great pleasure to introduce the 2014 ACM International Conference on Interactive Experiences for Television and Online Video -- ACM TVX 2014. ACM TVX is a leading annual conference that brings together international researchers and practitioners from a wide range of

  2. Vicious vs. Virtuous Cycles of Turn Negotiation in Video-Mediated Telecollaboration: Interactional Sociolinguistics Perspective

    Science.gov (United States)

    Akiyama, Yuka

    2016-01-01

    To examine how participants' different eTandem experiences could be attributed to the way they co-constructed turns, this study analyzed turn negotiation practices of one dyad who engaged in video-mediated interaction between Japan and America. This dyad was chosen for analysis because they expressed the greatest frustration and required a…

  3. Innovative Second Language Speaking Practice with Interactive Videos in a Rich Internet Application Environment

    Science.gov (United States)

    Pereira, Juan A.; Sanz-Santamaría, Silvia; Montero, Raúl; Gutiérrez, Julián

    2012-01-01

    Attaining a satisfactory level of oral communication in a second language is a laborious process. In this action research paper we describe a new method applied through the use of interactive videos and the Babelium Project Rich Internet Application (RIA), which allows students to practice speaking skills through a variety of exercises. We present…

  4. Mutually Beneficial Foreign Language Learning: Creating Meaningful Interactions through Video-Synchronous Computer-Mediated Communication

    Science.gov (United States)

    Kato, Fumie; Spring, Ryan; Mori, Chikako

    2016-01-01

    Providing learners of a foreign language with meaningful opportunities for interactions, specifically with native speakers, is especially challenging for instructors. One way to overcome this obstacle is through video-synchronous computer-mediated communication tools such as Skype software. This study reports quantitative and qualitative data from…

  5. Video-Based Interaction, Negotiation for Comprehensibility, and Second Language Speech Learning: A Longitudinal Study

    Science.gov (United States)

    Saito, Kazuya; Akiyama, Yuka

    2017-01-01

    This study examined the impact of video-based conversational interaction on the longitudinal development (one academic semester) of second language production by college-level Japanese English-as-a-foreign-language learners. Students in the experimental group engaged in weekly dyadic conversation exchanges with native speakers in the United States…

  6. The Effects of Variations in Lesson Control and Practice on Learning from Interactive Video.

    Science.gov (United States)

    Hannafin, Michael J.; Colamaio, MaryAnne E.

    1987-01-01

    Discussion of the effects of variations in lesson control and practice on the learning of facts, procedures, and problem-solving skills during interactive video instruction focuses on a study of graduates and advanced level undergraduates learning cardiopulmonary resuscitation (CPR). Embedded questioning methods and posttests used are described.…

  7. Virtual Interaction through Video-Web Communication: A Step towards Enriching and Internationalizing Language Learning Programs

    Science.gov (United States)

    Jauregi, Kristi; Banados, Emerita

    2008-01-01

    This paper describes an intercontinental project with the use of interactive tools, both synchronous and asynchronous, which was set up to internationalize academic learning of Spanish language and culture. The objective of this case study was to investigate whether video-web communication tools can contribute to enriching the quality of foreign…

  8. Computerized video interaction self-instruction of MR imaging fundamentals utilizing laser disk technology

    International Nuclear Information System (INIS)

    Genberg, R.W.; Javitt, M.C.; Popky, G.L.; Parker, J.A.; Pinkney, M.N.

    1986-01-01

    Interactive computer-assisted self-instruction is emerging as a recognized didactic modality and is now being introduced to teach physicians the physics of MR imaging. The interactive system consists of a PC-compatible computer, a 12-inch laser disk drive, and a high-resolution monitor. The laser disk, capable of storing 54,000 images, is pressed from a previously edited video tape of MR and video images. The interactive approach is achieved through the use of the computer and appropriate software. The software is written to include computer graphics overlays of the laser disk images, to select interactive branching paths (depending on the user's response to directives or questions), and to provide feedback to the user so that he can assess his performance. One of their systems is available for use in the scientific exhibit area

  9. From Team Play to Squad Play: The Militarisation of Interactions in Multiplayer FPS Video Games

    Directory of Open Access Journals (Sweden)

    Adam Duell

    2014-11-01

    Full Text Available Since the onset of E-sports we have seen the development from casual players to professional players who push the boundary of game mastery to new heights via coordinated team play. In this short paper I explore how a group of video game players adopt military-style communication methods and strategies to coordinate their actions in the popular tactical First Person Shooter (FPS video game DayZ (Bohemia Interactive, 2014.  Utilising the key components of team interaction in the context of distributed and ad-hoc military teams (Pascual et al., 1997, I show how a group of players evolved their interactions from team play to squad play. I argue that squad play is an advancement of the strategic and tactical thinking embodied in team play through the adoption of real-world military interaction and communication strategies.

  10. Social Practices around Personal Videos using the Web

    NARCIS (Netherlands)

    R.L. Guimarães (Rodrigo); P.S. Cesar Garcia (Pablo Santiago); D.C.A. Bulterman (Dick); I. Kegel; P. Ljungstrand

    2011-01-01

    htmlabstractSocial multimedia is changing the way people interact with each other, transforming old practices on political activism, social participation and interpersonal relationships. Sharing dynamically created video segments is a prime example of this social transformation. This paper reports

  11. An Affect-Responsive Interactive Photo Frame

    NARCIS (Netherlands)

    Dibeklioğlu, H.; Kosunen, I.; Ortega Hortas, M.; Salah, A.A.; Zuzánek, P.; Salah, A.A.; Gevers, T.

    2010-01-01

    We develop an interactive photo-frame system in which a series of videos of a single person are automatically segmented and a response logic is derived to interact with the user in real-time. The system is composed of five modules. The first module analyzes the uploaded videos and prepares segments

  12. Identification and analysis of unsatisfactory psychosocial work situations: a participatory approach employing video-computer interaction.

    Science.gov (United States)

    Hanse, J J; Forsman, M

    2001-02-01

    A method for psychosocial evaluation of potentially stressful or unsatisfactory situations in manual work was developed. It focuses on subjective responses regarding specific situations and is based on interactive worker assessment when viewing video recordings of oneself. The worker is first video-recorded during work. The video is then displayed on the computer terminal, and the filmed worker clicks on virtual controls on the screen whenever an unsatisfactory psychosocial situation appears; a window of questions regarding psychological demands, mental strain and job control is then opened. A library with pictorial information and comments on the selected situations is formed in the computer. The evaluation system, called PSIDAR, was applied in two case studies, one of manual materials handling in an automotive workshop and one of a group of workers producing and testing instrument panels. The findings indicate that PSIDAR can provide data that are useful in a participatory ergonomic process of change.

  13. New robust algorithm for tracking cells in videos of Drosophila morphogenesis based on finding an ideal path in segmented spatio-temporal cellular structures.

    Science.gov (United States)

    Bellaïche, Yohanns; Bosveld, Floris; Graner, François; Mikula, Karol; Remesíková, Mariana; Smísek, Michal

    2011-01-01

    In this paper, we present a novel algorithm for tracking cells in time lapse confocal microscopy movie of a Drosophila epithelial tissue during pupal morphogenesis. We consider a 2D + time video as a 3D static image, where frames are stacked atop each other, and using a spatio-temporal segmentation algorithm we obtain information about spatio-temporal 3D tubes representing evolutions of cells. The main idea for tracking is the usage of two distance functions--first one from the cells in the initial frame and second one from segmented boundaries. We track the cells backwards in time. The first distance function attracts the subsequently constructed cell trajectories to the cells in the initial frame and the second one forces them to be close to centerlines of the segmented tubular structures. This makes our tracking algorithm robust against noise and missing spatio-temporal boundaries. This approach can be generalized to a 3D + time video analysis, where spatio-temporal tubes are 4D objects.

  14. THE INFLUENCE OF INTERACTIVITY ON CONSUMER ATTITUDE OF ADVERTISING IN VIDEO GAMES

    Directory of Open Access Journals (Sweden)

    Alina SZUZ‐POP (GHIRVU

    2014-06-01

    Full Text Available Progress of new digital technologies has led to a new type of consumer, more dynamic and difficult to satisfy, which made the efficiency of the old promotion methods to decrease. Marketers who are looking for new ways to reach their audience found in online video games a reliable ally. Previous studies that have been conducted internationally showed that advertising through online games and delivering promotional messages in the virtual space mediated by Internet technology has a high degree of acceptance from the public. In Romania such studies are lacking , and this gap in the literature led to the need to study the potential that promoting in video game has on consumers from this market . In this paper we present some of the results of a larger quantitative research, which has investigated several aspects that influence consumer attitudes towards video games with advertising content, focusing on the factor with the most strongly impact - interactivity . The study used self-administered online questionnaire method to collect primary data that were further analyzed by descriptive statistical methods and factor analysis . The results revealed that in general the consummers from Romania have a positive attitude towards advertising presented in video games and the interactivity given by the game construction that allows the manipulation of branded objects during a play session has a direct and positive influence on the attitude.

  15. Methodology of Segment Management Reporting on the Profitability of Agricultural Holding Interaction with Customers

    Directory of Open Access Journals (Sweden)

    Aleksandra Vasilyevna Glushchenko

    2015-12-01

    Full Text Available The state program of agricultural development and regulation of agricultural products, raw materials and food in a food embargo on the West European suppliers is aimed at the revitalization of the holding structures. The main purpose of agricultural holdings is to ensure food safety and to maximize the consolidated profit in resource-limited settings. The heterogeneous nature of the needs of customers, leading to different performance of agricultural holding interaction with them has an impact on the formulation and conduct of accounting and requires the formation of an aggregated and relevant information about the profitability of relationships with groups of customers and the long-term development strategy of agroformation interaction with them, so there is a need for research and development methodical bases of formation of the administrative reporting segment that meets the needs of modern practice. The purpose of this study is to develop a method of forming the segment management reporting on the profitability of agricultural holding interaction with customers. As part of the problem research, the authors used different scientific methods, such as analysis, synthesis, observation, group data and logic synthesis. The article discusses the necessity of segmentation agricultural holding customers by the criterion of “cooperation profitability”. The basic problem of generating information about the cost of trading in the accounting information system of agricultural holdings is dealt with; a method of forming the segment management reporting based on the results of the ABC analysis including calculation algorithm functional trade costs (Activity-Based Costing, is developed; rank order of agroholding customers is suggested in accordance with the calculated interval limits for them: Segment A - “highly profitable customers,” B - “problem customers” and C - “low-profit customers”; a set of registers and management accounting

  16. Development and evaluation of an interactive dental video game to teach dentin bonding.

    Science.gov (United States)

    Amer, Rafat S; Denehy, Gerald E; Cobb, Deborah S; Dawson, Deborah V; Cunningham-Ford, Marsha A; Bergeron, Cathia

    2011-06-01

    Written and clinical tests compared the change in clinical knowledge and practical clinical skill of first-year dental students watching a clinical video recording of the three-step etch-and-rinse resin bonding system to those using an interactive dental video game teaching the same procedure. The research design was a randomized controlled trial with eighty first-year dental students enrolled in the preclinical operative dentistry course. Students' change in knowledge was measured through written examination using a pre-test and a post-test, as well as clinical tests in the form of a benchtop shear bond strength test. There was no statistically significant difference between teaching methods in regards to change in either knowledge or clinical skills, with one minor exception relating to the wetness of dentin following etching. Students expressed their preference for an interactive self-paced method of teaching.

  17. Efficient and robust pupil size and blink estimation from near-field video sequences for human-machine interaction.

    Science.gov (United States)

    Chen, Siyuan; Epps, Julien

    2014-12-01

    Monitoring pupil and blink dynamics has applications in cognitive load measurement during human-machine interaction. However, accurate, efficient, and robust pupil size and blink estimation pose significant challenges to the efficacy of real-time applications due to the variability of eye images, hence to date, require manual intervention for fine tuning of parameters. In this paper, a novel self-tuning threshold method, which is applicable to any infrared-illuminated eye images without a tuning parameter, is proposed for segmenting the pupil from the background images recorded by a low cost webcam placed near the eye. A convex hull and a dual-ellipse fitting method are also proposed to select pupil boundary points and to detect the eyelid occlusion state. Experimental results on a realistic video dataset show that the measurement accuracy using the proposed methods is higher than that of widely used manually tuned parameter methods or fixed parameter methods. Importantly, it demonstrates convenience and robustness for an accurate and fast estimate of eye activity in the presence of variations due to different users, task types, load, and environments. Cognitive load measurement in human-machine interaction can benefit from this computationally efficient implementation without requiring a threshold calibration beforehand. Thus, one can envisage a mini IR camera embedded in a lightweight glasses frame, like Google Glass, for convenient applications of real-time adaptive aiding and task management in the future.

  18. Interactive effects of video, priming, and music on emotions and the needs underlying intrinsic motivation

    OpenAIRE

    Loizou, G; Karageorghis, CI; Bishop, D

    2014-01-01

    Objectives: Emotions can enhance motivation towards a particular goal (Brehm, 1999), while activation of human motivation does not necessarily involve conscious processes (Bargh, 1990). The main purpose of the present study was to explore the impact of video, priming, and music on a range of emotion- and motivation-related variables, while the secondary purpose was to conduct a cross-cultural comparison. Design: A randomized controlled design was employed to address the interactive effects of...

  19. Keys to Successful Interactive Storytelling: A Study of the Booming "Choose-Your-Own-Adventure" Video Game Industry

    Science.gov (United States)

    Tyndale, Eric; Ramsoomair, Franklin

    2016-01-01

    Video gaming has become a multi-billion dollar industry that continues to capture the hearts, minds and pocketbooks of millions of gamers who span all ages. Narrative and interactive games form part of this market. The popularity of tablet computers and the technological advances of video games have led to a renaissance in the genre for both youth…

  20. Motion interactive video games in home training for children with cerebral palsy: parents' perceptions.

    Science.gov (United States)

    Sandlund, Marlene; Dock, Katarina; Häger, Charlotte K; Waterworth, Eva Lindh

    2012-01-01

    To explore parents' perceptions of using low-cost motion interactive video games as home training for their children with mild/moderate cerebral palsy. Semi-structured interviews were carried out with parents from 15 families after participation in an intervention where motion interactive games were used daily in home training for their child. A qualitative content analysis approach was applied. The parents' perception of the training was very positive. They expressed the view that motion interactive video games may promote positive experiences of physical training in rehabilitation, where the social aspects of gaming were especially valued. Further, the parents experienced less need to take on coaching while gaming stimulated independent training. However, there was a desire for more controlled and individualized games to better challenge the specific rehabilitative need of each child. Low-cost motion interactive games may provide increased motivation and social interaction to home training and promote independent training with reduced coaching efforts for the parents. In future designs of interactive games for rehabilitation purposes, it is important to preserve the motivational and social features of games while optimizing the individualized physical exercise.

  1. Segmental Interactions between Polymers and Small Molecules in Batteries and Biofuel Purification

    Science.gov (United States)

    Balsara, Nitash

    2015-03-01

    Polymers such as poly(ethylene oxide) (PEO) and poly(dimethyl siloxane) (PDMS) have the potential to play an important role in the emerging clean energy landscape. Mixtures of PEO and lithium salts are the most widely studied non-flammable electrolyte for rechargeable lithium batteries. PDMS membranes are ideally suited for purifying bioethanol and biobutanol from fermentation broths. The ability of PEO and PDMS to function in these applications depends on segmental interactions between the polymeric host and small molecule guests. One experimental approach for studying these interactions is X-ray absorption spectroscopy (XAS). Models for interpreting XAS spectra of amorphous mixtures and charged species such as salts must quantify the effect of segmental interactions on the electronic structure of the atoms of interest (e.g. sulfur). This combination of experiment and theory is used to determine the species formed in during charging and discharging lithium-sulfur batteries; the theoretical specific energy of lithium-sulfur batteries is a factor of four larger than that of current lithium-ion batteries. Selective transport of alcohols in PDMS-containing membranes is controlled by the size, shape, and connectivity of sub-nanometer cavities or free volume that form and disappear spontaneously as the chain segments undergo Brownian motion. We demonstrate that self-assembly of PDMS-containing block copolymers can be used to control segmental relaxation, which, in turn, affects free volume. Positron annihilation was used to determine the size distribution of free volume cavities in the PDMS-containing block copolymers. The effect of this artificial free volume on selective permeation of alcohols formed by fermentation of sugars derived from lignocellulosic biomass is studied. Molecular dynamics simulations are needed to understand the relationship between self-assembly, free volume, and transport in block copolymers.

  2. Instructional design strategies for developing an interactive video educational program for pregnant teens: a pilot study.

    Science.gov (United States)

    Levenson, P M; Morrow, J R; Smith, P

    1984-01-01

    One hundred forty-six teens attending an urban maternity hospital's prenatal clinic completed a questionnaire designed to assist in the development of educational programs utilizing computer-assisted television instruction or interactive video. Ninety-five percent of the teens agreed that additional information about desirable health behaviors during pregnancy would be helpful. Forty-six percent preferred obtaining information from a health professional at the hospital. Although 90% said that the race of the narrator for a film show was unimportant, responses regarding racial preference corresponded to the racial distribution of participants. Seventy-six percent of the teens preferred the narrator to be younger than 35 years of age, and 54% preferred a female narrator. Race was associated with video game experiences, preferences about the narrator's age and race, and favorite television shows. Age was not associated with responses to any of the questions. Although only 19% had ever used a computer, 98% stated they would like to try a computer with assistance. More than half (55%) knew how to type and 83% had played video games; of those who had played video games, 93% said they enjoyed doing so. Eighty-three percent of the respondents always or sometimes enjoyed cartoons. Favorite television shows and cartoon characters were identified. The design implications of the teens' preferences to the development of instruction using computers coupled with other emerging technologies are discussed.

  3. Low Cost Skin Segmentation Scheme in Videos Using Two Alternative Methods for Dynamic Hand Gesture Detection Method

    Directory of Open Access Journals (Sweden)

    Eman Thabet

    2017-01-01

    Full Text Available Recent years have witnessed renewed interest in developing skin segmentation approaches. Skin feature segmentation has been widely employed in different aspects of computer vision applications including face detection and hand gestures recognition systems. This is mostly due to the attractive characteristics of skin colour and its effectiveness to object segmentation. On the contrary, there are certain challenges in using human skin colour as a feature to segment dynamic hand gesture, due to various illumination conditions, complicated environment, and computation time or real-time method. These challenges have led to the insufficiency of many of the skin color segmentation approaches. Therefore, to produce simple, effective, and cost efficient skin segmentation, this paper has proposed a skin segmentation scheme. This scheme includes two procedures for calculating generic threshold ranges in Cb-Cr colour space. The first procedure uses threshold values trained online from nose pixels of the face region. Meanwhile, the second procedure known as the offline training procedure uses thresholds trained out of skin samples and weighted equation. The experimental results showed that the proposed scheme achieved good performance in terms of efficiency and computation time.

  4. Using Music to Communicate Geoscience in Films, Videos and Interactive Games

    Science.gov (United States)

    Kerlow, I.

    2017-12-01

    Music is a powerful storytelling device and an essential component in today's movies and interactive games. Communicating Earth science can be enhanced and focused with the proper use of a musical score, particularly in the context of documentary films, television programs, interactive games and museum installations. This presentation presents five simple professional techniques to integrate music, visuals and voice-over narration into a single cohesive story that is emotionally engaging. It also presents five practical tips to improve the success of a musical collaboration. The concepts in question are illustrated with practical audio and video examples from real science projects.

  5. Intensity-based hierarchical clustering in CT-scans: application to interactive segmentation in cardiology

    Science.gov (United States)

    Hadida, Jonathan; Desrosiers, Christian; Duong, Luc

    2011-03-01

    The segmentation of anatomical structures in Computed Tomography Angiography (CTA) is a pre-operative task useful in image guided surgery. Even though very robust and precise methods have been developed to help achieving a reliable segmentation (level sets, active contours, etc), it remains very time consuming both in terms of manual interactions and in terms of computation time. The goal of this study is to present a fast method to find coarse anatomical structures in CTA with few parameters, based on hierarchical clustering. The algorithm is organized as follows: first, a fast non-parametric histogram clustering method is proposed to compute a piecewise constant mask. A second step then indexes all the space-connected regions in the piecewise constant mask. Finally, a hierarchical clustering is achieved to build a graph representing the connections between the various regions in the piecewise constant mask. This step builds up a structural knowledge about the image. Several interactive features for segmentation are presented, for instance association or disassociation of anatomical structures. A comparison with the Mean-Shift algorithm is presented.

  6. Interactive lesion segmentation with shape priors from offline and online learning.

    Science.gov (United States)

    Shepherd, Tony; Prince, Simon J D; Alexander, Daniel C

    2012-09-01

    In medical image segmentation, tumors and other lesions demand the highest levels of accuracy but still call for the highest levels of manual delineation. One factor holding back automatic segmentation is the exemption of pathological regions from shape modelling techniques that rely on high-level shape information not offered by lesions. This paper introduces two new statistical shape models (SSMs) that combine radial shape parameterization with machine learning techniques from the field of nonlinear time series analysis. We then develop two dynamic contour models (DCMs) using the new SSMs as shape priors for tumor and lesion segmentation. From training data, the SSMs learn the lower level shape information of boundary fluctuations, which we prove to be nevertheless highly discriminant. One of the new DCMs also uses online learning to refine the shape prior for the lesion of interest based on user interactions. Classification experiments reveal superior sensitivity and specificity of the new shape priors over those previously used to constrain DCMs. User trials with the new interactive algorithms show that the shape priors are directly responsible for improvements in accuracy and reductions in user demand.

  7. Social interaction facilitates word learning in preverbal infants: Word-object mapping and word segmentation.

    Science.gov (United States)

    Hakuno, Yoko; Omori, Takahide; Yamamoto, Jun-Ichi; Minagawa, Yasuyo

    2017-08-01

    In natural settings, infants learn spoken language with the aid of a caregiver who explicitly provides social signals. Although previous studies have demonstrated that young infants are sensitive to these signals that facilitate language development, the impact of real-life interactions on early word segmentation and word-object mapping remains elusive. We tested whether infants aged 5-6 months and 9-10 months could segment a word from continuous speech and acquire a word-object relation in an ecologically valid setting. In Experiment 1, infants were exposed to a live tutor, while in Experiment 2, another group of infants were exposed to a televised tutor. Results indicate that both younger and older infants were capable of segmenting a word and learning a word-object association only when the stimuli were derived from a live tutor in a natural manner, suggesting that real-life interaction enhances the learning of spoken words in preverbal infants. Copyright © 2017 Elsevier Inc. All rights reserved.

  8. Effectiveness of hospital-based video interaction guidance on parental interactive behavior, bonding, and stress after preterm birth : A randomized controlled trial

    NARCIS (Netherlands)

    Hoffenkamp, H.N.; Tooten, A.; Hall, R.A.S.; Braeken, J.; Eliens, M.; Vingerhoets, A.J.J.M.; van Bakel, H.J.A.

    2015-01-01

    OBJECTIVE: This study examined the effectiveness of hospital-based Video Interaction Guidance (VIG; Eliëns, 2010; Kennedy, Landor, & Todd, 2011) for mothers and fathers of infants born preterm (25-37 weeks of gestation). METHOD: VIG is a preventive video-feedback intervention to support the

  9. An Attentional Goldilocks Effect: An Optimal Amount of Social Interactivity Promotes Word Learning from Video.

    Science.gov (United States)

    Nussenbaum, Kate; Amso, Dima

    2016-01-01

    Television can be a powerful education tool; however, content-makers must understand the factors that engage attention and promote learning from screen media. Prior research suggests that social engagement is critical for learning and that interactivity may enhance the educational quality of children's media. The present study examined the effects of increasing the social interactivity of television on children's visual attention and word learning. Three- to 5-year-old ( M Age = 4;5 years, SD = 9 months) children completed a task in which they viewed videos of an actress teaching them the Swahili label for an on-screen image. Each child viewed these video clips in four conditions that parametrically manipulated social engagement and interactivity. We then tested whether each child had successfully learned the Swahili labels. Though 5-year-old children were able to learn words in all conditions, we found that there was an optimal level of social engagement that best supported learning for all participants, defined by engaging the child but not distracting from word labeling. Our eye-tracking data indicated that children in this condition spent more time looking at the target image and less time looking at the actress's face as compared to the most interactive condition. These findings suggest that social interactivity is critical to engaging attention and promoting learning from screen media up until a certain point, after which social stimuli may draw attention away from target images and impair children's word learning.

  10. Feasibility of an Exoskeleton-Based Interactive Video Game System for Upper Extremity Burn Contractures.

    Science.gov (United States)

    Schneider, Jeffrey C; Ozsecen, Muzaffer Y; Muraoka, Nicholas K; Mancinelli, Chiara; Della Croce, Ugo; Ryan, Colleen M; Bonato, Paolo

    2016-05-01

    Burn contractures are common and difficult to treat. Measuring continuous joint motion would inform the assessment of contracture interventions; however, it is not standard clinical practice. This study examines use of an interactive gaming system to measure continuous joint motion data. To assess the usability of an exoskeleton-based interactive gaming system in the rehabilitation of upper extremity burn contractures. Feasibility study. Eight subjects with a history of burn injury and upper extremity contractures were recruited from the outpatient clinic of a regional inpatient rehabilitation facility. Subjects used an exoskeleton-based interactive gaming system to play 4 different video games. Continuous joint motion data were collected at the shoulder and elbow during game play. Visual analog scale for engagement, difficulty and comfort. Angular range of motion by subject, joint, and game. The study population had an age of 43 ± 16 (mean ± standard deviation) years and total body surface area burned range of 10%-90%. Subjects reported satisfactory levels of enjoyment, comfort, and difficulty. Continuous joint motion data demonstrated variable characteristics by subject, plane of motion, and game. This study demonstrates the feasibility of use of an exoskeleton-based interactive gaming system in the burn population. Future studies are needed that examine the efficacy of tailoring interactive video games to the specific joint impairments of burn survivors. Copyright © 2016 American Academy of Physical Medicine and Rehabilitation. Published by Elsevier Inc. All rights reserved.

  11. Storyboard-Based Video Browsing Using Color and Concept Indices

    NARCIS (Netherlands)

    Hürst, W.O.; Ip Vai Ching, Algernon; Schoeffmann, K.; Primus, Manfred J.

    2017-01-01

    We present an interface for interactive video browsing where users visually skim storyboard representations of the files in search for known items (known-item search tasks) and textually described subjects, objects, or events (ad-hoc search tasks). Individual segments of the video are represented as

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

    Science.gov (United States)

    Song, Dezhen; Xu, Yiliang

    2010-09-01

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

  13. Interactive video tutorials for enhancing problem solving, reasoning, and meta-cognitive skills of introductory physics students

    OpenAIRE

    Singh, Chandralekha

    2016-01-01

    We discuss the development of interactive video tutorial-based problems to help introductory physics students learn effective problem solving heuristics. The video tutorials present problem solving strategies using concrete examples in an interactive environment. They force students to follow a systematic approach to problem solving and students are required to solve sub-problems (research-guided multiple choice questions) to show their level of understanding at every stage of prob lem solvin...

  14. Investigating interactional competence using video recordings in ESL classrooms to enhance communication

    Science.gov (United States)

    Krishnasamy, Hariharan N.

    2016-08-01

    Interactional competence, or knowing and using the appropriate skills for interaction in various communication situations within a given speech community and culture is important in the field of business and professional communication [1], [2]. Similar to many developing countries in the world, Malaysia is a growing economy and undergraduates will have to acquire appropriate communication skills. In this study, two aspects of the interactional communicative competence were investigated, that is the linguistic and paralinguistic behaviors in small group communication as well as conflict management in small group communication. Two groups of student participants were given a problem-solving task based on a letter of complaint. The two groups of students were video recorded during class hours for 40 minutes. The videos and transcription of the group discussions were analyzed to examine the use of language and interaction in small groups. The analysis, findings and interpretations were verified with three lecturers in the field of communication. The results showed that students were able to accomplish the given task using verbal and nonverbal communication. However, participation was unevenly distributed with two students talking for less than a minute. Negotiation was based more on alternative views and consensus was easily achieved. In concluding, suggestions are given on ways to improve English language communication.

  15. Video interaction guidance inviting transcendence of postpartum depressed mothers' self-centered state and holding behavior.

    Science.gov (United States)

    Vik, Kari; Braten, Stein

    2009-05-01

    By sometimes evoking self-absorbed and avoidance behaviors in new mothers, postnatal depression affects the quality of mother-infant interaction, which in turn may invoke distress and avoidance in the infant and cause even more lasting impairment in the child's development. Three depressed mothers, A, B, and C, are reported upon after having been offered counseling in accordance with the Marte Meo approach through jointly watching with the therapist video replays of themselves interacting with their newborns. Clinical vignettes are offered which indicate how empathic and positive support of a sensitive therapist can be helpful in inviting the mother's recognition of her importance to her infant and facilitating mutually gratifying interaction between mother and child. Protocol analyses of select sessions of video-related therapy reveal that two of the mothers sometimes complete the therapist's unfinished statements in an other-centered manner, thereby transcending their initial self-centered state. This is most dramatic in the case of Mother A, who starts out in the first session almost incapable of speech, merely nodding or shaking her head. In addition to other indications of improved mother-infant interaction, comparison of pre- and postguidance windows regarding the three mothers' holding behaviors reveals a shift from an avoidance or anxious stance to closer and more secure holding. Copyright © 2009 Michigan Association for Infant Mental Health.

  16. Artificial neural net system for interactive tissue classification with MR imaging and image segmentation

    International Nuclear Information System (INIS)

    Clarke, L.P.; Silbiger, M.; Naylor, C.; Brown, K.

    1990-01-01

    This paper reports on the development of interactive methods for MR tissue classification that permit mathematically rigorous methods for three-dimensional image segmentation and automatic organ/tumor contouring, as required for surgical and RTP planning. The authors investigate a number of image-intensity based tissue- classification methods that make no implicit assumptions on the MR parameters and hence are not limited by image data set. Similarly, we have trained artificial neural net (ANN) systems for both supervised and unsupervised tissue classification

  17. FPGA Implementation of Gaussian Mixture Model Algorithm for 47 fps Segmentation of 1080p Video

    Directory of Open Access Journals (Sweden)

    Mariangela Genovese

    2013-01-01

    Full Text Available Circuits and systems able to process high quality video in real time are fundamental in nowadays imaging systems. The circuit proposed in the paper, aimed at the robust identification of the background in video streams, implements the improved formulation of the Gaussian Mixture Model (GMM algorithm that is included in the OpenCV library. An innovative, hardware oriented, formulation of the GMM equations, the use of truncated binary multipliers, and ROM compression techniques allow reduced hardware complexity and increased processing capability. The proposed circuit has been designed having commercial FPGA devices as target and provides speed and logic resources occupation that overcome previously proposed implementations. The circuit, when implemented on Virtex6 or StratixIV, processes more than 45 frame per second in 1080p format and uses few percent of FPGA logic resources.

  18. A robust approach towards unknown transformation, regional adjacency graphs, multigraph matching, segmentation video frames from unnamed aerial vehicles (UAV)

    Science.gov (United States)

    Gohatre, Umakant Bhaskar; Patil, Venkat P.

    2018-04-01

    In computer vision application, the multiple object detection and tracking, in real-time operation is one of the important research field, that have gained a lot of attentions, in last few years for finding non stationary entities in the field of image sequence. The detection of object is advance towards following the moving object in video and then representation of object is step to track. The multiple object recognition proof is one of the testing assignment from detection multiple objects from video sequence. The picture enrollment has been for quite some time utilized as a reason for the location the detection of moving multiple objects. The technique of registration to discover correspondence between back to back casing sets in view of picture appearance under inflexible and relative change. The picture enrollment is not appropriate to deal with event occasion that can be result in potential missed objects. In this paper, for address such problems, designs propose novel approach. The divided video outlines utilizing area adjancy diagram of visual appearance and geometric properties. Then it performed between graph sequences by using multi graph matching, then getting matching region labeling by a proposed graph coloring algorithms which assign foreground label to respective region. The plan design is robust to unknown transformation with significant improvement in overall existing work which is related to moving multiple objects detection in real time parameters.

  19. Semiautomated segmentation of head and neck cancers in 18F-FDG PET scans: A just-enough-interaction approach.

    Science.gov (United States)

    Beichel, Reinhard R; Van Tol, Markus; Ulrich, Ethan J; Bauer, Christian; Chang, Tangel; Plichta, Kristin A; Smith, Brian J; Sunderland, John J; Graham, Michael M; Sonka, Milan; Buatti, John M

    2016-06-01

    The purpose of this work was to develop, validate, and compare a highly computer-aided method for the segmentation of hot lesions in head and neck 18F-FDG PET scans. A semiautomated segmentation method was developed, which transforms the segmentation problem into a graph-based optimization problem. For this purpose, a graph structure around a user-provided approximate lesion centerpoint is constructed and a suitable cost function is derived based on local image statistics. To handle frequently occurring situations that are ambiguous (e.g., lesions adjacent to each other versus lesion with inhomogeneous uptake), several segmentation modes are introduced that adapt the behavior of the base algorithm accordingly. In addition, the authors present approaches for the efficient interactive local and global refinement of initial segmentations that are based on the "just-enough-interaction" principle. For method validation, 60 PET/CT scans from 59 different subjects with 230 head and neck lesions were utilized. All patients had squamous cell carcinoma of the head and neck. A detailed comparison with the current clinically relevant standard manual segmentation approach was performed based on 2760 segmentations produced by three experts. Segmentation accuracy measured by the Dice coefficient of the proposed semiautomated and standard manual segmentation approach was 0.766 and 0.764, respectively. This difference was not statistically significant (p = 0.2145). However, the intra- and interoperator standard deviations were significantly lower for the semiautomated method. In addition, the proposed method was found to be significantly faster and resulted in significantly higher intra- and interoperator segmentation agreement when compared to the manual segmentation approach. Lack of consistency in tumor definition is a critical barrier for radiation treatment targeting as well as for response assessment in clinical trials and in clinical oncology decision-making. The properties

  20. Mitogen-activated protein kinases interacting kinases are autoinhibited by a reprogrammed activation segment.

    Science.gov (United States)

    Jauch, Ralf; Cho, Min-Kyu; Jäkel, Stefan; Netter, Catharina; Schreiter, Kay; Aicher, Babette; Zweckstetter, Markus; Jäckle, Herbert; Wahl, Markus C

    2006-09-06

    Autoinhibition is a recurring mode of protein kinase regulation and can be based on diverse molecular mechanisms. Here, we show by crystal structure analysis, nuclear magnetic resonance (NMR)-based nucleotide affinity studies and rational mutagenesis that nonphosphorylated mitogen-activated protein (MAP) kinases interacting kinase (Mnk) 1 is autoinhibited by conversion of the activation segment into an autoinhibitory module. In a Mnk1 crystal structure, the activation segment is repositioned via a Mnk-specific sequence insertion at the N-terminal lobe with the following consequences: (i) the peptide substrate binding site is deconstructed, (ii) the interlobal cleft is narrowed, (iii) an essential Lys-Glu pair is disrupted and (iv) the magnesium-binding loop is locked into an ATP-competitive conformation. Consistently, deletion of the Mnk-specific insertion or removal of a conserved phenylalanine side chain, which induces a blockade of the ATP pocket, increase the ATP affinity of Mnk1. Structural rearrangements required for the activation of Mnks are apparent from the cocrystal structure of a Mnk2 D228G -staurosporine complex and can be modeled on the basis of crystal packing interactions. Our data suggest a novel regulatory mechanism specific for the Mnk subfamily.

  1. Coaching the exploration and exploitation in active learning for interactive video retrieval.

    Science.gov (United States)

    Wei, Xiao-Yong; Yang, Zhen-Qun

    2013-03-01

    Conventional active learning approaches for interactive video/image retrieval usually assume the query distribution is unknown, as it is difficult to estimate with only a limited number of labeled instances available. Thus, it is easy to put the system in a dilemma whether to explore the feature space in uncertain areas for a better understanding of the query distribution or to harvest in certain areas for more relevant instances. In this paper, we propose a novel approach called coached active learning that makes the query distribution predictable through training and, therefore, avoids the risk of searching on a completely unknown space. The estimated distribution, which provides a more global view of the feature space, can be used to schedule not only the timing but also the step sizes of the exploration and the exploitation in a principled way. The results of the experiments on a large-scale data set from TRECVID 2005-2009 validate the efficiency and effectiveness of our approach, which demonstrates an encouraging performance when facing domain-shift, outperforms eight conventional active learning methods, and shows superiority to six state-of-the-art interactive video retrieval systems.

  2. How sedimentation affects rift segment interaction during oblique extension: a 4D analogue modelling study

    Science.gov (United States)

    Zwaan, Frank; Schreurs, Guido; Adam, Jürgen

    2017-04-01

    During the early stages of rifting, rift segments may form along non-continuous and/or offset pre-existing weaknesses. It is important to understand how these initial rift segments interact and connect to form a continuous rift system. Previous modelling of rift interaction structures has shown the dominant influence of oblique extension, promoting rift segment linkage (e.g. Zwaan et al., 2016) and eventual continent break-up (Brune et al., 2012). However, these studies did not incorporate sedimentation, which can have important implications for rift evolution (e.g. Bialas and Buck, 2009). Here we present a series of analogue model experiments investigating the influence of sedimentation on rift interaction structures under oblique extension conditions. Our set-up involves a base of compressed foam and plexiglass that forces distributed extension in the overlying analogue materials when the model sidewalls move apart. A sand layer simulates the brittle upper crust and a viscous sand/silicone mixture the ductile lower crust. One of the underlying base plates can move laterally allowing oblique extension. Right-stepping offset and disconnected lines of silicone (seeds) on top of the basal viscous serve as inherited structures since the strong sand cover is locally thinner. We apply syn-rift sediments by filling in the developing rift and transfer zone basins with sand at fixed time steps. Models are run either with sedimentation or without to allow comparison. The first results suggest that the gross structures are similar with or without sedimentation. As seen by Zwaan et al. (2016), dextral oblique extension promotes rift linkage because rift propagation aligns itself perpendicular to the extension direction. This causes the rift segments to grow towards each other and to establish a continuous rift structure. However, the structures within the rift segments show quite different behaviour when sedimentation is applied. The extra sediment loading in the rift basin

  3. Social interactions of juvenile brown boobies at sea as observed with animal-borne video cameras.

    Directory of Open Access Journals (Sweden)

    Ken Yoda

    Full Text Available While social interactions play a crucial role on the development of young individuals, those of highly mobile juvenile birds in inaccessible environments are difficult to observe. In this study, we deployed miniaturised video recorders on juvenile brown boobies Sula leucogaster, which had been hand-fed beginning a few days after hatching, to examine how social interactions between tagged juveniles and other birds affected their flight and foraging behaviour. Juveniles flew longer with congeners, especially with adult birds, than solitarily. In addition, approximately 40% of foraging occurred close to aggregations of congeners and other species. Young seabirds voluntarily followed other birds, which may directly enhance their foraging success and improve foraging and flying skills during their developmental stage, or both.

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

    Science.gov (United States)

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

    2016-04-01

    Exposure to media violence might have detrimental effects on psychological adjustment and is associated with aggression-related attitudes and behaviors. As a result, many media literacy programs were implemented to tackle that major public health issue. However, there is little evidence about their effectiveness. Evaluating design effectiveness, particularly regarding targeting process, would prevent adverse effects and improve the evaluation of evidence-based media literacy programs. The present research examined whether or not different relational lifestyles may explain the different effects of an antiviolence intervention program. Based on relational and lifestyles theory, the authors designed a randomized controlled trial and applied an analysis of variance 2 (treatment: experimental vs. control) × 4 (lifestyle classes emerged from data using latent class analysis: communicative vs. autonomous vs. meta-reflexive vs. fractured). Seven hundred and thirty-five Italian students distributed in 47 classes participated anonymously in the research (51.3% females). Participants completed a lifestyle questionnaire as well as their attitudes and behavioral intentions as the dependent measures. The results indicated that the program was effective in changing adolescents' attitudes toward violence. However, behavioral intentions toward consumption of violent video games were moderated by lifestyles. Those with communicative relational lifestyles showed fewer intentions to consume violent video games, while a boomerang effect was found among participants with problematic lifestyles. Adolescents' lifestyles played an important role in influencing the effectiveness of an intervention aimed at changing behavioral intentions toward the consumption of violent video games. For that reason, audience lifestyle segmentation analysis should be considered an essential technique for designing, evaluating, and improving media literacy programs. © The Author(s) 2016.

  5. Evaluation of an interactive web-based nursing course with streaming videos for medication administration skills.

    Science.gov (United States)

    Sowan, Azizeh K; Idhail, Jamila Abu

    2014-08-01

    Nursing students should exhibit competence in nursing skills in order to provide safe and quality patient care. This study describes the design and students' response to an interactive web-based course using streaming video technology tailored to students' needs and the course objectives of the fundamentals of nursing skills clinical course. A mixed-methodology design was used to describe the experience of 102 first-year undergraduate nursing students at a school of nursing in Jordan who were enrolled in the course. A virtual course with streaming videos was designed to demonstrate medication administration fundamental skills. The videos recorded the ideal lab demonstration of the skills, and real-world practice performed by registered nurses for patients in a hospital setting. After course completion, students completed a 30-item satisfaction questionnaire, 8 self-efficacy scales, and a 4-item scale solicited their preferences of using the virtual course as a substitute or a replacement of the lab demonstration. Students' grades in the skill examination of the procedures were measured. Relationships between the main variables and predictors of satisfaction and self-efficacy were examined. Students were satisfied with the virtual course (3.9 ± 0.56, out of a 5-point scale) with a high-perceived overall self-efficacy (4.38 ± 0.42, out of a 5-point scale). Data showed a significant correlation between student satisfaction, self-efficacy and achievement in the virtual course (r = 0.45-0.49, p students accessed the course from home and some faced technical difficulties. Significant predictors of satisfaction were ease of access the course and gender (B = 0.35, 0.25, CI = 0.12-0.57, 0.02-0.48 respectively). The mean achievement score of students in the virtual class (7.5 ± 0.34) was significantly higher than that of a previous comparable cohort who was taught in the traditional method (6.0 ± 0.23) (p students believed that the virtual course is a sufficient

  6. Semiautomated segmentation of head and neck cancers in 18F-FDG PET scans: A just-enough-interaction approach

    Energy Technology Data Exchange (ETDEWEB)

    Beichel, Reinhard R., E-mail: reinhard-beichel@uiowa.edu [Department of Electrical and Computer Engineering, University of Iowa, Iowa City, Iowa 52242 (United States); Iowa Institute for Biomedical Imaging, University of Iowa, Iowa City, Iowa 52242 (United States); Department of Internal Medicine, University of Iowa, Iowa City, Iowa 52242 (United States); Van Tol, Markus; Ulrich, Ethan J.; Bauer, Christian [Department of Electrical and Computer Engineering, University of Iowa, Iowa City, Iowa 52242 (United States); Iowa Institute for Biomedical Imaging, The University of Iowa, Iowa City, Iowa 52242 (United States); Chang, Tangel; Plichta, Kristin A. [Department of Radiation Oncology, University of Iowa, Iowa City, Iowa 52242 (United States); Smith, Brian J. [Department of Biostatistics, University of Iowa, Iowa City, Iowa 52242 (United States); Sunderland, John J.; Graham, Michael M. [Department of Radiology, University of Iowa, Iowa City, Iowa 52242 (United States); Sonka, Milan [Department of Electrical and Computer Engineering, University of Iowa, Iowa City, Iowa 52242 (United States); Department of Radiation Oncology, The University of Iowa, Iowa City, Iowa 52242 (United States); Iowa Institute for Biomedical Imaging, University of Iowa, Iowa City, Iowa 52242 (United States); Buatti, John M. [Department of Radiation Oncology, University of Iowa, Iowa City, Iowa 52242 (United States); Iowa Institute for Biomedical Imaging, University of Iowa, Iowa City, Iowa 52242 (United States)

    2016-06-15

    Purpose: The purpose of this work was to develop, validate, and compare a highly computer-aided method for the segmentation of hot lesions in head and neck 18F-FDG PET scans. Methods: A semiautomated segmentation method was developed, which transforms the segmentation problem into a graph-based optimization problem. For this purpose, a graph structure around a user-provided approximate lesion centerpoint is constructed and a suitable cost function is derived based on local image statistics. To handle frequently occurring situations that are ambiguous (e.g., lesions adjacent to each other versus lesion with inhomogeneous uptake), several segmentation modes are introduced that adapt the behavior of the base algorithm accordingly. In addition, the authors present approaches for the efficient interactive local and global refinement of initial segmentations that are based on the “just-enough-interaction” principle. For method validation, 60 PET/CT scans from 59 different subjects with 230 head and neck lesions were utilized. All patients had squamous cell carcinoma of the head and neck. A detailed comparison with the current clinically relevant standard manual segmentation approach was performed based on 2760 segmentations produced by three experts. Results: Segmentation accuracy measured by the Dice coefficient of the proposed semiautomated and standard manual segmentation approach was 0.766 and 0.764, respectively. This difference was not statistically significant (p = 0.2145). However, the intra- and interoperator standard deviations were significantly lower for the semiautomated method. In addition, the proposed method was found to be significantly faster and resulted in significantly higher intra- and interoperator segmentation agreement when compared to the manual segmentation approach. Conclusions: Lack of consistency in tumor definition is a critical barrier for radiation treatment targeting as well as for response assessment in clinical trials and in

  7. Increasing Reasoning Awareness: Video Analysis of Students' Two-Party Virtual Patient Interactions.

    Science.gov (United States)

    Edelbring, Samuel; Parodis, Ioannis; Lundberg, Ingrid E

    2018-02-27

    Collaborative reasoning occurs in clinical practice but is rarely developed during education. The computerized virtual patient (VP) cases allow for a stepwise exploration of cases and thus stimulate active learning. Peer settings during VP sessions are believed to have benefits in terms of reasoning but have received scant attention in the literature. The objective of this study was to thoroughly investigate interactions during medical students' clinical reasoning in two-party VP settings. An in-depth exploration of students' interactions in dyad settings of VP sessions was performed. For this purpose, two prerecorded VP sessions lasting 1 hour each were observed, transcribed in full, and analyzed. The transcriptions were analyzed using thematic analysis, and short clips from the videos were selected for subsequent analysis in relation to clinical reasoning and clinical aspects. Four categories of interactions were identified: (1) task-related dialogue, in which students negotiated a shared understanding of the task and strategies for information gathering; (2) case-related insights and perspectives were gained, and the students consolidated and applied preexisting biomedical knowledge into a clinical setting; (3) clinical reasoning interactions were made explicit. In these, hypotheses were followed up and clinical examples were used. The researchers observed interactions not only between students and the VP but also (4) interactions with other resources, such as textbooks. The interactions are discussed in relation to theories of clinical reasoning and peer learning. The dyad VP setting is conducive to activities that promote analytic clinical reasoning. In this setting, components such as peer interaction, access to different resources, and reduced time constraints provided a productive situation in which the students pursued different lines of reasoning. ©Samuel Edelbring, Ioannis Parodis, Ingrid E Lundberg. Originally published in JMIR Medical Education (http

  8. A protocol for a randomized clinical trial of interactive video dance: potential for effects on cognitive function.

    Science.gov (United States)

    Jovancevic, Jelena; Rosano, Caterina; Perera, Subashan; Erickson, Kirk I; Studenski, Stephanie

    2012-06-06

    Physical exercise has the potential to affect cognitive function, but most evidence to date focuses on cognitive effects of fitness training. Cognitive exercise also may influence cognitive function, but many cognitive training paradigms have failed to provide carry-over to daily cognitive function. Video games provide a broader, more contextual approach to cognitive training that may induce cognitive gains and have carry over to daily function. Most video games do not involve physical exercise, but some novel forms of interactive video games combine physical activity and cognitive challenge. This paper describes a randomized clinical trial in 168 postmenopausal sedentary overweight women that compares an interactive video dance game with brisk walking and delayed entry controls. The primary endpoint is adherence to activity at six months. Additional endpoints include aspects of physical and mental health. We focus this report primarily on the rationale and plans for assessment of multiple cognitive functions. This randomized clinical trial may provide new information about the cognitive effects of interactive videodance. It is also the first trial to examine physical and cognitive effects in older women. Interactive video games may offer novel strategies to promote physical activity and health across the life span.The study is IRB approved and the number is: PRO08080012ClinicalTrials.gov Identifier: NCT01443455.

  9. A protocol for a randomized clinical trial of interactive video dance: potential for effects on cognitive function

    Directory of Open Access Journals (Sweden)

    Jovancevic Jelena

    2012-06-01

    Full Text Available Abstract Background Physical exercise has the potential to affect cognitive function, but most evidence to date focuses on cognitive effects of fitness training. Cognitive exercise also may influence cognitive function, but many cognitive training paradigms have failed to provide carry-over to daily cognitive function. Video games provide a broader, more contextual approach to cognitive training that may induce cognitive gains and have carry over to daily function. Most video games do not involve physical exercise, but some novel forms of interactive video games combine physical activity and cognitive challenge. Methods/Design This paper describes a randomized clinical trial in 168 postmenopausal sedentary overweight women that compares an interactive video dance game with brisk walking and delayed entry controls. The primary endpoint is adherence to activity at six months. Additional endpoints include aspects of physical and mental health. We focus this report primarily on the rationale and plans for assessment of multiple cognitive functions. Discussion This randomized clinical trial may provide new information about the cognitive effects of interactive videodance. It is also the first trial to examine physical and cognitive effects in older women. Interactive video games may offer novel strategies to promote physical activity and health across the life span. The study is IRB approved and the number is: PRO08080012 ClinicalTrials.gov Identifier: NCT01443455

  10. Immersive video

    Science.gov (United States)

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

    1996-03-01

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

  11. THE ROLE OF THE VIDEO INTERACTION GUIDANCE IN THE ENRICHMENT OF STUDENT TEACHERS’ SOCIAL SKILLS

    Directory of Open Access Journals (Sweden)

    ŠÍROVÁ, Eva

    2011-12-01

    Full Text Available The school is a complicated social organism. The integration in it could be complicated for teacher novices, who have studied theoretically psychological and pedagogical aspects of learning, but have not many opportunities to develop their professional abilities in the real education. The article deals with using of the video interaction guidance (VIG in the education of the teachers to support their professional development – above all in the area of communication skills. The improvement of the communication significantly helps to create a positive, relaxed, but learning centred climate whereby increases the efficiency of the whole teaching process. The investigation of using of the VIG in the preparation of student teachers is presented in the form of quantitative research and an illustrative case-study. Results of the research suggest that the positive video feedback provides a valuable opportunity for personal, professional and social development for both teachers and pupils across the range of contexts. The VIG improves the communication skills of student teachers, therefore enhances effective learning and teaching and minimises negative contact, e.g. misunderstanding, inattention or conflict. As a consequence, the using of the VIG had a positive impact on the self-esteem and mental hygiene of student teachers who have started fully enjoy the teaching, being energized by it.

  12. Systematic Analysis of Video Data from Different Human-Robot Interaction Studies: A Categorisation of Social Signals During Error Situations

    OpenAIRE

    Manuel eGiuliani; Nicole eMirnig; Gerald eStollnberger; Susanne eStadler; Roland eBuchner; Manfred eTscheligi

    2015-01-01

    Human?robot interactions are often affected by error situations that are caused by either the robot or the human. Therefore, robots would profit from the ability to recognize when error situations occur. We investigated the verbal and non-verbal social signals that humans show when error situations occur in human?robot interaction experiments. For that, we analyzed 201 videos of five human?robot interaction user studies with varying tasks from four independent projects. The analysis shows tha...

  13. User Interaction in Semi-Automatic Segmentation of Organs at Risk : A Case Study in Radiotherapy

    NARCIS (Netherlands)

    Ramkumar, A.; Dolz, J.; Kirisli, H.A.; Adebahr, S.; Schimek-Jasch, T.; Nestle, U.; Massoptier, L.; Varga, E.; Stappers, P.J.; Niessen, W.J.; Song, Y.

    2015-01-01

    Accurate segmentation of organs at risk is an important step in radiotherapy planning. Manual segmentation being a tedious procedure and prone to inter- and intra-observer variability, there is a growing interest in automated segmentation methods. However, automatic methods frequently fail to

  14. User Interaction in Semi-Automatic Segmentation of Organs at Risk: a Case Study in Radiotherapy

    NARCIS (Netherlands)

    A. Ramkumar (Anjana); J. Dolz (Jose); H.A. Kirisli (Hortense); S. Adebahr (Sonja); T. Schimek-Jasch (Tanja); U. Nestle (Ursula); L. Massoptier (Laurent); E. Varga (Edit); P.J. Stappers (P.); W.J. Niessen (Wiro); Y. Song (Yu)

    2016-01-01

    textabstractAccurate segmentation of organs at risk is an important step in radiotherapy planning. Manual segmentation being a tedious procedure and prone to inter- and intra-observer variability, there is a growing interest in automated segmentation methods. However, automatic methods frequently

  15. Open-Ended Interaction in Cooperative Pro-to-typing: A Video-based Analysis

    DEFF Research Database (Denmark)

    Bødker, Susanne; Grønbæk, Kaj; Trigg, Randal

    1991-01-01

    Cooperative Prototyping can be characterized as the use and development of prototypes as catalysts during discussions between designers and potential users – the overall intention being one of mutual learning. On the one hand, the designers learn more about the work practices of the users in ways...... that are tied concretely to some current version of the prototype. On the other hand, the users learn more about the potential for change in their work practice, whether computer-based or otherwise. This paper presents the results of a field study of the cooperative prototyping process. The study is based...... on a fine-grained video-based analysis of a single prototyping session, and focuses on the effects of an open-ended style of interaction between users and designers around a prototype. An analysis of focus shifts, initiative and storytelling during the session is brought to bear on the question of whether...

  16. Segmentation of sows in farrowing pens

    DEFF Research Database (Denmark)

    Tu, Gang Jun; Karstoft, Henrik; Pedersen, Lene Juul

    2014-01-01

    The correct segmentation of a foreground object in video recordings is an important task for many surveillance systems. The development of an effective and practical algorithm to segment sows in grayscale video recordings captured under commercial production conditions is described...

  17. The effectiveness of video interaction guidance in parents of premature infants: A multicenter randomised controlled trial

    Directory of Open Access Journals (Sweden)

    Tooten Anneke

    2012-06-01

    Full Text Available Abstract Background Studies have consistently found a high incidence of neonatal medical problems, premature births and low birth weights in abused and neglected children. One of the explanations proposed for the relation between neonatal problems and adverse parenting is a possible delay or disturbance in the bonding process between the parent and infant. This hypothesis suggests that due to neonatal problems, the development of an affectionate bond between the parent and the infant is impeded. The disruption of an optimal parent-infant bond -on its turn- may predispose to distorted parent-infant interactions and thus facilitate abusive or neglectful behaviours. Video Interaction Guidance (VIG is expected to promote the bond between parents and newborns and is expected to diminish non-optimal parenting behaviour. Methods/design This study is a multi-center randomised controlled trial to evaluate the effectiveness of Video Interaction Guidance in parents of premature infants. In this study 210 newborn infants with their parents will be included: n = 70 healthy term infants (>37 weeks GA, n = 70 moderate term infants (32–37 weeks GA which are recruited from maternity wards of 6 general hospitals and n = 70 extremely preterm infants or very low birth weight infants (i.e. full term infants and their parents, receiving care as usual, a control group (i.e. premature infants and their parents, receiving care as usual and an intervention group (i.e. premature infants and their parents, receiving VIG. The data will be collected during the first six months after birth using observations of parent-infant interactions, questionnaires and semi-structured interviews. Primary outcomes are the quality of parental bonding and parent-infant interactive behaviour. Parental secondary outcomes are (posttraumatic stress symptoms, depression, anxiety and feelings of anger and hostility. Infant secondary outcomes are behavioral aspects such as crying

  18. Video-Stimulated Accounts: Young Children Accounting for Interactional Matters in Front of Peers

    Science.gov (United States)

    Theobald, Maryanne

    2012-01-01

    Research in the early years places increasing importance on participatory methods to engage children. The playback of video-recording to stimulate conversation is a research method that enables children's accounts to be heard and attends to a participatory view. During video-stimulated sessions, participants watch an extract of video-recording of…

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

    Science.gov (United States)

    Zigon, Thomas

    1999-01-01

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

  20. Interactive video gaming compared with health education in older adults with mild cognitive impairment: a feasibility study.

    Science.gov (United States)

    Hughes, Tiffany F; Flatt, Jason D; Fu, Bo; Butters, Meryl A; Chang, Chung-Chou H; Ganguli, Mary

    2014-09-01

    We evaluated the feasibility of a trial of Wii interactive video gaming, and its potential efficacy at improving cognitive functioning compared with health education, in a community sample of older adults with neuropsychologically defined mild cognitive impairment. Twenty older adults were equally randomized to either group-based interactive video gaming or health education for 90 min each week for 24 weeks. Although the primary outcomes were related to study feasibility, we also explored the effect of the intervention on neuropsychological performance and other secondary outcomes. All 20 participants completed the intervention, and 18 attended at least 80% of the sessions. The majority (80%) of participants were "very much" satisfied with the intervention. Bowling was enjoyed by the most participants and was also rated the highest among the games for mental, social, and physical stimulation. We observed medium effect sizes for cognitive and physical functioning in favor of the interactive video gaming condition, but these effects were not statistically significant in this small sample. Interactive video gaming is feasible for older adults with mild cognitive impairment, and medium effect sizes in favor of the Wii group warrant a larger efficacy trial. Copyright © 2014 John Wiley & Sons, Ltd.

  1. Brief Report: Effects of Video-Based Group Instruction on Spontaneous Social Interaction of Adolescents with Autism Spectrum Disorders

    Science.gov (United States)

    Plavnick, Joshua B.; Dueñas, Ana D.

    2018-01-01

    Four adolescents with autism spectrum disorder (ASD) were taught to interact with peers by asking social questions or commenting about others during game play or group activities. Participants were shown a video model and then given an opportunity to perform the social behavior depicted in the model when playing a game with one another. All…

  2. Developing Teaching Assistants' Skills in Positive Behaviour Management: An Application of Video Interaction Guidance in a Secondary School

    Science.gov (United States)

    Hayes, Ben; Richardson, Sally; Hindle, Sarah; Grayson, Katy

    2011-01-01

    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…

  3. Video Interaction Guidance in Collaborative Group Work: Impact on Primary School Pupils' Self-Esteem and Behaviours

    Science.gov (United States)

    Musset, Matthew; Topping, Keith

    2017-01-01

    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…

  4. Digital video analysis of health professionals' interactions with an electronic whiteboard

    DEFF Research Database (Denmark)

    Rasmussen, Rasmus; Kushniruk, Andre

    2013-01-01

    As hospital departments continue to introduce electronic whiteboards in real clinical settings a range of human factor issues have emerged and it has become clear that there is a need for improved methods for designing and testing these systems. In this study, we employed a longitudinal and natur......As hospital departments continue to introduce electronic whiteboards in real clinical settings a range of human factor issues have emerged and it has become clear that there is a need for improved methods for designing and testing these systems. In this study, we employed a longitudinal...... and naturalistic method in the usability evaluation of an electronic whiteboard system. The goal of the evaluation was to explore the extent to which usability issues experienced by users change as they gain more experience with the system. In addition, the paper explores the use of a new approach to collection...... and analysis of continuous digital video recordings of naturalistic "live" user interactions. The method developed and employed in the study included recording the users' interactions with system during actual use using screen-capturing software and analyzing these recordings for usability issues...

  5. Impact of Interactive Video Communication Versus Text-Based Feedback on Teaching, Social, and Cognitive Presence in Online Learning Communities.

    Science.gov (United States)

    Seckman, Charlotte

    A key element to online learning is the ability to create a sense of presence to improve learning outcomes. This quasi-experimental study evaluated the impact of interactive video communication versus text-based feedback and found a significant difference between the 2 groups related to teaching, social, and cognitive presence. Recommendations to enhance presence should focus on providing timely feedback, interactive learning experiences, and opportunities for students to establish relationships with peers and faculty.

  6. Using Research-Based Interactive Video Vignettes to Enhance Out-of-Class Learning in Introductory Physics

    Science.gov (United States)

    Laws, Priscilla W.; Willis, Maxine C.; Jackson, David P.; Koenig, Kathleen; Teese, Robert

    2015-02-01

    Ever since the first generalized computer-assisted instruction system (PLATO1) was introduced over 50 years ago, educators have been adding computer-based materials to their classes. Today many textbooks have complete online versions that include video lectures and other supplements. In the past 25 years the web has fueled an explosion of online homework and course management systems, both as blended learning and online courses. Meanwhile, introductory physics instructors have been implementing new approaches to teaching based on the outcomes of Physics Education Research (PER). A common theme of PER-based instruction has been the use of active-learning strategies designed to help students overcome alternative conceptions that they often bring to the study of physics.2 Unfortunately, while classrooms have become more active, online learning typically relies on passive lecture videos or Kahn-style3 tablet drawings. To bring active learning online, the LivePhoto Physics Group has been developing Interactive Video Vignettes (IVVs) that add interactivity and PER-based elements to short presentations. These vignettes incorporate web-based video activities that contain interactive elements and typically require students to make predictions and analyze real-world phenomena.

  7. Hosting an eConference: Interactive video conference grand rounds between two institutions

    Directory of Open Access Journals (Sweden)

    Jeffrey Rixe

    2018-01-01

    Full Text Available Audience: The eConference is an interactive video conference grand rounds innovation to augment the didactic curriculum provided for medical students, interns, residents, fellows, and attending physicians. Introduction: Formal education during emergency medicine (EM training has historically emphasized aspects of humanism and constructivism; the former through self-directed reading in books and journals, the latter through the content and discussion during resident didactics.1 However, some studies suggest that the current generation of EM learners are increasingly using digital and internet technologies to connect with online peer networks, a phenomenon known as connectivism.2 As such, contemporary EM learners are increasingly utilizing social media and Free Open Access Medical Education (FOAM to supplement traditional learning resources. The eConference was developed to be an interactive, virtual grand rounds that marries the merits of constructivism with connectivism; a new format of EM didactics that goes beyond the “typical lecture” model to incorporate the changing landscape in technology and medical education by combining classroom teaching at multiple institutions alongside digital learning tools. This manuscript outlines how to plan and execute a joint video conference with another institution. Objectives: Our objectives were to create and implement a novel virtual conference format through the integration of social media tools which allows for interdisciplinary and multi-site participation to enhance EM resident education. We wish to outline the steps required to reproduce this innovative session and share lessons learned. Conclusion: We designed and executed a multi-centered, novel form of virtual conference into the EM residency curriculum at two participating institutions. The virtual conference took place during a routine conference day for both programs, an hour in duration. The format utilized a hybrid of live and virtual

  8. Students' Benefit from Video with Interactive Quizzes in a First-Year Calculus Course

    DEFF Research Database (Denmark)

    Midtiby, Henrik Skov; Nørgaard, Cita; Kjær, Christopher

    2017-01-01

    The intention of this project was to study the students’ self-reported learning outcome from different formats of videos in an introductory calculus course.......The intention of this project was to study the students’ self-reported learning outcome from different formats of videos in an introductory calculus course....

  9. Predicting the effect of interactive video bikes on exercise adherence: An efficacy trial.

    Science.gov (United States)

    Rhodes, Ryan E; Warburton, Darren E R; Bredin, Shannon S D

    2009-12-01

    Exercise games that employ video game technology are increasing in the marketplace but have received scant research attention despite their popularity. The purpose of this study was to evaluate the effect of videobike gaming on the constructs of the theory of planned behavior (TPB) and adherence in comparison to a cycling condition where participants listen to self-selected music. Participants were 29 inactive young men assigned randomly to experimental (n = 16) or comparison (n = 13) conditions. The recommended training regime consisted of moderate intensity activity (60-75% heart rate reserve), 3 days/week for 30 min/day for 6 weeks. At the end of the first session, participants were asked to complete TPB measures and these were subsequently measured 6 weeks later. Attendance was used as the measure of adherence. Results showed that affective attitude and adherence across the 6 weeks significantly favored the videobike condition over the comparison condition. Regression analyses suggested partial mediation of the effect of the videobike condition on adherence via affective attitude. This is the first study to provide evidence that interactive videobikes may improve adherence over traditional cycling because the activity produces higher affective attitudes. The results are promising for expanding to community-based evaluation.

  10. Catching Audiovisual Interactions With a First-Person Fisherman Video Game.

    Science.gov (United States)

    Sun, Yile; Hickey, Timothy J; Shinn-Cunningham, Barbara; Sekuler, Robert

    2017-07-01

    The human brain is excellent at integrating information from different sources across multiple sensory modalities. To examine one particularly important form of multisensory interaction, we manipulated the temporal correlation between visual and auditory stimuli in a first-person fisherman video game. Subjects saw rapidly swimming fish whose size oscillated, either at 6 or 8 Hz. Subjects categorized each fish according to its rate of size oscillation, while trying to ignore a concurrent broadband sound seemingly emitted by the fish. In three experiments, categorization was faster and more accurate when the rate at which a fish oscillated in size matched the rate at which the accompanying, task-irrelevant sound was amplitude modulated. Control conditions showed that the difference between responses to matched and mismatched audiovisual signals reflected a performance gain in the matched condition, rather than a cost from the mismatched condition. The performance advantage with matched audiovisual signals was remarkably robust over changes in task demands between experiments. Performance with matched or unmatched audiovisual signals improved over successive trials at about the same rate, emblematic of perceptual learning in which visual oscillation rate becomes more discriminable with experience. Finally, analysis at the level of individual subjects' performance pointed to differences in the rates at which subjects can extract information from audiovisual stimuli.

  11. Effects of interactive video-game based system exercise on the balance of the elderly.

    Science.gov (United States)

    Lai, Chien-Hung; Peng, Chih-Wei; Chen, Yu-Luen; Huang, Ching-Ping; Hsiao, Yu-Ling; Chen, Shih-Ching

    2013-04-01

    This study evaluated the effects of interactive video-game based (IVGB) training on the balance of older adults. The participants of the study included 30 community-living persons over the age of 65. The participants were divided into 2 groups. Group A underwent IVGB training for 6 weeks and received no intervention in the following 6 weeks. Group B received no intervention during the first 6 weeks and then participated in training in the following 6 weeks. After IVGB intervention, both groups showed improved balance based on the results from the following tests: the Berg Balance Scale (BBS), Modified Falls Efficacy Scale (MFES), Timed Up and Go (TUG) test, and the Sway Velocity (SV) test (assessing bipedal stance center pressure with eyes open and closed). Results from the Sway Area (SA) test (assessing bipedal stance center pressure with eyes open and closed) revealed a significant improvement in Group B after IVGB training. Group A retained some training effects after 6 weeks without IVGB intervention. Additionally, a moderate association emerged between the Xavix measured step system stepping tests and BBS, MFES, Unipedal Stance test, and TUG test measurements. In conclusion, IVGB training improves balance after 6 weeks of implementation, and the beneficial effects partially remain after training is complete. Further investigation is required to determine if this training is superior to traditional physical therapy. Copyright © 2012 Elsevier B.V. All rights reserved.

  12. Interaction of the N-terminal segment of pulmonary surfactant protein SP-C with interfacial phospholipid films

    DEFF Research Database (Denmark)

    Plasencia, Inés; Keough, Kevin M W; Perez-Gil, Jesus

    2005-01-01

    Pulmonary surfactant protein SP-C is a 35-residue polypeptide composed of a hydrophobic transmembrane alpha-helix and a polycationic, palmitoylated-cysteine containing N-terminal segment. This segment is likely the only structural motif the protein projects out of the bilayer in which SP-C is ins......Pulmonary surfactant protein SP-C is a 35-residue polypeptide composed of a hydrophobic transmembrane alpha-helix and a polycationic, palmitoylated-cysteine containing N-terminal segment. This segment is likely the only structural motif the protein projects out of the bilayer in which SP...... or anionic phospholipid monolayers. The peptide expands the pi-A compression isotherms of interfacial phospholipid/peptide films, and perturbs the lipid packing of phospholipid films during compression-driven liquid-expanded to liquid-condensed lateral transitions, as observed by epifluorescence microscopy....... These results demonstrate that the sequence of the SP-C N-terminal region has intrinsic ability to interact with, insert into, and perturb the structure of zwitterionic and anionic phospholipid films, even in the absence of the palmitic chains attached to this segment in the native protein. This effect has been...

  13. Interactive Online Modules and Videos for Learning Geological Concepts at the University of Toronto Department of Earth Sciences

    Science.gov (United States)

    Veglio, E.; Graves, L. W.; Bank, C. G.

    2014-12-01

    We designed various computer-based applications and videos as educational resources for undergraduate courses at the University of Toronto in the Earth Science Department. These resources were developed in effort to enhance students' self-learning of key concepts as identified by educators at the department. The interactive learning modules and videos were created using the programs MATLAB and Adobe Creative Suite 5 (Photoshop and Premiere) and range from optical mineralogy (extinction and Becke line), petrology (equilibrium melting in 2-phase systems), crystallography (crystal systems), geophysics (gravity anomaly), and geologic history (evolution of Canada). These resources will be made available for students on internal course websites as well as through the University of Toronto Earth Science's website (www.es.utoronto.ca) where appropriate; the video platform YouTube.com may be used to reach a wide audience and promote the material. Usage of the material will be monitored and feedback will be collected over the next academic year in order to gage the use of these interactive learning tools and to assess if these computer-based applications and videos foster student engagement and active learning, and thus offer an enriched learning experience.

  14. Numerical study on the electron—wall interaction in a Hall thruster with segmented electrodes placed at the channel exit

    International Nuclear Information System (INIS)

    Qing Shao-Wei; E Peng; Xu Dian-Guo; Duan Ping

    2013-01-01

    Electron—wall interaction is always recognized as an important physical problem because of its remarkable influences on thruster discharge and performance. Based on existing theories, an electrode is predicted to weaken electron—wall interaction due to its low secondary electron emission characteristic. In this paper, the electron—wall interaction in an Aton-type Hall thruster with low-emissive electrodes placed near the exit of discharge channel is studied by a fully kinetic particle-in-cell method. The results show that the electron—wall interaction in the region of segmented electrode is indeed weakened, but it is significantly enhanced in the remaining region of discharge channel. It is mainly caused by electrode conductive property which makes equipotential lines convex toward channel exit and even parallel to wall surface in near-wall region; this convex equipotential configuration results in significant physical effects such as repelling electrons, which causes the electrons to move toward the channel center, and the electrons emitted from electrodes to be remarkably accelerated, thereby increasing electron temperature in the discharge channel, etc. Furthermore, the results also indicate that the discharge current in the segmented electrode case is larger than in the non-segmented electrode case, which is qualitatively in accordance with previous experimental results. (physics of gases, plasmas, and electric discharges)

  15. Consistent interactive segmentation of pulmonary ground glass nodules identified in CT studies

    Science.gov (United States)

    Zhang, Li; Fang, Ming; Naidich, David P.; Novak, Carol L.

    2004-05-01

    Ground glass nodules (GGNs) have proved especially problematic in lung cancer diagnosis, as despite frequently being malignant they characteristically have extremely slow rates of growth. This problem is further magnified by the small size of many of these lesions now being routinely detected following the introduction of multislice CT scanners capable of acquiring contiguous high resolution 1 to 1.25 mm sections throughout the thorax in a single breathhold period. Although segmentation of solid nodules can be used clinically to determine volume doubling times quantitatively, reliable methods for segmentation of pure ground glass nodules have yet to be introduced. Our purpose is to evaluate a newly developed computer-based segmentation method for rapid and reproducible measurements of pure ground glass nodules. 23 pure or mixed ground glass nodules were identified in a total of 8 patients by a radiologist and subsequently segmented by our computer-based method using Markov random field and shape analysis. The computer-based segmentation was initialized by a click point. Methodological consistency was assessed using the overlap ratio between 3 segmentations initialized by 3 different click points for each nodule. The 95% confidence interval on the mean of the overlap ratios proved to be [0.984, 0.998]. The computer-based method failed on two nodules that were difficult to segment even manually either due to especially low contrast or markedly irregular margins. While achieving consistent manual segmentation of ground glass nodules has proven problematic most often due to indistinct boundaries and interobserver variability, our proposed method introduces a powerful new tool for obtaining reproducible quantitative measurements of these lesions. It is our intention to further document the value of this approach with a still larger set of ground glass nodules.

  16. What speakers do and what addressees look at: Visual attention to gestures in human interaction live and on video

    OpenAIRE

    Gullberg, Marianne; Holmqvist, Kenneth

    2006-01-01

    This study investigates whether addressees visually attend to speakers’ gestures in interaction and whether attention is modulated by changes in social setting and display size. We compare a live face-to-face setting to two video conditions. In all conditions, the face dominates as a fixation target and only a minority of gestures draw fixations. The social and size parameters affect gaze mainly when combined and in the opposite direction from the predicted with fewer gestures fixated on vide...

  17. The development of a bilingual interactive video to improve physical activity and healthful eating in a head start population.

    Science.gov (United States)

    Piziak, Veronica

    2014-12-01

    The prevalence of obesity in the Hispanic preschool population remains elevated, particularly among children in low income families below the poverty level. Obesity leads to the early onset of metabolic syndrome and Type 2 diabetes. The Head Start population of Texas is largely comprised of this high risk group. Their physical activity level is suboptimal in part due to lack of available outside play areas and time spent watching television and playing sedentary video games. Dietary intake is frequently high in sugar sweetened beverages and low in vegetables. The group is frequently bilingual with limited vocabulary and has not learned to read. Preserving their Mexican American culture is a concern. This article describes the development and assessment of a group of bilingual interactive video interventions to improve age appropriate physical activity while providing basic nutrition education focusing on increasing vegetable and water intake and decreasing sugar sweetened beverages. Suggestions for development and assessment of content were provided by focus groups of Head Start teachers, managers and dietitians in the Texas counties of Bastrop, Hidalgo and McLennon. A demonstration of the videos was conducted in Bastrop County. Teachers, students and managers felt that the videos provided excellent information, improved exercise participation and engaged the children.

  18. The Development of a Bilingual Interactive Video to Improve Physical Activity and Healthful Eating in a Head Start Population

    Directory of Open Access Journals (Sweden)

    Veronica Piziak

    2014-12-01

    Full Text Available The prevalence of obesity in the Hispanic preschool population remains elevated, particularly among children in low income families below the poverty level. Obesity leads to the early onset of metabolic syndrome and Type 2 diabetes. The Head Start population of Texas is largely comprised of this high risk group. Their physical activity level is suboptimal in part due to lack of available outside play areas and time spent watching television and playing sedentary video games. Dietary intake is frequently high in sugar sweetened beverages and low in vegetables. The group is frequently bilingual with limited vocabulary and has not learned to read. Preserving their Mexican American culture is a concern. This article describes the development and assessment of a group of bilingual interactive video interventions to improve age appropriate physical activity while providing basic nutrition education focusing on increasing vegetable and water intake and decreasing sugar sweetened beverages. Suggestions for development and assessment of content were provided by focus groups of Head Start teachers, managers and dietitians in the Texas counties of Bastrop, Hidalgo and McLennon. A demonstration of the videos was conducted in Bastrop County. Teachers, students and managers felt that the videos provided excellent information, improved exercise participation and engaged the children.

  19. Effects of video-feedback intervention on harmonious parent–child interaction and sensitive discipline of parents with intellectual disabilities : A randomized controlled trial

    NARCIS (Netherlands)

    Hodes, M. W.; Meppelder, M.; de Moor, M.; Kef, S.; Schuengel, C.

    2018-01-01

    Background: This study tested whether video-feedback intervention based on attachment and coercion theory increased harmonious parent–child interaction and sensitive discipline of parents with mild intellectual disabilities or borderline intellectual functioning. Methods: Observer ratings of

  20. Initial clinical experience with an interactive, video-based patient-positioning system for head and neck treatment

    International Nuclear Information System (INIS)

    Johnson, L.; Hadley, Scott W.; Milliken, Barrett D.; Pelizzari, Charles A.; Haraf, Daniel J.; Nguyen, Ai; Chen, George T.Y.

    1996-01-01

    Objective: To evaluate an interactive, video-based system for positioning head and neck patients. Materials and Methods: System hardware includes two B and W CCD cameras (mounted to provide left-lateral and AP-inferior views), zoom lenses, and a PC equipped with a frame grabber. Custom software is used to acquire and archive video images, as well as to display real-time subtraction images revealing patient misalignment in multiple views. Live subtraction images are obtained by subtracting a reference image (i.e., an image of the patient in the correct position) from real-time video. As seen in the figure, darker regions of the subtraction image indicate where the patient is currently, while lighter regions indicate where the patient should be. Adjustments in the patient's position are updated and displayed in less than 0.07s, allowing the therapist to interactively detect and correct setup discrepancies. Patients selected for study are treated BID and immobilized with conventional litecast straps attached to a baseframe which is registered to the treatment couch. Morning setups are performed by aligning litecast marks and patient anatomy to treatment room lasers. Afternoon setups begin with the same procedure, and then live subtraction images are used to fine-tune the setup. At morning and afternoon setups, video images and verification films are taken after positioning is complete. These are visually registered offline to determine the distribution of setup errors per patient, with and without video assistance. Results: Without video assistance, the standard deviation of setup errors typically ranged from 5 to 7mm and was patient-dependent. With video assistance, standard deviations are reduced to 1 to 4mm, with the result depending on patient coopertiveness and the length of time spent fine-tuning the setups. At current levels of experience, 3 to 4mm accuracy is easily achieved in about 30s, while 1 to 3mm accuracy is achieved in about 1 to 2 minutes. Studies

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

    Science.gov (United States)

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

    2018-04-01

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

  2. Computer and Video Games in Family Life: The Digital Divide as a Resource in Intergenerational Interactions

    Science.gov (United States)

    Aarsand, Pal Andre

    2007-01-01

    In this ethnographic study of family life, intergenerational video and computer game activities were videotaped and analysed. Both children and adults invoked the notion of a digital divide, i.e. a generation gap between those who master and do not master digital technology. It is argued that the digital divide was exploited by the children to…

  3. Video Games and Education: Designing Learning Systems for an Interactive Age

    Science.gov (United States)

    Squire, Kurt D.

    2008-01-01

    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…

  4. Systematic analysis of video data from different human–robot interaction studies: a categorization of social signals during error situations

    Science.gov (United States)

    Giuliani, Manuel; Mirnig, Nicole; Stollnberger, Gerald; Stadler, Susanne; Buchner, Roland; Tscheligi, Manfred

    2015-01-01

    Human–robot interactions are often affected by error situations that are caused by either the robot or the human. Therefore, robots would profit from the ability to recognize when error situations occur. We investigated the verbal and non-verbal social signals that humans show when error situations occur in human–robot interaction experiments. For that, we analyzed 201 videos of five human–robot interaction user studies with varying tasks from four independent projects. The analysis shows that there are two types of error situations: social norm violations and technical failures. Social norm violations are situations in which the robot does not adhere to the underlying social script of the interaction. Technical failures are caused by technical shortcomings of the robot. The results of the video analysis show that the study participants use many head movements and very few gestures, but they often smile, when in an error situation with the robot. Another result is that the participants sometimes stop moving at the beginning of error situations. We also found that the participants talked more in the case of social norm violations and less during technical failures. Finally, the participants use fewer non-verbal social signals (for example smiling, nodding, and head shaking), when they are interacting with the robot alone and no experimenter or other human is present. The results suggest that participants do not see the robot as a social interaction partner with comparable communication skills. Our findings have implications for builders and evaluators of human–robot interaction systems. The builders need to consider including modules for recognition and classification of head movements to the robot input channels. The evaluators need to make sure that the presence of an experimenter does not skew the results of their user studies. PMID:26217266

  5. Systematic analysis of video data from different human-robot interaction studies: a categorization of social signals during error situations.

    Science.gov (United States)

    Giuliani, Manuel; Mirnig, Nicole; Stollnberger, Gerald; Stadler, Susanne; Buchner, Roland; Tscheligi, Manfred

    2015-01-01

    Human-robot interactions are often affected by error situations that are caused by either the robot or the human. Therefore, robots would profit from the ability to recognize when error situations occur. We investigated the verbal and non-verbal social signals that humans show when error situations occur in human-robot interaction experiments. For that, we analyzed 201 videos of five human-robot interaction user studies with varying tasks from four independent projects. The analysis shows that there are two types of error situations: social norm violations and technical failures. Social norm violations are situations in which the robot does not adhere to the underlying social script of the interaction. Technical failures are caused by technical shortcomings of the robot. The results of the video analysis show that the study participants use many head movements and very few gestures, but they often smile, when in an error situation with the robot. Another result is that the participants sometimes stop moving at the beginning of error situations. We also found that the participants talked more in the case of social norm violations and less during technical failures. Finally, the participants use fewer non-verbal social signals (for example smiling, nodding, and head shaking), when they are interacting with the robot alone and no experimenter or other human is present. The results suggest that participants do not see the robot as a social interaction partner with comparable communication skills. Our findings have implications for builders and evaluators of human-robot interaction systems. The builders need to consider including modules for recognition and classification of head movements to the robot input channels. The evaluators need to make sure that the presence of an experimenter does not skew the results of their user studies.

  6. Video-based Analysis of Motivation and Interaction in Science Classrooms

    DEFF Research Database (Denmark)

    Andersen, Hanne Moeller; Nielsen, Birgitte Lund

    2013-01-01

    in groups. Subsequently, the framework was used for an analysis of students’ motivation in the whole class situation. A cross-case analysis was carried out illustrating characteristics of students’ motivation dependent on the context. This research showed that students’ motivation to learn science...... is stimulated by a range of different factors, with autonomy, relatedness and belonging apparently being the main sources of motivation. The teacher’s combined use of questions, uptake and high level evaluation was very important for students’ learning processes and motivation, especially students’ self......An analytical framework for examining students’ motivation was developed and used for analyses of video excerpts from science classrooms. The framework was developed in an iterative process involving theories on motivation and video excerpts from a ‘motivational event’ where students worked...

  7. THE INFLUENCE OF INTERACTIVITY ON CONSUMER ATTITUDE OF ADVERTISING IN VIDEO GAMES

    OpenAIRE

    Alina SZUZ‐POP (GHIRVU)

    2014-01-01

    Progress of new digital technologies has led to a new type of consumer, more dynamic and difficult to satisfy, which made the efficiency of the old promotion methods to decrease. Marketers who are looking for new ways to reach their audience found in online video games a reliable ally. Previous studies that have been conducted internationally showed that advertising through online games and delivering promotional messages in the virtual space mediated by Internet technology has a high degree ...

  8. Nematic-isotropic transition in some lattice models for rigid cores having semiflexible tails: segmental Lennard-Jones interactions

    International Nuclear Information System (INIS)

    Dowell, F.

    1983-01-01

    Two average-environment simple cubic lattice models: a refined model and a simple model, both having site-site (segmental) pair Lennard-Jones (LJ) interactions: for molecules composed of rigid cores having semiflexible tails are presented. The calculated values of the following properties at the nematic-isotropic transition for rigid rods of varying length are compared with relevant experimental data for PAA (p-azoxyanisole, or 4,4'-dimethoxyazoxybenzene): temperature, core orientational order parameter, nematic density and volume, relative density change, and relative entropy change. The temperature change as a function of volume change at constant order parameter is also discussed. In general, both LJ models give considerably better quantitative agreement with experiment, especially for the temperature and the relative density change, than do the earlier lattice models with hard repulsions, with or without constant segmental pair interaction energies. In most aspects, these LJ models give good quantitative agreement with experiment. These LJ models elucidate the importance of realistic intermolecular potentials, especially the role of soft repulsions, in describing an order-disorder transition between two condensed phases

  9. Interactions between charged residues in the transmembrane segments of the voltage-sensing domain in the hERG channel.

    Science.gov (United States)

    Zhang, M; Liu, J; Jiang, M; Wu, D-M; Sonawane, K; Guy, H R; Tseng, G-N

    2005-10-01

    Studies on voltage-gated K channels such as Shaker have shown that positive charges in the voltage-sensor (S4) can form salt bridges with negative charges in the surrounding transmembrane segments in a state-dependent manner, and different charge pairings can stabilize the channels in closed or open states. The goal of this study is to identify such charge interactions in the hERG channel. This knowledge can provide constraints on the spatial relationship among transmembrane segments in the channel's voltage-sensing domain, which are necessary for modeling its structure. We first study the effects of reversing S4's positive charges on channel activation. Reversing positive charges at the outer (K525D) and inner (K538D) ends of S4 markedly accelerates hERG activation, whereas reversing the 4 positive charges in between either has no effect or slows activation. We then use the 'mutant cycle analysis' to test whether D456 (outer end of S2) and D411 (inner end of S1) can pair with K525 and K538, respectively. Other positive charges predicted to be able, or unable, to interact with D456 or D411 are also included in the analysis. The results are consistent with predictions based on the distribution of these charged residues, and confirm that there is functional coupling between D456 and K525 and between D411 and K538.

  10. Effects of Fault Segmentation, Mechanical Interaction, and Structural Complexity on Earthquake-Generated Deformation

    Science.gov (United States)

    Haddad, David Elias

    2014-01-01

    Earth's topographic surface forms an interface across which the geodynamic and geomorphic engines interact. This interaction is best observed along crustal margins where topography is created by active faulting and sculpted by geomorphic processes. Crustal deformation manifests as earthquakes at centennial to millennial timescales. Given that…

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

    Science.gov (United States)

    Copenhaver, Allen; Ferguson, Christopher J

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

  12. Training of goal directed arm movements with motion interactive video games in children with cerebral palsy - a kinematic evaluation.

    Science.gov (United States)

    Sandlund, Marlene; Domellöf, Erik; Grip, Helena; Rönnqvist, Louise; Häger, Charlotte K

    2014-10-01

    The main aim of this study was to evaluate the quality of goal-directed arm movements in 15 children with cerebral palsy (CP) following four weeks of home-based training with motion interactive video games. A further aim was to investigate the applicability and characteristics of kinematic parameters in a virtual context in comparison to a physical context. Kinematics and kinetics were captured while the children performed arm movements directed towards both virtual and physical targets. The children's movement precision improved, their centre of pressure paths decreased, as did the variability in maximal shoulder angles when reaching for virtual objects. Transfer to a situation with physical targets was mainly indicated by increased movement smoothness. Training with motion interactive games seems to improve arm motor control in children with CP. The results highlight the importance of considering both the context and the task itself when investigating kinematic parameters.

  13. An Automated Fluid-Structural Interaction Analysis of a Large Segmented Solid Rocket Motor

    National Research Council Canada - National Science Library

    Rex, Brian

    2003-01-01

    .... The fluid-structural interaction (FSI) analysis of the ETM-3 motor used PYTHON, a powerful programming language, and FEM BUILDER, a pre- and post processor developed by ATK Thiokol Propulsion under contract to the AFRL, to automatically...

  14. Hawkes process as a model of social interactions: a view on video dynamics

    Energy Technology Data Exchange (ETDEWEB)

    Mitchell, Lawrence; Cates, Michael E, E-mail: lawrence.mitchell@ed.ac.u [SUPA, School of Physics and Astronomy, University of Edinburgh, JCMB Kings Buildings, Mayfield Road, Edinburgh EH9 3JZ (United Kingdom)

    2010-01-29

    We study by computer simulation the 'Hawkes process' that was proposed in a recent paper by Crane and Sornette (2008 Proc. Natl Acad. Sci. USA 105 15649) as a plausible model for the dynamics of YouTube video viewing numbers. We test the claims made there that robust identification is possible for classes of dynamic response following activity bursts. Our simulated time series for the Hawkes process indeed fall into the different categories predicted by Crane and Sornette. However, the Hawkes process gives a much narrower spread of decay exponents than the YouTube data, suggesting limits to the universality of the Hawkes-based analysis.

  15. Hawkes process as a model of social interactions: a view on video dynamics

    International Nuclear Information System (INIS)

    Mitchell, Lawrence; Cates, Michael E

    2010-01-01

    We study by computer simulation the 'Hawkes process' that was proposed in a recent paper by Crane and Sornette (2008 Proc. Natl Acad. Sci. USA 105 15649) as a plausible model for the dynamics of YouTube video viewing numbers. We test the claims made there that robust identification is possible for classes of dynamic response following activity bursts. Our simulated time series for the Hawkes process indeed fall into the different categories predicted by Crane and Sornette. However, the Hawkes process gives a much narrower spread of decay exponents than the YouTube data, suggesting limits to the universality of the Hawkes-based analysis.

  16. Hawkes process as a model of social interactions: a view on video dynamics

    Energy Technology Data Exchange (ETDEWEB)

    Mitchell, Lawrence; Cates, Michael E, E-mail: lawrence.mitchell@ed.ac.u [SUPA, School of Physics and Astronomy, University of Edinburgh, JCMB Kings Buildings, Mayfield Road, Edinburgh EH9 3JZ (United Kingdom)

    2010-01-29

    We study by computer simulation the 'Hawkes process' that was proposed in a recent paper by Crane and Sornette (2008 Proc. Natl Acad. Sci. USA 105 15649) as a plausible model for the dynamics of YouTube video viewing numbers. We test the claims made there that robust identification is possible for classes of dynamic response following activity bursts. Our simulated time series for the Hawkes process indeed fall into the different categories predicted by Crane and Sornette. However, the Hawkes process gives a much narrower spread of decay exponents than the YouTube data, suggesting limits to the universality of the Hawkes-based analysis.

  17. A Comparison of Avatar, Video, and Robot-Mediated Interaction on Users' Trust in Expertise

    Directory of Open Access Journals (Sweden)

    Ye ePan

    2016-03-01

    Full Text Available Communication technologies are becoming increasingly diverse in form and functionality. A central concern is the ability to detect whether others are trustworthy. Judgments of trustworthiness rely, in part, on assessments of nonverbal cues, which are affected by media representations. In this research, we compared trust formation on three media representations. We presented 24 participants with advisors represented by two of three alternate formats: video, avatar, or robot. Unknown to the participants, one was an expert and the other was a non-expert. We observed participants' advice seeking behaviour under risk as an indicator of their trust in the advisor. We found that most participants preferred seeking advice from the expert, but we also found a tendency for seeking robot or video advice. Avatar advice, in contrast, was more rarely sought. Users' self-reports support these findings. These results suggest that when users make trust assessments the physical presence of the robot representation might compensate for the lack of identity cues.

  18. Development and Alpha Testing of QuitIT: An Interactive Video Game to Enhance Skills for Coping With Smoking Urges.

    Science.gov (United States)

    Krebs, Paul; Burkhalter, Jack E; Snow, Bert; Fiske, Jeff; Ostroff, Jamie S

    2013-09-11

    Despite many efforts at developing relapse prevention interventions, most smokers relapse to tobacco use within a few months after quitting. Interactive games offer a novel strategy for helping people develop the skills required for successful tobacco cessation. The objective of our study was to develop a video game that enables smokers to practice strategies for coping with smoking urges and maintaining smoking abstinence. Our team of game designers and clinical psychologists are creating a video game that integrates the principles of smoking behavior change and relapse prevention. We have reported the results of expert and end-user feedback on an alpha version of the game. The alpha version of the game consisted of a smoking cue scenario often encountered by smokers. We recruited 5 experts in tobacco cessation research and 20 current and former smokers, who each played through the scenario. Mixed methods were used to gather feedback on the relevance of cessation content and usability of the game modality. End-users rated the interface from 3.0 to 4.6/5 in terms of ease of use and from 2.9 to 4.1/5 in terms of helpfulness of cessation content. Qualitative themes showed several user suggestions for improving the user interface, pacing, and diversity of the game characters. In addition, the users confirmed a high degree of game immersion, identification with the characters and situations, and appreciation for the multiple opportunities to practice coping strategies. This study highlights the procedures for translating behavioral principles into a game dynamic and shows that our prototype has a strong potential for engaging smokers. A video game modality exemplifies problem-based learning strategies for tobacco cessation and is an innovative step in behavioral management of tobacco use.

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

    OpenAIRE

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

    2014-01-01

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

  20. Cooperative Interactions between 480 kDa Ankyrin-G and EB Proteins Assemble the Axon Initial Segment.

    Science.gov (United States)

    Fréal, Amélie; Fassier, Coralie; Le Bras, Barbara; Bullier, Erika; De Gois, Stéphanie; Hazan, Jamilé; Hoogenraad, Casper C; Couraud, François

    2016-04-20

    The axon initial segment (AIS) is required for generating action potentials and maintaining neuronal polarity. Significant progress has been made in deciphering the basic building blocks composing the AIS, but the underlying mechanisms required for AIS formation remains unclear. The scaffolding protein ankyrin-G is the master-organizer of the AIS. Microtubules and their interactors, particularly end-binding proteins (EBs), have emerged as potential key players in AIS formation. Here, we show that the longest isoform of ankyrin-G (480AnkG) selectively associates with EBs via its specific tail domain and that this interaction is crucial for AIS formation and neuronal polarity in cultured rodent hippocampal neurons. EBs are essential for 480AnkG localization and stabilization at the AIS, whereas 480AnkG is required for the specific accumulation of EBs in the proximal axon. Our findings thus provide a conceptual framework for understanding how the cooperative relationship between 480AnkG and EBs induces the assembly of microtubule-AIS structures in the proximal axon. Neuronal polarity is crucial for the proper function of neurons. The assembly of the axon initial segment (AIS), which is the hallmark of early neuronal polarization, relies on the longest 480 kDa ankyrin-G isoform. The microtubule cytoskeleton and its interacting proteins were suggested to be early key players in the process of AIS formation. In this study, we show that the crosstalk between 480 kDa ankyrin-G and the microtubule plus-end tracking proteins, EBs, at the proximal axon is decisive for AIS assembly and neuronal polarity. Our work thus provides insight into the functional mechanisms used by 480 kDa ankyrin-G to drive the AIS formation and thereby to establish neuronal polarity. Copyright © 2016 the authors 0270-6474/16/364421-13$15.00/0.

  1. Interaction of carbon nano tubes with DNA segments; Interacao de nanotubos de carbono com segmentos de DNA

    Energy Technology Data Exchange (ETDEWEB)

    Peressinotto, Valdirene Sullas Teixeira

    2007-07-01

    Single- and double-stranded DNA (deoxyribonucleic acid) molecules can strongly bind to single-walled carbon nanotubes (SWNT) via non-covalent interactions. Under certain conditions, the DNA molecule spontaneously self-assembles into a helical wrapping around the tubular structure of the carbon nanotubes to form DNA/SWNT hybrids, which are both stable and soluble in water. This system has recently received extensive attention, since, besides rendering SWNTs dispersible in water as individual tubes, the DNA hybrids are very promising candidates for many applications in nanotechnology and molecular biology. All the possible applications for DNA-SWNT hybrids require, however, a fully understanding of DNA-nanotube wrapping mechanism which is still lacking in the literature. In this context, the aim of this work was to investigate the non-covalent interaction in aqueous medium between SWNTs and synthetic DNA segments having a known nucleotide sequence. Initially, the study was focused on poly d(GT)n sequences (n = 10, 30 and 45) that contain a sequence of alternating guanine and thymine bases and for which the efficiency to disperse and separate carbon nanotubes has already been demonstrated. Besides the size of GT sequences, the effects of ionic strength and pH in the interaction were also investigated. Afterwards, we studied the interaction of SWNT with DNA molecules that contain only a single type of nitrogenous base (DNA homopolymers), which has not been reported in details in the literature. We investigated homopolymers of poly dA{sub 20}, poly dT{sub 20}, poly dC{sub 20} and the duplex poly dA{sub 20}:dT{sub 20}. Most of the study was carried out with small-diameter HiPco SWNTs (with diameters between 0.7 and 1.2 nm). In some studies, SWNTs with diameter around 1.4 nm, synthesized via laser ablation and arc-discharge methods, were also investigated. The arc-discharge nanotubes used in this study were functionalized with carboxylic groups (-COOH) due to their

  2. Interactive video game cycling leads to higher energy expenditure and is more enjoyable than conventional exercise in adults.

    Directory of Open Access Journals (Sweden)

    Javier Monedero

    Full Text Available Despite the widely accepted health benefits of regular physical activity, only a small percentage of the population meets the current recommendations. The reasons include a wide use of technology and a lack of enjoyment while exercising. The purpose of this study was to compare the physiological, perceptual and enjoyment responses between a single bout of (I conventional cycling and (II interactive cycling video game at a matched workload.A cross-sectional study in 34 healthy participants was performed. Initially, participants completed an incremental maximal cycling test to measure peak oxygen uptake and to determine ventilatory threshold. In random order, participants carried out a 30 min interactive cycling trial and a 30 min conventional cycling trial at 55% of peak power output. During the trials, oxygen uptake and energy expenditure were measured by open-circuit spirometry and heart rate was measured by radiotelemetry. RPE and enjoyment were measured every 10 minutes with Borg scale and a modified PACES scale.Interactive cycling resulted in a significantly greater %V̇O2Reserve (68.2% ± 9.2% vs 64.7% ± 8.1%, rate of energy expenditure (505.8±75.2 vs 487.4±81.2 j·kg-1·min-1, and enjoyment (63.4% ± 17 vs 42% ± 13.6, P<0.05. Participants were working at a higher intensity in relation to the individual's ventilatory threshold during the interactive cycling video game trial (M = 11.86, SE = 3.08 than during the Conventional cycling trial (M = 7.55, SE = 3.16, t(33 = -2.69, P<0.05, r = .42. No significant differences were found for heart rate reserve (72.5 ± 10.4 vs 71.4±10.1% and RPE (13.1 ± 1.8 vs 13.2 ± 1.7.Interactive cycling games can be a valid alternative to conventional exercise as they result in a higher exercise intensity than conventional cycling and a distraction from aversive cognitive and physiological states at and above the ventilatory threshold.

  3. Bringing VR and spatial 3D interaction to the masses through video games.

    Science.gov (United States)

    LaViola, Joseph J

    2008-01-01

    This article examines why innovations such as the Sony EyeToy and Nintendo Wii have been so successful and discusses the research opportunities presented by the latest commercial push for spatial 3D interaction in games.

  4. An Attentional Goldilocks Effect: An Optimal Amount of Social Interactivity Promotes Word Learning from Video

    OpenAIRE

    Nussenbaum, Kate; Amso, Dima

    2015-01-01

    Television can be a powerful education tool; however, content-makers must understand the factors that engage attention and promote learning from screen media. Prior research suggests that social engagement is critical for learning and that interactivity may enhance the educational quality of children’s media. The present study examined the effects of increasing the social interactivity of television on children’s visual attention and word learning. Three- to 5-year-old (MAge = 4;5 years, SD =...

  5. Medical Student and Tutor Perceptions of Video Versus Text in an Interactive Online Virtual Patient for Problem-Based Learning: A Pilot Study

    Science.gov (United States)

    Ellaway, Rachel H; Round, Jonathan; Vaughan, Sophie; Poulton, Terry; Zary, Nabil

    2015-01-01

    Background The impact of the use of video resources in primarily paper-based problem-based learning (PBL) settings has been widely explored. Although it can provide many benefits, the use of video can also hamper the critical thinking of learners in contexts where learners are developing clinical reasoning. However, the use of video has not been explored in the context of interactive virtual patients for PBL. Objective A pilot study was conducted to explore how undergraduate medical students interpreted and evaluated information from video- and text-based materials presented in the context of a branched interactive online virtual patient designed for PBL. The goal was to inform the development and use of virtual patients for PBL and to inform future research in this area. Methods An existing virtual patient for PBL was adapted for use in video and provided as an intervention to students in the transition year of the undergraduate medicine course at St George’s, University of London. Survey instruments were used to capture student and PBL tutor experiences and perceptions of the intervention, and a formative review meeting was run with PBL tutors. Descriptive statistics were generated for the structured responses and a thematic analysis was used to identify emergent themes in the unstructured responses. Results Analysis of student responses (n=119) and tutor comments (n=18) yielded 8 distinct themes relating to the perceived educational efficacy of information presented in video and text formats in a PBL context. Although some students found some characteristics of the videos beneficial, when asked to express a preference for video or text the majority of those that responded to the question (65%, 65/100) expressed a preference for text. Student responses indicated that the use of video slowed the pace of PBL and impeded students’ ability to review and critically appraise the presented information. Conclusions Our findings suggest that text was perceived to be a

  6. Medical Student and Tutor Perceptions of Video Versus Text in an Interactive Online Virtual Patient for Problem-Based Learning: A Pilot Study.

    Science.gov (United States)

    Woodham, Luke A; Ellaway, Rachel H; Round, Jonathan; Vaughan, Sophie; Poulton, Terry; Zary, Nabil

    2015-06-18

    The impact of the use of video resources in primarily paper-based problem-based learning (PBL) settings has been widely explored. Although it can provide many benefits, the use of video can also hamper the critical thinking of learners in contexts where learners are developing clinical reasoning. However, the use of video has not been explored in the context of interactive virtual patients for PBL. A pilot study was conducted to explore how undergraduate medical students interpreted and evaluated information from video- and text-based materials presented in the context of a branched interactive online virtual patient designed for PBL. The goal was to inform the development and use of virtual patients for PBL and to inform future research in this area. An existing virtual patient for PBL was adapted for use in video and provided as an intervention to students in the transition year of the undergraduate medicine course at St George's, University of London. Survey instruments were used to capture student and PBL tutor experiences and perceptions of the intervention, and a formative review meeting was run with PBL tutors. Descriptive statistics were generated for the structured responses and a thematic analysis was used to identify emergent themes in the unstructured responses. Analysis of student responses (n=119) and tutor comments (n=18) yielded 8 distinct themes relating to the perceived educational efficacy of information presented in video and text formats in a PBL context. Although some students found some characteristics of the videos beneficial, when asked to express a preference for video or text the majority of those that responded to the question (65%, 65/100) expressed a preference for text. Student responses indicated that the use of video slowed the pace of PBL and impeded students' ability to review and critically appraise the presented information. Our findings suggest that text was perceived to be a better source of information than video in virtual

  7. Development of fast video recording of plasma interaction with a lithium limiter on T-11M tokamak

    Energy Technology Data Exchange (ETDEWEB)

    Lazarev, V.B., E-mail: v_lazarev@triniti.ru [SSC RF TRINITI Troitsk, Moscow (Russian Federation); Dzhurik, A.S.; Shcherbak, A.N. [SSC RF TRINITI Troitsk, Moscow (Russian Federation); Belov, A.M. [NRC “Kurchatov Institute”, Moscow (Russian Federation)

    2016-11-15

    Highlights: • The paper presents the results of the study of tokamak plasma interaction with lithium capillary-porous system limiters and PFC by high-speed color camera. • Registration of emission near the target in SOL in neutral lithium light and e-folding length for neutral Lithium measurements. • Registration of effect of MHD instabilities on CPS Lithium limiter. • A sequence of frames shows evolution of lithium bubble on the surface of lithium limiter. • View of filament structure near the plasma edge in ohmic mode. - Abstract: A new high-speed color camera with interference filters was installed for fast video recording of plasma-surface interaction with a Lithium limiter on the base of capillary-porous system (CPS) in T-11M tokamak vessel. The paper presents the results of the study of tokamak plasma interaction (frame exposure time up to 4 μs) with CPS Lithium limiter in a stable stationary phase, unstable regimes with internal disruption and results of processing of the image of the light emission around the probe, i.e. e-folding length for neutral Lithium penetration and e-folding length for Lithium ion flux in SOL region.

  8. Motion Segments Decomposition of RGB-D Sequences for Human Behavior Understanding

    OpenAIRE

    Devanne , Maxime; Berretti , Stefano; Pala , Pietro; Wannous , Hazem; Daoudi , Mohamed; Bimbo , Alberto ,

    2017-01-01

    International audience; In this paper, we propose a framework for analyzing and understanding human behavior from depth videos. The proposed solution first employs shape analysis of the human pose across time to decompose the full motion into short temporal segments representing elementary motions. Then, each segment is characterized by human motion and depth appearance around hand joints to describe the change in pose of the body and the interaction with objects. Finally , the sequence of te...

  9. Using video feedback to improve early father–infant interaction: A pilot study

    Science.gov (United States)

    Davies, Beverley; Ramchandani, Paul G.

    2013-01-01

    Preventive interventions with parents of infants have tended to focus on mothers. Recent research focused on fathers suggests that their involvement in interventions might enhance effectiveness. One effective approach with mothers is the brief, home-based Video-feedback Intervention to promote Positive Parenting (VIPP). This paper is a report of a pilot study of VIPP with fathers to assess its feasibility. Five fathers were recruited from an existing longitudinal study of parents. The primary outcome was acceptability, assessed using a semi-structured questionnaire after completion of the intervention. All fathers completed all sessions of the intervention. Fathers rated the intervention as having had a significant impact on their understanding of their child’s thoughts and feelings, and as having improved their communication and relationship with their baby. Fathers’ feedback was generally positive. The flexibility to conduct sessions at home (or at fathers’ places of work) and the flexible timing of sessions were identified as fundamental to successful delivery. The results of this pilot study are encouraging, as VIPP with fathers was feasible. In light of the modest sample size, and the use of a non-clinical sample, the intervention must be evaluated with larger, clinical samples to evaluate its efficacy with fathers. PMID:22434935

  10. Using video feedback to improve early father-infant interaction: a pilot study.

    Science.gov (United States)

    Lawrence, Peter J; Davies, Beverley; Ramchandani, Paul G

    2013-01-01

    Preventive interventions with parents of infants have tended to focus on mothers. Recent research focused on fathers suggests that their involvement in interventions might enhance effectiveness. One effective approach with mothers is the brief, home-based Video-feedback Intervention to promote Positive Parenting (VIPP). This paper is a report of a pilot study of VIPP with fathers to assess its feasibility. Five fathers were recruited from an existing longitudinal study of parents. The primary outcome was acceptability, assessed using a semi-structured questionnaire after completion of the intervention. All fathers completed all sessions of the intervention. Fathers rated the intervention as having had a significant impact on their understanding of their child's thoughts and feelings, and as having improved their communication and relationship with their baby. Fathers' feedback was generally positive. The flexibility to conduct sessions at home (or at fathers' places of work) and the flexible timing of sessions were identified as fundamental to successful delivery. The results of this pilot study are encouraging, as VIPP with fathers was feasible. In light of the modest sample size, and the use of a non-clinical sample, the intervention must be evaluated with larger, clinical samples to evaluate its efficacy with fathers.

  11. A new multimodal interactive way of subjective scoring of 3D video quality of experience

    Science.gov (United States)

    Kim, Taewan; Lee, Kwanghyun; Lee, Sanghoon; Bovik, Alan C.

    2014-03-01

    People that watch today's 3D visual programs, such as 3D cinema, 3D TV and 3D games, experience wide and dynamically varying ranges of 3D visual immersion and 3D quality of experience (QoE). It is necessary to be able to deploy reliable methodologies that measure each viewers subjective experience. We propose a new methodology that we call Multimodal Interactive Continuous Scoring of Quality (MICSQ). MICSQ is composed of a device interaction process between the 3D display and a separate device (PC, tablet, etc.) used as an assessment tool, and a human interaction process between the subject(s) and the device. The scoring process is multimodal, using aural and tactile cues to help engage and focus the subject(s) on their tasks. Moreover, the wireless device interaction process makes it possible for multiple subjects to assess 3D QoE simultaneously in a large space such as a movie theater, and at di®erent visual angles and distances.

  12. S3D depth-axis interaction for video games: performance and engagement

    Science.gov (United States)

    Zerebecki, Chris; Stanfield, Brodie; Hogue, Andrew; Kapralos, Bill; Collins, Karen

    2013-03-01

    Game developers have yet to embrace and explore the interactive stereoscopic 3D medium. They typically view stereoscopy as a separate mode that can be disabled throughout the design process and rarely develop game mechanics that take advantage of the stereoscopic 3D medium. What if we designed games to be S3D-specific and viewed traditional 2D viewing as a separate mode that can be disabled? The design choices made throughout such a process may yield interesting and compelling results. Furthermore, we believe that interaction within a stereoscopic 3D environment is more important than the visual experience itself and therefore, further exploration is needed to take into account the interactive affordances presented by stereoscopic 3D displays. Stereoscopic 3D displays allow players to perceive objects at different depths, thus we hypothesize that designing a core mechanic to take advantage of this viewing paradigm will create compelling content. In this paper, we describe Z-Fighter a game that we have developed that requires the player to interact directly along the stereoscopic 3D depth axis. We also outline an experiment conducted to investigate the performance, perception, and enjoyment of this game in stereoscopic 3D vs. traditional 2D viewing.

  13. How College Students' Conceptions of Newton's Second and Third Laws Change through Watching Interactive Video Vignettes: A Mixed Methods Study

    Science.gov (United States)

    Engelman, Jonathan

    2016-01-01

    Changing student conceptions in physics is a difficult process and has been a topic of research for many years. The purpose of this study was to understand what prompted students to change or not change their incorrect conceptions of Newtons Second or Third Laws in response to an intervention, Interactive Video Vignettes (IVVs), designed to…

  14. Assessing the Use of YouTube Videos and Interactive Activities as a Critical Thinking Stimulator for Tertiary Students: An Action Research

    Science.gov (United States)

    June, Sethela; Yaacob, Aizan; Kheng, Yeoh Khar

    2014-01-01

    The purpose of this action research was to investigate the use of YouTube videos and interactive activities in stimulating critical thinking among students from a public university in Malaysia. There were 50 students of mixed background, comprised of local and foreign students who participated in this study which lasted for one semester. Data was…

  15. How College Students' Conceptions of Newton's Second and Third Laws Change Through Watching Interactive Video Vignettes: A Mixed Methods Study

    Science.gov (United States)

    Engelman, Jonathan

    Changing student conceptions in physics is a difficult process and has been a topic of research for many years. The purpose of this study was to understand what prompted students to change or not change their incorrect conceptions of Newtons Second or Third Laws in response to an intervention, Interactive Video Vignettes (IVVs), designed to overcome them. This study is based on prior research reported in the literature which has found that a curricular framework of elicit, confront, resolve, and reflect (ECRR) is important for changing student conceptions (McDermott, 2001). This framework includes four essential parts such that during an instructional event student conceptions should be elicited, incorrect conceptions confronted, these conflicts resolved, and then students should be prompted to reflect on their learning. Twenty-two undergraduate student participants who completed either or both IVVs were studied to determine whether or not they experienced components of the ECRR framework at multiple points within the IVVs. A fully integrated, mixed methods design was used to address the study purpose. Both quantitative and qualitative data were collected iteratively for each participant. Successive data collections were informed by previous data collections. All data were analyzed concurrently. The quantitative strand included a pre/post test that participants took before and after completing a given IVV and was used to measure the effect of each IVV on learning. The qualitative strand included video of each participant completing the IVV as well as an audio-recorded video elicitation interview after the post-test. The qualitative data collection was designed to describe student experiences with each IVV as well as to observe how the ECRR framework was experienced. Collecting and analyzing data using this mixed methods approach helped develop a more complete understanding of how student conceptions of Newtons Second and Third Laws changed through completion of

  16. Lower limb power rehabilitation (LLPR) using interactive video game for improvement of balance function in older people.

    Science.gov (United States)

    Chen, Po-Yin; Wei, Shun-Hwa; Hsieh, Wan-Ling; Cheen, Jang-Rong; Chen, Liang-Kung; Kao, Chung-Lan

    2012-01-01

    Declined balance functions have adverse effects on elderly population. Lower limbs muscle power training is currently an emerging concept in rehabilitation on individuals with decreased balance and mobility. In this prospective, controlled study, we used a human-computer interactive video-game-based rehabilitation device (LLPR) for training of lower limb muscle power in the elderly. Forty (aged >65 years) individuals were recruited from the community. Twenty participants in the exercise group received 30-min training, twice a week, using the LLPR system. The LLPR system allows participants to perform fast speed sit-to-stand (STS) movements. Twenty age-matched participants in the control group performed slow speed STS movements, as well as strengthening and balance exercises, with the same frequency and duration. The results were compared after 12 sessions (6 weeks) of training. The mechanical and time parameters during STS movement were measured using the LLPR system. Modified falls efficacy scale (MFES), Tinetti Performance-Oriented Mobility Assessment (POMA), function reach test, five times sit to stand (FTSS) and Timed Up and Go (TUG) were administered to participants as clinical assessments. Results showed that in the exercise group, all the mechanical and time parameters showed significant improvement. In control group, only the maximal vertical ground reaction force (MVGRF) improved significantly. For clinical assessments (balance, mobility, and self-confidence), exercise group showed significantly better scores. The STS movements in video-game-based training mimic real life situations which may help to transfer the training effects into daily activities. The effectiveness of lower limb muscle training is worthy of further investigation. Copyright © 2012 Elsevier Ireland Ltd. All rights reserved.

  17. It Is the Family Context That Matters: Concurrent and Predictive Effects of Aspects of Parent-Child Interaction on Video Gaming-Related Problems.

    Science.gov (United States)

    Li, Angel Yee-Lam; Lo, Barbara Chuen-Yee; Cheng, Cecilia

    2018-06-01

    Studies have shown that children frequently experiencing poor parent-child interaction are prone to video gaming-related problems, but it is unclear which specific aspects of such an interaction play a predictive role in the problems. To extend previous research that relies primarily on the self-report method to assess parent-child interaction, we conducted a longitudinal, mixed-methods study. In a laboratory setting, three major aspects of interaction (i.e., affectivity, cohesiveness, and parental behavior) were observed in 241 parent-child dyads (Children: 43 percent female, age range = 8-15, M age  = 12.09, SD age  = 1.41; Parents: 78 percent female, age range = 27-63, M age  = 44.44, SD age  = 6.09). In addition, both parent and children participants completed questionnaires that measured children's symptoms of Internet gaming disorder (IGD) and exposure to violent video games at baseline (Time 1) and 12 months later (Time 2). The results revealed that at Time 1, positive affectivity and cohesiveness were inversely associated with child-report symptoms of IGD. Also, Time 1 coerciveness (i.e., control dimension of parental behavior) was positively associated with Time 1 child-report exposure to violent video games and Time 2 child-report symptoms of IGD, respectively. Apart from main effects, the results also showed that Time 1 negative affectivity moderated the protective effects of Time 1 positive affectivity on Time 1 parent-report and Time 2 child-report exposure to violent video games, respectively. Overall, this study identifies various key aspects of parent-child interaction that may serve as concurrent or temporal predictors of video gaming-related issues.

  18. Hierarchical video summarization

    Science.gov (United States)

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

    1998-12-01

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

  19. Segmental allotetraploidy and allelic interactions in buffelgrass (Pennisetum ciliare (L.) Link syn. Cenchrus ciliaris L.) as revealed by genome mapping.

    Science.gov (United States)

    Jessup, R W; Burson, B L; Burow, O; Wang, Y W; Chang, C; Li, Z; Paterson, A H; Hussey, M A

    2003-04-01

    Linkage analyses increasingly complement cytological and traditional plant breeding techniques by providing valuable information regarding genome organization and transmission genetics of complex polyploid species. This study reports a genome map of buffelgrass (Pennisetum ciliare (L.) Link syn. Cenchrus ciliaris L.). Maternal and paternal maps were constructed with restriction fragment length polymorphisms (RFLPs) segregating in 87 F1 progeny from an intraspecific cross between two heterozygous genotypes. A survey of 862 heterologous cDNAs and gDNAs from across the Poaceae, as well as 443 buffelgrass cDNAs, yielded 100 and 360 polymorphic probes, respectively. The maternal map included 322 RFLPs, 47 linkage groups, and 3464 cM, whereas the paternal map contained 245 RFLPs, 42 linkage groups, and 2757 cM. Approximately 70 to 80% of the buffelgrass genome was covered, and the average marker spacing was 10.8 and 11.3 cM on the respective maps. Preferential pairing was indicated between many linkage groups, which supports cytological reports that buffelgrass is a segmental allotetraploid. More preferential pairing (disomy) was found in the maternal than paternal parent across linkage groups (55 vs. 38%) and loci (48 vs. 15%). Comparison of interval lengths in 15 allelic bridges indicated significantly less meiotic recombination in paternal gametes. Allelic interactions were detected in four regions of the maternal map and were absent in the paternal map.

  20. Video-based quantification of body movement during social interaction indicates the severity of negative symptoms in patients with schizophrenia.

    Science.gov (United States)

    Kupper, Zeno; Ramseyer, Fabian; Hoffmann, Holger; Kalbermatten, Samuel; Tschacher, Wolfgang

    2010-08-01

    In schizophrenia, nonverbal behavior, including body movement, is of theoretical and clinical importance. Although reduced nonverbal expressiveness is a major component of the negative symptoms encountered in schizophrenia, few studies have objectively assessed body movement during social interaction. In the present study, 378 brief, videotaped role-play scenes involving 27 stabilized outpatients diagnosed with paranoid-type schizophrenia were analyzed using Motion Energy Analysis (MEA). This method enables the objective measuring of body movement in conjunction with ordinary video recordings. Correlations between movement parameters (percentage of time in movement, movement speed) and symptom ratings from independent PANSS interviews were calculated. Movement parameters proved to be highly reliable. In keeping with predictions, reduced movement and movement speed correlated with negative symptoms. Accordingly, in patients who exhibited noticeable movement for less than 20% of the observation time, prominent negative symptoms were highly probable. As a control measure, the percentage of movement exhibited by the patients during role-play scenes was compared to that of their normal interactants. Patients with negative symptoms differed from normal interactants by showing significantly reduced head and body movement. Two specific positive symptoms were possibly related to movement parameters: suspiciousness tended to correlate with reduced head movement, and the expression of unusual thought content tended to relate to increased movement. Overall, a close and theoretically meaningful association between the objective movement parameters and the symptom profiles was found. MEA appears to be an objective, reliable and valid method for quantifying nonverbal behavior, an aspect which may furnish new insights into the processes related to reduced expressiveness in schizophrenia. Copyright 2010 Elsevier B.V. All rights reserved.

  1. Is that really my movement?—Students' experiences of a video-supported interactive learning model for movement awareness

    Directory of Open Access Journals (Sweden)

    Sofia Backåberg

    2015-08-01

    Full Text Available Healthcare staff and students have a great risk of developing musculoskeletal symptoms. One cause of this is heavy load related work activities such as manual handling, in which the quality of individual work technique may play a major role. Preventive interventions and well-defined educational strategies to support movement awareness and long-lasting movement changes need to be developed. The aim of the present study was to explore nursing students’ experiences of a newly developed interactive learning model for movement awareness. The learning model, which is based on a life-world perspective with focus on interpersonal interaction, has been used with 11 undergraduate students from the second and final year. Each student participated in three individual video sessions with a facilitator. Two individual interviews were carried out with each student during the learning process and one interview 12–18 months after the last session. The interviews were audio-recorded and transcribed verbatim, and a phenomenological hermeneutic method inspired by Paul Ricoeur and described by Lindseth and Norberg was used to interpret the interviews and diary notes. The interpretation resulted in three key themes and nine subthemes. The key themes were; “Obtaining better preconditions for bodily awareness,” “Experiencing changes in one's own movement,” and “Experiencing challenges in the learning process.” The interactive learning model entails a powerful and challenging experience that develops movement awareness. The experience of meaningfulness and usefulness emerges increasingly and alternates with a feeling of discomfort. The learning model may contribute to the body of knowledge of well-defined educational strategies in movement awareness and learning in, for example, preventive interventions and ergonomic education. It may also be valuable in other practical learning situations where movement awareness is required.

  2. Is that really my movement? - Students' experiences of a video-supported interactive learning model for movement awareness.

    Science.gov (United States)

    Backåberg, Sofia; Gummesson, Christina; Brunt, David; Rask, Mikael

    2015-01-01

    Healthcare staff and students have a great risk of developing musculoskeletal symptoms. One cause of this is heavy load related work activities such as manual handling, in which the quality of individual work technique may play a major role. Preventive interventions and well-defined educational strategies to support movement awareness and long-lasting movement changes need to be developed. The aim of the present study was to explore nursing students' experiences of a newly developed interactive learning model for movement awareness. The learning model, which is based on a life-world perspective with focus on interpersonal interaction, has been used with 11 undergraduate students from the second and final year. Each student participated in three individual video sessions with a facilitator. Two individual interviews were carried out with each student during the learning process and one interview 12-18 months after the last session. The interviews were audio-recorded and transcribed verbatim, and a phenomenological hermeneutic method inspired by Paul Ricoeur and described by Lindseth and Norberg was used to interpret the interviews and diary notes. The interpretation resulted in three key themes and nine subthemes. The key themes were; "Obtaining better preconditions for bodily awareness," "Experiencing changes in one's own movement," and "Experiencing challenges in the learning process." The interactive learning model entails a powerful and challenging experience that develops movement awareness. The experience of meaningfulness and usefulness emerges increasingly and alternates with a feeling of discomfort. The learning model may contribute to the body of knowledge of well-defined educational strategies in movement awareness and learning in, for example, preventive interventions and ergonomic education. It may also be valuable in other practical learning situations where movement awareness is required.

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

    Science.gov (United States)

    Wallington, Clint

    1999-01-01

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

  4. Teens, Video Games, and Civics: Teens' Gaming Experiences Are Diverse and Include Significant Social Interaction and Civic Engagement

    Science.gov (United States)

    Lenhart, Amanda; Kahne, Joseph; Middaugh, Ellen; Macgill, Alexandra Rankin; Evans, Chris; Vitak, Jessica

    2008-01-01

    Video games provide a diverse set of experiences and related activities and are part of the lives of almost all teens in America. To date, most video game research has focused on how games impact academic and social outcomes (particularly aggression). There has also been some exploration of the relationship between games and civic outcomes, but as…

  5. Phone, Email and Video Interactions with Characters in an Epidemiology Game: Towards Authenticity

    Science.gov (United States)

    Ney, Muriel; Gonçalves, Celso; Blacheff, Nicolas; Schwartz, Claudine; Bosson, Jean-Luc

    A key concern in game-based learning is the level of authenticity that the game requires in order to have an accurate match of what the learners can expect in the real world with what they need to learn. In this paper, we show how four challenges to the designer of authentic games have been addressed in a game for an undergraduate course in a medical school. We focus in particular on the system of interaction with different characters of the game, namely, the patients and a number of professionals. Students use their personal phone and email application, as well as various web sites. First, we analyze the authenticity of the game through four attributes, authenticity of the character, of the content of the feedback, of the mode and channel of communication and of the constraints. Second, the perceived authenticity (by students) is analyzed. The later is threefold and defined by an external authenticity (perceived likeness with a real life reference), an internal authenticity (perceived internal coherence of the proposed situations) and a didactical authenticity (perceived relevance with respect to learning goals).

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

    Directory of Open Access Journals (Sweden)

    Paul Gilbert

    2008-04-01

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

  7. Effects of video-feedback intervention on harmonious parent-child interaction and sensitive discipline of parents with intellectual disabilities: A randomized controlled trial.

    Science.gov (United States)

    Hodes, M W; Meppelder, M; de Moor, M; Kef, S; Schuengel, C

    2018-03-01

    This study tested whether video-feedback intervention based on attachment and coercion theory increased harmonious parent-child interaction and sensitive discipline of parents with mild intellectual disabilities or borderline intellectual functioning. Observer ratings of video-recorded structured interaction tasks at home formed pretest, post-test, and 3-month follow-up outcome data in a randomized controlled trial with 85 families. Repeated measures analyses of variance and covariance were conducted to test for the intervention effect and possible moderation by IQ and adaptive functioning. The intervention effect on harmonious parent-child interaction was conditional on parental social adaptive behaviour at pretest, with lower adaptive functioning associated with stronger intervention benefit at post-test and follow-up compared to care as usual. Intervention effects were not conditional on parental IQ. Intervention effects for sensitive discipline were not found. Although the video-feedback intervention did not affect observed parenting for the average parent, it may benefit interaction between children and parents with lower parental adaptive functioning. © 2017 John Wiley & Sons Ltd.

  8. Three-dimensional chitin rings from body segments of a pet diplopod species: Characterization and protein interaction studies

    Energy Technology Data Exchange (ETDEWEB)

    Kaya, Murat, E-mail: muratkaya3806@yahoo.com [Department of Biotechnology and Molecular Biology, Faculty of Science and Letters, Aksaray University, 68100 Aksaray (Turkey); Mulerčikas, Povilas [Department of Biology and Plant Protection, Lithuanian University of Agriculture, LT-53361 (Lithuania); Sargin, Idris [Department of Chemistry, Faculty of Science, Selcuk University, 42075 Konya (Turkey); Kazlauskaitė, Sonata [Department of Biology and Plant Protection, Lithuanian University of Agriculture, LT-53361 (Lithuania); Baublys, Vykintas [Department of Biology, Vytautas Magnus University, LT-44404 Kaunas (Lithuania); Akyuz, Bahar; Bulut, Esra [Department of Biotechnology and Molecular Biology, Faculty of Science and Letters, Aksaray University, 68100 Aksaray (Turkey); Tubelytė, Vaida [Department of Biology, Vytautas Magnus University, LT-44404 Kaunas (Lithuania)

    2016-11-01

    Physicochemical characterization of new chitin isolates can provide valuable insights into designing of biomimetic materials. Chitin isolates with a definite three-dimensional (3D) structure can exhibit characteristics that distinguish them from other chitin specimens that are in form of powder or flakes without a definite and uniform shape. Herein, 3D chitin rings were produced from body segments of a diplopod (Archispirostreptus gigas) inhabiting tropical regions. This organism is cultured easily and can reach 38 cm in length, which makes it a suitable source for isolation of chitin. The chitin rings were characterized via TGA, FT-IR, SEM and XRD analyses. Enzymatic digestion test with chitinase demonstrated that chitin isolates had high purity (digestion rate: 97.4%). The source organism had high chitin content; 21.02 ± 2.23% on dry weight. Interactions of the chitin rings with bovine serum albumin (BSA) protein were studied under different conditions (pH: 4.0–8.0, chitin amount: 6–14 mg, contact time: 30–360 min, protein concentration: 0.2–1 mg/mL). The highest BSA adsorption was observed at pH 5.0 at 20 °C. The adsorption equilibrium data exhibited a better fit to Langmuir adsorption and the pseudo-first order kinetic models. The findings presented here can be useful for further studies aiming to develop biocompatible and nontoxic biomaterials. - Highlights: • Three-dimensional ring shaped chitin was produced from a pet diplopod species. • Archispirostreptus gigas has high chitin content; 21.02 ± 2.23% on dry weight. • Chitinase enzyme showed activity on the chitin rings with digestion rate of 97.4%. • The highest bovine serum albumin (BSA) adsorption was observed at pH 5.0 at 20 °C.

  9. Influenza NA and PB1 Gene Segments Interact during the Formation of Viral Progeny: Localization of the Binding Region within the PB1 Gene

    Directory of Open Access Journals (Sweden)

    Brad Gilbertson

    2016-08-01

    Full Text Available The influenza A virus genome comprises eight negative-sense viral RNAs (vRNAs that form individual ribonucleoprotein (RNP complexes. In order to incorporate a complete set of each of these vRNAs, the virus uses a selective packaging mechanism that facilitates co-packaging of specific gene segments but whose molecular basis is still not fully understood. Recently, we used a competitive transfection model where plasmids encoding the A/Puerto Rico/8/34 (PR8 and A/Udorn/307/72 (Udorn PB1 gene segments were competed to show that the Udorn PB1 gene segment is preferentially co-packaged into progeny virions with the Udorn NA gene segment. Here we created chimeric PB1 genes combining both Udorn and PR8 PB1 sequences to further define the location within the Udorn PB1 gene that drives co-segregation of these genes and show that nucleotides 1776–2070 of the PB1 gene are crucial for preferential selection. In vitro assays examining specific interactions between Udorn NA vRNA and purified vRNAs transcribed from chimeric PB1 genes also supported the importance of this region in the PB1-NA interaction. Hence, this work identifies an association between viral genes that are co-selected during packaging. It also reveals a region potentially important in the RNP-RNP interactions within the supramolecular complex that is predicted to form prior to budding to allow one of each segment to be packaged in the viral progeny. Our study lays the foundation to understand the co-selection of specific genes, which may be critical to the emergence of new viruses with pandemic potential.

  10. Sexual videos in Internet: a test of 11 hypotheses about intimate practices and gender interactions in Latin America

    OpenAIRE

    Monge-Nájera, Julián; Corrales, Karla Vega

    2015-01-01

    There is a marked lack of literature on user-submitted sexual videos from Latin America. To start filling that gap, we present a formal statistical testing of several hypotheses about the characteristics of 214 videos from Nereliatube.com posted from the inauguration of the site until December 2010. We found that in most cases the video was made consensually and the camera was operated by the man. The most frequent practice shown was fellatio, followed by vaginal penetration.  The great major...

  11. Teaching and Learning Against all Odds: A Video-Based Study of Learner-to-Instructor Interaction in International Distance Education

    Directory of Open Access Journals (Sweden)

    Jean-Marie Muhirwa

    2009-09-01

    Full Text Available Distance education and information and communication technologies (ICTs have been marketed as cost-effective ways to rescue struggling educational institutions in developing countries, particularly in sub-Saharan Africa (SSA. This study uses classroom video analysis and follow-up interviews with teachers, students, and local tutors to analyse the interaction at a distance between learners in Mali and Burkina Faso and their French and Canadian instructors. Findings reveal multiple obstacles to quality interaction: frequent Internet disconnections, limited student access to computers, lack of instructor presence, ill-prepared local tutors, student unfamiliarity with typing and computer technology, ineffective technical support, poor social dynamics, learner-learner conflict, learner-instructor conflict, and student withdrawal and resignation. In light of the near death of the costly World Bank-initiated African Virtual University (AVU, this paper concludes by re-visiting the educational potential of traditional technologies, such as radio and video, to foster development in poor countries.

  12. Not So Fast: Swimming Behavior of Sailfish during Predator-Prey Interactions using High-Speed Video and Accelerometry.

    Science.gov (United States)

    Marras, Stefano; Noda, Takuji; Steffensen, John F; Svendsen, Morten B S; Krause, Jens; Wilson, Alexander D M; Kurvers, Ralf H J M; Herbert-Read, James; Boswell, Kevin M; Domenici, Paolo

    2015-10-01

    Billfishes are considered among the fastest swimmers in the oceans. Despite early estimates of extremely high speeds, more recent work showed that these predators (e.g., blue marlin) spend most of their time swimming slowly, rarely exceeding 2 m s(-1). Predator-prey interactions provide a context within which one may expect maximal speeds both by predators and prey. Beyond speed, however, an important component determining the outcome of predator-prey encounters is unsteady swimming (i.e., turning and accelerating). Although large predators are faster than their small prey, the latter show higher performance in unsteady swimming. To contrast the evading behaviors of their highly maneuverable prey, sailfish and other large aquatic predators possess morphological adaptations, such as elongated bills, which can be moved more rapidly than the whole body itself, facilitating capture of the prey. Therefore, it is an open question whether such supposedly very fast swimmers do use high-speed bursts when feeding on evasive prey, in addition to using their bill for slashing prey. Here, we measured the swimming behavior of sailfish by using high-frequency accelerometry and high-speed video observations during predator-prey interactions. These measurements allowed analyses of tail beat frequencies to estimate swimming speeds. Our results suggest that sailfish burst at speeds of about 7 m s(-1) and do not exceed swimming speeds of 10 m s(-1) during predator-prey interactions. These speeds are much lower than previous estimates. In addition, the oscillations of the bill during swimming with, and without, extension of the dorsal fin (i.e., the sail) were measured. We suggest that extension of the dorsal fin may allow sailfish to improve the control of the bill and minimize its yaw, hence preventing disturbance of the prey. Therefore, sailfish, like other large predators, may rely mainly on accuracy of movement and the use of the extensions of their bodies, rather than resorting

  13. SU-C-BRA-01: Interactive Auto-Segmentation for Bowel in Online Adaptive MRI-Guided Radiation Therapy by Using a Multi-Region Labeling Algorithm

    International Nuclear Information System (INIS)

    Lu, Y; Chen, I; Kashani, R; Wan, H; Maughan, N; Muccigrosso, D; Parikh, P

    2016-01-01

    Purpose: In MRI-guided online adaptive radiation therapy, re-contouring of bowel is time-consuming and can impact the overall time of patients on table. The study aims to auto-segment bowel on volumetric MR images by using an interactive multi-region labeling algorithm. Methods: 5 Patients with locally advanced pancreatic cancer underwent fractionated radiotherapy (18–25 fractions each, total 118 fractions) on an MRI-guided radiation therapy system with a 0.35 Tesla magnet and three Co-60 sources. At each fraction, a volumetric MR image of the patient was acquired when the patient was in the treatment position. An interactive two-dimensional multi-region labeling technique based on graph cut solver was applied on several typical MRI images to segment the large bowel and small bowel, followed by a shape based contour interpolation for generating entire bowel contours along all image slices. The resulted contours were compared with the physician’s manual contouring by using metrics of Dice coefficient and Hausdorff distance. Results: Image data sets from the first 5 fractions of each patient were selected (total of 25 image data sets) for the segmentation test. The algorithm segmented the large and small bowel effectively and efficiently. All bowel segments were successfully identified, auto-contoured and matched with manual contours. The time cost by the algorithm for each image slice was within 30 seconds. For large bowel, the calculated Dice coefficients and Hausdorff distances (mean±std) were 0.77±0.07 and 13.13±5.01mm, respectively; for small bowel, the corresponding metrics were 0.73±0.08and 14.15±4.72mm, respectively. Conclusion: The preliminary results demonstrated the potential of the proposed algorithm in auto-segmenting large and small bowel on low field MRI images in MRI-guided adaptive radiation therapy. Further work will be focused on improving its segmentation accuracy and lessening human interaction.

  14. SU-C-BRA-01: Interactive Auto-Segmentation for Bowel in Online Adaptive MRI-Guided Radiation Therapy by Using a Multi-Region Labeling Algorithm

    Energy Technology Data Exchange (ETDEWEB)

    Lu, Y; Chen, I; Kashani, R; Wan, H; Maughan, N; Muccigrosso, D; Parikh, P [Washington University School of Medicine, Saint Louis, MO (United States)

    2016-06-15

    Purpose: In MRI-guided online adaptive radiation therapy, re-contouring of bowel is time-consuming and can impact the overall time of patients on table. The study aims to auto-segment bowel on volumetric MR images by using an interactive multi-region labeling algorithm. Methods: 5 Patients with locally advanced pancreatic cancer underwent fractionated radiotherapy (18–25 fractions each, total 118 fractions) on an MRI-guided radiation therapy system with a 0.35 Tesla magnet and three Co-60 sources. At each fraction, a volumetric MR image of the patient was acquired when the patient was in the treatment position. An interactive two-dimensional multi-region labeling technique based on graph cut solver was applied on several typical MRI images to segment the large bowel and small bowel, followed by a shape based contour interpolation for generating entire bowel contours along all image slices. The resulted contours were compared with the physician’s manual contouring by using metrics of Dice coefficient and Hausdorff distance. Results: Image data sets from the first 5 fractions of each patient were selected (total of 25 image data sets) for the segmentation test. The algorithm segmented the large and small bowel effectively and efficiently. All bowel segments were successfully identified, auto-contoured and matched with manual contours. The time cost by the algorithm for each image slice was within 30 seconds. For large bowel, the calculated Dice coefficients and Hausdorff distances (mean±std) were 0.77±0.07 and 13.13±5.01mm, respectively; for small bowel, the corresponding metrics were 0.73±0.08and 14.15±4.72mm, respectively. Conclusion: The preliminary results demonstrated the potential of the proposed algorithm in auto-segmenting large and small bowel on low field MRI images in MRI-guided adaptive radiation therapy. Further work will be focused on improving its segmentation accuracy and lessening human interaction.

  15. An interactive sports video game as an intervention for rehabilitation of community-living patients with schizophrenia: A controlled, single-blind, crossover study

    OpenAIRE

    Shimizu, Nobuko; Umemura, Tomohiro; Matsunaga, Masahiro; Hirai, Takayoshi

    2017-01-01

    Hypofrontality is a state of decreased cerebral blood flow in the prefrontal cortex during executive function performance; it is commonly observed in patients with schizophrenia. Cognitive dysfunction, as well as the psychological symptoms of schizophrenia, influences the ability of patients to reintegrate into society. The current study investigated the effects of an interactive sports video game (IVG; Nintendo Wii™ Sports Resort) on frontal lobe function of patients with schizophrenia. A sa...

  16. Head-motion-controlled video goggles: preliminary concept for an interactive laparoscopic image display (i-LID).

    Science.gov (United States)

    Aidlen, Jeremy T; Glick, Sara; Silverman, Kenneth; Silverman, Harvey F; Luks, Francois I

    2009-08-01

    Light-weight, low-profile, and high-resolution head-mounted displays (HMDs) now allow personalized viewing, of a laparoscopic image. The advantages include unobstructed viewing, regardless of position at the operating table, and the possibility to customize the image (i.e., enhanced reality, picture-in-picture, etc.). The bright image display allows use in daylight surroundings and the low profile of the HMD provides adequate peripheral vision. Theoretic disadvantages include reliance for all on the same image capture and anticues (i.e., reality disconnect) when the projected image remains static, despite changes in head position. This can lead to discomfort and even nausea. We have developed a prototype of interactive laparoscopic image display that allows hands-free control of the displayed image by changes in spatial orientation of the operator's head. The prototype consists of an HMD, a spatial orientation device, and computer software to enable hands-free panning and zooming of a video-endoscopic image display. The spatial orientation device uses magnetic fields created by a transmitter and receiver, each containing three orthogonal coils. The transmitter coils are efficiently driven, using USB power only, by a newly developed circuit, each at a unique frequency. The HMD-mounted receiver system links to a commercially available PC-interface PCI-bus sound card (M-Audiocard Delta 44; Avid Technology, Tewksbury, MA). Analog signals at the receiver are filtered, amplified, and converted to digital signals, which are processed to control the image display. The prototype uses a proprietary static fish-eye lens and software for the distortion-free reconstitution of any portion of the captured image. Left-right and up-down motions of the head (and HMD) produce real-time panning of the displayed image. Motion of the head toward, or away from, the transmitter causes real-time zooming in or out, respectively, of the displayed image. This prototype of the interactive HMD

  17. The N-terminal segment of pulmonary surfactant lipopeptide SP-C has intrinsic propensity to interact with and perturb phospholipid bilayers

    DEFF Research Database (Denmark)

    Plasencia, Inés; Rivas, Luis; Keough, Kevin M W

    2004-01-01

    aggregation, and leakage of the aqueous content of the vesicles. The lipid-peptide interaction includes a significant hydrophobic component for both zwitterionic and anionic membranes, although the interaction with phosphatidylglycerol bilayers is also electrostatic in nature. The effects of the SP-C N......-terminal peptides on the membrane structure are mediated by significant perturbations of the packing order and mobility of phospholipid acyl chain segments deep in the bilayer, as detected by differential scanning calorimetry and spin-label ESR. These results suggest that the N-terminal region of SP-C, even...

  18. Dashboard Videos

    Science.gov (United States)

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

    2012-01-01

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

  19. Video modeling for children with dual diagnosis of deafness or hard of hearing and autism spectrum disorder to promote peer interaction.

    Science.gov (United States)

    Thrasher, Amy

    2014-11-01

    This article describes an intervention program offered at the University of Colorado Boulder that supports peer interaction among young children with autism spectrum disorders and their typical peers using a multicomponent approach, including video modeling. Characteristics of autism that may interfere with the development of peer interaction in young children will be discussed. Components of the approach will be described and the evidence base for the application of these components examined in regards to children with autism and for the potential application to children with the dual diagnosis of autism and deafness or hard of hearing. Thieme Medical Publishers 333 Seventh Avenue, New York, NY 10001, USA.

  20. Part Two: Learning Science Through Digital Video: Student Views on Watching and Creating Videos

    Science.gov (United States)

    Wade, P.; Courtney, A. R.

    2014-12-01

    The use of digital video for science education has become common with the wide availability of video imagery. This study continues research into aspects of using digital video as a primary teaching tool to enhance student learning in undergraduate science courses. Two survey instruments were administered to undergraduate non-science majors. Survey One focused on: a) What science is being learned from watching science videos such as a "YouTube" clip of a volcanic eruption or an informational video on geologic time and b) What are student preferences with regard to their learning (e.g. using video versus traditional modes of delivery)? Survey Two addressed students' perspectives on the storytelling aspect of the video with respect to: a) sustaining interest, b) providing science information, c) style of video and d) quality of the video. Undergraduate non-science majors were the primary focus group in this study. Students were asked to view video segments and respond to a survey focused on what they learned from the segments. The storytelling aspect of each video was also addressed by students. Students watched 15-20 shorter (3-15 minute science videos) created within the last four years. Initial results of this research support that shorter video segments were preferred and the storytelling quality of each video related to student learning.

  1. Video microblogging

    DEFF Research Database (Denmark)

    Bornoe, Nis; Barkhuus, Louise

    2010-01-01

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

  2. Interactive Video Coding and Transmission over Heterogeneous Wired-to-Wireless IP Networks Using an Edge Proxy

    Directory of Open Access Journals (Sweden)

    Modestino James W

    2004-01-01

    Full Text Available Digital video delivered over wired-to-wireless networks is expected to suffer quality degradation from both packet loss and bit errors in the payload. In this paper, the quality degradation due to packet loss and bit errors in the payload are quantitatively evaluated and their effects are assessed. We propose the use of a concatenated forward error correction (FEC coding scheme employing Reed-Solomon (RS codes and rate-compatible punctured convolutional (RCPC codes to protect the video data from packet loss and bit errors, respectively. Furthermore, the performance of a joint source-channel coding (JSCC approach employing this concatenated FEC coding scheme for video transmission is studied. Finally, we describe an improved end-to-end architecture using an edge proxy in a mobile support station to implement differential error protection for the corresponding channel impairments expected on the two networks. Results indicate that with an appropriate JSCC approach and the use of an edge proxy, FEC-based error-control techniques together with passive error-recovery techniques can significantly improve the effective video throughput and lead to acceptable video delivery quality over time-varying heterogeneous wired-to-wireless IP networks.

  3. Cooperative Interactions between 480 kDa Ankyrin-G and EB proteins assemble the axon initial segment

    NARCIS (Netherlands)

    Fréal, Amélie|info:eu-repo/dai/nl/412516721; Fassier, Coralie; Le Bras, Barbara; Bullier, Erika; de Gois, Stéphanie; Hazan, Jamilé; Hoogenraad, Casper C.|info:eu-repo/dai/nl/227263502; Couraud, François

    2016-01-01

    The axon initial segment (AIS) is required for generating action potentials and maintaining neuronal polarity. Significant progress has been made in deciphering the basic building blocks composing the AIS, but the underlying mechanisms required for AIS formation remains unclear. The scaffolding

  4. Video-Based Big Data Analytics in Cyberlearning

    Science.gov (United States)

    Wang, Shuangbao; Kelly, William

    2017-01-01

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

  5. Interactive case vignettes utilizing simulated pathologist-clinician encounters with whole slide imaging and video tutorials of whole slide scans improves student understanding of disease processes

    Directory of Open Access Journals (Sweden)

    Adam J Horn

    2012-01-01

    Full Text Available Background: One of the drawbacks of studying pathology in the second year of medical school in a classroom setting is the relatively limited exposure to patient encounters/clinical rotations, making it difficult to understand and fully appreciate the significance of the course material, specifically the molecular and tissue aspects of disease. In this study, we determined if case vignettes incorporating pathologist-clinician encounters with whole slide imaging (WSI and narrated/annotated videos of whole slide (WS scans in addition to clinical data improved student understanding of pathologic disease processes. Materials and Methods: Case vignettes were created for several genitourinary disease processes that utilized clinical data including narratives of pathologist-clinician encounters, WSI, and annotated video tutorials of WS scans (designed to simulate "double-heading". The students were encouraged to view the virtual slide first, with the video tutorials being provided to offer additional assistance. The case vignettes were created to be interactive with a detailed explanation of each correct and incorrect question choice. The cases were made available to all second year medical students via a website and could be viewed only after completing a 10 question pre-test. A post-test could be completed after viewing all cases followed by a brief satisfaction survey. Results: Ninety-six students completed the pre-test with an average score of 7.7/10. Fifty-seven students completed the post-test with an average score of 9.4/10. Thirty-six students completed the satisfaction survey. 94% agreed or strongly agreed that this was a useful exercise and 91% felt that it helped them better understand the topics. Conclusion: The development of interactive case vignettes incorporating simulated pathologist-clinician encounters with WSI and video tutorials of WS scans helps to improve student enthusiasm to learn and grasp pathologic aspects of disease

  6. Video demystified

    CERN Document Server

    Jack, Keith

    2004-01-01

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

  7. Video pedagogy

    OpenAIRE

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

    2016-01-01

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

  8. Roadside video data analysis deep learning

    CERN Document Server

    Verma, Brijesh; Stockwell, David

    2017-01-01

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

  9. On the passage of time : Temporal differences in video-mediated and face-to-face interaction

    NARCIS (Netherlands)

    Kleij, R. van der; Paashuis, R.M.; Schraagen, J.M.C.

    2005-01-01

    This paper examines team work over time in video-mediated non-collocated and traditional face-to-face same-room teams. In a longitudinal between-groups design, 22 three-person teams were tested in 4 1-h test sessions at 2-week intervals. A paper-folding task was designed for the experiment that had

  10. Content, Interaction, or Both? Synthesizing Two German Traditions in a Video Study on Learning to Explain in Mathematics Classroom Microcultures

    Science.gov (United States)

    Prediger, Susanne; Erath, Kirstin

    2014-01-01

    How do students learn to explain? We take this exemplary research question for presenting two antagonist traditions in German mathematics education research and their synthesis in an ongoing video study. These two traditions are (1) the German Didaktik approach that can be characterized by its epistemologically sensitive analyses and…

  11. An Analysis of Using Online Video Lecture on Learning Outcome: The Mediating Role of Student Interaction and Student Engagement

    Science.gov (United States)

    Osman, Siti Zuraidah Md; Jamaludin, Rozinah; Fathil, Nor Fathimah

    2016-01-01

    The Malaysia Education Blueprint 2015-2025 (Higher Education) was published recently. One of shift is globalised online learning. Therefore, Polytechnics had taken the first step in the use of e-learning system by using flipped classroom method. The purpose of this study is to analyse the effects of using online video lecture on student…

  12. The Building of Pre-Service Primary Teachers' Knowledge of Mathematics Teaching: Interaction and Online Video Case Studies

    Science.gov (United States)

    Llinares, Salvador; Valls, Julia

    2009-01-01

    This study explores how preservice primary teachers became engaged in meaning-making mathematics teaching when participating in online discussions within learning environments integrating video-clips of mathematics teaching. We identified different modes of participation in the online discussions and different levels of knowledge-building. The…

  13. Web-Based Interactive Video Vignettes Create a Personalized Active Learning Classroom for Introducing Big Ideas in Introductory Biology

    Science.gov (United States)

    Wright, L. Kate; Newman, Dina L.; Cardinale, Jean A.; Teese, Robert

    2016-01-01

    The typical "flipped classroom" delivers lecture material in video format to students outside of class in order to make space for active learning in class. But why give students passive material at all? We are developing a set of high-quality online educational materials that promote active, hands-on science learning to aid in teaching…

  14. High speed video shooting with continuous-wave laser illumination in laboratory modeling of wind - wave interaction

    Science.gov (United States)

    Kandaurov, Alexander; Troitskaya, Yuliya; Caulliez, Guillemette; Sergeev, Daniil; Vdovin, Maxim

    2014-05-01

    Three examples of usage of high-speed video filming in investigation of wind-wave interaction in laboratory conditions is described. Experiments were carried out at the Wind - wave stratified flume of IAP RAS (length 10 m, cross section of air channel 0.4 x 0.4 m, wind velocity up to 24 m/s) and at the Large Air-Sea Interaction Facility (LASIF) - MIO/Luminy (length 40 m, cross section of air channel 3.2 x 1.6 m, wind velocity up to 10 m/s). A combination of PIV-measurements, optical measurements of water surface form and wave gages were used for detailed investigation of the characteristics of the wind flow over the water surface. The modified PIV-method is based on the use of continuous-wave (CW) laser illumination of the airflow seeded by particles and high-speed video. During the experiments on the Wind - wave stratified flume of IAP RAS Green (532 nm) CW laser with 1.5 Wt output power was used as a source for light sheet. High speed digital camera Videosprint (VS-Fast) was used for taking visualized air flow images with the frame rate 2000 Hz. Velocity air flow field was retrieved by PIV images processing with adaptive cross-correlation method on the curvilinear grid following surface wave profile. The mean wind velocity profiles were retrieved using conditional in phase averaging like in [1]. In the experiments on the LASIF more powerful Argon laser (4 Wt, CW) was used as well as high-speed camera with higher sensitivity and resolution: Optronics Camrecord CR3000x2, frame rate 3571 Hz, frame size 259×1696 px. In both series of experiments spherical 0.02 mm polyamide particles with inertial time 7 ms were used for seeding airflow. New particle seeding system based on utilization of air pressure is capable of injecting 2 g of particles per second for 1.3 - 2.4 s without flow disturbance. Used in LASIF this system provided high particle density on PIV-images. In combination with high-resolution camera it allowed us to obtain momentum fluxes directly from

  15. Robust video object cosegmentation.

    Science.gov (United States)

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

    2015-10-01

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

  16. Talking Video in 'Everyday Life'

    DEFF Research Database (Denmark)

    McIlvenny, Paul

    For better or worse, video technologies have made their way into many domains of social life, for example in the domain of therapeutics. Techniques such as Marte Meo, Video Interaction Guidance (ViG), Video-Enhanced Reflection on Communication, Video Home Training and Video intervention....../prevention (VIP) all promote the use of video as a therapeutic tool. This paper focuses on media therapeutics and the various in situ uses of video technologies in the mass media for therapeutic purposes. Reality TV parenting programmes such as Supernanny, Little Angels, The House of Tiny Tearaways, Honey, We...... 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...

  17. Video and computer-based interactive exercises are safe and improve task-specific balance in geriatric and neurological rehabilitation: a randomised trial

    Directory of Open Access Journals (Sweden)

    Maayken van den Berg

    2016-01-01

    Full Text Available Question: Does adding video/computer-based interactive exercises to inpatient geriatric and neurological rehabilitation improve mobility outcomes? Is it feasible and safe? Design: Randomised trial. Participants: Fifty-eight rehabilitation inpatients. Intervention: Physiotherapist-prescribed, tailored, video/computer-based interactive exercises for 1 hour on weekdays, mainly involving stepping and weight-shifting exercises. Outcome measures: The primary outcome was the Short Physical Performance Battery (0 to 3 at 2 weeks. Secondary outcomes were: Maximal Balance Range (mm; Step Test (step count; Rivermead Mobility Index (0 to 15; activity levels; Activity Measure for Post Acute Care Basic Mobility (18 to 72 and Daily Activity (15 to 60; Falls Efficacy Scale (10 to 40, ED5D utility score (0 to 1; Reintegration to Normal Living Index (0 to 100; System Usability Scale (0 to 100 and Physical Activity Enjoyment Scale (0 to 126. Safety was determined from adverse events during intervention. Results: At 2 weeks the between-group difference in the primary outcome (0.1, 95% CI –0.2 to 0.3 was not statistically significant. The intervention group performed significantly better than usual care for Maximal Balance Range (38 mm difference after baseline adjustment, 95% CI 6 to 69. Other secondary outcomes were not statistically significant. Fifty-eight (55% of the eligible patients agreed to participate, 25/29 (86% completed the intervention and 10 (39% attended > 70% of sessions, with a mean of 5.6 sessions (SD 3.3 attended and overall average duration of 4.5 hours (SD 3.1. Average scores were 62 (SD 21 for the System Usability Scale and 62 (SD 8 for the Physical Activity Enjoyment Scale. There were no adverse events. Conclusion: The addition of video/computer-based interactive exercises to usual rehabilitation is a safe and feasible way to increase exercise dose, but is not suitable for all. Adding the exercises to usual rehabilitation resulted in task

  18. Playful Interaction

    DEFF Research Database (Denmark)

    2003-01-01

    The video Playful Interaction describes a future architectural office, and envisions ideas and concepts for playful interactions between people, materials and appliances in a pervasive and augmented working environment. The video both describes existing developments, technologies and designs...... as well as ideas not yet implemented such as playful modes of interaction with an augmented ball. Playful Interaction has been used as a hybrid of a vision video and a video prototype (1). Externally the video has been used to visualising our new ideas, and internally the video has also worked to inspire...

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

    Science.gov (United States)

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

    2016-04-01

    Scientific audiovisual media such as videos of research, interactive displays or computer animations has become an important part of scientific communication and education. Dynamic phenomena can be described better by audiovisual media than by words and pictures. For this reason, scientific videos help us to understand and discuss environmental phenomena more efficiently. Moreover, the creation of scientific videos is easier than ever, thanks to mobile devices and open source editing software. Video-clips, webinars or even the interactive part of a PICO are formats of scientific audiovisual media used in the Geosciences. This type of media translates the location-referenced Science Communication such as environmental interpretation into computed-based Science Communication. A new way of Science Communication is video abstracting. A video abstract is a three- to five-minute video statement that provides background information about a research paper. It also gives authors the opportunity to present their research activities to a wider audience. Since this kind of media have become an important part of scientific communication there is a need for reliable infrastructures which are capable of managing the digital assets researchers generate. Using the reference of the usecase of video abstracts this paper gives an overview over the activities by the German National Library of Science and Technology (TIB) regarding publishing and linking audiovisual media in a scientifically sound way. The German National Library of Science and Technology (TIB) in cooperation with the Hasso Plattner Institute (HPI) developed a web-based portal (av.tib.eu) that optimises access to scientific videos in the fields of science and technology. Videos from the realms of science and technology can easily be uploaded onto the TIB|AV Portal. Within a short period of time the videos are assigned a digital object identifier (DOI). This enables them to be referenced, cited, and linked (e.g. to the

  20. Effects of interactive physical-activity video-game training on physical and cognitive function in older adults.

    OpenAIRE

    Maillot , Pauline; Perrot , Alexandra; Hartley , Alan

    2012-01-01

    International audience; The purpose of the present study was to assess the potential of exergame training based on physically simulated sport play as a mode of physical activity that could have cognitive benefits for older adults. If exergame play has the cognitive benefits of conventional physical activity and also has the intrinsic attractiveness of video games, then it might be a very effective way to induce desirable lifestyle changes in older adults. To examine this issue, the authors de...

  1. Video-recorded simulated patient interactions: can they help develop clinical and communication skills in today's learning environment?

    Science.gov (United States)

    Seif, Gretchen A; Brown, Debora

    2013-01-01

    It is difficult to provide real-world learning experiences for students to master clinical and communication skills. The purpose of this paper is to describe a novel instructional method using self- and peer-assessment, reflection, and technology to help students develop effective interpersonal and clinical skills. The teaching method is described by the constructivist learning theory and incorporates the use of educational technology. The learning activities were incorporated into the pre-clinical didactic curriculum. The students participated in two video-recording assignments and performed self-assessments on each and had a peer-assessment on the second video-recording. The learning activity was evaluated through the self- and peer-assessments and an instructor-designed survey. This evaluation identified several themes related to the assignment, student performance, clinical behaviors and establishing rapport. Overall the students perceived that the learning activities assisted in the development of clinical and communication skills prior to direct patient care. The use of video recordings of a simulated history and examination is a unique learning activity for preclinical PT students in the development of clinical and communication skills.

  2. ABOUT SOUNDS IN VIDEO GAMES

    Directory of Open Access Journals (Sweden)

    Denikin Anton A.

    2012-12-01

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

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

    Directory of Open Access Journals (Sweden)

    Shuangbao Paul Wang

    2017-08-01

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

  4. Active Segmentation.

    Science.gov (United States)

    Mishra, Ajay; Aloimonos, Yiannis

    2009-01-01

    The human visual system observes and understands a scene/image by making a series of fixations. Every fixation point lies inside a particular region of arbitrary shape and size in the scene which can either be an object or just a part of it. We define as a basic segmentation problem the task of segmenting that region containing the fixation point. Segmenting the region containing the fixation is equivalent to finding the enclosing contour- a connected set of boundary edge fragments in the edge map of the scene - around the fixation. This enclosing contour should be a depth boundary.We present here a novel algorithm that finds this bounding contour and achieves the segmentation of one object, given the fixation. The proposed segmentation framework combines monocular cues (color/intensity/texture) with stereo and/or motion, in a cue independent manner. The semantic robots of the immediate future will be able to use this algorithm to automatically find objects in any environment. The capability of automatically segmenting objects in their visual field can bring the visual processing to the next level. Our approach is different from current approaches. While existing work attempts to segment the whole scene at once into many areas, we segment only one image region, specifically the one containing the fixation point. Experiments with real imagery collected by our active robot and from the known databases 1 demonstrate the promise of the approach.

  5. Effects of interactive physical-activity video-game training on physical and cognitive function in older adults.

    Science.gov (United States)

    Maillot, Pauline; Perrot, Alexandra; Hartley, Alan

    2012-09-01

    The purpose of the present study was to assess the potential of exergame training based on physically simulated sport play as a mode of physical activity that could have cognitive benefits for older adults. If exergame play has the cognitive benefits of conventional physical activity and also has the intrinsic attractiveness of video games, then it might be a very effective way to induce desirable lifestyle changes in older adults. To examine this issue, the authors developed an active video game training program using a pretest-training-posttest design comparing an experimental group (24 × 1 hr of training) with a control group without treatment. Participants completed a battery of neuropsychological tests, assessing executive control, visuospatial functions, and processing speed, to measure the cognitive impact of the program. They were also given a battery of functional fitness tests to measure the physical impact of the program. The trainees improved significantly in measures of game performance. They also improved significantly more than the control participants in measures of physical function and cognitive measures of executive control and processing speed, but not on visuospatial measures. It was encouraging to observe that, engagement in physically simulated sport games yielded benefits to cognitive and physical skills that are directly involved in functional abilities older adults need in everyday living (e.g., Hultsch, Hertzog, Small, & Dixon, 1999).

  6. Enhancing student interactions with the instructor and content using pen-based technology, YouTube videos, and virtual conferencing.

    Science.gov (United States)

    Cox, James R

    2011-01-01

    This report describes the incorporation of digital learning elements in organic chemistry and biochemistry courses. The first example is the use of pen-based technology and a large-format PowerPoint slide to construct a map that integrates various metabolic pathways and control points. Students can use this map to visualize the integrated nature of metabolism and how various hormones impact metabolic regulation. The second example is the embedding of health-related YouTube videos directly into PowerPoint presentations. These videos become a part of the course notes and can be viewed within PowerPoint as long as students are online. The third example is the use of a webcam to show physical models during online sessions using web-conferencing software. Various molecular conformations can be shown through the webcam, and snapshots of important conformations can be incorporated into the notes for further discussion and annotation. Each of the digital learning elements discussed in this report is an attempt to use technology to improve the quality of educational resources available outside of the classroom to foster student engagement with ideas and concepts. Biochemistry and Molecular Biology Education Vol. 39, No. 1, pp. 4-9, 2011. Copyright © 2011 Wiley Periodicals, Inc.

  7. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

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

  8. Combining Recurrence Analysis and Automatic Movement Extraction from Video Recordings to Study Behavioral Coupling in Face-to-Face Parent-Child Interactions.

    Science.gov (United States)

    López Pérez, David; Leonardi, Giuseppe; Niedźwiecka, Alicja; Radkowska, Alicja; Rączaszek-Leonardi, Joanna; Tomalski, Przemysław

    2017-01-01

    The analysis of parent-child interactions is crucial for the understanding of early human development. Manual coding of interactions is a time-consuming task, which is a limitation in many projects. This becomes especially demanding if a frame-by-frame categorization of movement needs to be achieved. To overcome this, we present a computational approach for studying movement coupling in natural settings, which is a combination of a state-of-the-art automatic tracker, Tracking-Learning-Detection (TLD), and nonlinear time-series analysis, Cross-Recurrence Quantification Analysis (CRQA). We investigated the use of TLD to extract and automatically classify movement of each partner from 21 video recordings of interactions, where 5.5-month-old infants and mothers engaged in free play in laboratory settings. As a proof of concept, we focused on those face-to-face episodes, where the mother animated an object in front of the infant, in order to measure the coordination between the infants' head movement and the mothers' hand movement. We also tested the feasibility of using such movement data to study behavioral coupling between partners with CRQA. We demonstrate that movement can be extracted automatically from standard definition video recordings and used in subsequent CRQA to quantify the coupling between movement of the parent and the infant. Finally, we assess the quality of this coupling using an extension of CRQA called anisotropic CRQA and show asymmetric dynamics between the movement of the parent and the infant. When combined these methods allow automatic coding and classification of behaviors, which results in a more efficient manner of analyzing movements than manual coding.

  9. Segmentation: Identification of consumer segments

    DEFF Research Database (Denmark)

    Høg, Esben

    2005-01-01

    It is very common to categorise people, especially in the advertising business. Also traditional marketing theory has taken in consumer segments as a favorite topic. Segmentation is closely related to the broader concept of classification. From a historical point of view, classification has its...... origin in other sciences as for example biology, anthropology etc. From an economic point of view, it is called segmentation when specific scientific techniques are used to classify consumers to different characteristic groupings. What is the purpose of segmentation? For example, to be able to obtain...... a basic understanding of grouping people. Advertising agencies may use segmentation totarget advertisements, while food companies may usesegmentation to develop products to various groups of consumers. MAPP has for example investigated the positioning of fish in relation to other food products...

  10. Segmental Vitiligo.

    Science.gov (United States)

    van Geel, Nanja; Speeckaert, Reinhart

    2017-04-01

    Segmental vitiligo is characterized by its early onset, rapid stabilization, and unilateral distribution. Recent evidence suggests that segmental and nonsegmental vitiligo could represent variants of the same disease spectrum. Observational studies with respect to its distribution pattern point to a possible role of cutaneous mosaicism, whereas the original stated dermatomal distribution seems to be a misnomer. Although the exact pathogenic mechanism behind the melanocyte destruction is still unknown, increasing evidence has been published on the autoimmune/inflammatory theory of segmental vitiligo. Copyright © 2016 Elsevier Inc. All rights reserved.

  11. A Window Toward the World: Older Adults' Experiences of Becoming in Health and Developing as Human Beings Through Interacting With Others Using Real Video Communication.

    Science.gov (United States)

    Hemberg, Jessica; Santamäki Fischer, Regina

    The population in the Nordic countries, as well as globally, is increasingly becoming older. Concurrently, with an increased aging population, there is an increase in poor health and loneliness among older adults. The aim of this study was to uncover, from a caring science perspective, community-living older adults' experiences of interacting with others via real video communication. The study uses a hermeneutical approach. The material consists of interviews with older adults regarding their experiences of using real video communication. The texts were interpreted through hermeneutical reading. Study participation and data storage and handling for research purposes were approved by the participants when they provided their informed consent. Ethical permission to conduct this study was granted by a research board. The findings uncovered that welfare technology offers a metaphor-a window toward the world-that comprises the overarching core theme "Being in a movement toward becoming a unity as a human being," and 3 main themes: "Alleviating suffering through beating involuntary solitude," "Being in the world as an equal and dignified human being," and "Dedicating new perspectives and meaning in life." Welfare technology seems to be an important means to improve the quality of life for older adults living at home. Welfare technology enables older people to be in contact with other people in an easy way. Further research is needed to uncover issues of welfare technology from different perspectives.

  12. Conversation therapy with people with aphasia and conversation partners using video feedback: a group and case series investigation of changes in interaction.

    Directory of Open Access Journals (Sweden)

    Wendy Best

    2016-11-01

    Full Text Available Conversation therapies employing video for feedback and to facilitate outcome measurement are increasingly used with people with post-stroke aphasia and their conversation partners; however the evidence base for change in everyday interaction remains limited. We investigated the effect of Better Conversations with Aphasia, an intervention that is freely available online (https:// extend.ucl.ac.uk/. Eight people with chronic agrammatic aphasia, and their regular conversation partners participated in the tailored 8 week program involving significant video feedback. We explored changes in (i conversation facilitators (such as multi-modal turns by people with aphasia and (ii conversation barriers (such as use of test questions by conversation partners. The outcome of intervention was evaluated directly by measuring change in video-recorded everyday conversations. The study employed a pre-post design with multiple 5 minute samples of conversation before and after intervention, scored by trained raters blind to the point of data collection. Group level analysis showed no significant increase in conversation facilitators. There was, however, a significant reduction in the number of conversation barriers. The case series data revealed variability in conversation behaviors across occasions for the same dyad and between different dyads. Specifically, post-intervention there was a significant increase in facilitator behaviors for two dyads, a decrease for one and no significant change for five dyads. There was a significant decrease in barrier behaviors for five dyads and no significant change for three dyads. The reduction in barrier behaviors was considerable; on average change from over 8 to fewer than 3 barrier behaviors in 5 minutes conversation. The pre-post design has the limitation of no comparison group. However, change occurs in targeted conversational behaviors and in people with chronic aphasia and their partners. The findings suggest change

  13. Visual hashing of digital video : applications and techniques

    NARCIS (Netherlands)

    Oostveen, J.; Kalker, A.A.C.M.; Haitsma, J.A.; Tescher, A.G.

    2001-01-01

    his paper present the concept of robust video hashing as a tool for video identification. We present considerations and a technique for (i) extracting essential perceptual features from a moving image sequences and (ii) for identifying any sufficiently long unknown video segment by efficiently

  14. Akademisk video

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2017-01-01

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

  15. Promoting Healthy Child Development via a Two-Generation Translational Neuroscience Framework: The Filming Interactions to Nurture Development Video Coaching Program.

    Science.gov (United States)

    Fisher, Philip A; Frenkel, Tahl I; Noll, Laura K; Berry, Melanie; Yockelson, Melissa

    2016-12-01

    In this article, we focus on applying methods of translational neuroscience to two-generation, family-based interventions. In recent years, a small but growing body of evidence has documented the reversibility of some of the neurobiological effects of early adversity in the context of environmental early interventions. Some of these interventions are now being implemented at scale, which may help reduce disparities in the face of early life stress. Further progress may occur by extending these efforts to two-generation models that target caregivers' capabilities to improve children's outcomes. In this article, we describe the content and processes of the Filming Interactions to Nurture Development (FIND) video coaching intervention. We also discuss the two-generation, translational neuroscience framework on which FIND is based, and how similar approaches can be developed and scaled to mitigate the effects of adversity.

  16. Wii-based interactive video games as a supplement to conventional therapy for rehabilitation of children with cerebral palsy: A pilot, randomized controlled trial.

    Science.gov (United States)

    Sajan, Jane Elizabeth; John, Judy Ann; Grace, Pearlin; Sabu, Sneha Sara; Tharion, George

    2017-08-01

    To assess the effect of interactive video gaming (IVG) with Nintendo Wii (Wii) supplemented to conventional therapy in rehabilitation of children with cerebral palsy (CP). Randomized, controlled, assessor-blinded study. Children with CP; 10 children each in the control and intervention groups. IVG using Wii, given as a supplement to conventional therapy, for 45 min per day, 6 days a week for 3 weeks. The children in the control group received conventional therapy alone. Posture control and balance, upper limb function, visual-perceptual skills, and functional mobility. Significant improvement in upper limb functions was seen in the intervention group but not in the control group. Improvements in balance, visual perception, and functional mobility were not significantly different between control and intervention groups. Wii-based IVG may be offered as an effective supplement to conventional therapy in the rehabilitation of children with CP.

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

    Science.gov (United States)

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

    2018-06-06

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

  18. The effect of the computer-assisted interactive video training interact-cancer on the communication skills of medical specialists in oncology.

    NARCIS (Netherlands)

    Hulsman, R.L.; Ros, W.J.G.; Winnubst, J.A.M.; Bensing, J.M.

    1998-01-01

    Introduction. INTERACT-CANCER is an interactive course for training communication skills of medical specialists in oncology. The course aims at teaching patient-centred behaviour. It includes four main topics in doctor-patient communication: basic skills, communicating bad news, informing patients,

  19. Synchronized communication between people with dementia and their volunteer caregivers. A video-based explorative study on temporal aspects of interaction and the transfer to education.

    Science.gov (United States)

    Jost, A; Neumann, E; Himmelmann, K-H

    2010-08-01

    Processes of demographic change are leading to decreasing human resources in professional as well as lay care; this decrease necessitates new concepts of care, especially for the growing number of people with dementia (p.w.d.). Since the amendment to the German Care Insurance Law (2002), family carers have been entitled to regular weekly relief, provided by volunteers who have been given a thirty-hour-training. As difficulties in information processing in p.w.d. form an important part of the symptoms in dementia sufferers--with a high impact on communication as well as competent functioning in activities associated with daily life, we wanted to establish how much awareness and sensitivity voluntary attendants show in "tuning in" to the p.w.d. and her/his individual capacity to interact. In an exploratory study the authors analyzed videotaped interactions between volunteer caregivers and dementia-sufferers which were recorded in everyday situations during the process of ongoing care. Using methods of Video Interaction Analysis and Grounded Theory, we developed categories which describe how in tune the helpers are with the timing skills--or lack of them--of p.w.d.. We think that understanding the different ways in which p.w.d. structure their time can improve their communication and interaction. The categories --"speed and adjustment of speed", "mutuality" and "time control"--seemed crucial in understanding the subsequent course of the interactions. In a second step, these categories have recently been used by students and staff of the Lausitz University of Applied Sciences to provide training that sensitizes volunteer attendants to the topic and to learn about volunteers; judgement on the importance of continuing education in this field.

  20. Tracing Sequential Video Production

    DEFF Research Database (Denmark)

    Otrel-Cass, Kathrin; Khalid, Md. Saifuddin

    2015-01-01

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

  1. Video Podcasts

    DEFF Research Database (Denmark)

    Nortvig, Anne Mette; Sørensen, Birgitte Holm

    2016-01-01

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

  2. Video games.

    Science.gov (United States)

    Funk, Jeanne B

    2005-06-01

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

  3. A new visual navigation system for exploring biomedical Open Educational Resource (OER) videos.

    Science.gov (United States)

    Zhao, Baoquan; Xu, Songhua; Lin, Shujin; Luo, Xiaonan; Duan, Lian

    2016-04-01

    Biomedical videos as open educational resources (OERs) are increasingly proliferating on the Internet. Unfortunately, seeking personally valuable content from among the vast corpus of quality yet diverse OER videos is nontrivial due to limitations of today's keyword- and content-based video retrieval techniques. To address this need, this study introduces a novel visual navigation system that facilitates users' information seeking from biomedical OER videos in mass quantity by interactively offering visual and textual navigational clues that are both semantically revealing and user-friendly. The authors collected and processed around 25 000 YouTube videos, which collectively last for a total length of about 4000 h, in the broad field of biomedical sciences for our experiment. For each video, its semantic clues are first extracted automatically through computationally analyzing audio and visual signals, as well as text either accompanying or embedded in the video. These extracted clues are subsequently stored in a metadata database and indexed by a high-performance text search engine. During the online retrieval stage, the system renders video search results as dynamic web pages using a JavaScript library that allows users to interactively and intuitively explore video content both efficiently and effectively.ResultsThe authors produced a prototype implementation of the proposed system, which is publicly accessible athttps://patentq.njit.edu/oer To examine the overall advantage of the proposed system for exploring biomedical OER videos, the authors further conducted a user study of a modest scale. The study results encouragingly demonstrate the functional effectiveness and user-friendliness of the new system for facilitating information seeking from and content exploration among massive biomedical OER videos. Using the proposed tool, users can efficiently and effectively find videos of interest, precisely locate video segments delivering personally valuable

  4. Segmentation of dance movement: Effects of expertise, visual familiarity, motor experience and music

    Directory of Open Access Journals (Sweden)

    Bettina E. Bläsing

    2015-01-01

    Full Text Available According to event segmentation theory, action perception depends on sensory cues and prior knowledge, and the segmentation of observed actions is crucial for understanding and memorizing these actions. While most activities in everyday life are characterized by external goals and interaction with objects or persons, this does not necessarily apply to dance-like actions. We investigated to what extent visual familiarity of the observed movement and accompanying music influence the segmentation of a dance phrase in dancers of different skill level and non-dancers. In Experiment 1, dancers and non-dancers repeatedly watched a video clip showing a dancer performing a choreographed dance phrase and indicated segment boundaries by key press. Dancers generally defined less segment boundaries than non-dancers, specifically in the first trials in which visual familiarity with the phrase was low. Music increased the number of segment boundaries in the non-dancers and decreased it in the dancers. The results suggest that dance expertise reduces the number of perceived segment boundaries in an observed dance phrase, and that the ways visual familiarity and music affect movement segmentation are modulated by dance expertise. In a second experiment, motor experience was added as factor, based on empirical evidence suggesting that action perception is modified by visual and motor expertise in different ways. In Experiment 2, the same task as in Experiment 1 was performed by dance amateurs, and was repeated by the same participants after they had learned to dance the presented dance phrase. Less segment boundaries were defined in the middle trials after participants had learned to dance the phrase, and music reduced the number of segment boundaries before learning. The results suggest that specific motor experience of the observed movement influences its perception and anticipation and makes segmentation broader, but not to the same degree as dance expertise

  5. Exploring the Use of Interactive Digital Storytelling Video: Promoting Student Engagement and Learning in a University Hybrid Course

    Science.gov (United States)

    Shelton, Catharyn C.; Warren, Annie E.; Archambault, Leanna M.

    2016-01-01

    This study explores interactive digital storytelling in a university hybrid course. Digital stories leverage imagery and narrative-based content to explore concepts, while appealing to millennials. When digital storytelling is used as the main source of course content, tensions arise regarding how to engage and support student learning while…

  6. Video Comparator

    International Nuclear Information System (INIS)

    Rose, R.P.

    1978-01-01

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

  7. 'How do you know what Aunt Martha looks like?' A video elicitation study exploring tacit clues in doctor-patient interactions.

    Science.gov (United States)

    Henry, Stephen G; Forman, Jane H; Fetters, Michael D

    2011-10-01

    Theory suggests that tacit clues inform clinical judgements, but the prevalence and role of tacit clues during clinical interactions is unknown. This study explored whether doctors and patients identify information likely to be tacit clues or judgements based on tacit clues during health maintenance examinations. Qualitative analysis of video elicitation interview transcripts involving 18 community-based primary care doctors and 36 patients. Outcomes were description and analysis of tacit clues and judgements based on tacit clues mentioned by participants. A total of 57 references to tacit clues and 53 references to judgements based on tacit clues were identified from patient and doctor transcripts. Non-verbal behaviours comprised the most common category of tacit clues (53% of doctor comments; 42% of patient comments). Patients mostly discussed judgements based on tacit clues that related to the doctor-patient relationship. Doctors discussed actively using non-verbal behaviours to provide patients with tacit clues about the doctor-patient relationship. They also mentioned tacit clues that informed medical judgements and decision making. Gestalt judgements based on tacit clues were common (33% of doctor comments). Several participants identified instances in which they had difficulty articulating their rationale for specific judgements. Doctors varied widely in how frequently they mentioned tacit clues. During video elicitation interviews, patients and doctors identified tacit clues and judgements based on these clues as playing a role during health maintenance examinations. Future research should further elucidate the role of tacit clues in medical judgements and doctor-patient relationships. Published 2011. This article is a US Government work and is in the public domain in the USA.

  8. Video-based rendering

    CERN Document Server

    Magnor, Marcus A

    2005-01-01

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

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

    OpenAIRE

    Gilbert, P; Ciccarone, D; Gansky, SA; Bangsberg, DR; Clanon, K; McPhee, SJ; Calderón, SH; Bogetz, A; Gerbert, B

    2008-01-01

    Background Reducing substance use and unprotected sex by HIV-positive persons improves individual health status while decreasing the risk of HIV transmission. Despite recommendations that health care providers screen and counsel their HIV-positive patients for ongoing behavioral risks, it is unknown how to best provide “prevention with positives” in clinical settings. Positive Choice, an interactive, patient-tailored computer program, was developed in the United States to improve clinic-based...

  10. Mixed segmentation

    DEFF Research Database (Denmark)

    Hansen, Allan Grutt; Bonde, Anders; Aagaard, Morten

    content analysis and audience segmentation in a single-source perspective. The aim is to explain and understand target groups in relation to, on the one hand, emotional response to commercials or other forms of audio-visual communication and, on the other hand, living preferences and personality traits...

  11. Learning to Segment Human by Watching YouTube.

    Science.gov (United States)

    Liang, Xiaodan; Wei, Yunchao; Chen, Yunpeng; Shen, Xiaohui; Yang, Jianchao; Lin, Liang; Yan, Shuicheng

    2016-08-05

    An intuition on human segmentation is that when a human is moving in a video, the video-context (e.g., appearance and motion clues) may potentially infer reasonable mask information for the whole human body. Inspired by this, based on popular deep convolutional neural networks (CNN), we explore a very-weakly supervised learning framework for human segmentation task, where only an imperfect human detector is available along with massive weakly-labeled YouTube videos. In our solution, the video-context guided human mask inference and CNN based segmentation network learning iterate to mutually enhance each other until no further improvement gains. In the first step, each video is decomposed into supervoxels by the unsupervised video segmentation. The superpixels within the supervoxels are then classified as human or non-human by graph optimization with unary energies from the imperfect human detection results and the predicted confidence maps by the CNN trained in the previous iteration. In the second step, the video-context derived human masks are used as direct labels to train CNN. Extensive experiments on the challenging PASCAL VOC 2012 semantic segmentation benchmark demonstrate that the proposed framework has already achieved superior results than all previous weakly-supervised methods with object class or bounding box annotations. In addition, by augmenting with the annotated masks from PASCAL VOC 2012, our method reaches a new stateof- the-art performance on the human segmentation task.

  12. Phasing multi-segment undulators

    International Nuclear Information System (INIS)

    Chavanne, J.; Elleaume, P.; Vaerenbergh, P. Van

    1996-01-01

    An important issue in the manufacture of multi-segment undulators as a source of synchrotron radiation or as a free-electron laser (FEL) is the phasing between successive segments. The state of the art is briefly reviewed, after which a novel pure permanent magnet phasing section that is passive and does not require any current is presented. The phasing section allows the introduction of a 6 mm longitudinal gap between each segment, resulting in complete mechanical independence and reduced magnetic interaction between segments. The tolerance of the longitudinal positioning of one segment with respect to the next is found to be 2.8 times lower than that of conventional phasing. The spectrum at all gaps and useful harmonics is almost unchanged when compared with a single-segment undulator of the same total length. (au) 3 refs

  13. Video Golf

    Science.gov (United States)

    1995-01-01

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

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

    Directory of Open Access Journals (Sweden)

    I Made Oka Widyantara

    2015-12-01

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

  15. A Multilevel Analysis of Diverse Learners Playing Life Science Video Games: Interactions between Game Content, Learning Disability Status, Reading Proficiency, and Gender

    Science.gov (United States)

    Israel, Maya; Wang, Shuai; Marino, Matthew T.

    2016-01-01

    Extant research reports differential effects related to the efficacy of video games as a means to enhance science instruction. However, there are very few studies examining differences in learning outcomes across student-level independent variables. This study used multilevel modeling to examine the effects of three video game-enhanced life…

  16. Video modeling by experts with video feedback to enhance gymnastics skills.

    Science.gov (United States)

    Boyer, Eva; Miltenberger, Raymond G; Batsche, Catherine; Fogel, Victoria

    2009-01-01

    The effects of combining video modeling by experts with video feedback were analyzed with 4 female competitive gymnasts (7 to 10 years old) in a multiple baseline design across behaviors. During the intervention, after the gymnast performed a specific gymnastics skill, she viewed a video segment showing an expert gymnast performing the same skill and then viewed a video replay of her own performance of the skill. The results showed that all gymnasts demonstrated improved performance across three gymnastics skills following exposure to the intervention.

  17. Urban Latino children's physical activity levels and performance in interactive dance video games: effects of goal difficulty and goal specificity.

    Science.gov (United States)

    Gao, Zan; Podlog, Leslie

    2012-10-01

    To examine the effects of different levels of goal specificity and difficulty on Latino children's performance and physical activity (PA) levels in an after-school program incorporating an interactive dance program (Dance Dance Revolution [DDR]; Konami Corporation). Comparison study. Rose Park Elementary School, Salt Lake City, Utah. Ninety-eight Latino children in the first through sixth grades, aged 7 to 13 years. After the pretest, the participants were randomly assigned into 1 of the following 3 goal-setting conditions: (1) easy, (2) difficult, and (3) best effort (hereinafter referred to as do-your-best goal). Participants' PA levels were measured using piezoelectric pedometers, and steps per minute were used as the outcome variable. Participants' total points for their dance on television screens were retrieved as their performance scores. These outcome variables were assessed again 8 weeks later (posttest score). The multivariate analysis of covariance yielded a significant main effect for the goal-setting condition. Follow-up tests revealed that children who set specific (easy or difficult) goals had significantly greater increased PA levels (mean scores, 10.34 for easy and 22.45 for difficult) and DDR performance (0.011 for easy and 0.67 for difficult) than those in the do-your-best group (0.83 for PA and 0.17 for performance). In addition, children's increased PA levels in the difficult-goal group were significantly higher than those in the easy-goal group. The easy- and difficult-goal groups show a significant improvement on DDR performance. The difficult- goal group also displays the highest improvement on PA levels. Strategies to enhance children's DDR performance and PA levels are discussed in relation to the extant goal-setting literature.

  18. OAS :: Videos

    Science.gov (United States)

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

  19. Collaborative real-time motion video analysis by human observer and image exploitation algorithms

    Science.gov (United States)

    Hild, Jutta; Krüger, Wolfgang; Brüstle, Stefan; Trantelle, Patrick; Unmüßig, Gabriel; Heinze, Norbert; Peinsipp-Byma, Elisabeth; Beyerer, Jürgen

    2015-05-01

    Motion video analysis is a challenging task, especially in real-time applications. In most safety and security critical applications, a human observer is an obligatory part of the overall analysis system. Over the last years, substantial progress has been made in the development of automated image exploitation algorithms. Hence, we investigate how the benefits of automated video analysis can be integrated suitably into the current video exploitation systems. In this paper, a system design is introduced which strives to combine both the qualities of the human observer's perception and the automated algorithms, thus aiming to improve the overall performance of a real-time video analysis system. The system design builds on prior work where we showed the benefits for the human observer by means of a user interface which utilizes the human visual focus of attention revealed by the eye gaze direction for interaction with the image exploitation system; eye tracker-based interaction allows much faster, more convenient, and equally precise moving target acquisition in video images than traditional computer mouse selection. The system design also builds on prior work we did on automated target detection, segmentation, and tracking algorithms. Beside the system design, a first pilot study is presented, where we investigated how the participants (all non-experts in video analysis) performed in initializing an object tracking subsystem by selecting a target for tracking. Preliminary results show that the gaze + key press technique is an effective, efficient, and easy to use interaction technique when performing selection operations on moving targets in videos in order to initialize an object tracking function.

  20. From infotainment to tools of interaction - A critical perspective on the use of film/video in geoscience

    Science.gov (United States)

    Ickert, Johanna

    2017-04-01

    In times of omnipresent digitisation and interconnectedness, the way how we generate and experience knowledge on geo-related themes is strongly influenced by audiovisual media representations. Moving images are powerful tools and have significant potential to communicate science in novel ways. Major research frameworks such as Horizon 2020 strongly encourage the use of audiovisual media in order to communicate science "more effectively" to the public. An increasing number of geoscientists produce films themselves, while most of them still delegate this task to media professionals to whom they provide their scientific expert knowledge. Usually, the intention behind these outreach efforts is to take advantage of the suitability of the medium to convey "scientific facts", or to motivate certain cognitive/behavioural responses of different target audiences. Undoubtedly, film has a great potential for representing geoscientific knowledge and thus has become a key instrument for geoscience communication. However, the use of images also raises fundamental ethical and representational concerns. While the latter have provoked intense debates in sub-disciplines such as visual anthropology or film geography, the geosciences have paid only little attention to questions on how distinct practices and disciplinary paradigms create filmic representations. Given the fact that the use of scientific images and film is far from being "objective" and that the way how we create and experience images is always context-specific and strongly influenced by the relationship between film maker, film subjects/informants and audience, a series of important question arises: What do we know about the use of film in geosciences beyond the realm of information and representational purposes? What can we learn from using film as a reflexive, process-oriented and dialogue-based medium? How can film help us to better understand ethical and representational dimensions of our interaction with the public

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

    Science.gov (United States)

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

    2017-02-01

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

  2. Study of the morphology exhibited by linear segmented polyurethanes

    International Nuclear Information System (INIS)

    Pereira, I.M.; Orefice, R.L.

    2009-01-01

    Five series of segmented polyurethanes with different hard segment content were prepared by the prepolymer mixing method. The nano-morphology of the obtained polyurethanes and their microphase separation were investigated by infrared spectroscopy, modulated differential scanning calorimetry and small-angle X-ray scattering. Although highly hydrogen bonded hard segments were formed, high hard segment contents promoted phase mixture and decreased the chain mobility, decreasing the hard segment domain precipitation and the soft segments crystallization. The applied techniques were able to show that the hard-segment content and the hard-segment interactions were the two controlling factors for determining the structure of segmented polyurethanes. (author)

  3. Brookhaven segment interconnect

    International Nuclear Information System (INIS)

    Morse, W.M.; Benenson, G.; Leipuner, L.B.

    1983-01-01

    We have performed a high energy physics experiment using a multisegment Brookhaven FASTBUS system. The system was composed of three crate segments and two cable segments. We discuss the segment interconnect module which permits communication between the various segments

  4. Face Recognition and Tracking in Videos

    Directory of Open Access Journals (Sweden)

    Swapnil Vitthal Tathe

    2017-07-01

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

  5. HEP visualization and video technology

    International Nuclear Information System (INIS)

    Lebrun, P.; Swoboda, D.

    1994-01-01

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

  6. An interactive sports video game as an intervention for rehabilitation of community-living patients with schizophrenia: A controlled, single-blind, crossover study.

    Science.gov (United States)

    Shimizu, Nobuko; Umemura, Tomohiro; Matsunaga, Masahiro; Hirai, Takayoshi

    2017-01-01

    Hypofrontality is a state of decreased cerebral blood flow in the prefrontal cortex during executive function performance; it is commonly observed in patients with schizophrenia. Cognitive dysfunction, as well as the psychological symptoms of schizophrenia, influences the ability of patients to reintegrate into society. The current study investigated the effects of an interactive sports video game (IVG; Nintendo Wii™ Sports Resort) on frontal lobe function of patients with schizophrenia. A sample of eight patients (6 male and 2 female; mean age = 46.7 years, standard deviation (SD) = 13.7) engaged in an IVG every week for 3 months in a controlled, single-blind, crossover study. Before and after the intervention we examined frontal lobe blood-flow volume using functional near-infrared spectroscopy (fNIRS), and assessed functional changes using the Frontal Assessment Battery, Health-Related Quality of Life scale, and behaviorally-assessed physical function tests. fNIRS revealed that prefrontal activity during IVG performance significantly increased in the IVG period compared with the control period. Furthermore, significant correlations between cerebral blood flow changes in different channels were observed during IVG performance. In addition, we observed intervention-related improvement in health-related quality of life following IVG. IVG intervention was associated with increased prefrontal cortex activation and improved health-related quality of life performance in patients with schizophrenia. Patients with chronic schizophrenia are characterized by withdrawal and a lack of social responsiveness or interest in others. Interventions using IVG may provide a useful low-cost rehabilitation method for such patients, without the need for specialized equipment.

  7. An interactive sports video game as an intervention for rehabilitation of community-living patients with schizophrenia: A controlled, single-blind, crossover study.

    Directory of Open Access Journals (Sweden)

    Nobuko Shimizu

    Full Text Available Hypofrontality is a state of decreased cerebral blood flow in the prefrontal cortex during executive function performance; it is commonly observed in patients with schizophrenia. Cognitive dysfunction, as well as the psychological symptoms of schizophrenia, influences the ability of patients to reintegrate into society. The current study investigated the effects of an interactive sports video game (IVG; Nintendo Wii™ Sports Resort on frontal lobe function of patients with schizophrenia. A sample of eight patients (6 male and 2 female; mean age = 46.7 years, standard deviation (SD = 13.7 engaged in an IVG every week for 3 months in a controlled, single-blind, crossover study. Before and after the intervention we examined frontal lobe blood-flow volume using functional near-infrared spectroscopy (fNIRS, and assessed functional changes using the Frontal Assessment Battery, Health-Related Quality of Life scale, and behaviorally-assessed physical function tests. fNIRS revealed that prefrontal activity during IVG performance significantly increased in the IVG period compared with the control period. Furthermore, significant correlations between cerebral blood flow changes in different channels were observed during IVG performance. In addition, we observed intervention-related improvement in health-related quality of life following IVG. IVG intervention was associated with increased prefrontal cortex activation and improved health-related quality of life performance in patients with schizophrenia. Patients with chronic schizophrenia are characterized by withdrawal and a lack of social responsiveness or interest in others. Interventions using IVG may provide a useful low-cost rehabilitation method for such patients, without the need for specialized equipment.

  8. Computing Aspects of Interactive Video.

    Science.gov (United States)

    Butcher, P. G.

    1986-01-01

    Describes design and production of the award-winning software used to control Great Britain's Open University Materials Science videodisc, the Teddy Bear Disc, which is used to teach undergraduate students about materials engineering. The disc is designed for use in one-week sessions, which students attend in July or August. (MBR)

  9. User-based key frame detection in social web video

    OpenAIRE

    Chorianopoulos, Konstantinos

    2012-01-01

    Video search results and suggested videos on web sites are represented with a video thumbnail, which is manually selected by the video up-loader among three randomly generated ones (e.g., YouTube). In contrast, we present a grounded user-based approach for automatically detecting interesting key-frames within a video through aggregated users' replay interactions with the video player. Previous research has focused on content-based systems that have the benefit of analyzing a video without use...

  10. Video Game Accessibility: A Legal Approach

    Directory of Open Access Journals (Sweden)

    George Powers

    2015-02-01

    Full Text Available Video game accessibility may not seem of significance to some, and it may sound trivial to anyone who does not play video games. This assumption is false. With the digitalization of our culture, video games are an ever increasing part of our life. They contribute to peer to peer interactions, education, music and the arts. A video game can be created by hundreds of musicians and artists, and they can have production budgets that exceed modern blockbuster films. Inaccessible video games are analogous to movie theaters without closed captioning or accessible facilities. The movement to have accessible video games is small, unorganized and misdirected. Just like the other battles to make society accessible were accomplished through legislation and law, the battle for video game accessibility must be focused toward the law and not the market.

  11. A holistic image segmentation framework for cloud detection and extraction

    Science.gov (United States)

    Shen, Dan; Xu, Haotian; Blasch, Erik; Horvath, Gregory; Pham, Khanh; Zheng, Yufeng; Ling, Haibin; Chen, Genshe

    2013-05-01

    Atmospheric clouds are commonly encountered phenomena affecting visual tracking from air-borne or space-borne sensors. Generally clouds are difficult to detect and extract because they are complex in shape and interact with sunlight in a complex fashion. In this paper, we propose a clustering game theoretic image segmentation based approach to identify, extract, and patch clouds. In our framework, the first step is to decompose a given image containing clouds. The problem of image segmentation is considered as a "clustering game". Within this context, the notion of a cluster is equivalent to a classical equilibrium concept from game theory, as the game equilibrium reflects both the internal and external (e.g., two-player) cluster conditions. To obtain the evolutionary stable strategies, we explore three evolutionary dynamics: fictitious play, replicator dynamics, and infection and immunization dynamics (InImDyn). Secondly, we use the boundary and shape features to refine the cloud segments. This step can lower the false alarm rate. In the third step, we remove the detected clouds and patch the empty spots by performing background recovery. We demonstrate our cloud detection framework on a video clip provides supportive results.

  12. Coding Transparency in Object-Based Video

    DEFF Research Database (Denmark)

    Aghito, Shankar Manuel; Forchhammer, Søren

    2006-01-01

    A novel algorithm for coding gray level alpha planes in object-based video is presented. The scheme is based on segmentation in multiple layers. Different coders are specifically designed for each layer. In order to reduce the bit rate, cross-layer redundancies as well as temporal correlation are...

  13. Celiac Family Health Education Video Series

    Medline Plus

    Full Text Available ... Boston Children's Hospital will teach you and your family about a healthful celiac lifestyle. Education is key in making parents feel more at ease and allow children with celiac disease to live happy and productive lives. Each of our video segments ... I. Introduction : Experiencing ...

  14. Automatic segmentation of vertebrae from radiographs

    DEFF Research Database (Denmark)

    Mysling, Peter; Petersen, Peter Kersten; Nielsen, Mads

    2011-01-01

    Segmentation of vertebral contours is an essential task in the design of automatic tools for vertebral fracture assessment. In this paper, we propose a novel segmentation technique which does not require operator interaction. The proposed technique solves the segmentation problem in a hierarchical...... is constrained by a conditional shape model, based on the variability of the coarse spine location estimates. The technique is evaluated on a data set of manually annotated lumbar radiographs. The results compare favorably to the previous work in automatic vertebra segmentation, in terms of both segmentation...

  15. Live Action: Can Young Children Learn Verbs From Video?

    OpenAIRE

    Roseberry, Sarah; Hirsh-Pasek, Kathy; Parish-Morris, Julia; Golinkoff, Roberta Michnick

    2009-01-01

    The availability of educational programming aimed at infants and toddlers is increasing, yet the effect of video on language acquisition remains unclear. Three studies of 96 children aged 30–42 months investigated their ability to learn verbs from video. Study 1 asked whether children could learn verbs from video when supported by live social interaction. Study 2 tested whether children could learn verbs from video alone. Study 3 clarified whether the benefits of social interaction remained w...

  16. ONLINE LEARNING: CAN VIDEOS ENHANCE LEARNING?

    OpenAIRE

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

    2015-01-01

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

  17. Video Film Piracy in Nigeria: Interfacing to Integrate the Pirate ...

    African Journals Online (AJOL)

    It recommends the adoption of market segmentation policy in integrating the pirate, emphasises the run of video films in cinemas, halls etc before they go into the market and calls for a better synergy between producers and marketers among others. Key words: Identification, Interface, Integration, Market Segmentation ...

  18. Learning Science Through Digital Video: Views on Watching and Creating Videos

    Science.gov (United States)

    Wade, P.; Courtney, A. R.

    2013-12-01

    In science, the use of digital video to document phenomena, experiments and demonstrations has rapidly increased during the last decade. The use of digital video for science education also has become common with the wide availability of video over the internet. However, as with using any technology as a teaching tool, some questions should be asked: What science is being learned from watching a YouTube clip of a volcanic eruption or an informational video on hydroelectric power generation? What are student preferences (e.g. multimedia versus traditional mode of delivery) with regard to their learning? This study describes 1) the efficacy of watching digital video in the science classroom to enhance student learning, 2) student preferences of instruction with regard to multimedia versus traditional delivery modes, and 3) the use of creating digital video as a project-based educational strategy to enhance learning. Undergraduate non-science majors were the primary focus group in this study. Students were asked to view video segments and respond to a survey focused on what they learned from the segments. Additionally, they were asked about their preference for instruction (e.g. text only, lecture-PowerPoint style delivery, or multimedia-video). A majority of students indicated that well-made video, accompanied with scientific explanations or demonstration of the phenomena was most useful and preferred over text-only or lecture instruction for learning scientific information while video-only delivery with little or no explanation was deemed not very useful in learning science concepts. The use of student generated video projects as learning vehicles for the creators and other class members as viewers also will be discussed.

  19. Videosorveglianza come supporto interattivo / La vidéosurveillance comme support intéractif / Video surveillance as an interactive support

    Directory of Open Access Journals (Sweden)

    Dischi Franco

    2010-03-01

    Full Text Available Video surveillance is not and cannot be considered a system of image acquistions “end in itself”.The acquired audio-visual “product”, in addition to surveillance and security, provides a useful source of information in case of storage and automatic analysis of data in urban planning to optimise land resources and means of support, for example environmental monitoring to protect habitat, land and ecosystem.These are behavioural precognitive models of video analysis, for a perceptive context of the situation of danger.

  20. A content-based news video retrieval system: NVRS

    Science.gov (United States)

    Liu, Huayong; He, Tingting

    2009-10-01

    This paper focus on TV news programs and design a content-based news video browsing and retrieval system, NVRS, which is convenient for users to fast browsing and retrieving news video by different categories such as political, finance, amusement, etc. Combining audiovisual features and caption text information, the system automatically segments a complete news program into separate news stories. NVRS supports keyword-based news story retrieval, category-based news story browsing and generates key-frame-based video abstract for each story. Experiments show that the method of story segmentation is effective and the retrieval is also efficient.

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

    Science.gov (United States)

    Kenworthy-U'Ren, Amy; Erickson, Anthony

    2009-01-01

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

  2. Hypervideos and interactive multimedia presentations

    NARCIS (Netherlands)

    B. Meixner (Britta)

    2017-01-01

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

  3. Analytic Provenance Datasets: A Data Repository of Human Analysis Activity and Interaction Logs

    OpenAIRE

    Mohseni, Sina; Pachuilo, Andrew; Nirjhar, Ehsanul Haque; Linder, Rhema; Pena, Alyssa; Ragan, Eric D.

    2018-01-01

    We present an analytic provenance data repository that can be used to study human analysis activity, thought processes, and software interaction with visual analysis tools during exploratory data analysis. We conducted a series of user studies involving exploratory data analysis scenario with textual and cyber security data. Interactions logs, think-alouds, videos and all coded data in this study are available online for research purposes. Analysis sessions are segmented in multiple sub-task ...

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

    Directory of Open Access Journals (Sweden)

    Dewi Ciptaningsih

    2012-06-01

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

  5. Utilizing Video Games

    Science.gov (United States)

    Blaize, L.

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

  6. Teaching and Learning against All Odds: A Video-Based Study of Learner-to-Instructor Interaction in International Distance Education

    Science.gov (United States)

    Muhirwa, Jean-Marie

    2009-01-01

    Distance education and information and communication technologies (ICTs) have been marketed as cost-effective ways to rescue struggling educational institutions in developing countries, particularly in sub-Saharan Africa (SSA). This study uses classroom video analysis and follow-up interviews with teachers, students, and local tutors to analyse…

  7. Airborne Video Surveillance

    National Research Council Canada - National Science Library

    Blask, Steven

    2002-01-01

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

  8. Video Tutorial of Continental Food

    Science.gov (United States)

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

    2018-02-01

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

  9. Learning from Narrated Instruction Videos.

    Science.gov (United States)

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

    2017-09-05

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

  10. Physics and Video Analysis

    Science.gov (United States)

    Allain, Rhett

    2016-05-01

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

  11. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  12. Virtual Pinball / Video Arcade games

    NARCIS (Netherlands)

    1997-01-01

    For use in multimedia or other environments, a virtual pinball/video arcade game displays one or more computer-generated runner elements, runner inject elements, and runner interactivity elements. It has a programmed computer for simulating movement of the runner elements. This is interfered with by

  13. A video authentication technique

    International Nuclear Information System (INIS)

    Johnson, C.S.

    1987-01-01

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

  14. Despeckle filtering for ultrasound imaging and video II selected applications

    CERN Document Server

    Loizou, Christos P

    2015-01-01

    In ultrasound imaging and video visual perception is hindered by speckle multiplicative noise that degrades the quality. Noise reduction is therefore essential for improving the visual observation quality or as a pre-processing step for further automated analysis, such as image/video segmentation, texture analysis and encoding in ultrasound imaging and video. The goal of the first book (book 1 of 2 books) was to introduce the problem of speckle in ultrasound image and video as well as the theoretical background, algorithmic steps, and the MatlabTM for the following group of despeckle filters:

  15. A Review on Video-Based Human Activity Recognition

    Directory of Open Access Journals (Sweden)

    Shian-Ru Ke

    2013-06-01

    Full Text Available This review article surveys extensively the current progresses made toward video-based human activity recognition. Three aspects for human activity recognition are addressed including core technology, human activity recognition systems, and applications from low-level to high-level representation. In the core technology, three critical processing stages are thoroughly discussed mainly: human object segmentation, feature extraction and representation, activity detection and classification algorithms. In the human activity recognition systems, three main types are mentioned, including single person activity recognition, multiple people interaction and crowd behavior, and abnormal activity recognition. Finally the domains of applications are discussed in detail, specifically, on surveillance environments, entertainment environments and healthcare systems. Our survey, which aims to provide a comprehensive state-of-the-art review of the field, also addresses several challenges associated with these systems and applications. Moreover, in this survey, various applications are discussed in great detail, specifically, a survey on the applications in healthcare monitoring systems.

  16. Understanding Learning Style by Eye Tracking in Slide Video Learning

    Science.gov (United States)

    Cao, Jianxia; Nishihara, Akinori

    2012-01-01

    More and more videos are now being used in e-learning context. For improving learning effect, to understand how students view the online video is important. In this research, we investigate how students deploy their attention when they learn through interactive slide video in the aim of better understanding observers' learning style. Felder and…

  17. Research on Construction of Road Network Database Based on Video Retrieval Technology

    Directory of Open Access Journals (Sweden)

    Wang Fengling

    2017-01-01

    Full Text Available Based on the characteristics of the video database and the basic structure of the video database and several typical video data models, the segmentation-based multi-level data model is used to describe the landscape information video database, the network database model and the road network management database system. Landscape information management system detailed design and implementation of a detailed preparation.

  18. Large-Scale Query-by-Image Video Retrieval Using Bloom Filters

    OpenAIRE

    Araujo, Andre; Chaves, Jason; Lakshman, Haricharan; Angst, Roland; Girod, Bernd

    2016-01-01

    We consider the problem of using image queries to retrieve videos from a database. Our focus is on large-scale applications, where it is infeasible to index each database video frame independently. Our main contribution is a framework based on Bloom filters, which can be used to index long video segments, enabling efficient image-to-video comparisons. Using this framework, we investigate several retrieval architectures, by considering different types of aggregation and different functions to ...

  19. Rare Disease Video Portal

    OpenAIRE

    Sánchez Bocanegra, Carlos Luis

    2011-01-01

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

  20. The role of structural characteristics in problem video game playing: a review

    OpenAIRE

    King, DL; Delfabbro, PH; Griffiths, MD

    2010-01-01

    The structural characteristics of video games may play an important role in explaining why some people play video games to excess. This paper provides a review of the literature on structural features of video games and the psychological experience of playing video games. The dominant view of the appeal of video games is based on operant conditioning theory and the notion that video games satisfy various needs for social interaction and belonging. However, there is a lack of experimental and ...

  1. The Kinetics Human Action Video Dataset

    OpenAIRE

    Kay, Will; Carreira, Joao; Simonyan, Karen; Zhang, Brian; Hillier, Chloe; Vijayanarasimhan, Sudheendra; Viola, Fabio; Green, Tim; Back, Trevor; Natsev, Paul; Suleyman, Mustafa; Zisserman, Andrew

    2017-01-01

    We describe the DeepMind Kinetics human action video dataset. The dataset contains 400 human action classes, with at least 400 video clips for each action. Each clip lasts around 10s and is taken from a different YouTube video. The actions are human focussed and cover a broad range of classes including human-object interactions such as playing instruments, as well as human-human interactions such as shaking hands. We describe the statistics of the dataset, how it was collected, and give some ...

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

    Science.gov (United States)

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

    2013-12-01

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

  3. Moving Shadow Detection in Video Using Cepstrum

    Directory of Open Access Journals (Sweden)

    Fuat Cogun

    2013-01-01

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

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

    Science.gov (United States)

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

    2014-05-02

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

  5. Hierarchical video summarization based on context clustering

    Science.gov (United States)

    Tseng, Belle L.; Smith, John R.

    2003-11-01

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

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

    Directory of Open Access Journals (Sweden)

    Muhammad Audy Bazly

    2015-12-01

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

  7. Segmented trapped vortex cavity

    Science.gov (United States)

    Grammel, Jr., Leonard Paul (Inventor); Pennekamp, David Lance (Inventor); Winslow, Jr., Ralph Henry (Inventor)

    2010-01-01

    An annular trapped vortex cavity assembly segment comprising includes a cavity forward wall, a cavity aft wall, and a cavity radially outer wall there between defining a cavity segment therein. A cavity opening extends between the forward and aft walls at a radially inner end of the assembly segment. Radially spaced apart pluralities of air injection first and second holes extend through the forward and aft walls respectively. The segment may include first and second expansion joint features at distal first and second ends respectively of the segment. The segment may include a forward subcomponent including the cavity forward wall attached to an aft subcomponent including the cavity aft wall. The forward and aft subcomponents include forward and aft portions of the cavity radially outer wall respectively. A ring of the segments may be circumferentially disposed about an axis to form an annular segmented vortex cavity assembly.

  8. Pavement management segment consolidation

    Science.gov (United States)

    1998-01-01

    Dividing roads into "homogeneous" segments has been a major problem for all areas of highway engineering. SDDOT uses Deighton Associates Limited software, dTIMS, to analyze life-cycle costs for various rehabilitation strategies on each segment of roa...

  9. Speaker segmentation and clustering

    OpenAIRE

    Kotti, M; Moschou, V; Kotropoulos, C

    2008-01-01

    07.08.13 KB. Ok to add the accepted version to Spiral, Elsevier says ok whlile mandate not enforced. This survey focuses on two challenging speech processing topics, namely: speaker segmentation and speaker clustering. Speaker segmentation aims at finding speaker change points in an audio stream, whereas speaker clustering aims at grouping speech segments based on speaker characteristics. Model-based, metric-based, and hybrid speaker segmentation algorithms are reviewed. Concerning speaker...

  10. Spinal segmental dysgenesis

    Directory of Open Access Journals (Sweden)

    N Mahomed

    2009-06-01

    Full Text Available Spinal segmental dysgenesis is a rare congenital spinal abnormality , seen in neonates and infants in which a segment of the spine and spinal cord fails to develop normally . The condition is segmental with normal vertebrae above and below the malformation. This condition is commonly associated with various abnormalities that affect the heart, genitourinary, gastrointestinal tract and skeletal system. We report two cases of spinal segmental dysgenesis and the associated abnormalities.

  11. Virtual Video Prototyping of Pervasive Healthcare Systems

    DEFF Research Database (Denmark)

    Bardram, Jakob Eyvind; Bossen, Claus; Madsen, Kim Halskov

    2002-01-01

    Virtual studio technology enables the mixing of physical and digital 3D objects and thus expands the way of representing design ideas in terms of virtual video prototypes, which offers new possibilities for designers by combining elements of prototypes, mock-ups, scenarios, and conventional video....... In this article we report our initial experience in the domain of pervasive healthcare with producing virtual video prototypes and using them in a design workshop. Our experience has been predominantly favourable. The production of a virtual video prototype forces the designers to decide very concrete design...... issues, since one cannot avoid paying attention to the physical, real-world constraints and to details in the usage-interaction between users and technology. From the users' perspective, during our evaluation of the virtual video prototype, we experienced how it enabled users to relate...

  12. Virtual Video Prototyping for Healthcare Systems

    DEFF Research Database (Denmark)

    Bardram, Jakob Eyvind; Bossen, Claus; Lykke-Olesen, Andreas

    2002-01-01

    Virtual studio technology enables the mixing of physical and digital 3D objects and thus expands the way of representing design ideas in terms of virtual video prototypes, which offers new possibilities for designers by combining elements of prototypes, mock-ups, scenarios, and conventional video....... In this article we report our initial experience in the domain of pervasive healthcare with producing virtual video prototypes and using them in a design workshop. Our experience has been predominantly favourable. The production of a virtual video prototype forces the designers to decide very concrete design...... issues, since one cannot avoid paying attention to the physical, real-world constraints and to details in the usage-interaction between users and technology. From the users' perspective, during our evaluation of the virtual video prototype, we experienced how it enabled users to relate...

  13. Utilization of KSC Present Broadband Communications Data System for Digital Video Services

    Science.gov (United States)

    Andrawis, Alfred S.

    2002-01-01

    This report covers a visibility study of utilizing present KSC broadband communications data system (BCDS) for digital video services. Digital video services include compressed digital TV delivery and video-on-demand. Furthermore, the study examines the possibility of providing interactive video on demand to desktop personal computers via KSC computer network.

  14. Automatic Melody Segmentation

    NARCIS (Netherlands)

    Rodríguez López, Marcelo

    2016-01-01

    The work presented in this dissertation investigates music segmentation. In the field of Musicology, segmentation refers to a score analysis technique, whereby notated pieces or passages of these pieces are divided into “units” referred to as sections, periods, phrases, and so on. Segmentation

  15. Acoustic Neuroma Educational Video

    Medline Plus

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

  16. Videos, Podcasts and Livechats

    Medline Plus

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

  17. IBES: A Tool for Creating Instructions Based on Event Segmentation

    Directory of Open Access Journals (Sweden)

    Katharina eMura

    2013-12-01

    Full Text Available Receiving informative, well-structured, and well-designed instructions supports performance and memory in assembly tasks. We describe IBES, a tool with which users can quickly and easily create multimedia, step-by-step instructions by segmenting a video of a task into segments. In a validation study we demonstrate that the step-by-step structure of the visual instructions created by the tool corresponds to the natural event boundaries, which are assessed by event segmentation and are known to play an important role in memory processes. In one part of the study, twenty participants created instructions based on videos of two different scenarios by using the proposed tool. In the other part of the study, ten and twelve participants respectively segmented videos of the same scenarios yielding event boundaries for coarse and fine events. We found that the visual steps chosen by the participants for creating the instruction manual had corresponding events in the event segmentation. The number of instructional steps was a compromise between the number of fine and coarse events. Our interpretation of results is that the tool picks up on natural human event perception processes of segmenting an ongoing activity into events and enables the convenient transfer into meaningful multimedia instructions for assembly tasks. We discuss the practical application of IBES, for example, creating manuals for differing expertise levels, and give suggestions for research on user-oriented instructional design based on this tool.

  18. IBES: a tool for creating instructions based on event segmentation.

    Science.gov (United States)

    Mura, Katharina; Petersen, Nils; Huff, Markus; Ghose, Tandra

    2013-12-26

    Receiving informative, well-structured, and well-designed instructions supports performance and memory in assembly tasks. We describe IBES, a tool with which users can quickly and easily create multimedia, step-by-step instructions by segmenting a video of a task into segments. In a validation study we demonstrate that the step-by-step structure of the visual instructions created by the tool corresponds to the natural event boundaries, which are assessed by event segmentation and are known to play an important role in memory processes. In one part of the study, 20 participants created instructions based on videos of two different scenarios by using the proposed tool. In the other part of the study, 10 and 12 participants respectively segmented videos of the same scenarios yielding event boundaries for coarse and fine events. We found that the visual steps chosen by the participants for creating the instruction manual had corresponding events in the event segmentation. The number of instructional steps was a compromise between the number of fine and coarse events. Our interpretation of results is that the tool picks up on natural human event perception processes of segmenting an ongoing activity into events and enables the convenient transfer into meaningful multimedia instructions for assembly tasks. We discuss the practical application of IBES, for example, creating manuals for differing expertise levels, and give suggestions for research on user-oriented instructional design based on this tool.

  19. Content-based retrieval in videos from laparoscopic surgery

    Science.gov (United States)

    Schoeffmann, Klaus; Beecks, Christian; Lux, Mathias; Uysal, Merih Seran; Seidl, Thomas

    2016-03-01

    In the field of medical endoscopy more and more surgeons are changing over to record and store videos of their endoscopic procedures for long-term archival. These endoscopic videos are a good source of information for explanations to patients and follow-up operations. As the endoscope is the "eye of the surgeon", the video shows the same information the surgeon has seen during the operation, and can describe the situation inside the patient much more precisely than an operation report would do. Recorded endoscopic videos can also be used for training young surgeons and in some countries the long-term archival of video recordings from endoscopic procedures is even enforced by law. A major challenge, however, is to efficiently access these very large video archives for later purposes. One problem, for example, is to locate specific images in the videos that show important situations, which are additionally captured as static images during the procedure. This work addresses this problem and focuses on contentbased video retrieval in data from laparoscopic surgery. We propose to use feature signatures, which can appropriately and concisely describe the content of laparoscopic images, and show that by using this content descriptor with an appropriate metric, we are able to efficiently perform content-based retrieval in laparoscopic videos. In a dataset with 600 captured static images from 33 hours recordings, we are able to find the correct video segment for more than 88% of these images.

  20. Viewer Discussion is Advised. Video Clubs Focus Teacher Discussion on Student Learning

    Directory of Open Access Journals (Sweden)

    Elizabeth A. van Es

    2014-06-01

    Full Text Available Video is being used widely in professional development. Yet, little is known about how to design video-based learning environments that are productive for teacher learning. One promising model is a video club (Sherin, 2000. Video clubs bring teachers together to view and analyze video segments from one another’s classrooms. The idea is that by watching and discussing video segments focused on student thinking, teachers will learn practices for identifying and analyzing noteworthy student thinking during instruction and can use what they learn to inform their instructional decisions. This paper addresses issues to consider when setting up a video club for teacher education, such as defining goals for using video, establishing norms for viewing and discussing one another’s teaching, selecting clips for analysis, and facilitating teacher discussions. Si consiglia la discussione tra osservatori. Nei Video Club gli insegnanti mettono a fuoco le modalità con cui gli studenti apprendono.Il video è stato ampiamente utilizzato per la formazione professionale. Tuttavia poche sono le conoscenze relative alla progettazione di ambienti di apprendimento basati su video che siano efficaci per la formazione degli insegnanti. Un modello promettente è il “video club” (Sherin, 2000. Video club uniscono insegnanti che guardano ed analizzano insieme segmenti video delle proprie rispettive classi. L'idea è che gli insegnanti, guardando e discutendo segmenti video centrati sul pensiero degli alunni, imparino ad adottare durante l’insegnamento pratiche d'identificazione e analisi di pensieri degli alunni degni di nota e possano poi utilizzare ciò che hanno imparato nelle decisioni didattiche. Questo articolo affronta le questioni da considerare quando si configura un video club per la formazione degli insegnanti, come ad esempio la definizione di obiettivi per l'utilizzo dei video, le norme per la visione e discussione dei rispettivi video, la selezione

  1. Video Design Games

    DEFF Research Database (Denmark)

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

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

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

    Science.gov (United States)

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

    2004-06-01

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

  3. The Children's Video Marketplace.

    Science.gov (United States)

    Ducey, Richard V.

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

  4. Video Self-Modeling

    Science.gov (United States)

    Buggey, Tom; Ogle, Lindsey

    2012-01-01

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

  5. Automatic generation of pictorial transcripts of video programs

    Science.gov (United States)

    Shahraray, Behzad; Gibbon, David C.

    1995-03-01

    An automatic authoring system for the generation of pictorial transcripts of video programs which are accompanied by closed caption information is presented. A number of key frames, each of which represents the visual information in a segment of the video (i.e., a scene), are selected automatically by performing a content-based sampling of the video program. The textual information is recovered from the closed caption signal and is initially segmented based on its implied temporal relationship with the video segments. The text segmentation boundaries are then adjusted, based on lexical analysis and/or caption control information, to account for synchronization errors due to possible delays in the detection of scene boundaries or the transmission of the caption information. The closed caption text is further refined through linguistic processing for conversion to lower- case with correct capitalization. The key frames and the related text generate a compact multimedia presentation of the contents of the video program which lends itself to efficient storage and transmission. This compact representation can be viewed on a computer screen, or used to generate the input to a commercial text processing package to generate a printed version of the program.

  6. REAL TIME SPEED ESTIMATION FROM MONOCULAR VIDEO

    Directory of Open Access Journals (Sweden)

    M. S. Temiz

    2012-07-01

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

  7. Multimedia image and video processing

    CERN Document Server

    Guan, Ling

    2012-01-01

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

  8. Prepare-Participate-Connect: Active Learning with Video Annotation

    Science.gov (United States)

    Colasante, Meg; Douglas, Kathy

    2016-01-01

    Annotation of video provides students with the opportunity to view and engage with audiovisual content in an interactive and participatory way rather than in passive-receptive mode. This article discusses research into the use of video annotation in four vocational programs at RMIT University in Melbourne, which allowed students to interact with…

  9. What Video Styles can do for User Research

    DEFF Research Database (Denmark)

    Blauhut, Daniela; Buur, Jacob

    2009-01-01

    Documentary video is regularly used to support user research in user-centred design, and many researchers are familiar with this medium. There is strong research evidence that video can contribute substantially to human-computer interaction and interaction design. But the question what role...

  10. Effectance and control as determinants of video game enjoyment

    NARCIS (Netherlands)

    Klimmt, C.; Hartmann, T.; Frey, A.

    2007-01-01

    This article explores video game enjoyment originated by games' key characteristic, interactivity. An online experiment (N = 500) tested experiences of effectance (perceived influence on the game world) and of being in control as mechanisms that link interactivity to enjoyment. A video game was

  11. Take-home video for adult literacy

    Science.gov (United States)

    Yule, Valerie

    1996-01-01

    In the past, it has not been possible to "teach oneself to read" at home, because learners could not read the books to teach them. Videos and interactive compact discs have changed that situation and challenge current assumptions of the pedagogy of literacy. This article describes an experimental adult literacy project using video technology. The language used is English, but the basic concepts apply to any alphabetic or syllabic writing system. A half-hour cartoon video can help adults and adolescents with learning difficulties. Computer-animated cartoon graphics are attractive to look at, and simplify complex material in a clear, lively way. This video technique is also proving useful for distance learners, children, and learners of English as a second language. Methods and principles are to be extended using interactive compact discs.

  12. Unsupervised motion-based object segmentation refined by color

    Science.gov (United States)

    Piek, Matthijs C.; Braspenning, Ralph; Varekamp, Chris

    2003-06-01

    For various applications, such as data compression, structure from motion, medical imaging and video enhancement, there is a need for an algorithm that divides video sequences into independently moving objects. Because our focus is on video enhancement and structure from motion for consumer electronics, we strive for a low complexity solution. For still images, several approaches exist based on colour, but these lack in both speed and segmentation quality. For instance, colour-based watershed algorithms produce a so-called oversegmentation with many segments covering each single physical object. Other colour segmentation approaches exist which somehow limit the number of segments to reduce this oversegmentation problem. However, this often results in inaccurate edges or even missed objects. Most likely, colour is an inherently insufficient cue for real world object segmentation, because real world objects can display complex combinations of colours. For video sequences, however, an additional cue is available, namely the motion of objects. When different objects in a scene have different motion, the motion cue alone is often enough to reliably distinguish objects from one another and the background. However, because of the lack of sufficient resolution of efficient motion estimators, like the 3DRS block matcher, the resulting segmentation is not at pixel resolution, but at block resolution. Existing pixel resolution motion estimators are more sensitive to noise, suffer more from aperture problems or have less correspondence to the true motion of objects when compared to block-based approaches or are too computationally expensive. From its tendency to oversegmentation it is apparent that colour segmentation is particularly effective near edges of homogeneously coloured areas. On the other hand, block-based true motion estimation is particularly effective in heterogeneous areas, because heterogeneous areas improve the chance a block is unique and thus decrease the

  13. Designing with video focusing the user-centred design process

    CERN Document Server

    Ylirisku, Salu Pekka

    2007-01-01

    Digital video for user-centered co-design is an emerging field of design, gaining increasing interest in both industry and academia. It merges the techniques and approaches of design ethnography, participatory design, interaction analysis, scenario-based design, and usability studies. This book covers the complete user-centered design project. It illustrates in detail how digital video can be utilized throughout the design process, from early user studies to making sense of video content and envisioning the future with video scenarios to provoking change with video artifacts. The text includes

  14. VBR video traffic models

    CERN Document Server

    Tanwir, Savera

    2014-01-01

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

  15. Advanced video coding systems

    CERN Document Server

    Gao, Wen

    2015-01-01

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

  16. Intelligent video surveillance systems

    CERN Document Server

    Dufour, Jean-Yves

    2012-01-01

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

  17. AUTOMATIC FAST VIDEO OBJECT DETECTION AND TRACKING ON VIDEO SURVEILLANCE SYSTEM

    Directory of Open Access Journals (Sweden)

    V. Arunachalam

    2012-08-01

    Full Text Available This paper describes the advance techniques for object detection and tracking in video. Most visual surveillance systems start with motion detection. Motion detection methods attempt to locate connected regions of pixels that represent the moving objects within the scene; different approaches include frame-to-frame difference, background subtraction and motion analysis. The motion detection can be achieved by Principle Component Analysis (PCA and then separate an objects from background using background subtraction. The detected object can be segmented. Segmentation consists of two schemes: one for spatial segmentation and the other for temporal segmentation. Tracking approach can be done in each frame of detected Object. Pixel label problem can be alleviated by the MAP (Maximum a Posteriori technique.

  18. Flip Video for Dummies

    CERN Document Server

    Hutsko, Joe

    2010-01-01

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

  19. Improving image segmentation by learning region affinities

    Energy Technology Data Exchange (ETDEWEB)

    Prasad, Lakshman [Los Alamos National Laboratory; Yang, Xingwei [TEMPLE UNIV.; Latecki, Longin J [TEMPLE UNIV.

    2010-11-03

    We utilize the context information of other regions in hierarchical image segmentation to learn new regions affinities. It is well known that a single choice of quantization of an image space is highly unlikely to be a common optimal quantization level for all categories. Each level of quantization has its own benefits. Therefore, we utilize the hierarchical information among different quantizations as well as spatial proximity of their regions. The proposed affinity learning takes into account higher order relations among image regions, both local and long range relations, making it robust to instabilities and errors of the original, pairwise region affinities. Once the learnt affinities are obtained, we use a standard image segmentation algorithm to get the final segmentation. Moreover, the learnt affinities can be naturally unutilized in interactive segmentation. Experimental results on Berkeley Segmentation Dataset and MSRC Object Recognition Dataset are comparable and in some aspects better than the state-of-art methods.

  20. Surgical gesture classification from video and kinematic data.

    Science.gov (United States)

    Zappella, Luca; Béjar, Benjamín; Hager, Gregory; Vidal, René

    2013-10-01

    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.

  1. ISOMER: Informative Segment Observations for Multimedia Event Recounting

    NARCIS (Netherlands)

    Sun, C.; Burns, B.; Nevatia, R.; Snoek, C.; Bolles, B.; Myers, G.; Wang, W.; Yeh, E.

    2014-01-01

    This paper describes a system for multimedia event detection and recounting. The goal is to detect a high level event class in unconstrained web videos and generate event oriented summarization for display to users. For this purpose, we detect informative segments and collect observations for them,

  2. Video repairing under variable illumination using cyclic motions.

    Science.gov (United States)

    Jia, Jiaya; Tai, Yu-Wing; Wu, Tai-Pang; Tang, Chi-Keung

    2006-05-01

    This paper presents a complete system capable of synthesizing a large number of pixels that are missing due to occlusion or damage in an uncalibrated input video. These missing pixels may correspond to the static background or cyclic motions of the captured scene. Our system employs user-assisted video layer segmentation, while the main processing in video repair is fully automatic. The input video is first decomposed into the color and illumination videos. The necessary temporal consistency is maintained by tensor voting in the spatio-temporal domain. Missing colors and illumination of the background are synthesized by applying image repairing. Finally, the occluded motions are inferred by spatio-temporal alignment of collected samples at multiple scales. We experimented on our system with some difficult examples with variable illumination, where the capturing camera can be stationary or in motion.

  3. Motion video analysis using planar parallax

    Science.gov (United States)

    Sawhney, Harpreet S.

    1994-04-01

    Motion and structure analysis in video sequences can lead to efficient descriptions of objects and their motions. Interesting events in videos can be detected using such an analysis--for instance independent object motion when the camera itself is moving, figure-ground segregation based on the saliency of a structure compared to its surroundings. In this paper we present a method for 3D motion and structure analysis that uses a planar surface in the environment as a reference coordinate system to describe a video sequence. The motion in the video sequence is described as the motion of the reference plane, and the parallax motion of all the non-planar components of the scene. It is shown how this method simplifies the otherwise hard general 3D motion analysis problem. In addition, a natural coordinate system in the environment is used to describe the scene which can simplify motion based segmentation. This work is a part of an ongoing effort in our group towards video annotation and analysis for indexing and retrieval. Results from a demonstration system being developed are presented.

  4. Nuclear information for video presentation

    International Nuclear Information System (INIS)

    Dalton, J.

    1979-01-01

    In an effort to help calm the turbulence left in the wake of the Three Mile Island (TMI) nuclear accident, the Georgia Society of Professional Engineers sponsored the production of a video tape on the inner workings of a nuclear power plant. A 30-minute segment was shown on public television and a longer version is being prepared for use on a commercial network. The tape is neither pro nor con in the multitude of issues surrounding the future of nuclear energy. It simply gives a layman's tour of a nuclear power plant and hopes to provide the public with objective information on how nuclear power is generated. The article discusses the background of the taping program project, and how it was put together

  5. A Comparison of Video Feedback and in Vivo Self-Monitoring on the Social Interactions of an Adolescent with Asperger Syndrome

    Science.gov (United States)

    State, Talida M.; Kern, Lee

    2012-01-01

    Difficulties with social interactions and restrictive and repetitive interest patterns or behaviors are common among individuals with Asperger syndrome. These difficulties often pose barriers to establishing and maintaining social relationships. In the current study, 2 different interventions were compared that focused on improving the social…

  6. Watch it! The Influence of Forced Pre-roll Video Ads on Consumer Perceptions

    NARCIS (Netherlands)

    Hegner, Sabrina; Hegner, Sabrina M.; Kusse, Daniel C.; Pruyn, Adriaan T.H.; Verlegh, Peeter; Voorveld, Hilde; Eisend, Martin

    2016-01-01

    The internet is the fastest growing advertising segment in the world (Gambaro and Puglisi, 2012). One specific online advertising format that is growing very rapidly is online video advertising. This advertising format owes its explosive growth to the rapid acceleration of online video viewing and

  7. The Use of Videos in Teaching - Some Experiences From the University of Copenhagen

    Directory of Open Access Journals (Sweden)

    Henrik Bregnhøj

    2016-11-01

    Full Text Available This paper covers videos created and used in different learning patterns. The videos are grouped according to the teaching or learning activities in which they are used. One group of videos are used by the teacher for one-way communication, including: online lectures, experts interacting with one another, instruction videos and introduction videos. Further videos are teacher-student interactive videos, including: feedback on student deliveries, student productions and interactive videos. Examples from different courses at different faculties at The University of Copenhagen of different types of videos (screencasts, pencasts and different kinds of camera recordings, from quick-and-dirty videos made by teachers at their own computer to professionally produced studio recordings as well as audio files are presented with links, as an empirical basis for the discussion. The paper is very practically oriented and looks at e.g. which course design and teaching situation is suitable for which type of video; at which point is an audio file preferable to a video file; and how to produce videos easily and without specialized equipment, if you don’t have access to (or time for professional assistance. In the article, we also point out how a small amount of tips & tricks regarding planning, design and presentation technique can improve recordings made by teachers themselves. We argue that the way to work with audio and video is to start by analyzing the pedagogical needs, in this way adapting the type and use of audio and video to the pedagogical context.

  8. An Ethnografic Approach to Video Analysis

    DEFF Research Database (Denmark)

    Holck, Ulla

    2007-01-01

    The overall purpose in the ethnographic approach to video analysis is to become aware of implicit knowledge in those being observed. That is, knowledge that cannot be acquired through interviews. In music therapy this approach can be used to analyse patterns of interaction between client and ther......: Methods, Techniques and Applications in Music Therapy for Music Therapy Clinicians, Educators, Researchers and Students. London: Jessica Kingsley.......The overall purpose in the ethnographic approach to video analysis is to become aware of implicit knowledge in those being observed. That is, knowledge that cannot be acquired through interviews. In music therapy this approach can be used to analyse patterns of interaction between client...... a short introduction to the ethnographic approach, the workshop participants will have a chance to try out the method. First through a common exercise and then applied to video recordings of music therapy with children with severe communicative limitations. Focus will be on patterns of interaction...

  9. Video Toroid Cavity Imager

    Energy Technology Data Exchange (ETDEWEB)

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

    2004-08-10

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

  10. Digital Video in Research

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2012-01-01

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

  11. Reflections on academic video

    Directory of Open Access Journals (Sweden)

    Thommy Eriksson

    2012-11-01

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

  12. Characterization of the N-terminal segment used by the barley yellow dwarf virus movement protein to promote interaction with the nuclear membrane of host plant cells.

    Science.gov (United States)

    Dennison, Sarah Rachel; Harris, Frederick; Brandenburg, Klaus; Phoenix, David Andrew

    2007-11-01

    The barley yellow dwarf virus movement protein (BYDV-MP) requires its N-terminal sequence to promote the transport of viral RNA into the nuclear compartment of host plant cells. Here, graphical analysis predicts that this sequence would form a membrane interactive amphiphilic alpha-helix. Confirming this prediction, NT1, a peptide homologue of the BYDV-MP N-terminal sequence, was found to be alpha-helical (65%) in the presence of vesicles mimics of the nuclear membrane. The peptide increased the fluidity of these nuclear membrane mimics (rise in wavenumber of circa 0.5-1.0 cm(-1)) and induced surface pressure changes of 2 mN m(-1) in lipid monolayers with corresponding compositions. Taken with isotherm analysis these results suggest that BYDV-MP forms an N-terminal amphiphilic alpha-helix, which partitions into the nuclear membrane primarily through thermodynamically stable associations with the membrane lipid headgroup region. We speculate that these associations may play a role in targeting of the nuclear membrane by BYDM-MP.

  13. Hydrophobic interaction between contiguous residues in the S6 transmembrane segment acts as a stimuli integration node in the BK channel

    Science.gov (United States)

    Carrasquel-Ursulaez, Willy; Contreras, Gustavo F.; Sepúlveda, Romina V.; Aguayo, Daniel; González-Nilo, Fernando

    2015-01-01

    Large-conductance Ca2+- and voltage-activated K+ channel (BK) open probability is enhanced by depolarization, increasing Ca2+ concentration, or both. These stimuli activate modular voltage and Ca2+ sensors that are allosterically coupled to channel gating. Here, we report a point mutation of a phenylalanine (F380A) in the S6 transmembrane helix that, in the absence of internal Ca2+, profoundly hinders channel opening while showing only minor effects on the voltage sensor active–resting equilibrium. Interpretation of these results using an allosteric model suggests that the F380A mutation greatly increases the free energy difference between open and closed states and uncouples Ca2+ binding from voltage sensor activation and voltage sensor activation from channel opening. However, the presence of a bulky and more hydrophobic amino acid in the F380 position (F380W) increases the intrinsic open–closed equilibrium, weakening the coupling between both sensors with the pore domain. Based on these functional experiments and molecular dynamics simulations, we propose that F380 interacts with another S6 hydrophobic residue (L377) in contiguous subunits. This pair forms a hydrophobic ring important in determining the open–closed equilibrium and, like an integration node, participates in the communication between sensors and between the sensors and pore. Moreover, because of its effects on open probabilities, the F380A mutant can be used for detailed voltage sensor experiments in the presence of permeant cations. PMID:25548136

  14. Geographic Video 3d Data Model And Retrieval

    Science.gov (United States)

    Han, Z.; Cui, C.; Kong, Y.; Wu, H.

    2014-04-01

    Geographic video includes both spatial and temporal geographic features acquired through ground-based or non-ground-based cameras. With the popularity of video capture devices such as smartphones, the volume of user-generated geographic video clips has grown significantly and the trend of this growth is quickly accelerating. Such a massive and increasing volume poses a major challenge to efficient video management and query. Most of the today's video management and query techniques are based on signal level content extraction. They are not able to fully utilize the geographic information of the videos. This paper aimed to introduce a geographic video 3D data model based on spatial information. The main idea of the model is to utilize the location, trajectory and azimuth information acquired by sensors such as GPS receivers and 3D electronic compasses in conjunction with video contents. The raw spatial information is synthesized to point, line, polygon and solid according to the camcorder parameters such as focal length and angle of view. With the video segment and video frame, we defined the three categories geometry object using the geometry model of OGC Simple Features Specification for SQL. We can query video through computing the spatial relation between query objects and three categories geometry object such as VFLocation, VSTrajectory, VSFOView and VFFovCone etc. We designed the query methods using the structured query language (SQL) in detail. The experiment indicate that the model is a multiple objective, integration, loosely coupled, flexible and extensible data model for the management of geographic stereo video.

  15. Video Bioinformatics Analysis of Human Embryonic Stem Cell Colony Growth

    Science.gov (United States)

    Lin, Sabrina; Fonteno, Shawn; Satish, Shruthi; Bhanu, Bir; Talbot, Prue

    2010-01-01

    Because video data are complex and are comprised of many images, mining information from video material is difficult to do without the aid of computer software. Video bioinformatics is a powerful quantitative approach for extracting spatio-temporal data from video images using computer software to perform dating mining and analysis. In this article, we introduce a video bioinformatics method for quantifying the growth of human embryonic stem cells (hESC) by analyzing time-lapse videos collected in a Nikon BioStation CT incubator equipped with a camera for video imaging. In our experiments, hESC colonies that were attached to Matrigel were filmed for 48 hours in the BioStation CT. To determine the rate of growth of these colonies, recipes were developed using CL-Quant software which enables users to extract various types of data from video images. To accurately evaluate colony growth, three recipes were created. The first segmented the image into the colony and background, the second enhanced the image to define colonies throughout the video sequence accurately, and the third measured the number of pixels in the colony over time. The three recipes were run in sequence on video data collected in a BioStation CT to analyze the rate of growth of individual hESC colonies over 48 hours. To verify the truthfulness of the CL-Quant recipes, the same data were analyzed manually using Adobe Photoshop software. When the data obtained using the CL-Quant recipes and Photoshop were compared, results were virtually identical, indicating the CL-Quant recipes were truthful. The method described here could be applied to any video data to measure growth rates of hESC or other cells that grow in colonies. In addition, other video bioinformatics recipes can be developed in the future for other cell processes such as migration, apoptosis, and cell adhesion. PMID:20495527

  16. Crosstalk properties of 36-fold segmented symmetric hexagonal HPGe detectors

    International Nuclear Information System (INIS)

    Bruyneel, Bart; Reiter, Peter; Wiens, Andreas; Eberth, Juergen; Hess, Herbert; Pascovici, Gheorghe; Warr, Nigel; Weisshaar, Dirk

    2009-01-01

    Crosstalk properties of three 36-fold segmented, symmetric, large volume, HPGe detectors from the AGATA Collaboration were deduced from coincidence measurements performed with digitized segment and core signals after interaction of γ rays with energies of 1.33 MeV. The mean energy values measured by the core signal fluctuate for γ-ray interactions with energy deposited in two segments. A regular pattern is observed depending on the hit segment combinations. The core energy shifts deviate 0.03-0.06% from the average energy calibration. The segment-sum energy is reduced with respect to the core energy as a function of the decoupling capacitance and the segment multiplicity. The deviation of the segment-sum energies from multiplicity two events fluctuates within an interval of less than 0.1% depending on the different segment combinations. The energy shifts caused by crosstalk for the core and segment signals are comparable for all three detectors. A linear electronic model of the detector and preamplifier assembly was developed to evaluate the results. The fold-dependent energy shifts of the segment-sum energies are reproduced. The model yields a constant shift in all segments, proportional to the core signal. The measured crosstalk pattern and its intensity variation in the segments agree well with the calculated values. The regular variation observed in the core energies cannot be directly related to crosstalk and may be caused by other effects like electron trapping.

  17. Sound for digital video

    CERN Document Server

    Holman, Tomlinson

    2013-01-01

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

  18. Segmentation, advertising and prices

    NARCIS (Netherlands)

    Galeotti, Andrea; Moraga González, José

    This paper explores the implications of market segmentation on firm competitiveness. In contrast to earlier work, here market segmentation is minimal in the sense that it is based on consumer attributes that are completely unrelated to tastes. We show that when the market is comprised by two

  19. Sipunculans and segmentation

    DEFF Research Database (Denmark)

    Wanninger, Andreas; Kristof, Alen; Brinkmann, Nora

    2009-01-01

    mechanisms may act on the level of gene expression, cell proliferation, tissue differentiation and organ system formation in individual segments. Accordingly, in some polychaete annelids the first three pairs of segmental peripheral neurons arise synchronously, while the metameric commissures of the ventral...

  20. Data Partitioning Technique for Improved Video Prioritization

    Directory of Open Access Journals (Sweden)

    Ismail Amin Ali

    2017-07-01

    Full Text Available A compressed video bitstream can be partitioned according to the coding priority of the data, allowing prioritized wireless communication or selective dropping in a congested channel. Known as data partitioning in the H.264/Advanced Video Coding (AVC codec, this paper introduces a further sub-partition of one of the H.264/AVC codec’s three data-partitions. Results show a 5 dB improvement in Peak Signal-to-Noise Ratio (PSNR through this innovation. In particular, the data partition containing intra-coded residuals is sub-divided into data from: those macroblocks (MBs naturally intra-coded, and those MBs forcibly inserted for non-periodic intra-refresh. Interactive user-to-user video streaming can benefit, as then HTTP adaptive streaming is inappropriate and the High Efficiency Video Coding (HEVC codec is too energy demanding.

  1. The Simple Video Coder: A free tool for efficiently coding social video data.

    Science.gov (United States)

    Barto, Daniel; Bird, Clark W; Hamilton, Derek A; Fink, Brandi C

    2017-08-01

    Videotaping of experimental sessions is a common practice across many disciplines of psychology, ranging from clinical therapy, to developmental science, to animal research. Audio-visual data are a rich source of information that can be easily recorded; however, analysis of the recordings presents a major obstacle to project completion. Coding behavior is time-consuming and often requires ad-hoc training of a student coder. In addition, existing software is either prohibitively expensive or cumbersome, which leaves researchers with inadequate tools to quickly process video data. We offer the Simple Video Coder-free, open-source software for behavior coding that is flexible in accommodating different experimental designs, is intuitive for students to use, and produces outcome measures of event timing, frequency, and duration. Finally, the software also offers extraction tools to splice video into coded segments suitable for training future human coders or for use as input for pattern classification algorithms.

  2. Adaptive deblocking and deringing of H.264/AVC video sequences

    DEFF Research Database (Denmark)

    Nadernejad, Ehsan; Burini, Nino; Forchhammer, Søren

    2013-01-01

    We present a method to reduce blocking and ringing artifacts in H.264/AVC video sequences. For deblocking, the proposed method uses a quality measure of a block based coded image to find filtering modes. Based on filtering modes, the images are segmented to three classes and a specific deblocking...

  3. Smoke regions extraction based on two steps segmentation and motion detection in early fire

    Science.gov (United States)

    Jian, Wenlin; Wu, Kaizhi; Yu, Zirong; Chen, Lijuan

    2018-03-01

    Aiming at the early problems of video-based smoke detection in fire video, this paper proposes a method to extract smoke suspected regions by combining two steps segmentation and motion characteristics. Early smoldering smoke can be seen as gray or gray-white regions. In the first stage, regions of interests (ROIs) with smoke are obtained by using two step segmentation methods. Then, suspected smoke regions are detected by combining the two step segmentation and motion detection. Finally, morphological processing is used for smoke regions extracting. The Otsu algorithm is used as segmentation method and the ViBe algorithm is used to detect the motion of smoke. The proposed method was tested on 6 test videos with smoke. The experimental results show the effectiveness of our proposed method over visual observation.

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

    Science.gov (United States)

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

    2011-01-01

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

  5. INTERACT

    DEFF Research Database (Denmark)

    Jochum, Elizabeth; Borggreen, Gunhild; Murphey, TD

    This paper considers the impact of visual art and performance on robotics and human-computer interaction and outlines a research project that combines puppetry and live performance with robotics. Kinesics—communication through movement—is the foundation of many theatre and performance traditions ...

  6. The Video Generation.

    Science.gov (United States)

    Provenzo, Eugene F., Jr.

    1992-01-01

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

  7. SECRETS OF SONG VIDEO

    Directory of Open Access Journals (Sweden)

    Chernyshov Alexander V.

    2014-04-01

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

  8. Reviews in instructional video

    NARCIS (Netherlands)

    van der Meij, Hans

    2017-01-01

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

  9. Videos - The National Guard

    Science.gov (United States)

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

  10. Pancreas and cyst segmentation

    Science.gov (United States)

    Dmitriev, Konstantin; Gutenko, Ievgeniia; Nadeem, Saad; Kaufman, Arie

    2016-03-01

    Accurate segmentation of abdominal organs from medical images is an essential part of surgical planning and computer-aided disease diagnosis. Many existing algorithms are specialized for the segmentation of healthy organs. Cystic pancreas segmentation is especially challenging due to its low contrast boundaries, variability in shape, location and the stage of the pancreatic cancer. We present a semi-automatic segmentation algorithm for pancreata with cysts. In contrast to existing automatic segmentation approaches for healthy pancreas segmentation which are amenable to atlas/statistical shape approaches, a pancreas with cysts can have even higher variability with respect to the shape of the pancreas due to the size and shape of the cyst(s). Hence, fine results are better attained with semi-automatic steerable approaches. We use a novel combination of random walker and region growing approaches to delineate the boundaries of the pancreas and cysts with respective best Dice coefficients of 85.1% and 86.7%, and respective best volumetric overlap errors of 26.0% and 23.5%. Results show that the proposed algorithm for pancreas and pancreatic cyst segmentation is accurate and stable.

  11. Assessing the importance of audio/video synchronization for simultaneous translation of video sequences

    OpenAIRE

    Staelens, Nicolas; De Meulenaere, Jonas; Bleumers, Lizzy; Van Wallendael, Glenn; De Cock, Jan; Geeraert, Koen; Vercammen, Nick; Van den Broeck, Wendy; Vermeulen, Brecht; Van de Walle, Rik; Demeester, Piet

    2012-01-01

    Lip synchronization is considered a key parameter during interactive communication. In the case of video conferencing and television broadcasting, the differential delay between audio and video should remain below certain thresholds, as recommended by several standardization bodies. However, further research has also shown that these thresholds can be relaxed, depending on the targeted application and use case. In this article, we investigate the influence of lip sync on the ability to perfor...

  12. Rheumatoid Arthritis Educational Video Series

    Medline Plus

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

  13. Rheumatoid Arthritis Educational Video Series

    Science.gov (United States)

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

  14. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  15. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  16. Segmentation of consumer's markets and evaluation of market's segments

    OpenAIRE

    ŠVECOVÁ, Iveta

    2013-01-01

    The goal of this bachelor thesis was to explain a possibly segmentation of consumer´s markets for a chosen company, and to present a suitable goods offer, so it would be suitable to the needs of selected segments. The work is divided into theoretical and practical part. First part describes marketing, segmentation, segmentation of consumer's markets, consumer's market, market's segments a other terms. Second part describes an evaluation of questionnaire survey, discovering of market's segment...

  17. Social video content delivery

    CERN Document Server

    Wang, Zhi; Zhu, Wenwu

    2016-01-01

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

  18. Online video examination

    DEFF Research Database (Denmark)

    Qvist, Palle

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

  19. Customized Videos on a YouTube Channel: A beyond the Classroom Teaching and Learning Platform for General Chemistry Courses

    Science.gov (United States)

    Ranga, Jayashree S.

    2017-01-01

    Videos are an integral part of online courses. In this study, customized YouTube videos were explored as teaching and learning materials in place of face-to-face discussion sessions in General Chemistry courses. The videos were created using a budget-friendly and interactive app on an iPad. The customized YouTube videos were available to students…

  20. Analysis of the Applicability of Video Segmentation to Unmanned Aerial Vehicle Surveillance Video

    National Research Council Canada - National Science Library

    Pyburn, Bradley

    1999-01-01

    ...), and cloud cover while varying the frame rate from 5 fps to 30 fps. An analysis of the results is performed to compare actual versus expected outcomes, similar sequences, and scenes with motion, along with explaining false positives/anomalies...

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

    NARCIS (Netherlands)

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

    2012-01-01

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

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

    NARCIS (Netherlands)

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

    2012-01-01

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

  3. Integration of Active Video Games in Extracurricular Activity at Schools

    Science.gov (United States)

    Lee, Jung Eun; Huang, Charles; Pope, Zachary; Gao, Zan

    2015-01-01

    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…

  4. Review of the Effectiveness of Video Media in Instruction

    Science.gov (United States)

    1993-04-01

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

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

    Science.gov (United States)

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

    1996-09-01

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

  6. Video sensor architecture for surveillance applications.

    Science.gov (United States)

    Sánchez, Jordi; Benet, Ginés; Simó, José E

    2012-01-01

    This paper introduces a flexible hardware and software architecture for a smart video sensor. This sensor has been applied in a video surveillance application where some of these video sensors are deployed, constituting the sensory nodes of a distributed surveillance system. In this system, a video sensor node processes images locally in order to extract objects of interest, and classify them. The sensor node reports the processing results to other nodes in the cloud (a user or higher level software) in the form of an XML description. The hardware architecture of each sensor node has been developed using two DSP processors and an FPGA that controls, in a flexible way, the interconnection among processors and the image data flow. The developed node software is based on pluggable components and runs on a provided execution run-time. Some basic and application-specific software components have been developed, in particular: acquisition, segmentation, labeling, tracking, classification and feature extraction. Preliminary results demonstrate that the system can achieve up to 7.5 frames per second in the worst case, and the true positive rates in the classification of objects are better than 80%.

  7. Video Sensor Architecture for Surveillance Applications

    Directory of Open Access Journals (Sweden)

    José E. Simó

    2012-02-01

    Full Text Available This paper introduces a flexible hardware and software architecture for a smart video sensor. This sensor has been applied in a video surveillance application where some of these video sensors are deployed, constituting the sensory nodes of a distributed surveillance system. In this system, a video sensor node processes images locally in order to extract objects of interest, and classify them. The sensor node reports the processing results to other nodes in the cloud (a user or higher level software in the form of an XML description. The hardware architecture of each sensor node has been developed using two DSP processors and an FPGA that controls, in a flexible way, the interconnection among processors and the image data flow. The developed node software is based on pluggable components and runs on a provided execution run-time. Some basic and application-specific software components have been developed, in particular: acquisition, segmentation, labeling, tracking, classification and feature extraction. Preliminary results demonstrate that the system can achieve up to 7.5 frames per second in the worst case, and the true positive rates in the classification of objects are better than 80%.

  8. Segmental tuberculosis verrucosa cutis

    Directory of Open Access Journals (Sweden)

    Hanumanthappa H

    1994-01-01

    Full Text Available A case of segmental Tuberculosis Verrucosa Cutis is reported in 10 year old boy. The condition was resembling the ascending lymphangitic type of sporotrichosis. The lesions cleared on treatment with INH 150 mg daily for 6 months.

  9. Chromosome condensation and segmentation

    International Nuclear Information System (INIS)

    Viegas-Pequignot, E.M.

    1981-01-01

    Some aspects of chromosome condensation in mammalians -humans especially- were studied by means of cytogenetic techniques of chromosome banding. Two further approaches were adopted: a study of normal condensation as early as prophase, and an analysis of chromosome segmentation induced by physical (temperature and γ-rays) or chemical agents (base analogues, antibiotics, ...) in order to show out the factors liable to affect condensation. Here 'segmentation' means an abnormal chromosome condensation appearing systematically and being reproducible. The study of normal condensation was made possible by the development of a technique based on cell synchronization by thymidine and giving prophasic and prometaphasic cells. Besides, the possibility of inducing R-banding segmentations on these cells by BrdU (5-bromodeoxyuridine) allowed a much finer analysis of karyotypes. Another technique was developed using 5-ACR (5-azacytidine), it allowed to induce a segmentation similar to the one obtained using BrdU and identify heterochromatic areas rich in G-C bases pairs [fr

  10. International EUREKA: Initialization Segment

    International Nuclear Information System (INIS)

    1982-02-01

    The Initialization Segment creates the starting description of the uranium market. The starting description includes the international boundaries of trade, the geologic provinces, resources, reserves, production, uranium demand forecasts, and existing market transactions. The Initialization Segment is designed to accept information of various degrees of detail, depending on what is known about each region. It must transform this information into a specific data structure required by the Market Segment of the model, filling in gaps in the information through a predetermined sequence of defaults and built in assumptions. A principal function of the Initialization Segment is to create diagnostic messages indicating any inconsistencies in data and explaining which assumptions were used to organize the data base. This permits the user to manipulate the data base until such time the user is satisfied that all the assumptions used are reasonable and that any inconsistencies are resolved in a satisfactory manner

  11. Correction tool for Active Shape Model based lumbar muscle segmentation.

    Science.gov (United States)

    Valenzuela, Waldo; Ferguson, Stephen J; Ignasiak, Dominika; Diserens, Gaelle; Vermathen, Peter; Boesch, Chris; Reyes, Mauricio

    2015-08-01

    In the clinical environment, accuracy and speed of the image segmentation process plays a key role in the analysis of pathological regions. Despite advances in anatomic image segmentation, time-effective correction tools are commonly needed to improve segmentation results. Therefore, these tools must provide faster corrections with a low number of interactions, and a user-independent solution. In this work we present a new interactive correction method for correcting the image segmentation. Given an initial segmentation and the original image, our tool provides a 2D/3D environment, that enables 3D shape correction through simple 2D interactions. Our scheme is based on direct manipulation of free form deformation adapted to a 2D environment. This approach enables an intuitive and natural correction of 3D segmentation results. The developed method has been implemented into a software tool and has been evaluated for the task of lumbar muscle segmentation from Magnetic Resonance Images. Experimental results show that full segmentation correction could be performed within an average correction time of 6±4 minutes and an average of 68±37 number of interactions, while maintaining the quality of the final segmentation result within an average Dice coefficient of 0.92±0.03.

  12. Progress in video immersion using Panospheric imaging

    Science.gov (United States)

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

    1998-09-01

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

  13. Modular integrated video system (MIVS) review station

    International Nuclear Information System (INIS)

    Garcia, M.L.

    1988-01-01

    An unattended video surveillance unit, the Modular Integrated Video System (MIVS), has been developed by Sandia National Laboratories for International Safeguards use. An important support element of this system is a semi-automatic Review Station. Four component modules, including an 8 mm video tape recorder, a 4-inch video monitor, a power supply and control electronics utilizing a liquid crystal display (LCD) are mounted in a suitcase for probability. The unit communicates through the interactive, menu-driven LCD and may be operated on facility power through the world. During surveillance, the MIVS records video information at specified time intervals, while also inserting consecutive scene numbers and tamper event information. Using either of two available modes of operation, the Review Station reads the inserted information and counts the number of missed scenes and/or tamper events encountered on the tapes, and reports this to the user on the LCD. At the end of a review session, the system will summarize the results of the review, stop the recorder, and advise the user of the completion of the review. In addition, the Review Station will check for any video loss on the tape

  14. Realistic generation of natural phenomena based on video synthesis

    Science.gov (United States)

    Wang, Changbo; Quan, Hongyan; Li, Chenhui; Xiao, Zhao; Chen, Xiao; Li, Peng; Shen, Liuwei

    2009-10-01

    Research on the generation of natural phenomena has many applications in special effects of movie, battlefield simulation and virtual reality, etc. Based on video synthesis technique, a new approach is proposed for the synthesis of natural phenomena, including flowing water and fire flame. From the fire and flow video, the seamless video of arbitrary length is generated. Then, the interaction between wind and fire flame is achieved through the skeleton of flame. Later, the flow is also synthesized by extending the video textures using an edge resample method. Finally, we can integrate the synthesized natural phenomena into a virtual scene.

  15. The Roles of Popular Music in Video Games

    OpenAIRE

    Frydenlund, Jørgen

    2015-01-01

    This thesis explores the roles of popular music in video games. It draws on the analytical tools used in ludomusicology, film music studies and studies of music videos. Unlike other audiovisual media, video games are based on interactivity and a range of narrativity based on genre. Some games focus on gameplay and others are more inclined with telling a good story. Implementation of popular music in video games has history stretching all the way back to the 80's, and is currently becoming an ...

  16. Randomised controlled trial of video clips and interactive games to improve vision in children with amblyopia using the I-BiT system

    Science.gov (United States)

    Herbison, Nicola; MacKeith, Daisy; Vivian, Anthony; Purdy, Jon; Fakis, Apostolos; Ash, Isabel M; Cobb, Sue V; Eastgate, Richard M; Haworth, Stephen M; Gregson, Richard M; Foss, Alexander JE

    2016-01-01

    Background Traditional treatment of amblyopia involves either wearing a patch or atropine penalisation of the better eye. A new treatment is being developed on the basis of virtual reality technology allowing either DVD footage or computer games which present a common background to both eyes and the foreground, containing the imagery of interest, only to the amblyopic eye. Methods A randomised control trial was performed on patients with amblyopia aged 4–8 years with three arms. All three arms had dichoptic stimulation using shutter glass technology. One arm had DVD footage shown to the amblyopic eye and common background to both, the second used a modified shooter game, Nux, with sprite and targets presented to the amblyopic eye (and background to both) while the third arm had both background and foreground presented to both eyes (non-interactive binocular treatment (non-I-BiT) games). Results Seventy-five patients were randomised; 67 were residual amblyopes and 70 had an associated strabismus. The visual acuity improved in all three arms by approximately 0.07 logMAR in the amblyopic eye at 6 weeks. There was no difference between I-BiT DVD and non-I-BiT games compared with I-BiT games (stated primary outcome) in terms of gain in vision. Conclusions There was a modest vision improvement in all three arms. Treatment was well tolerated and safe. There was no difference between the three treatments in terms of primary stated outcomes but treatment duration was short and the high proportion of previously treated amblyopia and strabismic amblyopia disadvantaged dichoptic stimulation treatment. Trial registration number NCT01702727, results. PMID:26951772

  17. Randomised controlled trial of video clips and interactive games to improve vision in children with amblyopia using the I-BiT system.

    Science.gov (United States)

    Herbison, Nicola; MacKeith, Daisy; Vivian, Anthony; Purdy, Jon; Fakis, Apostolos; Ash, Isabel M; Cobb, Sue V; Eastgate, Richard M; Haworth, Stephen M; Gregson, Richard M; Foss, Alexander Je

    2016-11-01

    Traditional treatment of amblyopia involves either wearing a patch or atropine penalisation of the better eye. A new treatment is being developed on the basis of virtual reality technology allowing either DVD footage or computer games which present a common background to both eyes and the foreground, containing the imagery of interest, only to the amblyopic eye. A randomised control trial was performed on patients with amblyopia aged 4-8 years with three arms. All three arms had dichoptic stimulation using shutter glass technology. One arm had DVD footage shown to the amblyopic eye and common background to both, the second used a modified shooter game, Nux, with sprite and targets presented to the amblyopic eye (and background to both) while the third arm had both background and foreground presented to both eyes (non-interactive binocular treatment (non-I-BiT) games). Seventy-five patients were randomised; 67 were residual amblyopes and 70 had an associated strabismus. The visual acuity improved in all three arms by approximately 0.07 logMAR in the amblyopic eye at 6 weeks. There was no difference between I-BiT DVD and non-I-BiT games compared with I-BiT games (stated primary outcome) in terms of gain in vision. There was a modest vision improvement in all three arms. Treatment was well tolerated and safe. There was no difference between the three treatments in terms of primary stated outcomes but treatment duration was short and the high proportion of previously treated amblyopia and strabismic amblyopia disadvantaged dichoptic stimulation treatment. NCT01702727, results. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/.

  18. Fluence map segmentation

    International Nuclear Information System (INIS)

    Rosenwald, J.-C.

    2008-01-01

    The lecture addressed the following topics: 'Interpreting' the fluence map; The sequencer; Reasons for difference between desired and actual fluence map; Principle of 'Step and Shoot' segmentation; Large number of solutions for given fluence map; Optimizing 'step and shoot' segmentation; The interdigitation constraint; Main algorithms; Conclusions on segmentation algorithms (static mode); Optimizing intensity levels and monitor units; Sliding window sequencing; Synchronization to avoid the tongue-and-groove effect; Accounting for physical characteristics of MLC; Importance of corrections for leaf transmission and offset; Accounting for MLC mechanical constraints; The 'complexity' factor; Incorporating the sequencing into optimization algorithm; Data transfer to the treatment machine; Interface between R and V and accelerator; and Conclusions on fluence map segmentation (Segmentation is part of the overall inverse planning procedure; 'Step and Shoot' and 'Dynamic' options are available for most TPS (depending on accelerator model; The segmentation phase tends to come into the optimization loop; The physical characteristics of the MLC have a large influence on final dose distribution; The IMRT plans (MU and relative dose distribution) must be carefully validated). (P.A.)

  19. Strategic market segmentation

    Directory of Open Access Journals (Sweden)

    Maričić Branko R.

    2015-01-01

    Full Text Available Strategic planning of marketing activities is the basis of business success in modern business environment. Customers are not homogenous in their preferences and expectations. Formulating an adequate marketing strategy, focused on realization of company's strategic objectives, requires segmented approach to the market that appreciates differences in expectations and preferences of customers. One of significant activities in strategic planning of marketing activities is market segmentation. Strategic planning imposes a need to plan marketing activities according to strategically important segments on the long term basis. At the same time, there is a need to revise and adapt marketing activities on the short term basis. There are number of criteria based on which market segmentation is performed. The paper will consider effectiveness and efficiency of different market segmentation criteria based on empirical research of customer expectations and preferences. The analysis will include traditional criteria and criteria based on behavioral model. The research implications will be analyzed from the perspective of selection of the most adequate market segmentation criteria in strategic planning of marketing activities.

  20. A new video programme

    CERN Multimedia

    CERN video productions

    2011-01-01

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