Lee, Dabae; Arthur, Ian T.; Morrone, Anastasia S.
The use of video surveillance footage presents a new possibility in educational research as a reliable and valid source of learning and teaching activities in classrooms. However, the unique nature of surveillance footage requires different approaches and poses distinctive challenges in utilizing it in research, yet no methodological guides are…
Gibbs, Ann E.; Cochran, Susan A.; Tierney, Peter W.
Underwater video footage was collected in nearshore waters (video footage collected during four USGS cruises and more than 10,200 still images extracted from the videos, including still frames from every 10 seconds along transect lines, and still frames showing both an overview and a near-bottom view from fixed stations. Environmental Systems Research Institute (ESRI) shapefiles of individual video and still-image locations, and Google Earth kml files with explanatory text and links to the video and still images, are included. This report documents the various camera systems and methods used to collect the videos, and the techniques and software used to convert the analog video tapes into digital data in order to process the images for optimum viewing and to extract the still images, along with a brief summary of each survey cruise.
Pyzer, Chloe; Clarke, Lucy; Montrose, V Tamara
Photographs are frequently used to promote adoption of dogs on rescue shelter websites. While physical traits are well illustrated via photographs, conveying a dog's behavioral traits is more problematic. Traits such as sociability, obedience, and friendliness are likely to be better displayed via video footage. This study explored the effects of video versus photographs on the perception of dog behavioral traits. Four dogs from a Gloucestershire Rescue Shelter (2 desirable breeds, 2 from a stigmatized breed) were individually photographed, and a 30-s video of each was recorded. Two questionnaires were produced containing either a video or photograph of each dog. Each questionnaire presented all 4 dogs but via different media. Participants rated their agreement with 12 statements relating to their perceptions of the dog seen. Dogs viewed via video were considered to be more trainable, intelligent, friendly, and gentle and less dominant, aggressive, and unsociable. This finding was observed in desired and stigmatized breeds. Perceived behavioral traits can impact the likelihood of adoption. These findings suggest that greater use of video footage by rehoming shelters could help promote dog adoptions.
Alcock, Alison; Hunter, Adam; Brown, Nicholas
The ability to determine a specific location on a football (soccer) pitch from television footage would provide a cost-effective method of obtaining competition-specific information on many professional and international teams. This study presents the accuracy and reliability of a new method of calculating ball location from simulated television coverage and known pitch markings. The coordinates of 99 markers of known location on a football pitch were digitized from video. An intersection point was determined from the equations of two lines that form pitch markings and the relationship from this point to other known pitch coordinates was calculated using a curve-fitting based method. Average error between known and reconstructed measures was 0.21 m for pitch width and 0.11 m for pitch length from a view simulating television coverage. Inter- and intra-rater reliability analyses showed researchers could consistently reconstruct pitch locations to within less than half a metre. The accuracy and reliability of this method will be sufficient for most practical uses in an applied sport environment, although the level of accuracy required will depend on the specific application. This method could be applied to other sports to determine specific locations on a pitch or court or to improve current competition analysis systems.
Voigt, Rob; Camp, Nicholas P; Prabhakaran, Vinodkumar; Hamilton, William L; Hetey, Rebecca C; Griffiths, Camilla M; Jurgens, David; Jurafsky, Dan; Eberhardt, Jennifer L
Using footage from body-worn cameras, we analyze the respectfulness of police officer language toward white and black community members during routine traffic stops. We develop computational linguistic methods that extract levels of respect automatically from transcripts, informed by a thin-slicing study of participant ratings of officer utterances. We find that officers speak with consistently less respect toward black versus white community members, even after controlling for the race of the officer, the severity of the infraction, the location of the stop, and the outcome of the stop. Such disparities in common, everyday interactions between police and the communities they serve have important implications for procedural justice and the building of police-community trust.
Kottmann, R.; Ratmeyer, V.; Pop Ristov, A.; Boetius, A.
More and more seagoing scientific expeditions use video-controlled research platforms such as Remote Operating Vehicles (ROV), Autonomous Underwater Vehicles (AUV), and towed camera systems. These produce many hours of video material which contains detailed and scientifically highly valuable footage of the biological, chemical, geological, and physical aspects of the oceans. Many of the videos contain unique observations of unknown life-forms which are rare, and which cannot be sampled and studied otherwise. To make such video material online accessible and to create a collaborative annotation environment the "Video Annotation and processing platform" (V-App) was developed. A first solely web-based installation for ROV videos is setup at the German Center for Marine Environmental Sciences (available at http://videolib.marum.de). It allows users to search and watch videos with a standard web browser based on the HTML5 standard. Moreover, V-App implements social web technologies allowing a distributed world-wide scientific community to collaboratively annotate videos anywhere at any time. It has several features fully implemented among which are: • User login system for fine grained permission and access control • Video watching • Video search using keywords, geographic position, depth and time range and any combination thereof • Video annotation organised in themes (tracks) such as biology and geology among others in standard or full screen mode • Annotation keyword management: Administrative users can add, delete, and update single keywords for annotation or upload sets of keywords from Excel-sheets • Download of products for scientific use This unique web application system helps making costly ROV videos online available (estimated cost range between 5.000 - 10.000 Euros per hour depending on the combination of ship and ROV). Moreover, with this system each expert annotation adds instantaneous available and valuable knowledge to otherwise uncharted
Hedges, Helen; Cooper, Maria
Children represent their efforts to make sense of their social worlds in various ways. Having, making and being friends are common foci of children's interactions and identity development. These efforts may become visible through analysing video-recorded snippets of children's play. In particular, repeated viewing of episodes of children's…
Efstathiou, Nectarios; Skitsas, Michael; Psaroudakis, Chrysostomos; Koutras, Nikolaos
Nowadays, video surveillance cameras are used for the protection and monitoring of a huge number of facilities worldwide. An important element in such surveillance systems is the use of aerial video streams originating from onboard sensors located on Unmanned Aerial Vehicles (UAVs). Video surveillance using UAVs represent a vast amount of video to be transmitted, stored, analyzed and visualized in a real-time way. As a result, the introduction and development of systems able to handle huge amount of data become a necessity. In this paper, a new approach for the collection, transmission and storage of aerial videos and metadata is introduced. The objective of this work is twofold. First, the integration of the appropriate equipment in order to capture and transmit real-time video including metadata (i.e. position coordinates, target) from the UAV to the ground and, second, the utilization of the ADITESS Versatile Media Content Management System (VMCMS-GE) for storing of the video stream and the appropriate metadata. Beyond the storage, VMCMS-GE provides other efficient management capabilities such as searching and processing of videos, along with video transcoding. For the evaluation and demonstration of the proposed framework we execute a use case where the surveillance of critical infrastructure and the detection of suspicious activities is performed. Collected video Transcodingis subject of this evaluation as well.
Djoni Haryadi Setiabudi
Full Text Available Technology development had given people the chance to capture their memorable moments in video format. A high quality digital video is a result of a good editing process. Which in turn, arise the new need of an editor application. In accordance to the problem, here the process of making a simple application for video editing needs. The application development use the programming techniques often applied in multimedia applications, especially video. First part of the application will begin with the video file compression and decompression, then we'll step into the editing part of the digital video file. Furthermore, the application also equipped with the facilities needed for the editing processes. The application made with Microsoft Visual C++ with DirectX technology, particularly DirectShow. The application provides basic facilities that will help the editing process of a digital video file. The application will produce an AVI format file after the editing process is finished. Through the testing process of this application shows the ability of this application to do the 'cut' and 'insert' of video files in AVI, MPEG, MPG and DAT formats. The 'cut' and 'insert' process only can be done in static order. Further, the aplication also provide the effects facility for transition process in each clip. Lastly, the process of saving the new edited video file in AVI format from the application. Abstract in Bahasa Indonesia : Perkembangan teknologi memberi kesempatan masyarakat untuk mengabadikan saat - saat yang penting menggunakan video. Pembentukan video digital yang baik membutuhkan proses editing yang baik pula. Untuk melakukan proses editing video digital dibutuhkan program editor. Berdasarkan permasalahan diatas maka pada penelitian ini dibuat prototipe editor sederhana untuk video digital. Pembuatan aplikasi memakai teknik pemrograman di bidang multimedia, khususnya video. Perencanaan dalam pembuatan aplikasi tersebut dimulai dengan pembentukan
This short article reflects on short videos of action cam footage that are widely disseminated on online platforms. These first-person perspective shorts are compared to early cinema’s phantom rides in the use of point-of-view shots, and a dizzying effect of heightened mobility and versatility in
This short article reflects on short videos of action cam footage that are widely disseminated on online platforms. These first-person perspective shorts are compared to early cinema’s phantom rides in the use of point-of-view shots, and a dizzying effect of heightened mobility and versatility in
Overview of the ISOLDE experimental hall. Equipment and experiments. Taken from the WITCH / EBIS platform: ISOLDE hall infrastructure, GHM line, LA1, LA2, LA0, central beamline, COLLAPS experiment, CRIS experiment, ISOLTRAP experiment, laser guidance from building 508 into the hall for laser spectroscopy COLLAPS and CRIS. Taken from the HIE ISOLDE shielding tunnel roof: ISOLDE hall infrastructure, WITCH experiment, VITO line, TAS experiment. General footage: High Tension room entrance and EBIS platform, staircases and passages in the experimental hall.
Karubanga, Gabriel; Kibwika, Paul; Okry, Florent; Sseguya, Haroon
Videos have the potential of enhancing learning among smallholder farmers. The study intended to establish whether timing and location of video shows influence learning among rice farmers in Kamwenge district, Uganda...
Birch, Ivan; Vernon, Wesley; Walker, Jeremy; Saxelby, Jai
Gait analysis from closed circuit camera footage is now commonly used as evidence in criminal trials. The biomechanical analysis of human gait is a well established science in both clinical and laboratory settings. However, closed circuit camera footage is rarely of the quality of that taken in the more controlled clinical and laboratory environments. The less than ideal quality of much of this footage for use in gait analysis is associated with a range of issues, the combination of which can often render the footage unsuitable for use in gait analysis. The aim of this piece of work was to develop a tool for assessing the suitability of closed circuit camera footage for the purpose of forensic gait analysis. A Delphi technique was employed with a small sample of expert forensic gait analysis practitioners, to identify key quality elements of CCTV footage used in legal proceedings. Five elements of the footage were identified and then subdivided into 15 contributing sub-elements, each of which was scored using a 5-point Likert scale. A Microsoft Excel worksheet was developed to calculate automatically an overall score from the fifteen sub-element scores. Five expert witnesses experienced in using CCTV footage for gait analysis then trialled the prototype tool on current case footage. A repeatability study was also undertaken using standardized CCTV footage. The results showed the tool to be a simple and repeatable means of assessing the suitability of closed circuit camera footage for use in forensic gait analysis. The inappropriate use of poor quality footage could lead to challenges to the practice of forensic gait analysis. All parties involved in criminal proceedings must therefore understand the fitness for purpose of any footage used. The development of this tool could offer a method of achieving this goal, and help to assure the continued role of forensic gait analysis as an aid to the identification process. Copyright © 2013 Elsevier Ltd and Faculty of
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
Szycik, Gregor R; Mohammadi, Bahram; Hake, Maria; Kneer, Jonas; Samii, Amir; Münte, Thomas F; Te Wildt, Bert T
Playing violent video games have been linked to long-term emotional desensitization. We hypothesized that desensitization effects in excessive users of violent video games should lead to decreased brain activations to highly salient emotional pictures in emotional sensitivity brain regions. Twenty-eight male adult subjects showing excessive long-term use of violent video games and age and education matched control participants were examined in two experiments using standardized emotional pictures of positive, negative and neutral valence. No group differences were revealed even at reduced statistical thresholds which speaks against desensitization of emotion sensitive brain regions as a result of excessive use of violent video games.
Overview of the ISOLDE experimental hall. Equipment and experiments. Taken from the WITCH / EBIS platform: ISOLDE hall infrastructure, GHM line, LA1, LA2, LA0, central beamline, COLLAPS experiment, CRIS experiment, ISOLTRAP experiment, laser guidance from building 508 into the hall for laser spectroscopy COLLAPS and CRIS. Taken from the HIE ISOLDE shielding tunnel roof: ISOLDE hall infrastructure, WITCH experiment, VITO line, TAS experiment. General footage: High Tension room entrance and EBIS platform, staircases and passages in the experimental hall.
... processes for filing EQRs allows an EQR seller and its agent to file using a web interface that generally replicates the Commission-distributed software used currently. A video showing how EQRs can be filed using...
Ikegami, Akiko; Ohira, Yoshiyuki; Uehara, Takanori; Noda, Kazutaka; Suzuki, Shingo; Shikino, Kiyoshi; Kajiwara, Hideki; Kondo, Takeshi; Hirota, Yusuke; Ikusaka, Masatomi
Objectives We examined whether problem-based learning tutorials using patient-simulated videos showing daily life are more practical for clinical learning, compared with traditional paper-based problem-based learning, for the consideration rate of psychosocial issues and the recall rate for experienced learning. Methods Twenty-two groups with 120 fifth-year students were each assigned paper-based problem-based learning and video-based problem-based learning using patient-simulated videos. We ...
Background Kisumu has shown a rising HIV prevalence over the past sentinel surveillance surveys, and most new infections are occurring among youth. We conducted a qualitative study to explore risk situations that can explain the high HIV prevalence among youth in Kisumu town, Kenya Methods We conducted in-depth interviews with 150 adolescents aged 15 to 20, held 4 focus group discussions, and made 48 observations at places where youth spend their free time. Results Porn video shows and local brew dens were identified as popular events where unprotected multipartner, concurrent, coerced and transactional sex occurs between adolescents. Video halls - rooms with a TV and VCR - often show pornography at night for a very small fee, and minors are allowed. Forced sex, gang rape and multiple concurrent relationships characterised the sexual encounters of youth, frequently facilitated by the abuse of alcohol, which is available for minors at low cost in local brew dens. For many sexually active girls, their vulnerability to STI/HIV infection is enhanced due to financial inequality, gender-related power difference and cultural norms. The desire for love and sexual pleasure also contributed to their multiple concurrent partnerships. A substantial number of girls and young women engaged in transactional sex, often with much older working partners. These partners had a stronger socio-economic position than young women, enabling them to use money/gifts as leverage for sex. Condom use was irregular during all types of sexual encounters. Conclusions In Kisumu, local brew dens and porn video halls facilitate risky sexual encounters between youth. These places should be regulated and monitored by the government. Our study strongly points to female vulnerabilities and the role of men in perpetuating the local epidemic. Young men should be targeted in prevention activities, to change their attitudes related to power and control in relationships. Girls should be empowered how to
Njue, Carolyne; Voeten, Helene A C M; Remes, Pieter
Kisumu has shown a rising HIV prevalence over the past sentinel surveillance surveys, and most new infections are occurring among youth. We conducted a qualitative study to explore risk situations that can explain the high HIV prevalence among youth in Kisumu town, Kenya We conducted in-depth interviews with 150 adolescents aged 15 to 20, held 4 focus group discussions, and made 48 observations at places where youth spend their free time. Porn video shows and local brew dens were identified as popular events where unprotected multipartner, concurrent, coerced and transactional sex occurs between adolescents. Video halls - rooms with a TV and VCR - often show pornography at night for a very small fee, and minors are allowed. Forced sex, gang rape and multiple concurrent relationships characterised the sexual encounters of youth, frequently facilitated by the abuse of alcohol, which is available for minors at low cost in local brew dens. For many sexually active girls, their vulnerability to STI/HIV infection is enhanced due to financial inequality, gender-related power difference and cultural norms. The desire for love and sexual pleasure also contributed to their multiple concurrent partnerships. A substantial number of girls and young women engaged in transactional sex, often with much older working partners. These partners had a stronger socio-economic position than young women, enabling them to use money/gifts as leverage for sex. Condom use was irregular during all types of sexual encounters. In Kisumu, local brew dens and porn video halls facilitate risky sexual encounters between youth. These places should be regulated and monitored by the government. Our study strongly points to female vulnerabilities and the role of men in perpetuating the local epidemic. Young men should be targeted in prevention activities, to change their attitudes related to power and control in relationships. Girls should be empowered how to negotiate safe sex, and their poverty should
Voeten Helene ACM
Full Text Available Abstract Background Kisumu has shown a rising HIV prevalence over the past sentinel surveillance surveys, and most new infections are occurring among youth. We conducted a qualitative study to explore risk situations that can explain the high HIV prevalence among youth in Kisumu town, Kenya Methods We conducted in-depth interviews with 150 adolescents aged 15 to 20, held 4 focus group discussions, and made 48 observations at places where youth spend their free time. Results Porn video shows and local brew dens were identified as popular events where unprotected multipartner, concurrent, coerced and transactional sex occurs between adolescents. Video halls - rooms with a TV and VCR - often show pornography at night for a very small fee, and minors are allowed. Forced sex, gang rape and multiple concurrent relationships characterised the sexual encounters of youth, frequently facilitated by the abuse of alcohol, which is available for minors at low cost in local brew dens. For many sexually active girls, their vulnerability to STI/HIV infection is enhanced due to financial inequality, gender-related power difference and cultural norms. The desire for love and sexual pleasure also contributed to their multiple concurrent partnerships. A substantial number of girls and young women engaged in transactional sex, often with much older working partners. These partners had a stronger socio-economic position than young women, enabling them to use money/gifts as leverage for sex. Condom use was irregular during all types of sexual encounters. Conclusions In Kisumu, local brew dens and porn video halls facilitate risky sexual encounters between youth. These places should be regulated and monitored by the government. Our study strongly points to female vulnerabilities and the role of men in perpetuating the local epidemic. Young men should be targeted in prevention activities, to change their attitudes related to power and control in relationships. Girls
This footage shows an ALFA station of the ATLAS experiment in the LHC tunnel. This detector aims to measure the elastic proton scattering and to determine from these data the elastic and total cross sections, as well as the luminosity. Altogether there are two times two stations at both sides of ATLAS at Point 1 in a distance of about 240m. Each station consist of two Roman Pots which are equipped with scintillating fiber detectors. They are used under special beam conditions (high beta*) when the detectors are moved close to the circulating LHC beams (as close as 1mm). In standard high intensity LHC runs the Pots remain in parking position. The movie records the composition of an ALFA station at the C-side of ATLAS in the tunnel section *** 7L1. All stations are placed on the outgoing beams where scattered protons are expected. That's why the station mechanics is partly covered by the tubes of incoming beam lines. The stations are placed in between the large boxes with DQR resistors to absorb the magnet curr...
Tremblay, Yann; Thiebault, Andréa; Mullers, Ralf; Pistorius, Pierre
... environmental contexts. Here, using miniaturized video cameras and GPS tracking recorders simultaneously, we show for the first time that information on the immediate visual surroundings of a foraging seabird, the Cape...
Stock footage of the ATLAS- ALFA subdetector in the LHC tunnel at IP1 taken during the LHC technical shut-down in September 2016. The ATLAS/ALFA experiment and studies the elastic scattering of protons, which are not observable in normal operation runs. In the elastic scattering process, the two protons survive their encounter intact and only change directions by exchanging momentum.
Through a licensing agreement, Intergraph Government Solutions adapted a technology originally developed at NASA's Marshall Space Flight Center for enhanced video imaging by developing its Video Analyst(TM) System. Marshall's scientists developed the Video Image Stabilization and Registration (VISAR) technology to help FBI agents analyze video footage of the deadly 1996 Olympic Summer Games bombing in Atlanta, Georgia. VISAR technology enhanced nighttime videotapes made with hand-held camcorders, revealing important details about the explosion. Intergraph's Video Analyst System is a simple, effective, and affordable tool for video enhancement and analysis. The benefits associated with the Video Analyst System include support of full-resolution digital video, frame-by-frame analysis, and the ability to store analog video in digital format. Up to 12 hours of digital video can be stored and maintained for reliable footage analysis. The system also includes state-of-the-art features such as stabilization, image enhancement, and convolution to help improve the visibility of subjects in the video without altering underlying footage. Adaptable to many uses, Intergraph#s Video Analyst System meets the stringent demands of the law enforcement industry in the areas of surveillance, crime scene footage, sting operations, and dash-mounted video cameras.
Noordegraaf, J.; Plate, L.; Smelik, A.
The re-presentation of audiovisual material is a means to bring documents of the past into the present. The displacement of existing images from one context to another entails a change of meaning, that can make us see the past in a new light. This paper studies the reuse of colonial footage from the
Ikegami, Akiko; Ohira, Yoshiyuki; Uehara, Takanori; Noda, Kazutaka; Suzuki, Shingo; Shikino, Kiyoshi; Kajiwara, Hideki; Kondo, Takeshi; Hirota, Yusuke; Ikusaka, Masatomi
We examined whether problem-based learning tutorials using patient-simulated videos showing daily life are more practical for clinical learning, compared with traditional paper-based problem-based learning, for the consideration rate of psychosocial issues and the recall rate for experienced learning. Twenty-two groups with 120 fifth-year students were each assigned paper-based problem-based learning and video-based problem-based learning using patient-simulated videos. We compared target achievement rates in questionnaires using the Wilcoxon signed-rank test and discussion contents diversity using the Mann-Whitney U test. A follow-up survey used a chi-square test to measure students' recall of cases in three categories: video, paper, and non-experienced. Video-based problem-based learning displayed significantly higher achievement rates for imagining authentic patients (p=0.001), incorporating a comprehensive approach including psychosocial aspects (pproblem-based tutorials can be implemented if we create patient-simulated videos for each symptom as teaching materials.
Bonroy, Bert; Schiepers, Pieter; Leysens, Greet; Miljkovic, Dragana; Wils, Maartje; De Maesschalck, Lieven; Quanten, Stijn; Triau, Eric; Exadaktylos, Vasileios; Berckmans, Daniel; Vanrumste, Bart
One of the effects of late-stage dementia is the loss of the ability to communicate verbally. Patients become unable to call for help if they feel uncomfortable. The first objective of this article was to record facial expressions of bedridden demented elderly. For this purpose, we developed a video acquisition system (ViAS) that records synchronized video coming from two cameras. Each camera delivers uncompressed color images of 1,024 x 768 pixels, up to 30 frames per second. It is the first time that such a system has been placed in a patient's room. The second objective was to simultaneously label these video recordings with respect to discomfort expressions of the patients. Therefore, we developed a Digital Discomfort Labeling Tool (DDLT). This tool provides an easy-to-use software representation on a tablet PC of validated "paper" discomfort scales. With ViAS and DDLT, 80 different datasets were obtained of about 15 minutes of recordings. Approximately 80% of the recorded datasets delivered the labeled video recordings. The remainder were not usable due to under- or overexposed images and due to the patients being out of view as the system was not properly replaced after care. In one of 6 observed patients, nurses recognized a higher discomfort level that would not have been observed without the DDLT.
Claudio Vescia Zanini
Full Text Available Este artigo analisa como o design textual de filmes do formato found footage subverte o discurso factual a fim de potencializar a pretendida sensação de horror na tela. Filmes como Canibal Holocausto (1980, A Bruxa de Blair (1999, Atividade Paranormal (2007 e A Forca (2015 exploram a confusão entre realidade e ficção, interferindo na maneira como parte da audiência reage aos filmes. O artigo também parte do princípio que o found footage é um produto natural da pós-modernidade, que tem a cultura da convergência (JENKINS, 2008 e o desaparecimento do real como duas de suas maiores características.
Mack, David J; Wiesmann, Helene; Ilg, Uwe J
Video games have become both a widespread leisure activity and a substantial field of research. In a variety of tasks, video game players (VGPs) perform better than non-video game players (NVGPs). This difference is most likely explained by an alteration of the basic mechanisms underlying visuospatial attention. More specifically, the present study hypothesizes that VGPs are able to shift attention faster than NVGPs. Such alterations in attention cannot be disentangled from changes in stimulus-response mappings in reaction time based measurements. Therefore, we used a spatial cueing task with varying cue lead times (CLTs) to investigate the speed of covert attention shifts of 98 male participants divided into 36 NVGPs and 62 VGPs based on their weekly gaming time. VGPs exhibited higher peak and mean performance than NVGPs. However, we did not find any differences in the speed of covert attention shifts as measured by the CLT needed to achieve peak performance. Thus, our results clearly rule out faster stimulus-response mappings as an explanation for the higher performance of VGPs in line with previous studies. More importantly, our data do not support the notion of faster attention shifts in VGPs as another possible explanation. Copyright © 2016 Elsevier B.V. All rights reserved.
Bindemann, Markus; Fysh, Matthew C; Sage, Sophie S K; Douglas, Kristina; Tummon, Hannah M
Remote-controlled aerial drones (or unmanned aerial vehicles; UAVs) are employed for surveillance by the military and police, which suggests that drone-captured footage might provide sufficient information for person identification. This study demonstrates that person identification from drone-captured images is poor when targets are unfamiliar (Experiment 1), when targets are familiar and the number of possible identities is restricted by context (Experiment 2), and when moving footage is employed (Experiment 3). Person information such as sex, race and age is also difficult to access from drone-captured footage (Experiment 4). These findings suggest that such footage provides a particularly poor medium for person identification. This is likely to reflect the sub-optimal quality of such footage, which is subject to factors such as the height and velocity at which drones fly, viewing distance, unfavourable vantage points, and ambient conditions.
Full Text Available Atmospheric turbulence is a naturally occurring phenomenon that can severely degrade the quality of long-range surveillance video footage. Major effects include image blurring, image warping and temporal wavering of objects in the scene. Mitigating...
Vögeli, Sabine; Wolf, Martin; Wechsler, Beat; Gygax, Lorenz
Mood, as a long-term affective state, is thought to modulate short-term emotional reactions in animals, but the details of this interplay have hardly been investigated experimentally. Apart from a basic interest in this affective system, mood is likely to have an important impact on animal welfare, as bad mood may taint all emotional experience. In the present study about mood - emotion interaction, 29 sheep were kept under predictable, stimulus-rich or unpredictable, stimulus-poor housing conditions, to induce different mood states. In an experiment, the animals were confronted with video sequences of social interactions of conspecifics showing agonistic interactions, ruminating or tolerantly co-feeding as stimuli of different valences. Emotional reactions were assessed by measuring frontal brain activity using functional near-infrared spectroscopy and by recording behavioral reactions. Attentiveness of the sheep decreased from videos showing agonistic interactions to ruminating sheep to those displaying co-feeding sheep. Seeing agonistic interactions was also associated with a deactivation of the frontal cortex, specifically in animals living under predictable, stimulus-rich housing conditions. These sheep generally showed less attentiveness and locomotor activity and they had their ears in a forward position less often and in a backward position more often than the sheep from the unpredictable, stimulus-poor conditions. Housing conditions influenced how the sheep behaved, which can either be thought to be mediated by mood or by the animals' previous experience with stimulus-richness in their housing conditions. Frontal cortical activity may not depend on valence only, but also on the perceptual channel through which the stimuli were perceived. Copyright © 2015 Elsevier B.V. All rights reserved.
Bowen, Lauren N; Malaty, Irene A; Rodriguez, Ramon L; Okun, Michael S
Historians have suggested that MacArthur had Parkinson disease (PD), and that this may have influenced his military judgment. There is little evidence to support or to refute this suggestion. We aimed in this article to review multiple cinematic images, as well as the personal writings of Douglas MacArthur to determine the likelihood that he had PD. A complete review of the Western literature on Douglas MacArthur, including YouTube, Google Scholar/Google Images/Google Video, PubMed, and HighWirePress was undertaken. Over 200 minutes of film footage was analyzed, including such factors as MacArthur's facial profiles, facial expression, gait, posture, and movement. Handwriting samples from over 6 decades were compared for evidence of micrographia. Videos and handwriting samples were independently reviewed by 3 fellowship-trained movement disorders neurologists. Examination of video footage showed evidence of progression of head tremors, postural action tremors, and voice tremors. There were no clear indications of a masked face, rigidity, bradykinesia, or a resting tremor on film footage recorded from 1906 to 1964. There was no evidence of micrographia in handwriting samples. Oral testimony and letters written by an attending gastroenterologist present at MacArthur's death in 1964 revealed no evidence of parkinsonian features. We conclude that MacArthur had mild essential tremor that was more evident in his postmilitary career. There was no evidence to suggest that he had a clinical diagnosis of progressive PD.
Hopper, Lydia M; Lambeth, Susan P; Schapiro, Steven J
Video displays for behavioral research lend themselves particularly well to studies with chimpanzees (Pan troglodytes), as their vision is comparable to humans', yet there has been no formal test of the efficacy of video displays as a form of social information for chimpanzees. To address this, we compared the learning success of chimpanzees shown video footage of a conspecific compared to chimpanzees shown a live conspecific performing the same novel task. Footage of an unfamiliar chimpanzee operating a bidirectional apparatus was presented to 24 chimpanzees (12 males, 12 females), and their responses were compared to those of a further 12 chimpanzees given the same task but with no form of information. Secondly, we also compared the responses of the chimpanzees in the video display condition to responses of eight chimpanzees from a previously published study of ours, in which chimpanzees observed live models. Chimpanzees shown a video display were more successful than those in the control condition and showed comparable success to those that saw a live model. Regarding fine-grained copying (i.e. the direction that the door was pushed), only chimpanzees that observed a live model showed significant matching to the model's methods with their first response. Yet, when all the responses made by the chimpanzees were considered, comparable levels of matching were shown by chimpanzees in both the live and video conditions. © 2012 Wiley Periodicals, Inc.
Yann Tremblay; Andréa Thiebault; Ralf Mullers; Pierre Pistorius
... environmental contexts. Here, using miniaturized video cameras and GPS tracking recorders simultaneously, we show for the first time that information on the immediate visual surroundings of a foraging seabird, the Cape...
Lydia M. Hopper; Lambeth, Susan P; Schapiro, Steven J.
Video displays for behavioral research lend themselves particularly well to studies with chimpanzees (Pan troglodytes), as their vision is comparable to humans’, yet there has been no formal test of the efficacy of video displays as a form of social information for chimpanzees. To address this, we compared the learning success of chimpanzees shown video footage of a conspecific compared to chimpanzees shown a live conspecific performing the same novel task. Footage of an unfamiliar chimpanzee...
Hjort, Anders; Elbæk, Lars; Henriksen, Kristoffer
it facilitates reflective learning. Video analysis is executed in the (PU) platform by involving the players in the analysis process, in the sense that they are encouraged to tag game actions in video-documented football matches. Following this, players can get virtual feedback from their coach. The philosophy......In the present study, we investigated the introduction of a cloud-based video analysis platform called Player Universe (PU) in a Danish football club. Video analysis is not a new performance-enhancing element in sport, but PU is innovative in the way players and coaches produce footage and how....... The implementation and evaluation of PU took place in the FC Copenhagen (FCK) School of Excellence. Findings show that PU can improve youth football players’ reflection skills through consistent video analyses and tagging, that coaches are important as role models and providers of feedback, and that the use...
that comprises what is commonly known as human actors as well as material entities that play an active part in motion picture images. The use of intra-diegetic cameras in contemporary found footage horror films constitutes a particular case of such cinematic actor assemblages. Through a dynamic relational...... performance, cameras here take on roles as active agents with the potential to affect other elements within the images as well as the films’ audiences. In found footage horror the assemblage mode of operation creates suspense, since the vulnerability of the camera threatens the viewer's access to the depicted...... events. While human characters and individual entities making up the camera assemblage are disposable, the recording is not. Found footage horror crucially hinges upon the survival of the footage. I will further suggest that these films allow filmmakers to experiment with the acting capabilities of intra...
Pinard, C.; Chevalley, L.; Manzanera, A.; Filliat, D.
We propose a depth map inference system from monocular videos based on a novel dataset for navigation that mimics aerial footage from gimbal stabilized monocular camera in rigid scenes. Unlike most navigation datasets, the lack of rotation implies an easier structure from motion problem which can be leveraged for different kinds of tasks such as depth inference and obstacle avoidance. We also propose an architecture for end-to-end depth inference with a fully convolutional network. Results show that although tied to camera inner parameters, the problem is locally solvable and leads to good quality depth prediction.
Full Text Available A great many of empirical researches have proved that longtime exposure to violent video game can lead to a series of negative effects. Although research has focused on the neural basis of the correlation between violent video game and aggression, little is known whether the spontaneous brain activity is associated with violent video game exposure. To address this question, we measured the spontaneous brain activity using resting-state functional magnetic resonance imaging (fMRI. We used the amplitude of low-frequency fluctuations (ALFF and fractional ALFF (fALFF to quantify spontaneous brain activity. The results showed there is no significant difference in ALFF, or fALFF, between violent video game group and the control part, indicating that long time exposure to violent video games won’t significantly influence spontaneous brain activity, especially the core brain regions such as execution control, moral judgment and short-term memory. This implies the adverse impact of violent video games is exaggerated.
Full Text Available ake found footage horror films have been massively made in the last two decades. To shoot a fictional script and give to it the texture of a documentary, a filmmaker has to deal with a number of creative restrictions in order to impose to images and sounds an effect of reality present in amateur footage. This essay examines recurring patterns of style, in this subgenre of movies, which have been used to combine narrative clarity and documental verisimilitude – a combination imposed by the presence of recording devices on the diegesis.
Bluff, Lucas A; Rutz, Christian
Video tracking is a powerful new tool for studying natural undisturbed behaviour in a wide range of birds, mammals and reptiles. Using integrated animal-borne video tags, video footage and positional data are recorded simultaneously from wild free-ranging animals. At the analysis stage, video scenes are linked to radio fixes, yielding an animal's eye view of resource use and social interactions along a known movement trajectory. Here, we provide a brief description of our basic equipment and ...
Davidowsky, Philip; Rogers, Michael
Students are exposed to a variety of unrealistic physical experiences seen in movies, video games, and short online videos. A popular classroom activity has students examine footage to identify what aspects of physics are correctly and incorrectly represented. Some of the physical phenomena pictured might be tricks or illusions made easier to…
Gardner, Andrew J; Levi, Christopher R; Iverson, Grant L
... published. The aim of this study is to evaluate whether independent raters reliably agreed on the injury characterization when using a standardized observational instrument to record video footage of National Rugby League (NRL...
Gao, Xuemei; Pan, Wei; Li, Chao; Weng, Lei; Yao, Mengyun; Chen, Antao
As a typical form of empathy, empathy for pain refers to the perception and appraisal of others' pain, as well as the corresponding affective responses. Numerous studies investigated the factors affecting the empathy for pain, in which the exposure to violent video games (VVGs) could change players' empathic responses to painful situations. However, it remains unclear whether exposure to VVG influences the empathy for pain. In the present study, in terms of the exposure experience to VVG, two groups of participants (18 in VVG group, VG; 17 in non-VVG group, NG) were screened from nearly 200 video game experience questionnaires. And then, the functional magnetic resonance imaging data were recorded when they were viewing painful and non-painful stimuli. The results showed that the perception of others' pain were not significantly different in brain regions between groups, from which we could infer that the desensitization effect of VVGs was overrated.
Full Text Available As a typical form of empathy, empathy for pain refers to the perception and appraisal of others’ pain, as well as the corresponding affective responses. Numerous studies investigated the factors affecting the empathy for pain, in which the exposure to violent video games (VVGs could change players’ empathic responses to painful situations. However, it remains unclear whether exposure to VVG influences the empathy for pain. In the present study, in terms of the exposure experience to VVG, two groups of participants (18 in VVG group, VG; 17 in non-VVG group, NG were screened from nearly 200 video game experience questionnaires. And then, the functional magnetic resonance imaging data were recorded when they were viewing painful and non-painful stimuli. The results showed that the perception of others’ pain were not significantly different in brain regions between groups, from which we could infer that the desensitization effect of VVGs was overrated.
Full Text Available We propose a depth map inference system from monocular videos based on a novel dataset for navigation that mimics aerial footage from gimbal stabilized monocular camera in rigid scenes. Unlike most navigation datasets, the lack of rotation implies an easier structure from motion problem which can be leveraged for different kinds of tasks such as depth inference and obstacle avoidance. We also propose an architecture for end-to-end depth inference with a fully convolutional network. Results show that although tied to camera inner parameters, the problem is locally solvable and leads to good quality depth prediction.
Miranda, Marcelo; Bustamante, M Leonor; Mena, Francisco; Lees, Andrew
Manganism has captured the imagination of neurologists for more than a century because of its similarities to Parkinson disease and its indirect but seminal role in the "l-dopa miracle." We present unpublished footage of the original case series reported in Neurology® in 1967 by Mena and Cotzias depicting the typical neurologic signs of manganism in 4 Chilean miners and their response to high doses of l-dopa. © 2015 American Academy of Neurology.
The alignment for the ARIA experiment. After placing the 3 modules next to each other on the floor in bdg 180, we will soon proceed to align them. That will imply lifting and rotations of some of the modules.
Campo, Shelly; Askelson, Natoshia M.; Spies, Erica L.; Losch, Mary
Web sites about sexual health lack the interactivity, humor, and "viral" nature required to attract young adults. The Midwest Teen Sex Show (www.midwestteensexshow.com) is an interactive, humor-based Web site that provides sexual health information to young adults. One episode from the Web site was shown to six focus groups of young women, ages…
Rehim, Shady A.; Chung, Kevin C.
Digital video recordings are increasingly used across various medical and surgical disciplines including hand surgery for documentation of patient care, resident education, scientific presentations and publications. In recent years, the introduction of sophisticated computer hardware and software technology has simplified the process of digital video production and improved means of disseminating large digital data files. However, the creation of high quality surgical video footage requires b...
Jensen, Murray; Mattheis, Allison; Johnson, Brady
Students in an interdisciplinary undergraduate introductory course were required to complete a group video project focused on nutrition and healthy eating. A mixed-methods approach to data collection involved observing and rating video footage of group work sessions and individual and focus group interviews. These data were analyzed and used to…
Hjort, Anders; Elbæk, Lars; Henriksen, Kristoffer
In the present study, we investigated the introduction of a cloud-based video analysis platform called Player Universe (PU) in a Danish football club. Video analysis is not a new performance-enhancing element in sport, but PU is innovative in the way players and coaches produce footage and how...
US Fish and Wildlife Service, Department of the Interior — This record contains five videos, each uploaded as a separate digital holding. The video is dash-cam footage from a truck driving the one-way loop on the Rocky...
Caglio, Agnese; Buur, Jacob
User-centred design projects that utilize ethnographic research tend to produce hours and hours of contextual video footage that seldom gets used again once the project is complete. The richness of such research video could, however, make it attractive for other project teams or researchers...... screens to colleague designers and researchers. The setup we designed included large and small screens placed in a social space of a research environment, the communal kitchen. Through screenings of ten different 'old' research videos accompanied by various prompt questions and activities we built...
Admiraal, W.; Boesenkool, F.; van Duin, G.; van de Kamp, M.-T.; Montane, M.; Salazar, J.
Portfolios are widely used as instruments in initial teacher education in order to assess teacher competences. Video footages provides the opportunity to capture the richness ad complexity of work practices. This means that not only a larger variety of teacher competences can be demonstrated, but
Evaluation and development of a novel binocular treatment (I-BiT™) system using video clips and interactive games to improve vision in children with amblyopia ('lazy eye'): study protocol for a randomised controlled trial
Foss, Alexander J; Gregson, Richard M; MacKeith, Daisy; Herbison, Nicola; Ash, Isabel M; Cobb, Sue V; Eastgate, Richard M; Hepburn, Trish; Vivian, Anthony; Moore, Diane; Haworth, Stephen M
.... This treatment is unpopular and compliance is often low. Therefore results can be poor. A novel binocular treatment which uses 3D technology to present specially developed computer games and video footage (I-BiT...
This video, produced by Be Smart. Be Well., raises awareness of Sexually Transmitted Diseases (STDs): 1) What are they? 2) Why they matter? and, 3) What can I do about them? Footage courtesy of Be Smart. Be Well., featuring CDC's Dr. John Douglas, Division of Sexually Transmitted Disease Prevention. Created: 3/15/2010 by National Center for HIV/AIDS, Viral Hepatitis, STD, and TB Prevention (NCHHSTP). Date Released: 3/15/2010.
Davidowsky, Philip; Rogers, Michael
Students are exposed to a variety of unrealistic physical experiences seen in movies, video games, and short online videos. A popular classroom activity has students examine footage to identify what aspects of physics are correctly and incorrectly represented.1-7 Some of the physical phenomena pictured might be tricks or illusions made easier to perform with the use of video, while others are removed from their historical context, leaving the audience to form misguided conclusions about what they saw with only the information in the video. One such video in which the late Eric Laithwaite, a successful British engineer and inventor, claims that a spinning wheel "becomes light as a feather" provides an opportunity for students to investigate Laithwaite's claim.8 The use of video footage can engage students in learning physics9 but also provide an opportunity for authentic research experiences.
This document presents an executive summary of a study that examined messages sent to adolescent girls (ages 10 to 17) across 6 types of media most heavily used by adolescent girls: television, movies, magazines, music videos, television commercials, and magazine advertisements. The study asked what messages are sent about gender roles--primarily…
A study examined kinds of messages prevalent in the media used by preteen and teenage girls, asking what messages are sent about goals, dating, careers, behavior, and appearance and its relationship to well being. Four media were the subject of the study, which comprised 12 samples from television programs, theatrical films, music videos, and teen…
Fisher, Nina; Kaplan, Daniel; Egol, Kenneth A
Surgical video production is an important skill that can be of valuable use as an educational tool. However, it is important that surgical videos be filmed and edited in a methodological way to maximize its potential. In this video, we describe our preference for producing quality surgical videos. There are many important factors to consider during the filming process, including vantage point of the videographer, lighting, and visualization of instruments. During the editing process, certain techniques can be used to make the video more stimulating and thus more engaging to the viewer. This video presents the filming and editing of a single case. In addition, we provide examples of acceptable and poor footage and editing techniques. Surgical videos can be a valuable educational tool when properly executed. In this video, we describe techniques to ensure quality production.
Full Text Available Recent technological developments have resulted in surveillance video becoming a primary method of preserving public security. Many city crimes are observed in surveillance video. The most abundant evidence collected by the police is also acquired through surveillance video sources. Surveillance video footage offers very strong support for solving criminal cases, therefore, creating an effective policy, and applying useful methods to the retrieval of additional evidence is becoming increasingly important. However, surveillance video has had its failings, namely, video footage being captured in low resolution (LR and bad visual quality. In this paper, we discuss the characteristics of surveillance video and describe the manual feature registration – maximum a posteriori – projection onto convex sets to develop a super-resolution reconstruction method, which improves the quality of surveillance video. From this method, we can make optimal use of information contained in the LR video image, but we can also control the image edge clearly as well as the convergence of the algorithm. Finally, we make a suggestion on how to adjust the algorithm adaptability by analyzing the prior information of target image.
Nortvig, Anne Mette; Sørensen, Birgitte Holm
This project’s aim was to support and facilitate master’s students’ preparation and collaboration by making video podcasts of short lectures available on YouTube prior to students’ first face-to-face seminar. The empirical material stems from group interviews, from statistical data created through...... YouTube analytics and from surveys answered by students after the seminar. The project sought to explore how video podcasts support learning and reflection online and how students use and reflect on the integration of online activities in the videos. Findings showed that students engaged actively...
Ryan, Christian; Furley, Philip; Mulhall, Kathleen
Typically developing children are able to judge who is winning or losing from very short clips of video footage of behaviour between active match play across a number of sports. Inferences from "thin slices" (short video clips) allow participants to make complex judgments about the meaning of posture, gesture and body language. This…
Footage for video describing a prestigious Government of Canada prize which the Canadian team in ALPHA will be awarded on February 3rd 2014. On the video: -Mic-Michael Hayden (Simon Fraser Univ.) -Walter Hardy (Univ. of British Columbia) -Andrea Capra (York Univ.)hael Hayden (Simon Fraser Univ.)
Addison, Paul S; Jacquel, Dominique; Foo, David M H; Antunes, André; Borg, Ulf R
The physiologic information contained in the video photoplethysmogram is well documented. However, extracting this information during challenging conditions requires new analysis techniques to capture and process the video image streams to extract clinically useful physiologic parameters. We hypothesized that heart rate, respiratory rate, and oxygen saturation trending can be evaluated accurately from video information during acute hypoxia. Video footage was acquired from multiple desaturation episodes during a porcine model of acute hypoxia using a standard visible light camera. A novel in-house algorithm was used to extract photoplethysmographic cardiac pulse and respiratory information from the video image streams and process it to extract a continuously reported video-based heart rate (HRvid), respiratory rate (RRvid), and oxygen saturation (SvidO2). This information was then compared with HR and oxygen saturation references from commercial pulse oximetry and the known rate of respiration from the ventilator. Eighty-eight minutes of data were acquired during 16 hypoxic episodes in 8 animals. A linear mixed-effects regression showed excellent responses relative to a nonhypoxic reference signal with slopes of 0.976 (95% confidence interval [CI], 0.973-0.979) for HRvid; 1.135 (95% CI, 1.101-1.168) for RRvid, and 0.913 (95% CI, 0.905-0.920) for video-based oxygen saturation. These results were obtained while maintaining continuous uninterrupted vital sign monitoring for the entire study period. Video-based monitoring of HR, RR, and oxygen saturation may be performed with reasonable accuracy during acute hypoxic conditions in an anesthetized porcine hypoxia model using standard visible light camera equipment. However, the study was conducted during relatively low motion. A better understanding of the effect of motion and the effect of ambient light on the video photoplethysmogram may help refine this monitoring technology for use in the clinical environment.
Carroll, Katherine; Iedema, Rick; Kerridge, Ross
In this article, we outline a study method with which structural changes to clinical communication were achieved within a local intensive care unit (ICU). The study method involved in-depth, round-the-clock observation, interviewing, and video filming of how intensivists conducted their practices, as well as showing selected footage to the clinicians for feedback. This feedback component iteratively engaged clinicians in problem-solving their own communication difficulties. The article focuses on one such feedback meeting and describes changes to the morning ward round and planning meeting that this feedback process catalyzed: greater time efficiency, a greater presence of intensivists in the ICU, more satisfied nursing staff, and a handover sheet to improve the structure of clinical information exchanges. We argue that in embodying not a descriptive but an interventionist approach to health service provision, this video-ethnographic method has great significance for enhancing clinicians' and researchers' understanding of the rising complexity of in-hospital practices, and for enabling them to intervene in these practices.
Thomson, S.; Wolfe, J.
Over the last two years, Skypunch Creative has designed and implemented a number of pilot projects to increase the amount of video captured by scientists in the field. The major barrier to success that we tackled with the pilot projects was the conflicting demands of the time, space, storage needs of scientists in the field and the demands of shooting high quality video. Our pilots involved providing scientists with equipment, varying levels of instruction on shooting in the field and post-production resources (editing and motion graphics). In each project, the scientific team was provided with cameras (or additional equipment if they owned their own), tripods, and sometimes sound equipment, as well as an external hard drive to return the footage to us. Upon receiving the footage we professionally filmed follow-up interviews and created animations and motion graphics to illustrate their points. We also helped with the distribution of the final product (http://climatescience.tv/2012/05/the-story-of-a-flying-hippo-the-hiaper-pole-to-pole-observation-project/ and http://climatescience.tv/2013/01/bogged-down-in-alaska/). The pilot projects were a success. Most of the scientists returned asking for additional gear and support for future field work. Moving out of the pilot phase, to continue the project, we have produced a 14 page guide for scientists shooting in the field based on lessons learned - it contains key tips and best practice techniques for shooting high quality footage in the field. We have also expanded the project and are now testing the use of video cameras that can be synced with sensors so that the footage is useful both scientifically and artistically. Extract from A Scientist's Guide to Shooting Video in the Field
This video, produced by Be Smart. Be Well., raises awareness of Sexually Transmitted Diseases (STDs): 1) What are they? 2) Why they matter? and, 3) What can I do about them? Footage courtesy of Be Smart. Be Well., featuring CDC's Dr. John Douglas, Division of Sexually Transmitted Disease Prevention. Created: 3/15/2010 by National Center for HIV/AIDS, Viral Hepatitis, STD, and TB Prevention (NCHHSTP). Date Released: 3/15/2010.
This video, produced by Be Smart. Be Well., raises awareness of Sexually Transmitted Diseases (STDs): 1) What are they? 2) Why they matter? and, 3) What can I do about them? Footage courtesy of Be Smart. Be Well. Created: 3/15/2010 by National Center for HIV/AIDS, Viral Hepatitis, STD, and TB Prevention (NCHHSTP). Date Released: 3/15/2010.
This video, produced by Be Smart. Be Well., raises awareness of Sexually Transmitted Diseases (STDs): 1) What are they? 2) Why they matter? and, 3) What can I do about them? Footage courtesy of Be Smart. Be Well., featuring CDC's Dr. John Douglas, Division of Sexually Transmitted Disease Prevention. Created: 3/15/2010 by National Center for HIV/AIDS, Viral Hepatitis, STD, and TB Prevention (NCHHSTP). Date Released: 3/15/2010.
This video, produced by Be Smart. Be Well., raises awareness of Sexually Transmitted Diseases (STDs): 1) What are they? 2) Why they matter? and, 3) What can I do about them? Footage courtesy of Be Smart. Be Well. Created: 3/15/2010 by National Center for HIV/AIDS, Viral Hepatitis, STD, and TB Prevention (NCHHSTP). Date Released: 3/15/2010.
Jensen, Murray; Mattheis, Allison; Johnson, Brady
Students in an interdisciplinary undergraduate introductory course were required to complete a group video project focused on nutrition and healthy eating. A mixed-methods approach to data collection involved observing and rating video footage of group work sessions and individual and focus group interviews. These data were analyzed and used to evaluate the effectiveness of the assignment in light of two student learning outcomes and two student development outcomes at the University of Minne...
Andradi-Brown, Dominic A; Macaya-Solis, Consuelo; Exton, Dan A; Gress, Erika; Wright, Georgina; Rogers, Alex D
Fish surveys form the backbone of reef monitoring and management initiatives throughout the tropics, and understanding patterns in biases between techniques is crucial if outputs are to address key objectives optimally. Often biases are not consistent across natural environmental gradients such as depth, leading to uncertainty in interpretation of results. Recently there has been much interest in mesophotic reefs (reefs from 30-150 m depth) as refuge habitats from fishing pressure, leading to many comparisons of reef fish communities over depth gradients. Here we compare fish communities using stereo-video footage recorded via baited remote underwater video (BRUV) and diver-operated video (DOV) systems on shallow and mesophotic reefs in the Mesoamerican Barrier Reef, Caribbean. We show inconsistent responses across families, species and trophic groups between methods across the depth gradient. Fish species and family richness were higher using BRUV at both depth ranges, suggesting that BRUV is more appropriate for recording all components of the fish community. Fish length distributions were not different between methods on shallow reefs, yet BRUV recorded more small fish on mesophotic reefs. However, DOV consistently recorded greater relative fish community biomass of herbivores, suggesting that studies focusing on herbivores should consider using DOV. Our results highlight the importance of considering what component of reef fish community researchers and managers are most interested in surveying when deciding which survey technique to use across natural gradients such as depth.
Raabe, Ellen A.; D'Anjou, Robert; Pope, Domonique K.; Robbins, Lisa L.
This project combines underwater video with maps and descriptions to illustrate diverse seafloor habitats from Tampa Bay, Florida, to Mobile Bay, Alabama. A swath of seafloor was surveyed with underwater video to 100 meters (m) water depth in 1999 and 2000 as part of the Gulfstream Natural Gas System Survey. The U.S. Geological Survey (USGS) in St. Petersburg, Florida, in cooperation with Eckerd College and the Florida Department of Environmental Protection (FDEP), produced an archive of analog-to-digital underwater movies. Representative clips of seafloor habitats were selected from hundreds of hours of underwater footage. The locations of video clips were mapped to show the distribution of habitat and habitat transitions. The numerous benthic habitats in the northeastern Gulf of Mexico play a vital role in the region's economy, providing essential resources for tourism, natural gas, recreational water sports (fishing, boating, scuba diving), materials, fresh food, energy, a source of sand for beach renourishment, and more. These submerged natural resources are important to the economy but are often invisible to the general public. This product provides a glimpse of the seafloor with sample underwater video, maps, and habitat descriptions. It was developed to depict the range and location of seafloor habitats in the region but is limited by depth and by the survey track. It should not be viewed as comprehensive, but rather as a point of departure for inquiries and appreciation of marine resources and seafloor habitats. Further information is provided in the Resources section.
Epley, Hannah K.
There is a need for Extension professionals to show clientele the benefits of their program. This article shares how promotional videos are one way of reaching audiences online. An example is given on how a promotional video has been used and developed using iMovie software. Tips are offered for how professionals can create a promotional video and…
Smith, Leon; Parker, David; Brown, Carl; Ireson, Gren
The force on a current-carrying conductor in a magnetic field is a common aspect of post-16 physics courses. Many textbooks approach this topic via a current balance, e.g. Hutchins (1990) through to Duncan (2000), with websites such as "Practical Physics" giving a qualitative version. This article takes the approach of equating "F = BIL"sin[theta]…
Stevens, Jeni; Schmied, Virginia; Burns, Elaine; Dahlen, Hannah G
To describe the challenges of, and steps taken to successfully collect video ethnographic data during and after caesarean sections. Video ethnographic research uses real-time video footage to study a cultural group or phenomenon in the natural environment. It allows researchers to discover previously undocumented practices, which in-turn provides insight into strengths and weaknesses in practice. This knowledge can be used to translate evidence-based interventions into practice. Video ethnographic design. A video ethnographic approach was used to observe the contact between mothers and babies immediately after elective caesarean sections in a tertiary hospital in Sydney, Australia. Women, their support people and staff participated in the study. Data were collected via video footage and field notes in the operating theatre, recovery and the postnatal ward. Challenges faced whilst conducting video ethnographic research included attaining ethics approval, recruiting vast numbers of staff members and 'vulnerable' pregnant women, and endeavouring to be a 'fly on the wall' and a 'complete observer'. There were disadvantages being an 'insider' whilst conducting the research because occasionally staff members requested help with clinical tasks whilst collecting data; however, it was an advantage as it enabled ease of access to the environment and staff members that were to be recruited. Despite the challenges, video ethnographic research enabled the provision of unique data that could not be attained by any other means. Video ethnographic data are beneficial as it provides exceptionally rich data for in-depth analysis of interactions between the environment, equipment and people in the hospital environment. The analysis of this type of data can then be used to inform improvements for future care. © 2016 John Wiley & Sons Ltd.
Rehim, Shady A; Chung, Kevin C
Digital video recordings are increasingly used across various medical and surgical disciplines including hand surgery for documentation of patient care, resident education, scientific presentations, and publications. In recent years, the introduction of sophisticated computer hardware and software technology has simplified the process of digital video production and improved means of disseminating large digital data files. However, the creation of high-quality surgical video footage requires a basic understanding of key technical considerations, together with creativity and sound aesthetic judgment of the videographer. In this article we outline the practical steps involved in equipment preparation, video recording, editing, and archiving, as well as guidance for the choice of suitable hardware and software equipment. Copyright © 2015 American Society for Surgery of the Hand. Published by Elsevier Inc. All rights reserved.
Assent, Ira; Kremer, Hardy
Video copy detection should be capable of identifying video copies subject to alterations e.g. in video contrast or frame rates. We propose a video copy detection scheme that allows for adaptable detection of videos that are altered temporally (e.g. frame rate change) and/or visually (e.g. change...... in contrast). Our query processing combines filtering and indexing structures for efficient multistep computation of video copies under this model. We show that our model successfully identifies altered video copies and does so more reliably than existing models....
Lau, Chun Pong
In this paper, we study the problem of video quality prediction over the wireless 4G network. Video transmission data is collected from a real 4G SCM testbed for investigating factors that affect video quality. After feature transformation and selection on video and network parameters, video quality is predicted by solving as regression problem. Experimental results show that the dominated factor on video quality is the channel attenuation and video quality can be well estimated by our models with small errors.
Bornoe, Nis; Barkhuus, Louise
Microblogging is a recently popular phenomenon and with the increasing trend for video cameras to be built into mobile phones, a new type of microblogging has entered the arena of electronic communication: video microblogging. In this study we examine video microblogging, which is the broadcasting...... of short videos. A series of semi-structured interviews offers an understanding of why and how video microblogging is used and what the users post and broadcast....
Gardner, Andrew J; Levi, Christopher R; Iverson, Grant L
Several professional contact and collision sports have recently introduced the use of sideline video review for club medical staff to help identify and manage concussions. As such, reviewing video footage on the sideline has become increasingly relied upon to assist with improving the identification of possible injury. However, as yet, a standardized method for reviewing such video footage in rugby league has not been published. The aim of this study is to evaluate whether independent raters reliably agreed on the injury characterization when using a standardized observational instrument to record video footage of National Rugby League (NRL) concussions. Video footage of 25 concussions were randomly selected from a pool of 80 medically diagnosed concussions from the 2013-2014 NRL seasons. Four raters (two naïve and two expert) independently viewed video footage of 25 NRL concussions and completed the Observational Review and Analysis of Concussion form for the purpose of this inter-rater reliability study. The inter-rater reliability was calculated using Cohen's kappa (κ) and intra-class correlation (ICC) statistics. The two naïve raters and the two expert raters were compared with one another separately. A considerable number of components for the naïve and expert raters had almost perfect agreement (κ or ICC value ≥ 0.9), 9 of 22 (41%) components for naïve raters and 21 of 22 (95%) components for expert raters. For the concussion signs, however, the majority of the rating agreement was moderate (κ value 0.6-0.79); both the naïve and expert raters had 4 of 6 (67%) concussion signs with moderate agreement. The most difficult concussion sign to achieve agreement on was blank or vacant stare, which had weak (κ value 0.4-0.59) agreement for both naïve and expert raters. There appears to be value in expert raters, but less value for naive raters, in using the new Observational Review and Analysis of Concussion (ORAC) Form. The ORAC Form has high inter
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.
Paro, John A M; Nazareli, Rahim; Gurjala, Anadev; Berger, Aaron; Lee, Gordon K
Professionals in a variety of specialties use video-based review as a method of constant self-evaluation. We believe critical self-reflection will allow a surgical trainee to identify methods for improvement throughout residency and beyond. We have used 2 new popular technologies to evaluate their role in accomplishing the previously mentioned objectives. Our group investigated Google Glass and GoPro cameras. Medical students, residents, and faculty were invited to wear each of the devices during a scheduled operation. After the case, each participant was asked to comment on a number of features of the device including comfort, level of distraction/interference with operating, ease of video acquisition, and battery life. Software and hardware specifications were compiled and compared by the authors. A "proof-of-concept" was also performed using the video-conferencing abilities of Google Glass to perform a simulated flap check. The technical specifications of the 2 cameras favor GoPro over Google Glass. Glass records in 720p with 5-MP still shots, and the GoPro records in 1080p with 12-MP still shots. Our tests of battery life showed more than 2 hours of continuous video with GoPro, and less than 1 hour for Glass. Favorable features of Google Glass included comfort and relative ease of use; they could not comfortably wear loupes while operating, and would have preferred longer hands-free video recording. The GoPro was slightly more cumbersome and required a nonsterile team member to activate all pictures or video; however, loupes could be worn. Google Glass was successfully used in the hospital for a simulated flap check, with overall audio and video being transmitted--fine detail was lost, however. There are benefits and limitations to each of the devices tested. Google Glass is in its infancy and may gain a larger intraoperative role in the future. We plan to use Glass as a way for trainees to easily acquire intraoperative footage as a means to "review tape" and
Patullo, B W; Jolley-Rogers, G; Macmillan, D L
Computer analysis of video footage is one option for recording locomotor behavior for a range of neurophysiological and behavioral studies. This technique is reasonably well established and accepted, but its use for some behavioral analyses remains a challenge. For example, filming through water can lead to reflection, and filming nocturnal activity can reduce resolution and clarity of filmed images. The aim of this study was to develop a noninvasive method for recording nocturnal activity in aquatic decapods and test the accuracy of analysis by video tracking software. We selected crayfish, Cherax destructor, because they are often active at night, they live underwater, and data on their locomotion is important for answering biological and physiological questions such as how they explore and navigate. We constructed recording arenas and filmed animals in infrared light. Wethen compared human observer data and software-acquired values. In this article, we outline important apparatus and software issues to obtain reliable computer tracking.
Bamzai, A.; Farrell, W.; Klemm, T.
With recent technological advances, the barriers to filmmaking have been lowered, and it is now possible to record and edit video footage with a smartphone or a handheld camera and free software. Students accustomed to documenting their every-day experiences for multimedia-rich social networking sites feel excited and creatively inspired when asked to take on ownership of more complex video projects. With a small amount of guidance on shooting primary and secondary footage and an overview of basic interview skills, students are self-motivated to identify the learning themes with which they resonate most strongly and record their footage in a way that is true to their own experience. The South Central Climate Science Center (SC-CSC) is one of eight regional centers formed by the U.S. Department of the Interior in order to provide decision makers with the science, tools, and information they need to address the impacts of climate variability and change on their areas of responsibility. An important component of this mission is to innovate in the areas of translational science and science communication. This presentation will highlight how the SC-CSC used student-driven video projects to document our Early Career Researcher Workshop and our Undergraduate Internship for Underrepresented Minorities. These projects equipped the students with critical thinking and project management skills, while also providing a finished product that the SC-CSC can use for future outreach purposes.
Fuller, G W; Kemp, S P T; Raftery, M
To investigate the accuracy and reliability of side-line video review of head impact events to aid identification of concussion in elite sport. Diagnostic accuracy and inter-rater agreement study. Immediate care, match day and team doctors involved in the 2015 Rugby Union World Cup viewed 20 video clips showing broadcaster's footage of head impact events occurring during elite Rugby matches. Subjects subsequently recorded whether any criteria warranting permanent removal from play or medical room head injury assessment were present. The accuracy of these ratings were compared to consensus expert opinion by calculating mean sensitivity and specificity across raters. The reproducibility of doctor's decisions was additionally assessed using raw agreement and Gwets AC1 chance corrected agreement coefficient. Forty rugby medicine doctors were included in the study. Compared to the expert reference standard overall sensitivity and specificity of doctors decisions were 77.5% (95% CI 73.1-81.5%) and 53.3% (95% CI 48.2-58.2%) respectively. Overall there was raw agreement of 67.8% (95% CI 57.9-77.7%) between doctors across all video clips. Chance corrected Gwets AC1 agreement coefficient was 0.39 (95% CI 0.17-0.62), indicating fair agreement. Rugby World Cup doctors' demonstrated moderate accuracy and fair reproducibility in head injury event decision making when assessing video clips of head impact events. The use of real-time video may improve the identification, decision making and management of concussion in elite sports. Copyright © 2016 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.
Clark, Ian A; Mackay, Clare E; Holmes, Emily A
Most people will experience or witness a traumatic event. A common occurrence after trauma is the experience of involuntary emotional memories of the traumatic event, herewith "flashbacks". Some individuals, however, report no flashbacks. Prospective work investigating psychological factors associated with an absence of flashbacks is lacking. We performed an individual participant data meta-analysis on 16 experiments (n = 458) using the trauma film paradigm to investigate the association of emotional response to traumatic film footage and commonly collected baseline characteristics (trait anxiety, current depression, trauma history) with an absence of analogue flashbacks. An absence of analogue flashbacks was associated with low emotional response to the traumatic film footage and, to a lesser extent, low trait anxiety and low current depression levels. Trauma history and recognition memory for the film were not significantly associated with an absence of analogue flashbacks. Understanding why some individuals report an absence of flashbacks may aid preventative treatments against flashback development.
Ecliptic Enterprises Corporation, headquartered in Pasadena, California, provided onboard video systems for rocket and space shuttle launches before it was tasked by Ames Research Center to craft the Data Handling Unit that would control sensor instruments onboard the Lunar Crater Observation and Sensing Satellite (LCROSS) spacecraft. The technological capabilities the company acquired on this project, as well as those gained developing a high-speed video system for monitoring the parachute deployments for the Orion Pad Abort Test Program at Dryden Flight Research Center, have enabled the company to offer high-speed and high-definition video for geosynchronous satellites and commercial space missions, providing remarkable footage that both informs engineers and inspires the imagination of the general public.
As part of a wide range of education and public outreach activities for the International Year of Astronomy 2009 (IYA2009), ESO, together with the Association of French Language Planetariums (APLF), has produced a 30-minute planetarium show, In Search of our Cosmic Origins. It is centred on the global ground-based astronomical Atacama Large Millimeter/submillimeter Array (ALMA) project and represents a unique chance for planetariums to be associated with the IYA2009. ESO PR Photo 09a/09 Logo of the ALMA Planetarium Show ESO PR Photo 09b/09 Galileo's first observations with a telescope ESO PR Photo 09c/09 The ALMA Observatory ESO PR Photo 09d/09 The Milky Way band ESO PR Video 09a/09 Trailer in English ALMA is the leading telescope for observing the cool Universe -- the relic radiation of the Big Bang, and the molecular gas and dust that constitute the building blocks of stars, planetary systems, galaxies and life itself. It is currently being built in the extremely arid environment of the Chajnantor plateau, at 5000 metres altitude in the Chilean Andes, and will start scientific observations around 2011. ALMA, the largest current astronomical project, is a revolutionary telescope, comprising a state-of-the-art array of 66 giant 12-metre and 7-metre diameter antennas observing at millimetre and submillimetre wavelengths. In Search of our Cosmic Origins highlights the unprecedented window on the Universe that this facility will open for astronomers. "The show gives viewers a fascinating tour of the highest observatory on Earth, and takes them from there out into our Milky Way, and beyond," says Douglas Pierce-Price, the ALMA Public Information Officer at ESO. Edited by world fulldome experts Mirage3D, the emphasis of the new planetarium show is on the incomparable scientific adventure of the ALMA project. A young female astronomer guides the audience through a story that includes unique animations and footage, leading the viewer from the first observations by Galileo
Geneva, 9 May 2017. At a ceremony today, CERN inaugurated its linear accelerator, Linac 4, the newest accelerator acquisition since the Large Hadron Collider (LHC). Linac 4 is due to feed the CERN accelerator complex with particle beams of higher energy, which will allow the LHC to reach higher luminosity by 2021. After an extensive testing period, Linac 4 will be connected to CERN’s accelerator complex during the upcoming long technical shut down in 2019-20. Linac 4 will replace Linac 2, which has been in service since 1978. It will become the first step in CERN’s accelerator chain, delivering proton beams to a wide range of experiments
Geneva, 9 May 2017. At a ceremony today, CERN inaugurated its linear accelerator, Linac 4, the newest accelerator acquisition since the Large Hadron Collider (LHC). Linac 4 is due to feed the CERN accelerator complex with particle beams of higher energy, which will allow the LHC to reach higher luminosity by 2021. After an extensive testing period, Linac 4 will be connected to CERN’s accelerator complex during the upcoming long technical shut down in 2019-20. Linac 4 will replace Linac 2, which has been in service since 1978. It will become the first step in CERN’s accelerator chain, delivering proton beams to a wide range of experiments
Johnson, Don; Johnson, Mike
The process of digital capture, editing, and archiving video has become an important aspect of documenting arthroscopic surgery. Recording the arthroscopic findings before and after surgery is an essential part of the patient's medical record. The hardware and software has become more reasonable to purchase, but the learning curve to master the software is steep. Digital video is captured at the time of arthroscopy to a hard disk, and written to a CD at the end of the operative procedure. The process of obtaining video of open procedures is more complex. Outside video of the procedure is recorded on digital tape with a digital video camera. The camera must be plugged into a computer to capture the video on the hard disk. Adobe Premiere software is used to edit the video and render the finished video to the hard drive. This finished video is burned onto a CD. We outline the choice of computer hardware and software for the manipulation of digital video. The techniques of backup and archiving the completed projects and files also are outlined. The uses of digital video for education and the formats that can be used in PowerPoint presentations are discussed.
Fernando, WAC; Canagarajah, CN; Bull, David
With the increase of digital technology in video production, several types of complex video special effects editing have begun to appear in video clips. In this paper we consider fade-out and fade-in special effects editing in MPEG-2 compressed video without full frame decompression and motion estimation. We estimated the DCT coefficients and use these coefficients together with the existing motion vectors to produce these special effects editing in compressed domain. Results show that both o...
Moezzi, Saied; Katkere, Arun L.; Jain, Ramesh C.
Interactive video and television viewers should have the power to control their viewing position. To make this a reality, we introduce the concept of Immersive Video, which employs computer vision and computer graphics technologies to provide remote users a sense of complete immersion when viewing an event. Immersive Video uses multiple videos of an event, captured from different perspectives, to generate a full 3D digital video of that event. That is accomplished by assimilating important information from each video stream into a comprehensive, dynamic, 3D model of the environment. Using this 3D digital video, interactive viewers can then move around the remote environment and observe the events taking place from any desired perspective. Our Immersive Video System currently provides interactive viewing and `walkthrus' of staged karate demonstrations, basketball games, dance performances, and typical campus scenes. In its full realization, Immersive Video will be a paradigm shift in visual communication which will revolutionize television and video media, and become an integral part of future telepresence and virtual reality systems.
Jensen, Murray; Mattheis, Allison; Johnson, Brady
Students in an interdisciplinary undergraduate introductory course were required to complete a group video project focused on nutrition and healthy eating. A mixed-methods approach to data collection involved observing and rating video footage of group work sessions and individual and focus group interviews. These data were analyzed and used to evaluate the effectiveness of the assignment in light of two student learning outcomes and two student development outcomes at the University of Minnesota. Positive results support the continued inclusion of the project within the course, and recommend the assignment to other programs as a viable means of promoting both content learning and affective behavioral objectives.
Kalva, Hari; Parikh, Anish; Srinivasan, Avinash
Video carving has become an essential tool in digital forensics. Video carving enables recovery of deleted video files from hard disks. Processing data to extract videos is a computationally intensive task. In this paper we present two methods to accelerate video carving: a method to accelerate fragment extraction, and a method to accelerate combining of these fragments into video segments. Simulation results show that complexity of video fragment extraction can be reduced by as much as 75% with minimal impact on the videos recovered.
Williams, Katelyn; Blencowe, Jenna; Ind, Melissa; Willis, David
Misconceptions and uncertainties about radiotherapy compound the anxiety patients experience at the commencement of treatment. This project investigated the utility of locally produced treatment process videos in meeting patients' informational needs. In-house video production was conducted on a voluntary basis by staff and patients at a regional Australian radiotherapy centre. Videos included real footage and animated sections created with PEARL(TM) 3D visualisation software (Vertual Ltd, UK) to meet specific key content objectives. Quantitative cross sectional analysis was conducted. Patients attending for simulation watched a relevant video. After their first fraction of radiotherapy they were asked to complete an ethics-reviewed questionnaire about how well the video addressed their information needs. The survey completion rate was 29% (n = 61/212). Surveys were collected over 9 months from August 2014 to April 2015. Statistical analysis found 98% of patients reported that the video was useful in meeting one or more of the learning objectives. Forty-nine percent of patients also reported a reduction in fear and anxiety as a result of watching the video. Patients reported subsequent review of videos at home (39%), primarily to explain treatment processes to loved ones (46%). The combination of real footage and 3D visualisation software assisted in meeting learning objectives regarding the treatment process. Standardised videos provided consistency of information provision to patients and facilitated multiple viewings of the video if desired. © 2017 The Authors. Journal of Medical Radiation Sciences published by John Wiley & Sons Australia, Ltd on behalf of Australian Society of Medical Imaging and Radiation Therapy and New Zealand Institute of Medical Radiation Technology.
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...
Tips and techniques for shooting and sharing superb digital videos. Never before has video been more popular-or more accessible to the home photographer. Now you can create YouTube-worthy, professional-looking video, with the help of this richly illustrated guide. In a straightforward, simple, highly visual format, Teach Yourself VISUALLY Digital Video demystifies the secrets of great video. With colorful screenshots and illustrations plus step-by-step instructions, the book explains the features of your camera and their capabilities, and shows you how to go beyond "auto" to manually
Hosseini, Hossein; Xiao, Baicen; Clark, Andrew; Poovendran, Radha
Due to the growth of video data on Internet, automatic video analysis has gained a lot of attention from academia as well as companies such as Facebook, Twitter and Google. In this paper, we examine the robustness of video analysis algorithms in adversarial settings. Specifically, we propose targeted attacks on two fundamental classes of video analysis algorithms, namely video classification and shot detection. We show that an adversary can subtly manipulate a video in such a way that a human...
Spampinato, Concetto; Palazzo, Simone; Giordano, Daniela
Video object segmentation can be considered as one of the most challenging computer vision problems. Indeed, so far, no existing solution is able to effectively deal with the peculiarities of real-world videos, especially in cases of articulated motion and object occlusions; limitations that appear more evident when we compare the performance of automated methods with the human one. However, manually segmenting objects in videos is largely impractical as it requires a lot of time and concentration. To address this problem, in this paper we propose an interactive video object segmentation method, which exploits, on one hand, the capability of humans to identify correctly objects in visual scenes, and on the other hand, the collective human brainpower to solve challenging and large-scale tasks. In particular, our method relies on a game with a purpose to collect human inputs on object locations, followed by an accurate segmentation phase achieved by optimizing an energy function encoding spatial and temporal constraints between object regions as well as human-provided location priors. Performance analysis carried out on complex video benchmarks, and exploiting data provided by over 60 users, demonstrated that our method shows a better trade-off between annotation times and segmentation accuracy than interactive video annotation and automated video object segmentation approaches.
Jones, Leighton; Karageorghis, Costas I; Ekkekakis, Panteleimon
Theories suggest that external stimuli (e.g., auditory and visual) may be rendered ineffective in modulating attention when exercise intensity is high. We examined the effects of music and parkland video footage on psychological measures during and after stationary cycling at two intensities: 10% of maximal capacity below ventilatory threshold and 5% above. Participants (N = 34) were exposed to four conditions at each intensity: music only, video only, music and video, and control. Analyses revealed main effects of condition and exercise intensity for affective valence and perceived activation (p music-only and music-and-video conditions led to the highest valence and enjoyment scores during and after exercise regardless of intensity. Findings indicate that attentional manipulations can exert a salient influence on affect and enjoyment even at intensities slightly above ventilatory threshold.
Merchant, Nathan D; Pirotta, Enrico; Barton, Tim R; Thompson, Paul M
We review recent work that developed new techniques for underwater noise assessment that integrate acoustic monitoring with automatic identification system (AIS) shipping data and time-lapse video, meteorological, and tidal data. Two sites were studied within the Moray Firth Special Area of Conservation (SAC) for bottlenose dolphins, where increased shipping traffic is expected from construction of offshore wind farms outside the SAC. Noise exposure varied markedly between the sites, and natural and anthropogenic contributions were characterized using multiple data sources. At one site, AIS-operating vessels accounted for total cumulative sound exposure (0.1-10 kHz), suggesting that noise modeling using the AIS would be feasible.
Hendricks, Sharief; O'Connor, Sam; Lambert, Michael; Brown, James C; Burger, Nicholas; Mc Fie, Sarah; Readhead, Clint; Viljoen, Wayne
Background Understanding the mechanism of injury is necessary for the development of effective injury prevention strategies. Video analysis of injuries provides valuable information on the playing situation and athlete-movement patterns, which can be used to formulate these strategies. Therefore, we conducted a video analysis of the mechanism of concussion injury in junior-level rugby union and compared it with a representative and matched non-injury sample. Methods Injury reports for 18 concussion events were collected from the 2011 to 2013 under-18 Craven Week tournaments. Also, video footage was recorded for all 3 years. On the basis of the injury events, a representative ‘control’ sample of matched non-injury events in the same players was identified. The video footage, which had been recorded at each tournament, was then retrospectively analysed and coded. 10 injury events (5 tackle, 4 ruck, 1 aerial collision) and 83 non-injury events were analysed. Results All concussions were a result of contact with an opponent and 60% of players were unaware of the impending contact. For the measurement of head position on contact, 43% had a ‘down’ position, 29% the ‘up and forward’ and 29% the ‘away’ position (n=7). The speed of the injured tackler was observed as ‘slow’ in 60% of injurious tackles (n=5). In 3 of the 4 rucks in which injury occurred (75%), the concussed player was acting defensively either in the capacity of ‘support’ (n=2) or as the ‘jackal’ (n=1). Conclusions Training interventions aimed at improving peripheral vision, strengthening of the cervical muscles, targeted conditioning programmes to reduce the effects of fatigue, and emphasising safe and effective playing techniques have the potential to reduce the risk of sustaining a concussion injury. PMID:27900149
Hendricks, Sharief; O'Connor, Sam; Lambert, Michael; Brown, James C; Burger, Nicholas; Mc Fie, Sarah; Readhead, Clint; Viljoen, Wayne
Understanding the mechanism of injury is necessary for the development of effective injury prevention strategies. Video analysis of injuries provides valuable information on the playing situation and athlete-movement patterns, which can be used to formulate these strategies. Therefore, we conducted a video analysis of the mechanism of concussion injury in junior-level rugby union and compared it with a representative and matched non-injury sample. Injury reports for 18 concussion events were collected from the 2011 to 2013 under-18 Craven Week tournaments. Also, video footage was recorded for all 3 years. On the basis of the injury events, a representative 'control' sample of matched non-injury events in the same players was identified. The video footage, which had been recorded at each tournament, was then retrospectively analysed and coded. 10 injury events (5 tackle, 4 ruck, 1 aerial collision) and 83 non-injury events were analysed. All concussions were a result of contact with an opponent and 60% of players were unaware of the impending contact. For the measurement of head position on contact , 43% had a 'down' position, 29% the 'up and forward' and 29% the 'away' position (n=7). The speed of the injured tackler was observed as 'slow' in 60% of injurious tackles (n=5). In 3 of the 4 rucks in which injury occurred (75%), the concussed player was acting defensively either in the capacity of 'support' (n=2) or as the 'jackal' (n=1). Training interventions aimed at improving peripheral vision, strengthening of the cervical muscles, targeted conditioning programmes to reduce the effects of fatigue, and emphasising safe and effective playing techniques have the potential to reduce the risk of sustaining a concussion injury.
Wang, Wenguan; Shen, Jianbing; Li, Xuelong; Porikli, Fatih
With ever-increasing volumes of video data, automatic extraction of salient object regions became even more significant for visual analytic solutions. This surge has also opened up opportunities for taking advantage of collective cues encapsulated in multiple videos in a cooperative manner. However, it also brings up major challenges, such as handling of drastic appearance, motion pattern, and pose variations, of foreground objects as well as indiscriminate backgrounds. Here, we present a cosegmentation framework to discover and segment out common object regions across multiple frames and multiple videos in a joint fashion. We incorporate three types of cues, i.e., intraframe saliency, interframe consistency, and across-video similarity into an energy optimization framework that does not make restrictive assumptions on foreground appearance and motion model, and does not require objects to be visible in all frames. We also introduce a spatio-temporal scale-invariant feature transform (SIFT) flow descriptor to integrate across-video correspondence from the conventional SIFT-flow into interframe motion flow from optical flow. This novel spatio-temporal SIFT flow generates reliable estimations of common foregrounds over the entire video data set. Experimental results show that our method outperforms the state-of-the-art on a new extensive data set (ViCoSeg).
Full Text Available Surveillance videos contain a considerable amount of data, wherein interesting information to the user is sparsely distributed. Researchers construct video synopsis that contain key information extracted from a surveillance video for efficient browsing and analysis. Geospatial–temporal information of a surveillance video plays an important role in the efficient description of video content. Meanwhile, current approaches of video synopsis lack the introduction and analysis of geospatial-temporal information. Owing to the preceding problems mentioned, this paper proposes an approach called “surveillance video synopsis in GIS”. Based on an integration model of video moving objects and GIS, the virtual visual field and the expression model of the moving object are constructed by spatially locating and clustering the trajectory of the moving object. The subgraphs of the moving object are reconstructed frame by frame in a virtual scene. Results show that the approach described in this paper comprehensively analyzed and created fusion expression patterns between video dynamic information and geospatial–temporal information in GIS and reduced the playback time of video content.
Dette kapitel har fokus på metodiske problemstillinger, der opstår i forhold til at bruge (digital) video i forbindelse med forskningskommunikation, ikke mindst online. Video har længe været benyttet i forskningen til dataindsamling og forskningskommunikation. Med digitaliseringen og internettet er...... der dog opstået nye muligheder og udfordringer i forhold til at formidle og distribuere forskningsresultater til forskellige målgrupper via video. Samtidig er klassiske metodologiske problematikker som forskerens positionering i forhold til det undersøgte stadig aktuelle. Både klassiske og nye...... problemstillinger diskuteres i kapitlet, som rammesætter diskussionen ud fra forskellige positioneringsmuligheder: formidler, historiefortæller, eller dialogist. Disse positioner relaterer sig til genrer inden for ’akademisk video’. Afslutningsvis præsenteres en metodisk værktøjskasse med redskaber til planlægning...
This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real...... World Videos. The workshops were run on December 4, 2016, in Cancun in Mexico. The two workshops together received 13 papers. Each paper was then reviewed by at least two expert reviewers in the field. In all, 11 papers were accepted to be presented at the workshops. The topics covered in the papers...
This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real W...
CERN Video productions
New phase for Openlab 00 :00 -00 :11 : titres 00 :12 -00 : 38 : logo Openlab + footage CERN computing centre 00 :39- 01 :38 : interview of Bob Jones Head of CERN openlab 01 :39 – 01 :55 : footage computing centre 01 :56- 03 :09 : interview of Sverre Jarp , CERN openlab Chief Technology Officer 03 :10-04 :02 : footage technical rack computing centre 04 :03- 04 :56 : second interview of Sverre Jarp about éducation 04 :57- 05 :58 : interview of Andrzej Nowak staff researcher of CERN openlab 05 :59- END : others footage of computing center
Terhi Kirsi Korkiakangas
Full Text Available Social science researchers are facing new challenges in data archiving and sharing. The challenges encountered for video data are different from those encountered for other types of qualitative data. I will consider these challenges with respect to the moral, pragmatic, and substantial arguments with which funding bodies justify data archiving and sharing. Throughout the article, I will draw on a recent Economic and Social Research Council funded project, “Transient Teams in the Operating Theatre,” in which our research team video recorded work activities in the operating theatre of a UK hospital, thereby dealing with highly sensitive footage. I will consider how video data, on most occasions, cannot be archived for re-use by the wider research community, but how new avenues could be developed so as to benefit from further research on such “unarchivable” datasets.
Motion blur from camera shake is a major problem in videos captured by hand-held devices. Unlike single-image deblurring, video-based approaches can take advantage of the abundant information that exists across neighboring frames. As a result the best performing methods rely on aligning nearby frames. However, aligning images is a computationally expensive and fragile procedure, and methods that aggregate information must therefore be able to identify which regions have been accurately aligned and which have not, a task which requires high level scene understanding. In this work, we introduce a deep learning solution to video deblurring, where a CNN is trained end-to-end to learn how to accumulate information across frames. To train this network, we collected a dataset of real videos recorded with a high framerate camera, which we use to generate synthetic motion blur for supervision. We show that the features learned from this dataset extend to deblurring motion blur that arises due to camera shake in a wide range of videos, and compare the quality of results to a number of other baselines.
Full Text Available Video streaming over the Internet has gained significant popularity during the last years, and the academy and industry have realized a great research effort in this direction. In this scenario, scalable video coding (SVC has emerged as an important video standard to provide more functionality to video transmission and storage applications. This paper proposes and evaluates two strategies based on scalable video coding for P2P video streaming services. In the first strategy, SVC is used to offer differentiated quality video to peers with heterogeneous capacities. The second strategy uses SVC to reach a homogeneous video quality between different videos from different sources. The obtained results show that our proposed strategies enable a system to improve its performance and introduce benefits such as differentiated quality of video for clients with heterogeneous capacities and variable network conditions.
Panda, Rameswar; Mithun, Niluthpol Chowdhury; Roy-Chowdhury, Amit K.
Most video summarization approaches have focused on extracting a summary from a single video; we propose an unsupervised framework for summarizing a collection of videos. We observe that each video in the collection may contain some information that other videos do not have, and thus exploring the underlying complementarity could be beneficial in creating a diverse informative summary. We develop a novel diversity-aware sparse optimization method for multi-video summarization by exploring the complementarity within the videos. Our approach extracts a multi-video summary which is both interesting and representative in describing the whole video collection. To efficiently solve our optimization problem, we develop an alternating minimization algorithm that minimizes the overall objective function with respect to one video at a time while fixing the other videos. Moreover, we introduce a new benchmark dataset, Tour20, that contains 140 videos with multiple human created summaries, which were acquired in a controlled experiment. Finally, by extensive experiments on the new Tour20 dataset and several other multi-view datasets, we show that the proposed approach clearly outperforms the state-of-the-art methods on the two problems-topic-oriented video summarization and multi-view video summarization in a camera network.
Full Text Available Video processing source code for algorithms and tools used in software media pipelines (e.g. image scalers, colour converters, etc.) The currently available source code is written in C++ with their associated libraries and DirectShow- Filters....
Torquato, F; Jensen, H M; Range, P; Bach, S S; Ben-Hamadou, R; Sigsgaard, E E; Thomsen, P F; Møller, P R; Riera, R
An assessment of vertical distribution, diel migration, taxonomic and functional diversity of fishes was carried out at offshore platforms in The (Arabian-Iranian-Persian) Gulf. Video footage was recorded at the Al Shaheen oil field between 2007 and 2014 using a remotely operated vehicle (ROV). A total of 12 822 individual fishes, from 83 taxonomic groups were recorded around the platforms. All the species identified are considered native to The Gulf, although Cyclichthys orbicularis and Lutjanus indicus were recorded for the first time in Qatari waters. Several trends were uncovered in the vertical distribution of the fish community; most species were observed between 20 and 50 m depth and fish abundance decreased towards the bottom, with the highest abundances recorded in the upper layers, i.e. down to 40 m depth. Vertical variation in fish diversity, however, was generally not accompanied by differences in vertical movements. Carnivores and invertivores were the dominant trophic groups, being found at each depth range from surface to seabed. The functional indices showed no significant differences between water depths or diel cycles. The study demonstrates that oil platforms represent a hotspot of fish diversity and interesting sites for studying fish communities, abundance and behaviour. © 2017 The Fisheries Society of the British Isles.
This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real...... include: re-identification, consumer behavior analysis, utilizing pupillary response for task difficulty measurement, logo detection, saliency prediction, classification of facial expressions, face recognition, face verification, age estimation, super-resolution, pose estimation, and pain recognition...
include: re-identification, consumer behavior analysis, utilizing pupillary response for task difficulty measurement, logo detection, saliency prediction, classification of facial expressions, face recognition, face verification, age estimation, super-resolution, pose estimation, and pain recognition......This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real...
Full Text Available Objective measures of canine gait quality via force plates, pressure mats or kinematic analysis are considered superior to subjective gait assessment (SGA. Despite research demonstrating that SGA does not accurately detect subtle lameness, it remains the most commonly performed diagnostic test for detecting lameness in dogs. This is largely because the financial, temporal and spatial requirements for existing objective gait analysis equipment makes this technology impractical for use in general practice. The utility of slow motion video as a potential tool to augment SGA is currently untested. To evaluate a more accessible way to overcome the limitations of SGA, a slow motion video study was undertaken. Three experienced veterinarians reviewed video footage of 30 dogs, 15 with a diagnosis of primary limb lameness based on history and physical examination, and 15 with no indication of limb lameness based on history and physical examination. Four different videos were made for each dog, demonstrating each dog walking and trotting in real time, and then again walking and trotting in 50% slow motion. For each video, the veterinary raters assessed both the degree of lameness, and which limb(s they felt represented the source of the lameness. Spearman’s rho, Cramer’s V, and t-tests were performed to determine if slow motion video increased either the accuracy or consistency of raters’ SGA relative to real time video. Raters demonstrated no significant increase in consistency or accuracy in their SGA of slow motion video relative to real time video. Based on these findings, slow motion video does not increase the consistency or accuracy of SGA values. Further research is required to determine if slow motion video will benefit SGA in other ways.
similar. 1.2 Context Video has become a very popular media for communication, entertainment , and science. Videos are widely used in educational...The same approach applied to action classification from YouTube videos of sport events shows that BoW approaches on real world data sets need further...dog videos, where the camera also tracks the people and animals . In Figure 4.38 we compare across action classes how well each segmentation
Full Text Available This paper presents about the transmission of Digital Video Broadcasting system with streaming video resolution 640x480 on different IQ rate and modulation. In the video transmission, distortion often occurs, so the received video has bad quality. Key frames selection algorithm is flexibel on a change of video, but on these methods, the temporal information of a video sequence is omitted. To minimize distortion between the original video and received video, we aimed at adding methodology using sequential distortion minimization algorithm. Its aim was to create a new video, better than original video without significant loss of content between the original video and received video, fixed sequentially. The reliability of video transmission was observed based on a constellation diagram, with the best result on IQ rate 2 Mhz and modulation 8 QAM. The best video transmission was also investigated using SEDIM (Sequential Distortion Minimization Method and without SEDIM. The experimental result showed that the PSNR (Peak Signal to Noise Ratio average of video transmission using SEDIM was an increase from 19,855 dB to 48,386 dB and SSIM (Structural Similarity average increase 10,49%. The experimental results and comparison of proposed method obtained a good performance. USRP board was used as RF front-end on 2,2 GHz.
Chaves, Rafael Oliveira; de Oliveira, Pedro Armando Valente; Rocha, Luciano Chaves; David, Joacy Pedro Franco; Ferreira, Sanmari Costa; Santos, Alex de Assis Santos Dos; Melo, Rômulo Müller Dos Santos; Yasojima, Edson Yuzur; Brito, Marcus Vinicius Henriques
In order to engage medical students and residents from public health centers to utilize the telemedicine features of surgery on their own smartphones and tablets as an educational tool, an innovative streaming system was developed with the purpose of streaming live footage from open surgeries to smartphones and tablets, allowing the visualization of the surgical field from the surgeon's perspective. The current study aims to describe the results of an evaluation on level 1 of Kirkpatrick's Model for Evaluation of the streaming system usage during gynecological surgeries, based on the perception of medical students and gynecology residents. Consisted of a live video streaming (from the surgeon's point of view) of gynecological surgeries for smartphones and tablets, one for each volunteer. The volunteers were able to connect to the local wireless network, created by the streaming system, through an access password and watch the video transmission on a web browser on their smartphones. Then, they answered a Likert-type questionnaire containing 14 items about the educational applicability of the streaming system, as well as comparing it to watching an in loco procedure. This study is formally approved by the local ethics commission (Certificate No. 53175915.7.0000.5171/2016). Twenty-one volunteers participated, totalizing 294 items answered, in which 94.2% were in agreement with the items affirmative, 4.1% were neutral, and only 1.7% answers corresponded to negative impressions. Cronbach's α was .82, which represents a good reliability level. Spearman's coefficients were highly significant in 4 comparisons and moderately significant in the other 20 comparisons. This study presents a local streaming video system of live surgeries to smartphones and tablets and shows its educational utility, low cost, and simple usage, which offers convenience and satisfactory image resolution, thus being potentially applicable in surgical teaching.
Full Text Available The aim of this paper is to present video quality prediction models for objective non-intrusive, prediction of H.264 encoded video for all content types combining parameters both in the physical and application layer over Universal Mobile Telecommunication Systems (UMTS networks. In order to characterize the Quality of Service (QoS level, a learning model based on Adaptive Neural Fuzzy Inference System (ANFIS and a second model based on non-linear regression analysis is proposed to predict the video quality in terms of the Mean Opinion Score (MOS. The objective of the paper is two-fold. First, to find the impact of QoS parameters on end-to-end video quality for H.264 encoded video. Second, to develop learning models based on ANFIS and non-linear regression analysis to predict video quality over UMTS networks by considering the impact of radio link loss models. The loss models considered are 2-state Markov models. Both the models are trained with a combination of physical and application layer parameters and validated with unseen dataset. Preliminary results show that good prediction accuracy was obtained from both the models. The work should help in the development of a reference-free video prediction model and QoS control methods for video over UMTS networks.
A narrated overview of the construction and assembly of the International Space Station (ISS) is given through a collection of clips ranging from the launch of the Russian Proton rocket containing the Zvezda module to computerized animations showing the installation of the Zarya and Unity connecting modules. Footage from some of the space missions that assembled the ISS in space (i.e., STS-106 and STS-92) are seen. The Z1 truss (including the deployment of the solar arrays), Destiny Laboratory Module, Leonardo Module, the Japanese Kibo Experiment Module, Columbus Pressurized Module, and the ISS's robotic arm are seen. Animations show the assembly and evolution of the ISS as new components are added.
4K video is a new format. At 3840 × 2160 resolution, it has 4 times the resolution of standard 1080 high definition (HD) video. Magnification can be done without loss of resolution. This study uses 4K video for video-stroboscopy. Forty-six patients were examined by conventional video-stroboscopy (digital 3 chip CCD) and compared with 4K video-stroboscopy. The video was recorded on a Blackmagic 4K cinema production camera in CinemaDNG RAW format. The video was played back on a 4K monitor and compared to standard video. Pathological conditions included: polyps, scar, cysts, cancer, sulcus, and nodules. Successful 4K video recordings were achieved in all subjects using a 70° rigid endoscope. The camera system is bulky. The examination is performed similarly to standard video-stroboscopy. Playback requires a 4K monitor. As expected, the images were far clearer in detail than standard video. Stroboscopy video using the 4K camera was consistently able to show more detail. Two patients had diagnosis change after 4K viewing. 4K video is an exciting new technology that can be applied to laryngoscopy. It allows for cinematic 4K quality recordings. Both continuous and stroboscopic light can be used for visualization. Its clinical utility is feasible, but usefulness must be proven. © The Author(s) 2015.
Seo, Jungdong; Kim, Donghyun; Ryu, Seungchul; Sohn, Kwanghoon
Multi-view video coding (MVC) is a video coding standard developed by MPEG and VCEG for multi-view video. It showed average PSNR gain of 1.5dB compared with view-independent coding by H.264/AVC. However, because resolutions of multi-view video are getting higher for more realistic 3D effect, high performance video codec is needed. MVC adopted hierarchical B-picture structure and inter-view prediction as core techniques. The hierarchical B-picture structure removes the temporal redundancy, and the inter-view prediction reduces the inter-view redundancy by compensated prediction from the reconstructed neighboring views. Nevertheless, MVC has inherent limitation in coding efficiency, because it is based on H.264/AVC. To overcome the limit, an enhanced video codec for multi-view video based on Key Technology Area (KTA) is proposed. KTA is a high efficiency video codec by Video Coding Expert Group (VCEG), and it was carried out for coding efficiency beyond H.264/AVC. The KTA software showed better coding gain than H.264/AVC by using additional coding techniques. The techniques and the inter-view prediction are implemented into the proposed codec, which showed high coding gain compared with the view-independent coding result by KTA. The results presents that the inter-view prediction can achieve higher efficiency in a multi-view video codec based on a high performance video codec such as HEVC.
Full Text Available Video is a popular and a motivating potential medium in schools. Using video in the language classroom helps the language teachers in many different ways. Video, for instance, brings the outside world into the language classroom, providing the class with many different topics and reasons to talk about. It can provide comprehensible input to the learners through contextualised models of language use. It also offers good opportunities to introduce native English speech into the language classroom. Through this article I will try to show what the benefits of using video are and, at the end, I present an instrument to select and classify video materials.
Meseguer-Martinez, Angel; Ros-Galvez, Alejandro; Rosa-Garcia, Alfonso
We analyse the factors that determine the number of clicks on the "Like" button in online teaching videos, with a sample of teaching videos in the area of Microeconomics across Spanish-speaking countries. The results show that users prefer short online teaching videos. Moreover, some features of the videos have a significant impact on…
The Geotail mission, part of the International Solar Terrestrial Physics (ISTP) program, measures global energy flow and transformation in the magnetotail to increase understanding of fundamental magnetospheric processes. The satellite was launched on July 24, 1992 onboard a Delta II rocket. This video shows with animation the solar wind, and its effect on the Earth. The narrator explains that the Geotail spacecraft was designed and built by the Institute of Space and Astronautical Science (ISAS), the Japanese Space Agency. The mission objectives are reviewed by one of the scientist in a live view. The video also shows an animation of the orbit, while the narrator explains the orbit and the reason for the small launch window.
Shapiro, Samuel; Rotter, Merrill
Although studies have examined portrayals of mental illness in the mass media, little attention has been paid to such portrayals in video games. In this descriptive study, the fifty highest-selling video games in each year from 2011 to 2013 were surveyed through application of search terms to the Wikia search engine, with subsequent review of relevant footage on YouTube. Depiction categories were then assigned based on the extent of portrayal and qualitative characteristics compared against mental illness stereotypes in cinema. Twenty-three of the 96 surveyed games depicted at least one character with mental illness. Forty-two characters were identified as portraying mental illness, with most characters classified under a "homicidal maniac" stereotype, although many characters did not clearly reflect cinema stereotypes and were subcategorized based on the shared traits. Video games contain frequent and varied portrayals of mental illness, with depictions most commonly linking mental illness to dangerous and violent behaviors. © 2016 American Academy of Forensic Sciences.
... COMMISSION 47 CFR Part 79 Closed Captioning and Video Description of Video Programming AGENCY: Federal... 713(d)(3) of the Act to show that providing captions on their programming would be economically...) establishing requirements for closed captioning on video programming to ensure access by persons with hearing...
Ge, Jing; Zhang, Guoping; Yang, Zongkai
Multimedia technology and networks protocol are the basic technology of the video surveillance system. A network remote video surveillance system based on MPEG-4 video coding standards is designed and implemented in this paper. The advantages of the MPEG-4 are analyzed in detail in the surveillance field, and then the real-time protocol and real-time control protocol (RTP/RTCP) are chosen as the networks transmission protocol. The whole system includes video coding control module, playing back module, network transmission module and network receiver module The scheme of management, control and storage about video data are discussed. The DirectShow technology is used to playback video data. The transmission scheme of digital video processing in networks, RTP packaging of MPEG-4 video stream is discussed. The receiver scheme of video date and mechanism of buffer are discussed. The most of the functions are archived by software, except that the video coding control module is achieved by hardware. The experiment results show that it provides good video quality and has the real-time performance. This system can be applied into wide fields.
Juan José Rodríguez Soler
Full Text Available Online Channels in financial institutions allows customers with disabilities to access services in a convenient way for them.However, one of the current challenges of this sector is to improve web accessibility and to incorporate technological resources to provide access to multimedia and video content, which has become a new form of internet communication.The present work shows in detail the strategy followed when designing and developing the new video player used by Bankinter for these purposes.
Angela Fitzgerald PhD
Full Text Available The possibilities inherent in the collection and use of video footage point to an important innovation for classroom research. Unfortunately, researchers often experience uncertainty about incorporating video into their methodological approach as it can present a potential minefield of operational, technical, and ethical issues that require consideration and negotiation. Nevertheless, with the increased emphasis on the use of digital technologies, the timing is right to engage in more in-depth discussions about the role of video data in education research. In contributing to this discussion, this article unpacks several issues connected to the use of video technology as a tool for data collection and analysis. This article focuses on addressing some of the barriers faced by education researchers such as making sampling decisions, maintaining research authenticity, and grappling with ethical issues that arise. In terms of the advantages for researchers, this article highlights the suitability of video technology for classroom-based research because it provides a permanent and detailed record, which can be analyzed from multiple perspectives. These issues are explained through the experiences of an education researcher, who used video as the main data source for documenting and examining the practices of two effective primary science teachers in Perth, Western Australia.
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n_TOF is a pulsed neutron source coupled to a 200 m flight path designed to study neutron-nucleus interactions for neutron kinetic energies ranging from a few meV to several GeV. The neutron kinetic energy is determined by time-of-flight, hence the name n_TOF. / / The study of neutron-induced reactions is of large importance in a wide variety of research fields, ranging from stellar nucleosynthesis, symmetry breaking effects in compound nuclei, and the investigation of nuclear level densities, to applications of nuclear technology, including the transmutation of nuclear waste, accelerator driven systems and nuclear fuel cycle investigations.
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Full Text Available As the public education system in Northern Ontario continues to take a downward spiral, a plethora of secondary school students are being placed in an alternative educational environment. Juxtaposing the two educational settings reveals very similar methods and characteristics of educating our youth as opposed to using a truly alternative approach to education. This video reviews the relationship between public education and alternative education in a remote Northern Ontario setting. It is my belief that the traditional methods of teaching are not appropriate in educating at risk students in alternative schools. Paper and pencil worksheets do not motivate these students to learn and succeed. Alternative education should emphasize experiential learning, a just in time curriculum based on every unique individual and the students true passion for everyday life. Cameron Culbert was born on February 3rd, 1977 in North Bay, Ontario. His teenage years were split between attending public school and his willed curriculum on the ski hill. Culbert spent 10 years (1996-2002 & 2006-2010 competing for Canada as an alpine ski racer. His passion for teaching and coaching began as an athlete and has now transferred into the classroom and the community. As a graduate of Nipissing University (BA, BEd, MEd. Camerons research interests are alternative education, physical education and technology in the classroom. Currently Cameron is an active educator and coach in Northern Ontario.
Li, Kang; Li, Sheng; Oh, Sangmin; Fu, Yun
Video analysis and understanding play a central role in visual intelligence. In this paper, we aim to analyze unconstrained videos, by designing features and approaches to represent and analyze videography styles in the videos. Videography denotes the process of making videos. The unconstrained videos are defined as the long duration consumer videos that usually have diverse editing artifacts and significant complexity of contents. We propose to construct a videography dictionary, which can be utilized to represent every video clip as a sequence of videography words. In addition to semantic features, such as foreground object motion and camera motion, we also incorporate two novel interpretable features to characterize videography, including the scale information and the motion correlations. We then demonstrate that, by using statistical analysis methods, the unique videography signatures extracted from different events can be automatically identified. For real-world applications, we explore the use of videography analysis for three types of applications, including content-based video retrieval, video summarization (both visual and textual), and videography-based feature pooling. In the experiments, we evaluate the performance of our approach and other methods on a large-scale unconstrained video dataset, and show that the proposed approach significantly benefits video analysis in various ways.
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...
Karpenko, Alexandre; Aarabi, Parham
In this paper, we present a large database of over 50,000 user-labeled videos collected from YouTube. We develop a compact representation called "tiny videos" that achieves high video compression rates while retaining the overall visual appearance of the video as it varies over time. We show that frame sampling using affinity propagation-an exemplar-based clustering algorithm-achieves the best trade-off between compression and video recall. We use this large collection of user-labeled videos in conjunction with simple data mining techniques to perform related video retrieval, as well as classification of images and video frames. The classification results achieved by tiny videos are compared with the tiny images framework  for a variety of recognition tasks. The tiny images data set consists of 80 million images collected from the Internet. These are the largest labeled research data sets of videos and images available to date. We show that tiny videos are better suited for classifying scenery and sports activities, while tiny images perform better at recognizing objects. Furthermore, we demonstrate that combining the tiny images and tiny videos data sets improves classification precision in a wider range of categories.
Ostrowski, Jeffrey R.; Sarhan, Nabil J.
The popularity of social media has grown dramatically over the World Wide Web. In this paper, we analyze the video popularity distribution of well-known social video websites (YouTube, Google Video, and the AOL Truveo Video Search engine) and characterize their workload. We identify trends in the categories, lengths, and formats of those videos, as well as characterize the evolution of those videos over time. We further provide an extensive analysis and comparison of video content amongst the main regions of the world.
Höferlin, Markus Johannes
The amount of video data recorded world-wide is tremendously growing and has already reached hardly manageable dimensions. It originates from a wide range of application areas, such as surveillance, sports analysis, scientific video analysis, surgery documentation, and entertainment, and its analysis represents one of the challenges in computer science. The vast amount of video data renders manual analysis by watching the video data impractical. However, automatic evaluation of video material...
Robert C. Lorenz
Full Text Available Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual towards playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training.Fifty healthy participants were randomly assigned to a video game training (TG or control group (CG. Before and after training/control period, functional magnetic resonance imaging (fMRI was conducted using a non-video game related reward task.At pretest, both groups showed strongest activation in ventral striatum (VS during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated.This longitudinal study revealed that video game training may preserve reward responsiveness in the ventral striatum in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training.
Lorenz, Robert C; Gleich, Tobias; Gallinat, Jürgen; Kühn, Simone
Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training. Fifty healthy participants were randomly assigned to a video game training (TG) or control group (CG). Before and after training/control period, functional magnetic resonance imaging (fMRI) was conducted using a non-video game related reward task. At pretest, both groups showed strongest activation in ventral striatum (VS) during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated. This longitudinal study revealed that video game training may preserve reward responsiveness in the VS in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training.
Lazar, Aurel A; Pnevmatikakis, Eftychios A
We investigate architectures for time encoding and time decoding of visual stimuli such as natural and synthetic video streams (movies, animation). The architecture for time encoding is akin to models of the early visual system. It consists of a bank of filters in cascade with single-input multi-output neural circuits. Neuron firing is based on either a threshold-and-fire or an integrate-and-fire spiking mechanism with feedback. We show that analog information is represented by the neural circuits as projections on a set of band-limited functions determined by the spike sequence. Under Nyquist-type and frame conditions, the encoded signal can be recovered from these projections with arbitrary precision. For the video time encoding machine architecture, we demonstrate that band-limited video streams of finite energy can be faithfully recovered from the spike trains and provide a stable algorithm for perfect recovery. The key condition for recovery calls for the number of neurons in the population to be above a threshold value.
Vind, Søren Juhl; Bille, Philip; Gørtz, Inge Li
We show how to compactly index video data to support fast motion detection queries. A query specifies a time interval T, a area A in the video and two thresholds v and p. The answer to a query is a list of timestamps in T where ≥ p% of A has changed by ≥ v values. Our results show that by building...... a small index, we can support queries with a speedup of two to three orders of magnitude compared to motion detection without an index. For high resolution video, the index size is about 20% of the compressed video size....
Papazoglou, Anestis; Del Pero, Luca; Ferrari, Vittorio
We address the problem of temporally aligning semantically similar videos, for example two videos of cars on different tracks. We present an alignment method that establishes frame-to-frame correspondences such that the two cars are seen from a similar viewpoint (e.g. facing right), while also being temporally smooth and visually pleasing. Unlike previous works, we do not assume that the videos show the same scripted sequence of events. We compare against three alternative methods, including ...
Simon, Michael; Fischer, Amber; Petrov, Plamen
Unmanned aerial vehicles (UAVs) capture real-time video data of military targets while keeping the warfighter at a safe distance. This keeps soldiers out of harm's way while they perform intelligence, surveillance and reconnaissance (ISR) and close-air support troops in contact (CAS-TIC) situations. The military also wants to use UAV video to achieve force multiplication. One method of achieving effective force multiplication involves fielding numerous UAVs with cameras and having multiple videos processed simultaneously by a single operator. However, monitoring multiple video streams is difficult for operators when the videos are of low quality. To address this challenge, we researched several promising video enhancement algorithms that focus on improving video quality. In this paper, we discuss our video enhancement suite and provide examples of video enhancement capabilities, focusing on stabilization, dehazing, and denoising. We provide results that show the effects of our enhancement algorithms on target detection and tracking algorithms. These results indicate that there is potential to assist the operator in identifying and tracking relevant targets with aided target recognition even on difficult video, increasing the force multiplier effect of UAVs. This work also forms the basis for human factors research into the effects of enhancement algorithms on ISR missions.
Chisholm, Joseph D; Hickey, Clayton; Theeuwes, Jan; Kingstone, Alan
Recent studies indicate that playing action video games improves performance on a number of attention-based tasks. However, it remains unclear whether action video game experience primarily affects endogenous or exogenous forms of spatial orienting. To examine this issue, action video game players and non-action video game players performed an attentional capture task. The results show that action video game players responded quicker than non-action video game players, both when a target appeared in isolation and when a salient, task-irrelevant distractor was present in the display. Action video game players additionally showed a smaller capture effect than did non-action video game players. When coupled with the findings of previous studies, the collective evidence indicates that extensive experience with action video games may enhance players' top-down attentional control, which, in turn, can modulate the negative effects of bottom-up attentional capture.
Wang, Chuen-Ching; Hsu, Yu-Chang
A novel H.264 advanced video coding fragile watermarking method is proposed that enables the authenticity and integrity of the video streams to be verified. The effectiveness of the proposed scheme is demonstrated by way of experimental simulations. The results show that by embedding the watermark information in the last nonzero-quantized coefficient in each discrete cosine transform block, the proposed scheme induces no more than a minor distortion of the video content. In addition, we show that the proposed scheme is able to detect unauthorized changes in the watermarked video content without the original video. The experimental results demonstrate the feasibility of the proposed video authentication system.
Asif Ali Laghari
Full Text Available Video sharing on social clouds is popular among the users around the world. High-Definition (HD videos have big file size so the storing in cloud storage and streaming of videos with high quality from cloud to the client are a big problem for service providers. Social clouds compress the videos to save storage and stream over slow networks to provide quality of service (QoS. Compression of video decreases the quality compared to original video and parameters are changed during the online play as well as after download. Degradation of video quality due to compression decreases the quality of experience (QoE level of end users. To assess the QoE of video compression, we conducted subjective (QoE experiments by uploading, sharing, and playing videos from social clouds. Three popular social clouds, Facebook, Tumblr, and Twitter, were selected to upload and play videos online for users. The QoE was recorded by using questionnaire given to users to provide their experience about the video quality they perceive. Results show that Facebook and Twitter compressed HD videos more as compared to other clouds. However, Facebook gives a better quality of compressed videos compared to Twitter. Therefore, users assigned low ratings for Twitter for online video quality compared to Tumblr that provided high-quality online play of videos with less compression.
Berger, Russ; Schrag, Richard C.; Ridings, Jason J.
The new NFL Films 200,000 sq. ft. headquarters is home for the critically acclaimed film production that preserves the NFL's visual legacy week-to-week during the football season, and is also the technical plant that processes and archives football footage from the earliest recorded media to the current network broadcasts. No other company in the country shoots more film than NFL Films, and the inclusion of cutting-edge video and audio formats demands that their technical spaces continually integrate the latest in the ever-changing world of technology. This facility houses a staggering array of acoustically sensitive spaces where music and sound are equal partners with the visual medium. Over 90,000 sq. ft. of sound critical technical space is comprised of an array of sound stages, music scoring stages, audio control rooms, music writing rooms, recording studios, mixing theaters, video production control rooms, editing suites, and a screening theater. Every production control space in the building is designed to monitor and produce multi channel surround sound audio. An overview of the architectural and acoustical design challenges encountered for each sophisticated listening, recording, viewing, editing, and sound critical environment will be discussed.
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Khosla, Deepak; Moore, Christopher K.; Chelian, Suhas
This paper presents a bio-inspired method for spatio-temporal recognition in static and video imagery. It builds upon and extends our previous work on a bio-inspired Visual Attention and object Recognition System (VARS). The VARS approach locates and recognizes objects in a single frame. This work presents two extensions of VARS. The first extension is a Scene Recognition Engine (SCE) that learns to recognize spatial relationships between objects that compose a particular scene category in static imagery. This could be used for recognizing the category of a scene, e.g., office vs. kitchen scene. The second extension is the Event Recognition Engine (ERE) that recognizes spatio-temporal sequences or events in sequences. This extension uses a working memory model to recognize events and behaviors in video imagery by maintaining and recognizing ordered spatio-temporal sequences. The working memory model is based on an ARTSTORE1 neural network that combines an ART-based neural network with a cascade of sustained temporal order recurrent (STORE)1 neural networks. A series of Default ARTMAP classifiers ascribes event labels to these sequences. Our preliminary studies have shown that this extension is robust to variations in an object's motion profile. We evaluated the performance of the SCE and ERE on real datasets. The SCE module was tested on a visual scene classification task using the LabelMe2 dataset. The ERE was tested on real world video footage of vehicles and pedestrians in a street scene. Our system is able to recognize the events in this footage involving vehicles and pedestrians.
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Bourgonjon, Jeroen; Soetaert, Ronald
... by exploring a particular aspect of digitization that affects young people, namely video games. They explore the new social spaces which emerge in video game culture and how these spaces relate to community building and citizenship...
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questions of our media literacy pertaining to authoring multimodal texts (visual, verbal, audial, etc.) in research practice and the status of multimodal texts in academia. The implications of academic video extend to wider issues of how researchers harness opportunities to author different types of texts......Is video becoming “the new black” in academia, if so, what are the challenges? The integration of video in research methodology (for collection, analysis) is well-known, but the use of “academic video” for dissemination is relatively new (Eriksson and Sørensen). The focus of this paper is academic...... video, or short video essays produced for the explicit purpose of communicating research processes, topics, and research-based knowledge (see the journal of academic videos: www.audiovisualthinking.org). Video is increasingly used in popular showcases for video online, such as YouTube and Vimeo, as well...
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This article is an introduction to video screen capture. Basic information of two software programs, QuickTime for Mac and BlueBerry Flashback Express for PC, are also discussed. Practical applications for video screen capture are given.
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Pasch, H. L.
An overview of video coding is presented. The aim is not to give a technical summary of possible coding techniques, but to address subjects related to video compression in general and to the transmission of compressed video in more detail. Bit rate reduction is in general possible by removing redundant information; removing information the eye does not use anyway; and reducing the quality of the video. The codecs which are used for reducing the bit rate, can be divided into two groups: Constant Bit rate Codecs (CBC's), which keep the bit rate constant, but vary the video quality; and Variable Bit rate Codecs (VBC's), which keep the video quality constant by varying the bit rate. VBC's can be in general reach a higher video quality than CBC's using less bandwidth, but need a transmission system that allows the bandwidth of a connection to fluctuate in time. The current and the next generation of the PSTN does not allow this; ATM might. There are several factors which influence the quality of video: the bit error rate of the transmission channel, slip rate, packet loss rate/packet insertion rate, end-to-end delay, phase shift between voice and video, and bit rate. Based on the bit rate of the coded video, the following classification of coded video can be made: High Definition Television (HDTV); Broadcast Quality Television (BQTV); video conferencing; and video telephony. The properties of these classes are given. The video conferencing and video telephony equipment available now and in the next few years can be divided into three categories: conforming to 1984 CCITT standard for video conferencing; conforming to 1988 CCITT standard; and conforming to no standard.
Online videos are an increasingly important way technology is contributing to the improvement of physics teaching. Students and teachers have begun to rely on online videos to provide them with content knowledge and instructional strategies. Online audiences are expecting greater production value, and departments are sometimes requesting educators to post video pre-labs or to flip our classrooms. In this article, I share my advice on creating engaging physics videos.
Potter, Ray; Roberts, Deborah
This guide aims to provide an introduction to Desktop Video Conferencing. You may be familiar with video conferencing, where participants typically book a designated conference room and communicate with another group in a similar room on another site via a large screen display. Desktop video conferencing (DVC), as the name suggests, allows users to video conference from the comfort of their own office, workplace or home via a desktop/laptop Personal Computer. DVC provides live audio and visua...
... 47 Telecommunication 4 2010-10-01 2010-10-01 false Video description of video programming. 79.3... CLOSED CAPTIONING AND VIDEO DESCRIPTION OF VIDEO PROGRAMMING § 79.3 Video description of video programming. (a) Definitions. For purposes of this section the following definitions shall apply: (1...
Full Text Available Video boundary detection belongs to a basis subject in computer vision. It is more important to video analysis and video understanding. The existing video boundary detection methods always are effective to certain types of video data. These methods have relatively low generalization ability. We present a novel shot boundary detection algorithm based on video dynamic texture. Firstly, the two adjacent frames are read from a given video. We normalize the two frames to get the same size frame. Secondly, we divide these frames into some sub-domain on the same standard. The following thing is to calculate the average gradient direction of sub-domain and form dynamic texture. Finally, the dynamic texture of adjacent frames is compared. We have done some experiments in different types of video data. These experimental results show that our method has high generalization ability. To different type of videos, our algorithm can achieve higher average precision and average recall relative to some algorithms.
Roskos-Ewoldsen, David R.; Roskos-Ewoldsen, Beverly
Explores the effectiveness of using short video clips from feature films to highlight theoretical concepts when teaching social psychology. Reveals that short video clips have many of the same advantages as showing full-length films and demonstrates that students saw the use of these clips as an effective tool. (CMK)
The Scientific Library’s annual Summer Video Series was so successful that it will be offering a new Winter Video Series beginning in January. For this inaugural event, the staff is showing the eight-part series from National Geographic titled “American Genius.”
Buggey, Tom; Ogle, Lindsey
Video self-modeling (VSM) first appeared on the psychology and education stage in the early 1970s. The practical applications of VSM were limited by lack of access to tools for editing video, which is necessary for almost all self-modeling videos. Thus, VSM remained in the research domain until the advent of camcorders and VCR/DVD players and,…
Otrel-Cass, Kathrin; Khalid, Md. Saifuddin
With an interest in learning that is set in collaborative situations, the data session presents excerpts from video data produced by two of fifteen students from a class of 5th semester techno-anthropology course. Students used video cameras to capture the time they spent working with a scientist...... video, nature of the interactional space, and material and spatial semiotics....
Sánchez-Carrillo, Laura Arelí; Rodríguez-López, Juan Manuel; Galarza-Delgado, Dionisio Ángel; Baena-Trejo, Laura; Padilla-Orozco, Magaly; Mendoza-Flores, Lidia; Camacho-Ortiz, Adrián
The importance of hand hygiene in the prevention of health care-associated infection is well known. Experience with hand hygiene compliance (HHC) evaluation in hemodialysis units is scarce. This study was a 3-phase, prospective longitudinal intervention study during a 5-month period in a 13-bed hemodialysis unit at a university hospital in Northern Mexico. The unit performs an average of 1,150 hemodialysis procedures per month. Compliance was evaluated by a direct observer and a video assisted observer. Feedback was given to health care workers in the form of educational sessions and confidential reports and video analysis of compliance and noncompliance. A total of 5,402 hand hygiene opportunities were registered; 5,201 during 7,820 minutes of video footage and 201 by direct observation during 1,180 minutes. Lower compliance during the baseline evaluation was observed by video monitoring compared with direct observation (P hand hygiene compliance. Video-assisted monitoring of hand hygiene is an excellent method for the evaluation of HHC in a hemodialysis unit; enhanced HHC can be achieved through a feedback program to the hemodialysis staff that includes video examples and confidential reports. Copyright © 2016 Association for Professionals in Infection Control and Epidemiology, Inc. Published by Elsevier Inc. All rights reserved.
This comprehensive and accessible text/reference presents an overview of the state of the art in video coding technology. Specifically, the book introduces the tools of the AVS2 standard, describing how AVS2 can help to achieve a significant improvement in coding efficiency for future video networks and applications by incorporating smarter coding tools such as scene video coding. Topics and features: introduces the basic concepts in video coding, and presents a short history of video coding technology and standards; reviews the coding framework, main coding tools, and syntax structure of AV
Belonging to the wider academic field of computer vision, video analytics has aroused a phenomenal surge of interest since the current millennium. Video analytics is intended to solve the problem of the incapability of exploiting video streams in real time for the purpose of detection or anticipation. It involves analyzing the videos using algorithms that detect and track objects of interest over time and that indicate the presence of events or suspect behavior involving these objects.The aims of this book are to highlight the operational attempts of video analytics, to identify possi
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.
Porikli, Fatih; Xiang, Tao; Gong, Shaogang
Closed Circuit TeleVision (CCTV) cameras have been increasingly deployed pervasively in public spaces including retail centres and shopping malls. Intelligent video analytics aims to automatically analyze content of massive amount of public space video data and has been one of the most active areas of computer vision research in the last two decades. Current focus of video analytics research has been largely on detecting alarm events and abnormal behaviours for public safety and security applications. However, increasingly CCTV installations have also been exploited for gathering and analyzing business intelligence information, in order to enhance marketing and operational efficiency. For example, in retail environments, surveillance cameras can be utilised to collect statistical information about shopping behaviour and preference for marketing (e.g., how many people entered a shop; how many females/males or which age groups of people showed interests to a particular product; how long did they stay in the sho...
Patrícia Dias da Silva
Full Text Available This article aims to discuss the role humour plays in politics, particularly in a media environment overflowing with user-generated video. We start with a genealogy of political satire, from classical to Internet times, followed by a general description of “the Hitler meme,” a series of videos on YouTube featuring footage from the film Der Untergang and nonsensical subtitles. Amid video-games, celebrities, and the Internet itself, politicians and politics are the target of twenty-first century caricatures. By analysing these videos we hope to elucidate how the manipulation of images is embedded in everyday practices and may be of political consequence, namely by deflating politicians' constructed media image. The realm of image, at the centre of the Internet's technological culture, is connected with decisive aspects of today's social structure of knowledge and play. It is timely to understand which part of “playing” is in fact an expressive practice with political significance.
Gunhold, Tina; Whiten, Andrew; Bugnyar, Thomas
Studies of social learning and tradition formation under field conditions have recently gained momentum, but suffer from the limited control of socio-ecological factors thought to be responsible for transmission patterns. The use of artificial visual stimuli is a potentially powerful tool to overcome some of these problems. Here, in a field experiment, we used video images of unfamiliar conspecifics performing virtual demonstrations of foraging techniques. We tested 12 family groups of wild common marmosets. Six groups received video demonstrations (footage of conspecifics either pulling a drawer open or pushing a lid upwards, in an 'artificial fruit'); the other six groups served as controls (exposed to a static image of a conspecific next to the fruit). Subjects in video groups were more manipulative and successful in opening the fruit than controls; they were also more likely to use the technique they had witnessed and thus could serve as live models for other family members. To our knowledge, this is the first study that used video demonstrations in the wild and demonstrated the potent force of social learning, even from unfamiliar conspecifics, under field conditions. © 2014 The Author(s) Published by the Royal Society. All rights reserved.
S. Gunkel (Simon); A.J. Jansen (Jack); I. Kegel; D.C.A. Bulterman (Dick); P.S. Cesar Garcia (Pablo Santiago)
htmlabstractWith the growing popularity of video communication systems, more people are using group video chat, rather than only one-to-one video calls. In such multi-party sessions, remote participants compete for the available screen space and bandwidth. A common solution is showing the current
Smithwick, Erica; Baxter, Emily; Kim, Kyung; Edel-Malizia, Stephanie; Rocco, Stevie; Blackstock, Dean
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.…
Verleur, Ria; Heuvelman, Ard; Verhagen, Plon W.
Audiovisual design might impact emotional responses, as studies from the 1970s and 1980s on movie and television content show. Given today's abundant presence of web-based videos, this study investigates whether audiovisual design will impact web-video content in a similar way. The study is motivated by the potential influence of video-evoked…
Karplus, M. S.; Barajas, A.; Garibay, L.
In response to the April 25, 2015 M7.8 earthquake on the Main Himalayan Thrust in Nepal, NSF Geosciences funded a rapid seismological response project entitled NAMASTE (Nepal Array Measuring Aftershock Seismicity Trailing Earthquake). This project included the deployment, maintenance, and demobilization of a network of 45 temporary seismic stations from June 2015 to May 2016. During the demobilization of the seismic network, video footage was recorded to tell the story of the NAMASTE team's seismic research in Nepal using short movies. In this presentation, we will describe these movies and discuss our strategies for effectively communicating this research to both the academic and general public with the goals of promoting earthquake hazards and international awareness and inspiring enthusiasm about learning and participating in science research. For example, an initial screening of these videos took place for an Introduction to Geology class at the University of Texas at El Paso to obtain feedback from approximately 100 first-year students with only a basic geology background. The feedback was then used to inform final cuts of the video suitable for a range of audiences, as well as to help guide future videography of field work. The footage is also being cut into a short, three-minute video to be featured on the website of The University of Texas at El Paso, home to several of the NAMASTE team researchers.
Live footage of the Titan 3 Mars Observer is shown at the Payload Hazardous Servicing Facility (PHSF). The Mars Observer is a NASA mission to study the surface, atmosphere, interior and magnetic field of Mars from Martian orbit.
Moreira, Daniel; Avila, Sandra; Perez, Mauricio; Moraes, Daniel; Testoni, Vanessa; Valle, Eduardo; Goldenstein, Siome; Rocha, Anderson
As web technologies and social networks become part of the general public's life, the problem of automatically detecting pornography is into every parent's mind - nobody feels completely safe when their children go online. In this paper, we focus on video-pornography classification, a hard problem in which traditional methods often employ still-image techniques - labeling frames individually prior to a global decision. Frame-based approaches, however, ignore significant cogent information brought by motion. Here, we introduce a space-temporal interest point detector and descriptor called Temporal Robust Features (TRoF). TRoF was custom-tailored for efficient (low processing time and memory footprint) and effective (high classification accuracy and low false negative rate) motion description, particularly suited to the task at hand. We aggregate local information extracted by TRoF into a mid-level representation using Fisher Vectors, the state-of-the-art model of Bags of Visual Words (BoVW). We evaluate our original strategy, contrasting it both to commercial pornography detection solutions, and to BoVW solutions based upon other space-temporal features from the scientific literature. The performance is assessed using the Pornography-2k dataset, a new challenging pornographic benchmark, comprising 2000 web videos and 140h of video footage. The dataset is also a contribution of this work and is very assorted, including both professional and amateur content, and it depicts several genres of pornography, from cartoon to live action, with diverse behavior and ethnicity. The best approach, based on a dense application of TRoF, yields a classification error reduction of almost 79% when compared to the best commercial classifier. A sparse description relying on TRoF detector is also noteworthy, for yielding a classification error reduction of over 69%, with 19× less memory footprint than the dense solution, and yet can also be implemented to meet real-time requirements
The video shows the ground truth tracks in GIS of all pedestrians in the video 'Tracking a 'facer's" behavior in a public plaza'. The visualization was made using QGIS TimeManager.......The video shows the ground truth tracks in GIS of all pedestrians in the video 'Tracking a 'facer's" behavior in a public plaza'. The visualization was made using QGIS TimeManager....
Tsapatsoulis, Nicolas; Loizou, Christos; Pattichis, Constantinos
Efficient medical video transmission over 3G wireless is of great importance for fast diagnosis and on site medical staff training purposes. In this paper we present a region of interest based ultrasound video compression study which shows that significant reduction of the required, for transmission, bit rate can be achieved without altering the design of existing video codecs. Simple preprocessing of the original videos to define visually and clinically important areas is the only requirement.
West, Greg L; Al-Aidroos, Naseem; Pratt, Jay
Action video games have been show to affect a variety of visual and cognitive processes. There is, however, little evidence of whether playing video games can also affect motor action. To investigate the potential link between experience playing action video games and changes in oculomotor action, we tested habitual action video game players (VGPs) and non-video game players (NVGPs) in a saccadic trajectory deviation task. We demonstrate that spatial curvature of a saccadic trajectory towards or away from distractor is profoundly different between VGPs and NVGPs. In addition, task performance accuracy improved over time only in VGPs. Results are discussed in the context of the competing interplay between stimulus-driven motor programming and top-down inhibition during oculomotor execution. Copyright © 2011 Elsevier B.V. All rights reserved.
Previous research has shown how, why, and for whom violent video game play is related to aggression and aggression-related variables. In contrast, less is known about whether some individuals are more likely than others to be the target of increased aggression after violent video game play. The present research examined the idea that the effects of violent video game play are stronger when the target is a member of an outgroup rather than an ingroup. In fact, a correlational study revealed that violent video game exposure was positively related to ethnocentrism. This relation remained significant when controlling for trait aggression. Providing causal evidence, an experimental study showed that playing a violent video game increased aggressive behavior, and that this effect was more pronounced when the target was an outgroup rather than an ingroup member. Possible mediating mechanisms are discussed.
I Made Oka Widyantara
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
Heide Smith, Jonas; Tosca, Susana Pajares; Egenfeldt-Nielsen, Simon
From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews...... the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider...... larger questions about the medium: * What defines a video game? * Who plays games? * Why do we play games? * How do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping...
Henningsen, Birgitte; Gundersen, Peter Bukovica; Hautopp, Heidi
This paper introduces to what we define as a collaborative video sketching process. This process links various sketching techniques with digital storytelling approaches and creative reflection processes in video productions. Traditionally, sketching has been used by designers across various...... forms and through empirical examples, we present and discuss the video recording of sketching sessions, as well as development of video sketches by rethinking, redoing and editing the recorded sessions. The empirical data is based on workshop sessions with researchers and students from universities...... and university colleges and primary and secondary school teachers. As researchers, we have had different roles in these action research case studies where various video sketching techniques were applied.The analysis illustrates that video sketching can take many forms, and two common features are important...
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.
Musto, C.; Narducci, F.; Lops, P.; Semeraro G.; Gemmis, M. de; Barbieri, M.; Korst, J.H.M.; Pronk, S.P.P.; Clout, R.A.W.
Recommender systems are becoming popular tools to aid users in finding interesting and relevant TV-shows and other digital video assets,based on implicitly learned user preferences. In this context, a common assumption is that user preferences can be specified by program types (movie, sports, ...)
Full Text Available Ambient Video is an emergent cultural phenomenon, with roots that go deeply into the history of experimental film and video art. Ambient Video, like Brian Eno's ambient music, is video that "must be as easy to ignore as notice" . This minimalist description conceals the formidable aesthetic challenge that faces this new form. Ambient video art works will hang on the walls of our living rooms, corporate offices, and public spaces. They will play in the background of our lives, living video paintings framed by the new generation of elegant, high-resolution flat-panel display units. However, they cannot command attention like a film or television show. They will patiently play in the background of our lives, yet they must always be ready to justify our attention in any given moment. In this capacity, ambient video works need to be equally proficient at rewarding a fleeting glance, a more direct look, or a longer contemplative gaze. This paper connects a series of threads that collectively illuminate the aesthetics of this emergent form: its history as a popular culture phenomenon, its more substantive artistic roots in avant-garde cinema and video art, its relationship to new technologies, the analysis of the viewer's conditions of reception, and the work of current artists who practice within this form.
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
The Green Power Partnership develops videos on a regular basis that explore a variety of topics including, Green Power partnership, green power purchasing, Renewable energy certificates, among others.
Zhang, Jianguang; Han, Yahong; Tang, Jinhui; Hu, Qinghua; Jiang, Jianmin
Human action recognition has been well explored in applications of computer vision. Many successful action recognition methods have shown that action knowledge can be effectively learned from motion videos or still images. For the same action, the appropriate action knowledge learned from different types of media, e.g., videos or images, may be related. However, less effort has been made to improve the performance of action recognition in videos by adapting the action knowledge conveyed from images to videos. Most of the existing video action recognition methods suffer from the problem of lacking sufficient labeled training videos. In such cases, over-fitting would be a potential problem and the performance of action recognition is restrained. In this paper, we propose an adaptation method to enhance action recognition in videos by adapting knowledge from images. The adapted knowledge is utilized to learn the correlated action semantics by exploring the common components of both labeled videos and images. Meanwhile, we extend the adaptation method to a semi-supervised framework which can leverage both labeled and unlabeled videos. Thus, the over-fitting can be alleviated and the performance of action recognition is improved. Experiments on public benchmark datasets and real-world datasets show that our method outperforms several other state-of-the-art action recognition methods.
Students of English Language Education Program in Faculty of Cultural Studies Universitas Brawijaya ideally master Grammar before taking the degree of Sarjana Pendidikan. However, the fact shows that they are still weak in Grammar especially tenses. Therefore, the researchers initiate to develop a video as a media to teach tenses. Objectively, by using video, students get better understanding on tenses so that they can communicate using English accurately and contextually. To develop the video, the researchers used ADDIE model (Analysis, Design, Development, Implementation, Evaluation. First, the researchers analyzed the students’ learning need to determine the product that would be developed, in this case was a movie about English tenses. Then, the researchers developed a video as the product. The product then was validated by media expert who validated attractiveness, typography, audio, image, and usefulness and content expert and validated by a content expert who validated the language aspects and tenses of English used by the actors in the video dealing with the grammar content, pronunciation, and fluency performed by the actors. The result of validation shows that the video developed was considered good. Theoretically, it is appropriate to be used English Grammar classes. However, the media expert suggests that it still needs some improvement for the next development especially dealing with the synchronization between lips movement and sound on the scenes while the content expert suggests that the Grammar content of the video should focus on one tense only to provide more detailed concept of the tense.
Full Text Available ... a Group Upcoming Events Video Library Photo Gallery One-on-One Support ANetwork Peer Support Program Community Connections Overview ... group Back Upcoming events Video Library Photo Gallery One-on-One Support Back ANetwork Peer Support Program ...
van der Meij, Hans
This study investigates the effectiveness of a video tutorial for software training whose construction was based on a combination of insights from multimedia learning and Demonstration-Based Training. In the videos, a model of task performance was enhanced with instructional features that were
Monica Adams, head librarian at Robinson Secondary in Fairfax country, Virginia, states that librarians should have the technical knowledge to support projects related to digital video editing. The process of digital video editing and the cables, storage issues and the computer system with software is described.
Live drawing video experimenting with low tech techniques in the field of sketching and visual sense making. In collaboration with Rune Wehner and Teater Katapult.......Live drawing video experimenting with low tech techniques in the field of sketching and visual sense making. In collaboration with Rune Wehner and Teater Katapult....
Online videos are an increasingly important way technology is contributing to the improvement of physics teaching. Students and teachers have begun to rely on online videos to provide them with content knowledge and instructional strategies. Online audiences are expecting greater production value, and departments are sometimes requesting educators…
Chernyshov Alexander V.
Full Text Available The article focuses on the origins of the song videos as TV and Internet-genre. In addition, it considers problems of screen images creation depending on the musical form and the text of a songs in connection with relevant principles of accent and phraseological video editing and filming techniques as well as with additional frames and sound elements.
Full Text Available ... support group for me? Find a Group Upcoming Events Video Library Photo Gallery One-on-One Support ANetwork Peer ... group for me? Find a group Back Upcoming events Video Library Photo Gallery One-on-One Support Back ANetwork ...
Ørngreen, Rikke; Henningsen, Birgitte Sølbeck; Louw, Arnt Vestergaard
agenda focusing on video productions in combination with digital storytelling, followed by a presentation of the digital storytelling features. The paper concludes with a suggestion to initiate research in what is identified as Personal Digital Video (PDV) Stories within longitudinal settings, while...
Provenzo, Eugene F., Jr.
Video games are neither neutral nor harmless but represent very specific social and symbolic constructs. Research on the social content of today's video games reveals that sex bias and gender stereotyping are widely evident throughout the Nintendo games. Violence and aggression also pervade the great majority of the games. (MLF)
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 ...
Full Text Available ... Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos was designed to help you learn more about Rheumatoid Arthritis (RA). You will learn how the diagnosis of ...
... Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos was designed to help you learn more about Rheumatoid Arthritis (RA). You will learn how the diagnosis of ...
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 ...
Wang, Zhi; Zhu, Wenwu
This brief presents new architecture and strategies for distribution of social video content. A primary framework for socially-aware video delivery and a thorough overview of the possible approaches is provided. The book identifies the unique characteristics of socially-aware video access and social content propagation, revealing the design and integration of individual modules that are aimed at enhancing user experience in the social network context. The change in video content generation, propagation, and consumption for online social networks, has significantly challenged the traditional video delivery paradigm. Given the massive amount of user-generated content shared in online social networks, users are now engaged as active participants in the social ecosystem rather than as passive receivers of media content. This revolution is being driven further by the deep penetration of 3G/4G wireless networks and smart mobile devices that are seamlessly integrated with online social networking and media-sharing s...
Huang, Xin; Søgaard, Jacob; Forchhammer, Søren
the transform coefficients, estimates the distortion, and assesses the video quality. The proposed scheme generates VQA features based on Intra coded frames, and then maps features using an Elastic Net to predict subjective video quality. A set of HEVC coded 4K UHD sequences are tested. Results show......This paper proposes a No-Reference (NR) Video Quality Assessment (VQA) method for videos subject to the distortion given by High Efficiency Video Coding (HEVC). The proposed assessment can be performed either as a BitstreamBased (BB) method or as a Pixel-Based (PB). It extracts or estimates...
Søgaard, Jacob; Forchhammer, Søren; Korhonen, Jari
We present a method for No-Reference (NR) Video Quality Assessment (VQA) for decoded video without access to the bitstream. This is achieved by extracting and pooling features from a NR image quality assessment method used frame by frame. We also present methods to identify the video coding...... and estimate the video coding parameters for MPEG-2 and H.264/AVC which can be used to improve the VQA. The analysis differs from most other video coding analysis methods since it is without access to the bitstream. The results show that our proposed method is competitive with other recent NR VQA methods...
Bross, Benjamin; George, Valeri; Álvarez-Mesa, Mauricio; Mayer, Tobias; Chi, Chi Ching; Brandenburg, Jens; Schierl, Thomas; Marpe, Detlev; Juurlink, Ben
The recently finalized High-Efficiency Video Coding (HEVC) standard was jointly developed by the ITU-T Video Coding Experts Group (VCEG) and the ISO/IEC Moving Picture Experts Group (MPEG) to improve the compression performance of current video coding standards by 50%. Especially when it comes to transmit high resolution video like 4K over the internet or in broadcast, the 50% bitrate reduction is essential. This paper shows that real-time decoding of 4K video with a frame-level parallel deco...
Used from Broadway to Britain's West End, QLab software is the tool of choice for many of the world's most prominent sound, projection, and integrated media designers. QLab 3 Show Control: Projects for Live Performances & Installations is a project-based book on QLab software covering sound, video, and show control. With information on both sound and video system basics and the more advanced functions of QLab such as MIDI show control, new OSC capabilities, networking, video effects, and microphone integration, each chapter's specific projects will allow you to learn the software's capabilitie
Petersen, Ruth A.; Zona, Kathleen A.
On June 2, 2000, the NASA Glenn Research Center Learning Technologies Project (LTP) coordinated the first live remote videoconferencing broadcast from a Glenn facility. The historic event from Glenn's Icing Research Tunnel featured wind tunnel technicians and researchers performing an icing experiment, obtaining results, and discussing the relevance to everyday flight operations and safety. After a brief overview of its history, students were able to "walk through" the tunnel, stand in the control room, and observe a live icing experiment that demonstrated how ice would grow on an airplane wing in flight through an icing cloud. The tour was interactive, with a spirited exchange of questions and explanations between the students and presenters. The virtual tour of the oldest and largest refrigerated icing research tunnel in the world was the second of a series of videoconferencing connections with the AP Physics students at Bay Village High School, Bay Village, Ohio. The first connection, called Aircraft Safety and Icing Research, introduced the Tailplane Icing Program. In an effort to improve aircraft safety by reducing the number of in-flight icing events, Glenn's Icing Branch uses its icing research aircraft to conduct flight tests. The presenter engaged the students in discussions of basic aircraft flight mechanics and the function of the horizontal tailplane, as well as the effect of ice on airfoil (wing or tail) surfaces. A brief video of actual flight footage provided a view of the pilot's actions and reactions and of the horizon during tailplane icing conditions.
Howard, Christina J; Gilchrist, Iain D; Troscianko, Tom; Behera, Ardhendu; Hogg, David C
Low-level stimulus salience and task relevance together determine the human fixation priority assigned to scene locations (Fecteau and Munoz in Trends Cogn Sci 10(8):382-390, 2006). However, surprisingly little is known about the contribution of task relevance to eye movements during real-world visual search where stimuli are in constant motion and where the 'target' for the visual search is abstract and semantic in nature. Here, we investigate this issue when participants continuously search an array of four closed-circuit television (CCTV) screens for suspicious events. We recorded eye movements whilst participants watched real CCTV footage and moved a joystick to continuously indicate perceived suspiciousness. We find that when multiple areas of a display compete for attention, gaze is allocated according to relative levels of reported suspiciousness. Furthermore, this measure of task relevance accounted for twice the amount of variance in gaze likelihood as the amount of low-level visual changes over time in the video stimuli.
Kijak, Ewa; Oisel, Lionel; Gros, Patrick
This work aims at recovering the temporal structure of a broadcast tennis video from an analysis of the raw footage. Our method relies on a statistical model of the interleaving of shots, in order to group shots into predefined classes representing structural elements of a tennis video. This stochastic modeling is performed in the global framework of Hidden Markov Models (HMMs). The fundamental units are shots and transitions. In a first step, colors and motion attributes of segmented shots are used to map shots into 2 classes: game (view of the full tennis court) and not game (medium, close up views, and commercials). In a second step, a trained HMM is used to analyze the temporal interleaving of shots. This analysis results in the identification of more complex structures, such as first missed services, short rallies that could be aces or services, long rallies, breaks that are significant of the end of a game and replays that highlight interesting points. These higher-level unit structures can be used either to create summaries, or to allow non-linear browsing of the video.
Alshirbaji Tamer Abdulbaki
Full Text Available Smoke in laparoscopic videos usually appears due to the use of electrocautery when cutting or coagulating tissues. Therefore, detecting smoke can be used for event-based annotation in laparoscopic surgeries by retrieving the events associated with the electrocauterization. Furthermore, smoke detection can also be used for automatic smoke removal. However, detecting smoke in laparoscopic video is a challenge because of the changeability of smoke patterns, the moving camera and the different lighting conditions. In this paper, we present a video-based smoke detection algorithm to detect smoke of different densities such as fog, low and high density in laparoscopic videos. The proposed method depends on extracting various visual features from the laparoscopic images and providing them to support vector machine (SVM classifier. Features are based on motion, colour and texture patterns of the smoke. We validated our algorithm using experimental evaluation on four laparoscopic cholecystectomy videos. These four videos were manually annotated by defining every frame as smoke or non-smoke frame. The algorithm was applied to the videos by using different feature combinations for classification. Experimental results show that the combination of all proposed features gives the best classification performance. The overall accuracy (i.e. correctly classified frames is around 84%, with the sensitivity (i.e. correctly detected smoke frames and the specificity (i.e. correctly detected non-smoke frames are 89% and 80%, respectively.
Zhang, Zhengbing; Deng, Huiping; Xia, Zhenhua
Video systems have been widely used in many fields such as conferences, public security, military affairs and medical treatment. With the rapid development of FPGA, SOPC has been paid great attentions in the area of image and video processing in recent years. A network video transmission system based on SOPC is proposed in this paper for the purpose of video acquisition, video encoding and network transmission. The hardware platform utilized to design the system is an SOPC board of model Altera's DE2, which includes an FPGA chip of model EP2C35F672C6, an Ethernet controller and a video I/O interface. An IP core, known as Nios II embedded processor, is used as the CPU of the system. In addition, a hardware module for format conversion of video data, and another module to realize Motion-JPEG have been designed with Verilog HDL. These two modules are attached to the Nios II processor as peripheral equipments through the Avalon bus. Simulation results show that these two modules work as expected. Uclinux including TCP/IP protocol as well as the driver of Ethernet controller is chosen as the embedded operating system and an application program scheme is proposed.
CERN video productions
"What's new @ CERN?", a new monthly video programme, will be broadcast on the Monday of every month on webcast.cern.ch. Aimed at the general public, the programme will cover the latest CERN news, with guests and explanatory features. Tune in on Monday 3 October at 4 pm (CET) to see the programme in English, and then at 4:20 pm (CET) for the French version. var flash_video_player=get_video_player_path(); insert_player_for_external('Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-0753-kbps-640x360-25-fps-audio-64-kbps-44-kHz-stereo', 'mms://mediastream.cern.ch/MediaArchive/Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-Multirate-200-to-753-kbps-640x360-25-fps.wmv', 'false', 480, 360, 'https://mediastream.cern.ch/MediaArchive/Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-posterframe-640x360-at-10-percent.jpg', '1383406', true, 'Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-0600-kbps-maxH-360-25-fps-...
This book covers both algorithms and technologies of interactive videos, so that businesses in IT and data managements, scientists and software engineers in video processing and computer vision, coaches and instructors that use video technology in teaching, and finally end-users will greatly benefit from it. This book contains excellent scientific contributions made by a number of pioneering scientists and experts from around the globe. It consists of five parts. The first part introduces the reader to interactive video and video summarization and presents effective methodologies for automatic abstraction of a single video sequence, a set of video sequences, and a combined audio-video sequence. In the second part, a list of advanced algorithms and methodologies for automatic and semi-automatic analysis and editing of audio-video documents are presented. The third part tackles a more challenging level of automatic video re-structuring, filtering of video stream by extracting of highlights, events, and meaningf...
Westerberg, Andreas Rytter; Schoenau-Fog, Henrik
This paper dives into the subject of video game audio and how it can be categorized in order to deliver a message to a player in the most precise way. A new categorization, with a new take on the diegetic spaces, can be used a tool of inspiration for sound- and game-designers to rethink how...... they can use audio in video games. The conclusion of this study is that the current models' view of the diegetic spaces, used to categorize video game audio, is not t to categorize all sounds. This can however possibly be changed though a rethinking of how the player interprets audio....
Bavelier, Daphne; Green, C. Shawn; Han, Doug Hyun; Renshaw, Perry F.; Merzenich, Michael M.; Gentile, Douglas A.
The popular press is replete with stories about the effects of video and computer games on the brain. Sensationalist headlines claiming that video games ‘damage the brain’ or ‘boost brain power’ do not do justice to the complexities and limitations of the studies involved, and create a confusing overall picture about the effects of gaming on the brain. Here, six experts in the field shed light on our current understanding of the positive and negative ways in which playing video games can affe...
This book presents a complete pipeline forHDR image and video processing fromacquisition, through compression and quality evaluation, to display. At the HDR image and video acquisition stage specialized HDR sensors or multi-exposure techniques suitable for traditional cameras are discussed. Then, we present a practical solution for pixel values calibration in terms of photometric or radiometric quantities, which are required in some technically oriented applications. Also, we cover the problem of efficient image and video compression and encoding either for storage or transmission purposes, in
Lucas, Laurent; Loscos, Céline
While 3D vision has existed for many years, the use of 3D cameras and video-based modeling by the film industry has induced an explosion of interest for 3D acquisition technology, 3D content and 3D displays. As such, 3D video has become one of the new technology trends of this century.The chapters in this book cover a large spectrum of areas connected to 3D video, which are presented both theoretically and technologically, while taking into account both physiological and perceptual aspects. Stepping away from traditional 3D vision, the authors, all currently involved in these areas, provide th
Greitemeyer, Tobias; Osswald, Silvia
Previous research has documented that playing violent video games has various negative effects on social behavior in that it causes an increase in aggressive behavior and a decrease in prosocial behavior. In contrast, there has been much less evidence on the effects of prosocial video games. In the present research, 4 experiments examined the hypothesis that playing a prosocial (relative to a neutral) video game increases helping behavior. In fact, participants who had played a prosocial video game were more likely to help after a mishap, were more willing (and devoted more time) to assist in further experiments, and intervened more often in a harassment situation. Results further showed that exposure to prosocial video games activated the accessibility of prosocial thoughts, which in turn promoted prosocial behavior. Thus, depending on the content of the video game, playing video games not only has negative effects on social behavior but has positive effects as well. Copyright 2009 APA, all rights reserved
Lei, Shaoshuai; Xie, Gang; Yan, Gaowei
Existing key-frame extraction methods are basically video summary oriented; yet the index task of key-frames is ignored. This paper presents a novel key-frame extraction approach which can be available for both video summary and video index. First a dynamic distance separability algorithm is advanced to divide a shot into subshots based on semantic structure, and then appropriate key-frames are extracted in each subshot by SVD decomposition. Finally, three evaluation indicators are proposed to evaluate the performance of the new approach. Experimental results show that the proposed approach achieves good semantic structure for semantics-based video index and meanwhile produces video summary consistent with human perception. PMID:24757431
Quinn, S; Herron, D; Menzies, R; Scott, L; Black, R; Zhou, Y; Waller, A; Humphris, G; Freeman, R
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.
Yu, Litao; Yang, Yang; Huang, Zi; Wang, Peng; Song, Jingkuan; Shen, Heng Tao
In recent years, the task of event recognition from videos has attracted increasing interest in multimedia area. While most of the existing research was mainly focused on exploring visual cues to handle relatively small-granular events, it is difficult to directly analyze video content without any prior knowledge. Therefore, synthesizing both the visual and semantic analysis is a natural way for video event understanding. In this paper, we study the problem of Web video event recognition, where Web videos often describe large-granular events and carry limited textual information. Key challenges include how to accurately represent event semantics from incomplete textual information and how to effectively explore the correlation between visual and textual cues for video event understanding. We propose a novel framework to perform complex event recognition from Web videos. In order to compensate the insufficient expressive power of visual cues, we construct an event knowledge base by deeply mining semantic information from ubiquitous Web documents. This event knowledge base is capable of describing each event with comprehensive semantics. By utilizing this base, the textual cues for a video can be significantly enriched. Furthermore, we introduce a two-view adaptive regression model, which explores the intrinsic correlation between the visual and textual cues of the videos to learn reliable classifiers. Extensive experiments on two real-world video data sets show the effectiveness of our proposed framework and prove that the event knowledge base indeed helps improve the performance of Web video event recognition.
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Lande, R G
Some researchers and theorists are convinced that graphic scenes of violence on television and in movies are inextricably linked to human aggression. Others insist that a link has not been conclusively established. This paper summarizes scientific studies that have informed these two perspectives. Although many instances of children and adults imitating video violence have been documented, no court has imposed liability for harm allegedly resulting from a video program, an indication that considerable doubt still exists about the role of video violence in stimulating human aggression. The author suggests that a small group of vulnerable viewers are probably more impressionable and therefore more likely to suffer deleterious effects from violent programming. He proposes that research on video violence be narrowed to identifying and describing the vulnerable viewer.
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Artiklen beskriver et udviklingsprojekt, hvor 13 grupper af lærere på tværs af fag og uddannelser producerede video til undervsioningsbrug. Der beskrives forskellige tilgange og anvendelser samt læringen i projektet...
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National Oceanic and Atmospheric Administration, Department of Commerce — Observers are required to take photos and/or videos of all incidentally caught sea turtles, marine mammals, seabirds and unusual or rare fish. On the first 3...
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National Oceanic and Atmospheric Administration, Department of Commerce — This is a fishery-independent survey that collects data on reef fish in southeast US waters using multiple gears, including chevron traps, video cameras, ROVs,...
YouTube is usually considered an entertainment medium to watch cats, gaming, and music videos. But educational channels have been gaining momentum on the platform, some garnering millions of subscribers and billions of views. The Physics Girl YouTube channel is an educational series with PBS Digital Studios created by Dianna Cowern. Using Physics Girl as an example, this talk will examine what it takes to start a short-form educational video series, including logistics and resources. One benefit of video is that every failure is documented on camera and can, and will, be used in this talk as a learning tool. We will look at the channels demographical reach, discuss best practices for effective physics outreach, and survey how online media and technology can facilitate good and bad learning. The aim of this talk is to show how videos are a unique way to share science and enrich the learning experience, in and out of a classroom.
Ismail Amin Ali
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.
Khanna, Meera Thapar; Chaudhury, Santanu; Lall, Brejesh
There are monocular depth cues present in images or videos that aid in depth perception in two-dimensional images or videos. Our objective is to preserve the defocus depth cue present in the videos along with the salient regions during compression application. A method is provided for opportunistic bit allocation during the video compression using visual saliency information comprising both the image features, such as color and contrast, and the defocus-based depth cue. The method is divided into two steps: saliency computation followed by compression. A nonlinear method is used to combine pure and defocus saliency maps to form the final saliency map. Then quantization values are assigned on the basis of these saliency values over a frame. The experimental results show that the proposed scheme yields good results over standard H.264 compression as well as pure and defocus saliency methods.
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Jensen, Kristian Nøhr; Hansen, Kenneth
Formålet med denne artikel er at vise, hvordan læringsdesign og stilladsering kan anvendes til at skabe en ramme for studenterproduceret video til eksamen på videregående uddannelser. Artiklen tager udgangspunkt i en problemstilling, hvor uddannelsesinstitutionerne skal håndtere og koordinere...... de fagfaglige og mediefaglige undervisere et redskab til at fokusere og koordinere indsatsen frem mod målet med, at de studerende producerer og anvender video til eksamen....
Schlecht, Leslie E.; Kutler, Paul (Technical Monitor)
This is a proposal for a general use system based, on the SGI IRIS workstation platform, for recording computer animation to videotape. In addition, this system would provide features for simple editing and enhancement. Described here are a list of requirements for the system, and a proposed configuration including the SGI VideoLab Integrator, VideoMedia VLAN animation controller and the Pioneer rewritable laserdisc recorder.
Bourgonjon, Jeroen; Soetaert, Ronald
In their article "Video Games and Citizenship" Jeroen Bourgonjon and Ronald Soetaert argue that digitization problematizes and broadens our perspective on culture and popular media, and that this has important ramifications for our understanding of citizenship. Bourgonjon and Soetaert respond to the call of Gert Biesta for the contextualized study of young people's practices by exploring a particular aspect of digitization that affects young people, namely video games. They explore the new so...
be processed by a nearby high -performance computing asset and returned to a squad of Soldiers with annotations indicating the location of friendly and...is to change the resolution, bitrate, and/or framerate of the video being transmitted to the client, reducing the bandwidth requirements of the...video. This solution is typically not viable because a progressive download is required to have a constant resolution, bitrate, and framerate because
Ilgner, Justus F. R.; Kawai, Takashi; Shibata, Takashi; Yamazoe, Takashi; Westhofen, Martin
Introduction: An increasing number of surgical procedures are performed in a microsurgical and minimally-invasive fashion. However, the performance of surgery, its possibilities and limitations become difficult to teach. Stereoscopic video has evolved from a complex production process and expensive hardware towards rapid editing of video streams with standard and HDTV resolution which can be displayed on portable equipment. This study evaluates the usefulness of stereoscopic video in teaching undergraduate medical students. Material and methods: From an earlier study we chose two clips each of three different microsurgical operations (tympanoplasty type III of the ear, endonasal operation of the paranasal sinuses and laser chordectomy for carcinoma of the larynx). This material was added by 23 clips of a cochlear implantation, which was specifically edited for a portable computer with an autostereoscopic display (PC-RD1-3D, SHARP Corp., Japan). The recording and synchronization of left and right image was performed at the University Hospital Aachen. The footage was edited stereoscopically at the Waseda University by means of our original software for non-linear editing of stereoscopic 3-D movies. Then the material was converted into the streaming 3-D video format. The purpose of the conversion was to present the video clips by a file type that does not depend on a television signal such as PAL or NTSC. 25 4th year medical students who participated in the general ENT course at Aachen University Hospital were asked to estimate depth clues within the six video clips plus cochlear implantation clips. Another 25 4th year students who were shown the material monoscopically on a conventional laptop served as control. Results: All participants noted that the additional depth information helped with understanding the relation of anatomical structures, even though none had hands-on experience with Ear, Nose and Throat operations before or during the course. The monoscopic
This video shows footage from the construction of the International Space Station's Node 1 at Marshall Space Flight Center. The Expedition 1 crew, William Shepherd, Yuri Gidzenko, and Sergei Krikalev, inspects the Node.
Doggett, Sheryl; Gans, Donald P.; Stein, Ramona
An operate conditional technique was used to determine the relative success of toys and video shows as reinforcers for testing the hearing of 28 younger (30-month-old) and 28 older (45-month old) children. Animated toys and video shows for children were equally effective as reinforcers for both age groups. (Contains references.) (Author/CR)
Li, Li; Chen, Rongrong; Chen, Jing
Can playing action video games improve visuomotor control? If so, can these games be used in training people to perform daily visuomotor-control tasks, such as driving? We found that action gamers have better lane-keeping and visuomotor-control skills than do non-action gamers. We then trained non-action gamers with action or nonaction video games. After they played a driving or first-person-shooter video game for 5 or 10 hr, their visuomotor control improved significantly. In contrast, non-action gamers showed no such improvement after they played a nonaction video game. Our model-driven analysis revealed that although different action video games have different effects on the sensorimotor system underlying visuomotor control, action gaming in general improves the responsiveness of the sensorimotor system to input error signals. The findings support a causal link between action gaming (for as little as 5 hr) and enhancement in visuomotor control, and suggest that action video games can be beneficial training tools for driving. © The Author(s) 2016.
Halmagyi, G. M.; Chen, Luke; MacDougall, Hamish G.; Weber, Konrad P.; McGarvie, Leigh A.; Curthoys, Ian S.
In 1988, we introduced impulsive testing of semicircular canal (SCC) function measured with scleral search coils and showed that it could accurately and reliably detect impaired function even of a single lateral canal. Later we showed that it was also possible to test individual vertical canal function in peripheral and also in central vestibular disorders and proposed a physiological mechanism for why this might be so. For the next 20 years, between 1988 and 2008, impulsive testing of individual SCC function could only be accurately done by a few aficionados with the time and money to support scleral search-coil systems—an expensive, complicated and cumbersome, semi-invasive technique that never made the transition from the research lab to the dizzy clinic. Then, in 2009 and 2013, we introduced a video method of testing function of each of the six canals individually. Since 2009, the method has been taken up by most dizzy clinics around the world, with now close to 100 refereed articles in PubMed. In many dizzy clinics around the world, video Head Impulse Testing has supplanted caloric testing as the initial and in some cases the final test of choice in patients with suspected vestibular disorders. Here, we consider seven current, interesting, and controversial aspects of video Head Impulse Testing: (1) introduction to the test; (2) the progress from the head impulse protocol (HIMPs) to the new variant—suppression head impulse protocol (SHIMPs); (3) the physiological basis for head impulse testing; (4) practical aspects and potential pitfalls of video head impulse testing; (5) problems of vestibulo-ocular reflex gain calculations; (6) head impulse testing in central vestibular disorders; and (7) to stay right up-to-date—new clinical disease patterns emerging from video head impulse testing. With thanks and appreciation we dedicate this article to our friend, colleague, and mentor, Dr Bernard Cohen of Mount Sinai Medical School, New York, who since his
G. M. Halmagyi
Full Text Available In 1988, we introduced impulsive testing of semicircular canal (SCC function measured with scleral search coils and showed that it could accurately and reliably detect impaired function even of a single lateral canal. Later we showed that it was also possible to test individual vertical canal function in peripheral and also in central vestibular disorders and proposed a physiological mechanism for why this might be so. For the next 20 years, between 1988 and 2008, impulsive testing of individual SCC function could only be accurately done by a few aficionados with the time and money to support scleral search-coil systems—an expensive, complicated and cumbersome, semi-invasive technique that never made the transition from the research lab to the dizzy clinic. Then, in 2009 and 2013, we introduced a video method of testing function of each of the six canals individually. Since 2009, the method has been taken up by most dizzy clinics around the world, with now close to 100 refereed articles in PubMed. In many dizzy clinics around the world, video Head Impulse Testing has supplanted caloric testing as the initial and in some cases the final test of choice in patients with suspected vestibular disorders. Here, we consider seven current, interesting, and controversial aspects of video Head Impulse Testing: (1 introduction to the test; (2 the progress from the head impulse protocol (HIMPs to the new variant—suppression head impulse protocol (SHIMPs; (3 the physiological basis for head impulse testing; (4 practical aspects and potential pitfalls of video head impulse testing; (5 problems of vestibulo-ocular reflex gain calculations; (6 head impulse testing in central vestibular disorders; and (7 to stay right up-to-date—new clinical disease patterns emerging from video head impulse testing. With thanks and appreciation we dedicate this article to our friend, colleague, and mentor, Dr Bernard Cohen of Mount Sinai Medical School, New York, who
Full Text Available This paper seeks to provide an approach for subjective video quality assessment in the H.264/AVC standard. For this purpose a special software program for the subjective assessment of quality of all the tested video sequences is developed. It was developed in accordance with recommendation ITU-T P.910, since it is suitable for the testing of multimedia applications. The obtained results show that in the proposed selective intra prediction and optimized inter prediction algorithm there is a small difference in picture quality (signal-to-noise ratio between decoded original and modified video sequences.
Alexandra PERJU-MITRAN; Andreea E. BUDACIA
Given the popularity of video games and the influences they may pose on individuals’ psychology and behavior, the present study analyses whether video game playing among university students can be correlated with traits associated with an entrepreneur’s profile, which may, in turn, lead to an entrepreneurial intent. The results of the study reveal that students who do play video games show a higher entrepreneurial intent, this relationship being mediated by several psychological and cognitiv...
Anantrasirichai, N; Canagarajah, CN
Super-resolution and frame interpolation enhance low resolution low-framerate videos. Such techniques are especially important for limited bandwidth communications. This paper proposes a novel technique to up-scale videos compressed with H.264 at low bit-rate both in spatial and temporal dimensions. A quantisation noise model is used in the super-resolution estimator, designed for low bitrate video, and a weighting map for decreasing inaccuracy of motion estimation are proposed. Results show ...
For better or worse, video technologies have made their way into many domains of social life, for example in the domain of therapeutics. Techniques such as Marte Meo, Video Interaction Guidance (ViG), Video-Enhanced Reflection on Communication, Video Home Training and Video intervention....../prevention (VIP) all promote the use of video as a therapeutic tool. This paper focuses on media therapeutics and the various in situ uses of video technologies in the mass media for therapeutic purposes. Reality TV parenting programmes such as Supernanny, Little Angels, The House of Tiny Tearaways, Honey, We......’re Killing the Kids, and Driving Mum and Dad Mad all use video as a prominent element of not only the audiovisual spectacle of reality television but also the interactional therapy, counselling, coaching and/or instruction intrinsic to these programmes. Thus, talk-on-video is used to intervene...
The anti-reenactment 'Show-Bix &' consists of 5 dias projectors, a dial phone, quintophonic sound, and interactive elements. A responsive interface will enable the Dias projectors to show copies of original dias slides from the Show-Bix piece ”March på Stedet”, 265 images in total. The copies...... are made from digital scans of the original dias slides located in the collection of the Museum of Contemporary Art in Roskilde. In front of the audience entering the space and placed on it’s own stand, is an original 60s style telephone with turning dial. Action begins when the audience lift the phone...... and dial a number. Any number will make the Dias change. All numbers are also assigned to specific sound documents: clips form rare interviews and the complete sound-re-enactment of the Show-Bix piece ‘Omringning’ (‘Surrounding’) in five channels (a quintophonie). This was originally produced...
Fredag d. 1 november blev Kunsthal Charlottenborg indtaget af performanceprogrammet Show & Tell med et bredspektret program af danske og internationale kunstnere indenfor performance-, lyd- og installationskunst. Programmet præsenterer værker, der undersøger kroppens stadig mere symbiotiske forhold...... og studienævnet på Performance-design. Show & Tell - Performance program: kl. 16.30-19 Adresse: Kunsthal Charlottenborg, Nyhavn 2, 1051 København K...
Full Text Available Las primeras experiencias de video rural fueron realizadas en Perú y México. El proyecto peruano es conocido como CESPAC (Centro de Servicios de Pedagogía Audiovisual para la Capacitación. Con financiamiento externo de la FAO fue iniciado en la década del 70. El proyecto mexicano fue bautizado con el nombre de PRODERITH (Programa de Desarrollo Rural Integrado del Trópico Húmedo. Su componente de video rural tuvo un éxito muy particular a nivel de base.La evaluación concluyó en que el video rural como sistema de comunicación social para el desarrollo es excelente y de bajo costo
Mcilvenny, Paul Bruce; Davidsen, Jacob
For the last few years, we have witnessed a hype about the potential results and insights that quantitative big data can bring to the social sciences. The wonder of big data has moved into education, traffic planning, and disease control with a promise of making things better with big numbers...... and beautiful visualisations. However, we also need to ask what the tools of big data can do both for the Humanities and for more interpretative approaches and methods. Thus, we prefer to explore how the power of computation, new sensor technologies and massive storage can also help with video-based qualitative...... inquiry, such as video ethnography, ethnovideo, performance documentation, anthropology and multimodal interaction analysis. That is why we put forward, half-jokingly at first, a Big Video manifesto to spur innovation in the Digital Humanities....
courses are accredited to the master programme. The programme is online, worldwide and on demand. It recruits students from all over the world. The programme is organized exemplary in accordance the principles in the problem-based and project-based learning method used at Aalborg University where students......The Master programme in Problem-Based Learning in Engineering and Science, MPBL (www.mpbl.aau.dk), at Aalborg University, is an international programme offering formalized staff development. The programme is also offered in smaller parts as single subject courses (SSC). Passed single subject...... have large influence on their own teaching, learning and curriculum. The programme offers streamed videos in combination with other learning resources. It is a concept which offers video as pure presentation - video lectures - but also as an instructional tool which gives the students the possibility...
Bavelier, Daphne; Green, C Shawn; Han, Doug Hyun; Renshaw, Perry F; Merzenich, Michael M; Gentile, Douglas A
The popular press is replete with stories about the effects of video and computer games on the brain. Sensationalist headlines claiming that video games 'damage the brain' or 'boost brain power' do not do justice to the complexities and limitations of the studies involved, and create a confusing overall picture about the effects of gaming on the brain. Here, six experts in the field shed light on our current understanding of the positive and negative ways in which playing video games can affect cognition and behaviour, and explain how this knowledge can be harnessed for educational and rehabilitation purposes. As research in this area is still in its early days, the contributors of this Viewpoint also discuss several issues and challenges that should be addressed to move the field forward.
King, Daniel L; Ejova, Anastasia; Delfabbro, Paul H
There is a paucity of empirical research examining the possible association between gambling and video game play. In two studies, we examined the association between video game playing, erroneous gambling cognitions, and risky gambling behaviour. One hundred and fifteen participants, including 65 electronic gambling machine (EGM) players and 50 regular video game players, were administered a questionnaire that examined video game play, gambling involvement, problem gambling, and beliefs about gambling. We then assessed each groups' performance on a computerised gambling task that involved real money. A post-game survey examined perceptions of the skill and chance involved in the gambling task. The results showed that video game playing itself was not significantly associated with gambling involvement or problem gambling status. However, among those persons who both gambled and played video games, video game playing was uniquely and significantly positively associated with the perception of direct control over chance-based gambling events. Further research is needed to better understand the nature of this association, as it may assist in understanding the impact of emerging digital gambling technologies.
The objective of this activity was to record video that could be used for controlled : evaluation of video image vehicle detection system (VIVDS) products and software upgrades to : existing products based on a list of conditions that might be diffic...
Kerofsky, Louis; Jagannath, Abhijith; Reznik, Yuriy
We describe the design of a video streaming system using adaptation to viewing conditions to reduce the bitrate needed for delivery of video content. A visual model is used to determine sufficient resolution needed under various viewing conditions. Sensors on a mobile device estimate properties of the viewing conditions, particularly the distance to the viewer. We leverage the framework of existing adaptive bitrate streaming systems such as HLS, Smooth Streaming or MPEG-DASH. The client rate selection logic is modified to include a sufficient resolution computed using the visual model and the estimated viewing conditions. Our experiments demonstrate significant bitrate savings compare to conventional streaming methods which do not exploit viewing conditions.
Thida, Myo; Monekosso, Dorothy
Video context analysis is an active and vibrant research area, which provides means for extracting, analyzing and understanding behavior of a single target and multiple targets. Over the last few decades, computer vision researchers have been working to improve the accuracy and robustness of algorithms to analyse the context of a video automatically. In general, the research work in this area can be categorized into three major topics: 1) counting number of people in the scene 2) tracking individuals in a crowd and 3) understanding behavior of a single target or multiple targets in the scene.
Magnor, Marcus A
Driven by consumer-market applications that enjoy steadily increasing economic importance, graphics hardware and rendering algorithms are a central focus of computer graphics research. Video-based rendering is an approach that aims to overcome the current bottleneck in the time-consuming modeling process and has applications in areas such as computer games, special effects, and interactive TV. This book offers an in-depth introduction to video-based rendering, a rapidly developing new interdisciplinary topic employing techniques from computer graphics, computer vision, and telecommunication en
From Monday you can see on the web the new edition of CERN's Video News. Thanks to a collaboration between the audiovisual teams at CERN and Fermilab, you can see a report made by the American laboratory. The clip concerns the LHC magnets that are being constructed at Fermilab. Also in the programme: the spectacular rotation of one of the ATLAS coils, the arrival at CERN of the first American magnet made at Brookhaven, the story of the discovery 20 years ago of the W and Z bosons at CERN. http://www.cern.ch/video or Bulletin web page.
Medicare program; inpatient rehabilitation facility prospective payment system for federal fiscal year 2012; changes in size and square footage of inpatient rehabilitation units and inpatient psychiatric units. Final rule.
This final rule will implement section 3004 of the Affordable Care Act, which establishes a new quality reporting program that provides for a 2 percent reduction in the annual increase factor beginning in 2014 for failure to report quality data to the Secretary of Health and Human Services. This final rule will also update the prospective payment rates for inpatient rehabilitation facilities (IRFs) for Federal fiscal year (FY) 2012 (for discharges occurring on or after October 1, 2011 and on or before September 30, 2012) as required under section 1886(j)(3)(C) of the Social Security Act (the Act). Section 1886(j)(5) of the Act requires the Secretary to publish in the Federal Register on or before the August 1 that precedes the start of each FY the classification and weighting factors for the IRF prospective payment system (PPS) case-mix groups and a description of the methodology and data used in computing the prospective payment rates for that fiscal year. We are also consolidating, clarifying, and revising existing policies regarding IRF hospitals and IRF units of hospitals to eliminate unnecessary confusion and enhance consistency. Furthermore, in accordance with the general principles of the President's January 18, 2011 Executive Order entitled "Improving Regulation and Regulatory Review," we are amending existing regulatory provisions regarding ''new'' facilities and changes in the bed size and square footage of IRFs and inpatient psychiatric facilities (IPFs) to improve clarity and remove obsolete material.
Nielsen, L.; O'Connell, E.
Whether they're guiding an unmanned aerial vehicle into a volcanic plume to sample aerosols, or documenting core drilling at a frozen lake in Siberia formed 3.6 million years ago by a massive meteorite impact, Arctic scientists are using video to enhance and expand their science and science outreach. FrontierScientists (FS), a forum for showcasing scientific work, produces and promotes radically different video blogs featuring Arctic scientists. Three- to seven- minute multimedia vlogs help deconstruct researcher's efforts and disseminate stories, communicating scientific discoveries to our increasingly connected world. The videos cover a wide range of current field work being performed in the Arctic. All videos are freely available to view or download from the FrontierScientists.com website, accessible via any internet browser or via the FrontierScientists app. FS' filming process fosters a close collaboration between the scientist and the media maker. Film creation helps scientists reach out to the public, communicate the relevance of their scientific findings, and craft a discussion. Videos keep audience tuned in; combining field footage, pictures, audio, and graphics with a verbal explanation helps illustrate ideas, allowing one video to reach people with different learning strategies. The scientists' stories are highlighted through social media platforms online. Vlogs grant scientists a voice, letting them illustrate their own work while ensuring accuracy. Each scientific topic on FS has its own project page where easy-to-navigate videos are featured prominently. Video sets focus on different aspects of a researcher's work or follow one of their projects into the field. We help the scientist slip the answers to their five most-asked questions into the casual script in layman's terms in order to free the viewers' minds to focus on new concepts. Videos are accompanied by written blogs intended to systematically demystify related facts so the scientists can focus
Cai, Lecai; Xu, Jijia; Liangping, Jin; He, Zhiyong
Intelligent video tracking technology is the digital video processing and analysis of an important field of application in the civilian and military defense have a wide range of applications. In this paper, a systematic study on the surveillance video of the Smart in the agricultural tracking, particularly in target detection and tracking problem of the study, respectively for the static background of the video sequences of moving targets detection and tracking algorithm, the goal of agricultural production for rapid detection and tracking algorithm and Mean Shift-based translation and rotation of the target tracking algorithm. Experimental results show that the system can effectively and accurately track the target in the surveillance video. Therefore, in agriculture for the intelligent video surveillance tracking study, whether it is from the environmental protection or social security, economic efficiency point of view, are very meaningful.
Full Text Available This paper presents effective quality-of-service renegotiating schemes for streaming video. The conventional network supporting quality of service generally allows a negotiation at a call setup. However, it is not efficient for the video application since the compressed video traffic is statistically nonstationary. Thus, we consider the network supporting quality-of-service renegotiations during the data transmission and study effective quality-of-service renegotiating schemes for streaming video. The token bucket model, whose parameters are token filling rate and token bucket size, is adopted for the video traffic model. The renegotiating time instants and the parameters are determined by analyzing the statistical information of compressed video traffic. In this paper, two renegotiating approaches, that is, fixed renegotiating interval case and variable renegotiating interval case, are examined. Finally, the experimental results are provided to show the performance of the proposed schemes.
Wang, Zedong; Wang, Jing; Wang, Fei; Li, Chengcai; Fei, Zesong; Rahim, Tariq
An objective video quality assessment method is proposed to evaluate the video quality in voice over internet protocol (VoIP) applications under network distortion. The fluency and the clarity of videos are two main parts of the factors that affect user experience, thus the method evaluates these two parts to assess the distortions of videos in VoIP applications caused by codec and packet loss. The clarity of the video is measured by calculating block artifacts and frame blurring. Video blocking artifacts are measured by splitting the picture into small blocks and calculating the difference of the pixels around each border while video blurring is measured by getting edge information through Sobel operator, and counting the gradient histogram. Then the video clarity can be measured by a weighted sum of block artifacts score and blurring score using linear regression. The scores are also normalized in order to eliminate the impact of different video contents. The video fluency is calculated by counting the wrong frame in the video. Finally, a weighted sum of video clarity score and video fluency score can represent the quality of the video. The experimental results show that the objective quality scores have a strong correlation with the subjective quality scores, and the algorithm concludes two parts of user experience other than just image quality, which is more comprehensive and it can be used in video quality assessment in VoIP applications.
Mosher, Clayton P; Zimmerman, Prisca E; Gothard, Katalin M
A broader understanding of the neural basis of social behavior in primates requires the use of species-specific stimuli that elicit spontaneous, but reproducible and tractable behaviors. In this context of natural behaviors, individual variation can further inform about the factors that influence social interactions. To approximate natural social interactions similar to those documented by field studies, we used unedited video footage to induce in viewer monkeys spontaneous facial expressions and looking patterns in the laboratory setting. Three adult male monkeys (Macaca mulatta), previously behaviorally and genetically (5-HTTLPR) characterized, were monitored while they watched 10 s video segments depicting unfamiliar monkeys (movie monkeys) displaying affiliative, neutral, and aggressive behaviors. The gaze and head orientation of the movie monkeys alternated between "averted" and "directed" at the viewer. The viewers were not reinforced for watching the movies, thus their looking patterns indicated their interest and social engagement with the stimuli. The behavior of the movie monkey accounted for differences in the looking patterns and facial expressions displayed by the viewers. We also found multiple significant differences in the behavior of the viewers that correlated with their interest in these stimuli. These socially relevant dynamic stimuli elicited spontaneous social behaviors, such as eye-contact induced reciprocation of facial expression, gaze aversion, and gaze following, that were previously not observed in response to static images. This approach opens a unique opportunity to understanding the mechanisms that trigger spontaneous social behaviors in humans and nonhuman primates. (PsycINFO Database Record (c) 2011 APA, all rights reserved).
Somasundaram, Siva; Subbalakshmi, Koduvayur P.
In this paper we propose a scalable video coding scheme that utilizes the embedded block coding with optimal truncation (EBCOT) compression algorithm. Three dimensional spatio-temporal decomposition of the video sequence succeeded by compression using the EBCOT generates a SNR and resolution scalable bit stream. The proposed video coding algorithm not only performs closer to the MPEG-4 video coding standard in compression efficiency but also provides better SNR and resolution scalability. Experimental results show that the performance of the proposed algorithm does better than the 3-D SPIHT (Set Partitioning in Hierarchial Trees) algorithm by 1.5dB.
Full Text Available Gender representation in video games is a current sensitive topic in entertainment media. Gender studies in video games look at the difference between the portrayal of female and male characters. Most video games tend to over-represent stereotypes and in general use extensive violence and cruelty (Maietti, 2008. Some video games use wrong, disrespectful and sometimes even violent representations of both genders. This research paper focuses on the current representation of female gender in video games and how they are represented, stereotyped and used as characters in games. Results show that there is a difference between portraying women in the past and present. This research paper is based on previous academic research and results which were achieved with online questionnaire among game players and two interviews with professionals in the field of game design. The results show that there is still negative stereotyping of female gender. However, at the same time, the answers of the respondents show that the target audience of video games desires improvements in presentation of female gender as well as male.
Nova, Joao Luiz Leocadio da [Universidade Federal, Rio de Janeiro, RJ (Brazil). Centro de Ciencias da Saude. Nucleo de Tecnologia Educacional para a Saude; Lopes, Ricardo Tadeu [Universidade Federal, Rio de Janeiro, RJ (Brazil). Coordenacao dos Programas de Pos-graduacao de Engenharia. Lab. de Instrumentacao Nuclear
A new methodology to evaluate the entrance surface dose on patients under radiodiagnosis is presented. A phantom is used in video fluoroscopic procedures in on line video signal system. The images are obtained from a Siemens Polymat 50 and are digitalized. The results show that the entrance surface dose can be obtained in real time from video imaging 3 refs., 2 figs., 2 tabs.
... employee of an affiliate, subsidiary, advertising agency, or any other company involved in marketing a..., effort to show quality of the video content, narrative and visual appearance will be assessed.) 4. Video...
Carnagey, N.L.; Anderson, C.A.; Bushman, B.J.
Past research shows that violent video game exposure increases aggressive thoughts, angry feelings, physiological arousal, aggressive behaviors, and decreases helpful behaviors. However, no research has experimentally examined violent video game effects on physiological desensitization, defined as
C.A. Lindley; R.A. Earnshaw; J.A. Vince
textabstractThe FRAMES project within the RDN CRC (Cooperative Research Centre for Research Data Networks) has developed an experimental environment for dynamic virtual video sequence synthesis from databases of video data. A major issue for the development of dynamic interactive video applications
Videos and DVDs give the teachers more flexibility than slide projectors, filmstrips, and 16mm films but teachers and students are excited about a new technology called streaming. Streaming allows the educators to view videos on demand via the Internet, which works through the transfer of digital media like video, and voice data that is received…
Belousov, A.; Belousova, M.; Nechaev, A.
Geysers are a variety of hot springs characterized by violent ejections of water and steam separated by periods of repose. While ordinary boiling springs are numerous and occur in many places on Earth, geysers are very rare. In total, less than 1000 geysers are known worldwide, and most of them are located in three large geyser fields: Yellowstone (USA), Geyser Valley (Russia), and El Tatio (Chile). Several physical models were suggested to explain periodic eruptions of geysers, but realistic understanding of processes was hampered by the scarcity of field data on the internal plumbing of geyser systems. Here we present data based on video observations of interior conduit systems for geysers in Geyser Valley in Kamchatka, Russia. To investigate geyser plumbing systems we lowered a video camera (with thermal and water insulation) into the conduits of four erupting geysers. These included Velikan and Bolshoy, the largest geysers in the field, ejecting about 20 and 15 cub.m of water to heights of 25 and 15 m, respectively, with rather stable periods of approximately 5 h and 1 h. We also investigated Vanna and Kovarny, small geysers with irregular regimes, ejecting about ten liters of water to heights as much as 1.5 m, with periods of several minutes. The video footage reveals internal plumbing geometries and hydrodynamic processes that contradict the widely accepted "simple vertical conduit model", which regards geyser eruptions as caused by flashing of superheated water into steam. In contrast, our data fit the long-neglected "boiler model", in which steam accumulates in an underground cavity (boiler) and periodically erupts out through a water-filled, inverted siphon. We describe the physical rationale and conditions for the periodic discharge of steam from a boiler. Channels of the studied geysers are developed by ascending hot water in deposits of several voluminous prehistoric landslides (debris avalanches). The highly irregular contacts between adjacent debris
Sandvik, Kjetil; Laursen, Ditte
User interaction with radio and television programmes is not a new thing. However, with new cross-media production concepts such as X Factor and Voice, this is changing dramatically. The second-screen logic of these productions encourages viewers, along with TV’s traditional one-way communication...... mode, to communicate on interactive (dialogue-enabling) devices such as laptops, smartphones and tablets. Using the TV show Voice as our example, this article shows how the technological and situational set-up of the production invites viewers to engage in new ways of interaction and communication....... More specifically, the article demonstrates how online comments posted on the day of Voice’s 2012 season finale can be grouped into four basic action types: (1) Invitation to consume content, (2) Request for participation, (3) Request for collaboration and (4) Online commenting. These action types...
Petre Vlah-Horea BOŢIANU
Full Text Available During the last years, video files showing different surgical procedures have become extremely available and popular on the internet. They are available on both free and unrestricted sites, as well as on dedicated sites which control the medical quality of the information. Honest presentation and a minimal video-editing to include information about the procedure are mandatory to achieve a product with a true educational value. The integration of the web-based video educational resources in the continuing medical information system seems to be limited and the true educational impact very difficult to assess. A review of the available literature dedicated on this subject shows that the main challenge is related to the human factor and not to the available technology.
Rezende, José Francisco; UNIGRANRIO / PPGA; Mello, Simone; UNIGRANRIO
O caso de ensino apresenta a trajetória de Alexandre Tadeu da Costa e da chocolateria Cacau Show. Seu objetivo é levar os estudantes a identificar alternativas e tomar decisões sobre posicionamento para continuidade do desenvolvimento de vantagens competitivas, sustentação de competência logística e possíveis abordagens ao mercado externo.
Full Text Available Digital technology has often been discussed in relation to how it changed either the production or the reception of audiovisual cultures. This paper will consider a combination of both as a crucial part in understanding strategies of inter- and transmedial amateur creativity. Based on an experimental ethnography of the online video subgenre/subculture “YouTubePoop,” the paper will elaborate on the connection between the individual experience and the creation of digital media. The loose collective of independent amateurs behind the YouTubePoop videos makes use of already existing audiovisual material ranging from television shows to videos of other YouTube users. The re-created remixes and mash-ups are characterized by their random selection of original material and their nonsensical humour. Hence, the rapid montage of this heterogeneous content is just as much part of the intensified aesthetic expressiveness as are the applied special effects available in the digital video editing software. Both aspects highlight the strong interdependence of the rapid accessibility of online content and digital technology and the new aesthetic expressions they are fostering. The paper will show how the experience and navigation of digital interfaces (editing software, media players, or homepages affect the design and practice of these video-remixes. This will open the discussion about intertextual strategies of media appropriation to an aesthetic and praxeological analysis of media interaction.
Stevens, Andrew; Kovarik, Libor; Abellan, Patricia; Yuan, Xin; Carin, Lawrence; Browning, Nigel D.
One of the main limitations of imaging at high spatial and temporal resolution during in-situ TEM experiments is the frame rate of the camera being used to image the dynamic process. While the recent development of direct detectors has provided the hardware to achieve frame rates approaching 0.1ms, the cameras are expensive and must replace existing detectors. In this paper, we examine the use of coded aperture compressive sensing methods [1, 2, 3, 4] to increase the framerate of any camera with simple, low-cost hardware modifications. The coded aperture approach allows multiple sub-frames to be coded and integrated into a single camera frame during the acquisition process, and then extracted upon readout using statistical compressive sensing inversion. Our simulations show that it should be possible to increase the speed of any camera by at least an order of magnitude. Compressive Sensing (CS) combines sensing and compression in one operation, and thus provides an approach that could further improve the temporal resolution while correspondingly reducing the electron dose rate. Because the signal is measured in a compressive manner, fewer total measurements are required. When applied to TEM video capture, compressive imaging couled improve acquisition speed and reduce the electron dose rate. CS is a recent concept, and has come to the forefront due the seminal work of Candès . Since the publication of Candès, there has been enormous growth in the application of CS and development of CS variants. For electron microscopy applications, the concept of CS has also been recently applied to electron tomography , and reduction of electron dose in scanning transmission electron microscopy (STEM) imaging . To demonstrate the applicability of coded aperture CS video reconstruction for atomic level imaging, we simulate compressive sensing on observations of Pd nanoparticles and Ag nanoparticles during exposure to high temperatures and other environmental conditions
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Wang, C. P.; Bow, R. T.
A laser scanning system capable of scanning at standard video rate has been developed. The scanning mirrors, circuit design and system performance, as well as its applications to video cameras and ultra-violet microscopes, are discussed.
During Galileo's lifetime his staunchest supporter was Johannes Kepler, Imperial Mathematician to the Holy Roman Emperor. Johannes Kepler will be in St. Louis to personally offer a tribute to Galileo. Set Galileo's astronomy discoveries to music and you get the newest song by the well known acappella group, THE CHROMATICS. The song, entitled "Shoulders of Giants” was written specifically for IYA-2009 and will be debuted at this conference. The song will also be used as a base to create a music video by synchronizing a person's own images to the song's lyrics and tempo. Thousands of people already do this for fun and post their videos on YOU TUBE and other sites. The ASTRONOMY VIDEO CONTEST will be launched as a vehicle to excite, enthuse and educate people about astronomy and science. It will be an annual event administered by the Johannes Kepler Project and will continue to foster the goals of IYA-2009 for years to come. During this presentation the basic categories, rules, and prizes for the Astronomy Video Contest will be covered and finally the new song "Shoulders of Giants” by THE CHROMATICS will be unveiled
This paper presents the use of ”provocative videos”, as a tool to support and deepen findings from ethnographic investigation on the theme of remote videocommunication. The videos acted as a resource to also investigate potential for novel technologies supporting continuous connection between...
Full Text Available The highly efficient and robust stitching of aerial video captured by unmanned aerial vehicles (UAVs is a challenging problem in the field of robot vision. Existing commercial image stitching systems have seen success with offline stitching tasks, but they cannot guarantee high-speed performance when dealing with online aerial video sequences. In this paper, we present a novel system which has an unique ability to stitch high-frame rate aerial video at a speed of 150 frames per second (FPS. In addition, rather than using a high-speed vision platform such as FPGA or CUDA, our system is running on a normal personal computer. To achieve this, after the careful comparison of the existing invariant features, we choose the FAST corner and binary descriptor for efficient feature extraction and representation, and present a spatial and temporal coherent filter to fuse the UAV motion information into the feature matching. The proposed filter can remove the majority of feature correspondence outliers and significantly increase the speed of robust feature matching by up to 20 times. To achieve a balance between robustness and efficiency, a dynamic key frame-based stitching framework is used to reduce the accumulation errors. Extensive experiments on challenging UAV datasets demonstrate that our approach can break through the speed limitation and generate an accurate stitching image for aerial video stitching tasks.
van Houten, Ynze; Schuurman, Jan Gerrit; Verhagen, Pleunes Willem; Enser, Peter; Kompatsiaris, Yiannis; O’Connor, Noel E.; Smeaton, Alan F.; Smeulders, Arnold W.M.
With information systems, the real design problem is not increased access to information, but greater efficiency in finding useful information. In our approach to video content browsing, we try to match the browsing environment with human information processing structures by applying ideas from
Snoek, C.G.M.; Smeulders, A.W.M.
In this tutorial, we focus on the challenges in internet video search, present methods how to achieve state-of-the-art performance while maintaining efficient execution, and indicate how to obtain improvements in the near future. Moreover, we give an overview of the latest developments and future
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With the rapid improvements in digital communication technologies, distributing high-definition visual information has become more widespread. However, the available technologies were not sufficient to support the rising demand for high-definition video. This situation is further complicated when
I artiklen gives nogle bud på hvordan video narrativer kan bruges i sygeplejerskeuddannelsen som triggers, der åbner for diskussioner og udvikling af meningsfulde holdninger til medmennesker. Det belyses også hvordan undervisere i deres didaktiske overvejelser kan inddrage elementer fra teori om...
E-learning Lab på Aalborg Universitet har i forbindelse med forskningsprojektet Virtuelle Læringsformer og Læringsmiljøer foretaget en række praktiske eksperimenter med streaming-video produktioner. Hensigten med denne artikel er at formidle disse erfaringer. Artiklen beskriver hele produktionsf...... E-learning Lab på Aalborg Universitet har i forbindelse med forskningsprojektet Virtuelle Læringsformer og Læringsmiljøer foretaget en række praktiske eksperimenter med streaming-video produktioner. Hensigten med denne artikel er at formidle disse erfaringer. Artiklen beskriver hele...... produktionsforløbet: fra ide til færdigt produkt, forskellige typer af præsentationer, dramaturgiske overvejelser samt en konceptskitse. Streaming-video teknologien er nu så udviklet med et så tilfredsstillende audiovisuelt udtryk at vi kan begynde at fokusere på, hvilket indhold der er velegnet til at blive gjort...... tilgængeligt uafhængigt af tid og sted. Afslutningsvis er der en række kildehenvisninger, blandt andet en oversigt over de streaming-video produktioner, som denne artikel bygger på....
Beheshti, Mobina; Taspolat, Ata; Kaya, Omer Sami; Sapanca, Hamza Fatih
Nowadays, video plays a significant role in education in terms of its integration into traditional classes, the principal delivery system of information in classes particularly in online courses as well as serving as a foundation of many blended classes. Hence, education is adopting a modern approach of instruction with the target of moving away…
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Niamut, O.A.; Weerdt, C.A. van der; Havekes, A.
Het project Penta Mobilé liep van juni tot november 2009 en had als doel de mogelijkheden van mobiele video voor bedrijfscommunicatie toepassingen in kaart te brengen. Dit onderzoek werd uitgevoerd samen met vijf (‘Penta’) partijen: Business Tales, Condor Digital, European Communication Projects
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Boden, Timothy W
Many medical practices have cut back on education and staff development expenses, especially those costs associated with conventions and conferences. But there are hard-to-value returns on your investment in these live events--beyond the obvious benefits of acquired knowledge and skills. Major vendors still exhibit their services and wares at many events, and the exhibit hall is a treasure-house of information and resources for the savvy physician or administrator. Make and stick to a purposeful plan to exploit the trade show. You can compare products, gain new insights and ideas, and even negotiate better deals with representatives anxious to realize returns on their exhibition investments.
Ridgway, James; Stannett, Mike
Although techniques for separate image and audio steganography are widely known, relatively little has been described concerning the hiding of information within video streams ("video steganography"). In this paper we review the current state of the art in this field, and describe the key issues we have encountered in developing a practical video steganography system. A supporting video is also available online at http://www.youtube.com/watch?v=YhnlHmZolRM
Full Text Available Why do some online video advertisements go viral while others remain unnoticed? What kind of video content keeps the viewer interested and motivated to share? Many companies have realized the need to innovate their marketing strategies and have embraced the newest ways of using technology, as the Internet, to their advantage as in the example of virality. Yet few marketers actually understand how, and academic literature on this topic is still in development. This study investigated which content characteristics distinguish successful from non-successful online viral video advertisements by analyzing 641 cases using Structural Equation Modeling. Results show that Engagement and Surprise are two main content characteristics that significantly increase the chance of online video advertisements to go viral.
Mariela Elisa Cantu
Full Text Available La discusión en torno a las categorías de lo público y lo privado nos interpela en nuestro presente desde variados ángulos: ya no sólo las celebridades son presa de la indistinción entre estas categorías, sino que los usos actuales de las redes sociales, los teléfonos celulares y los medios locativos ponen en jaque prácticas que en el pasado se percibían dentro de ámbitos más claramente delimitados. El video argentino pone en escena la fragilidad de aquella separación entre lo público y lo privado y en este artículo se partirá de un corpus de videos que discuten dos de los polos que usualmente se asocian con las categorías de lo público y lo privado: Adentro/Afuera y Visible/Invisible. El foco está puesto en analizar la forma en que estos ejes atraviesan transversalmente diversos temas, recursos y géneros abordados por el video argentino (el autorretrato, la práctica del found footage, la elaboración de la memoria, etc..
Full Text Available Leveraging network virtualization technologies, the community-based video systems rely on the measurement of common interests to define and steady relationship between community members, which promotes video sharing performance and improves scalability community structure. In this paper, we propose a novel mobile Video Community discovery scheme using ontology-based semantical interest capture (VCOSI. An ontology-based semantical extension approach is proposed, which describes video content and measures video similarity according to video key word selection methods. In order to reduce the calculation load of video similarity, VCOSI designs a prefix-filtering-based estimation algorithm to decrease energy consumption of mobile nodes. VCOSI further proposes a member relationship estimate method to construct scalable and resilient node communities, which promotes video sharing capacity of video systems with the flexible and economic community maintenance. Extensive tests show how VCOSI obtains better performance results in comparison with other state-of-the-art solutions.
Full Text Available Veterans Crisis Line Skip to Main Content SuicidePreventionLifeline.org Get Help Materials Get Involved Crisis Centers About Be There Show You ... more videos from Veterans Health Administration Veterans Crisis Line -- After the Call see more videos from Veterans ...
Blauhut, Daniela; Buur, Jacob
the video camera actually plays in studying people and establishing design collaboration still exists. In this paper we argue that traditional documentary film approaches like Direct Cinema and Cinéma Vérité show that a purely observational approach may not be most valuable for user research and that video...
This study attempts to identify the typological-research domain of the extant literature on video games related to college-age samples (18-29 years-of-age). A content analysis of 264 articles, from PsycINFO for these identifiers, was performed. Findings showed that negative or pathological aspects of video gaming, i.e., violence potential,…
Verleur, R.; Heuvelman, A.; Verhagen, Pleunes Willem
Audiovisual design might impact emotional responses, as studies from the 1970s and 1980s on movie and television content show. Given today's abundant presence of web-based videos, this study investigates whether audiovisual design will impact web-video content in a similar way. The study is
Some results showed that the use of both instant messaging and video conferencing in projects is moderate and both improve the quality of communication in virtual teams, however in different ways. Keywords: Project communication, computer-mediated communication, instant messaging, video conferencing, virtual teams ...
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Noel F. Peden
Full Text Available Capturing video at a conference is easy. Doing it so the product is useful is another matter. Many subtle problems come into play so that video and audio obtained can be used to create a final product. This article discusses what the author learned in the two years of shooting and editing video for Code4Lib conference.
The latest CERN video news is on line. In this issue : an interview with the Director General and reports on the new home for the DELPHI barrel and the CERN firemen's spectacular training programme. There's also a vintage video news clip from 1954. See: www.cern.ch/video or Bulletin web page
Technology & Learning, 2008
More than ever, teachers are using digital video to enhance their lessons. In fact, the number of schools using video streaming increased from 30 percent to 45 percent between 2004 and 2006, according to Market Data Retrieval. Why the popularity? For starters, video-streaming products are easy to use. They allow teachers to punctuate lessons with…
Mitchell, April Slayden; O'Hara, Kenton; Vorbau, Alex
Mobile video is now an everyday possibility with a wide array of commercially available devices, services, and content. These new technologies have created dramatic shifts in the way video-based media can be produced, consumed, and delivered by people beyond the familiar behaviors associated with fixed TV and video technologies. Such technology revolutions change the way users behave and change their expectations in regards to their mobile video experiences. Building upon earlier studies of mobile video, this paper reports on a study using diary techniques and ethnographic interviews to better understand how people are using commercially available mobile video technologies in their everyday lives. Drawing on reported episodes of mobile video behavior, the study identifies the social motivations and values underpinning these behaviors that help characterize mobile video consumption beyond the simplistic notion of viewing video only to kill time. This paper also discusses the significance of user-generated content and the usage of video in social communities through the description of two mobile video technology services that allow users to create and share content. Implications for adoption and design of mobile video technologies and services are discussed as well.
Phommarach, S.; Wattanakasiwich, P.; Johnston, I.
In this work, we studied the rolling motion of solid and hollow cylinders down an inclined plane at different angles. The motions were captured on video at 300 frames s[superscript -1], and the videos were analyzed frame by frame using video analysis software. Data from the real motion were compared with the theory of rolling down an inclined…
Today's youth are situated in a complex information ecology that includes video games and print texts. At the basic level, video game play itself is a form of digital literacy practice. If we widen our focus from the "individual player + technology" to the online communities that play them, we find that video games also lie at the nexus of a…
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Full Text Available Tracking moving objects is both challenging and important for a large variety of applications. Different technologies based on the global positioning system (GPS and video or radio data are used to obtain the trajectories of the observed objects. However, in some use cases, they fail to provide sufficiently accurate, complete and correct data at the same time. In this work we present an approach for fusing GPS- and video-based tracking in order to exploit their individual advantages. In this way we aim to combine the reliability of GPS tracking with the high geometric accuracy of camera detection. For the fusion of the movement data provided by the different devices we use a hidden Markov model (HMM formulation and the Viterbi algorithm to extract the most probable trajectories. In three experiments, we show that our approach is able to deal with challenging situations like occlusions or objects which are temporarily outside the monitored area. The results show the desired increase in terms of accuracy, completeness and correctness.
Full Text Available When Su Cleyle and I first decided to start Evidence Based Library and Information Practice, one of the things we agreed upon immediately was that the journal be open access. We knew that a major obstacle to librarians using the research literature was that they did not have access to the research literature. Although Su and I are both academic librarians who can access a wide variety of library and information literature from our institutions, we belong to a profession where not everyone has equal access to the research in our field. Without such access to our own body of literature, how can we ever hope for practitioners to use research evidence in their decision making? It would have been contradictory to the principles of evidence based library and information practice to do otherwise.One of the specific groups we thought could use such an open access venue for discovering research literature was school librarians. School librarians are often isolated and lacking access to the research literature that may help them prove to stakeholders the importance of their libraries and their role within schools. Certainly, school libraries have been in decline and the use of evidence to show value is needed. As Ken Haycock noted in his 2003 report, The Crisis in Canada’s School Libraries: The Case for Reform and Reinvestment, “Across the country, teacher-librarians are losing their jobs or being reassigned. Collections are becoming depleted owing to budget cuts. Some principals believe that in the age of the Internet and the classroom workstation, the school library is an artifact” (9. Within this context, school librarians are looking to our research literature for evidence of the impact that school library programs have on learning outcomes and student success. They are integrating that evidence into their practice, and reflecting upon what can be improved locally. They are focusing on students and showing the impact of school libraries and
Liu, Rui; Zhang, Xiaoli; Zhang, Hao
As quality assurance is of strong concern in advanced surgeries, intelligent surgical systems are expected to have knowledge such as the knowledge of the surgical workflow model (SWM) to support their intuitive cooperation with surgeons. For generating a robust and reliable SWM, a large amount of training data is required. However, training data collected by physically recording surgery operations is often limited and data collection is time-consuming and labor-intensive, severely influencing knowledge scalability of the surgical systems. The objective of this research is to solve the knowledge scalability problem in surgical workflow modeling with a low cost and labor efficient way. A novel web-video-mining-supported surgical workflow modeling (webSWM) method is developed. A novel video quality analysis method based on topic analysis and sentiment analysis techniques is developed to select high-quality videos from abundant and noisy web videos. A statistical learning method is then used to build the workflow model based on the selected videos. To test the effectiveness of the webSWM method, 250 web videos were mined to generate a surgical workflow for the robotic cholecystectomy surgery. The generated workflow was evaluated by 4 web-retrieved videos and 4 operation-room-recorded videos, respectively. The evaluation results (video selection consistency n-index ≥0.60; surgical workflow matching degree ≥0.84) proved the effectiveness of the webSWM method in generating robust and reliable SWM knowledge by mining web videos. With the webSWM method, abundant web videos were selected and a reliable SWM was modeled in a short time with low labor cost. Satisfied performances in mining web videos and learning surgery-related knowledge show that the webSWM method is promising in scaling knowledge for intelligent surgical systems. Copyright © 2016 Elsevier B.V. All rights reserved.
In this paper we present an automatic enhanced video display and navigation capability for networked streaming video and networked video playlists. Our proposed method uses Synchronized Multimedia Integration Language (SMIL) as presentation language and Real Time Streaming Protocol (RTSP) as network remote control protocol to automatically generate a "enhanced video strip" display for easy navigation. We propose and describe two approaches - a smart client approach and a smart server approach. We also describe a prototype system implementation of our proposed approach.
Malik Mubashir Hassan
Full Text Available In recent years, with the dramatic improvement on scalability of H.264/MPEG-4 standard and growing demand for new multimedia services have spurred the research on scalable video streaming over wireless networks in both industry and academia. Video streaming applications are increasingly being deployed in Wireless Mesh Networks (WMNs. However, robust streaming of video over WMNs poses many challenges due to varying nature of wireless networks. Bit-errors, packet-losses and burst-packet-losses are very common in such type of networks, which severely influence the perceived video quality at receiving end. Therefore, a carefully-designed error recovery scheme must be employed. In this paper, we propose an interactive and ubiquitous video streaming scheme for Scalable Video Coding (SVC based video streaming over WMNs towards heterogeneous receivers. Intelligently taking the benefit of path diversity, the proposed scheme initially calculates the quality of all candidate paths and then based on quality of path it decides adaptively the size and level of error protection for all packets in order to combat the effect of losses on perceived quality of reconstructed video at receiving end. Our experimental results show that the proposed streaming approach can react to varying channel conditions with less degradation in video quality.
Bao, Tianlong; Ding, Chunhui; Karmoshi, Saleem; Zhu, Ming
Face recognition has been widely studied recently while video-based face recognition still remains a challenging task because of the low quality and large intra-class variation of video captured face images. In this paper, we focus on two scenarios of video-based face recognition: 1)Still-to-Video(S2V) face recognition, i.e., querying a still face image against a gallery of video sequences; 2)Video-to-Still(V2S) face recognition, in contrast to S2V scenario. A novel method was proposed in this paper to transfer still and video face images to an Euclidean space by a carefully designed convolutional neural network, then Euclidean metrics are used to measure the distance between still and video images. Identities of still and video images that group as pairs are used as supervision. In the training stage, a joint loss function that measures the Euclidean distance between the predicted features of training pairs and expanding vectors of still images is optimized to minimize the intra-class variation while the inter-class variation is guaranteed due to the large margin of still images. Transferred features are finally learned via the designed convolutional neural network. Experiments are performed on COX face dataset. Experimental results show that our method achieves reliable performance compared with other state-of-the-art methods.
Wen, Pei-Chih; Cheng, Wei-Chih; Wang, Yu-Shuen; Chu, Hung-Kuo; Tang, Nick C; Liao, Hong-Yuan Mark
We introduce a technique of calibrating camera motions in basketball videos. Our method particularly transforms player positions to standard basketball court coordinates and enables applications such as tactical analysis and semantic basketball video retrieval. To achieve a robust calibration, we reconstruct the panoramic basketball court from a video, followed by warping the panoramic court to a standard one. As opposed to previous approaches, which individually detect the court lines and corners of each video frame, our technique considers all video frames simultaneously to achieve calibration; hence, it is robust to illumination changes and player occlusions. To demonstrate the feasibility of our technique, we present a stroke-based system that allows users to retrieve basketball videos. Our system tracks player trajectories from broadcast basketball videos. It then rectifies the trajectories to a standard basketball court by using our camera calibration method. Consequently, users can apply stroke queries to indicate how the players move in gameplay during retrieval. The main advantage of this interface is an explicit query of basketball videos so that unwanted outcomes can be prevented. We show the results in Figs. 1, 7, 9, 10 and our accompanying video to exhibit the feasibility of our technique.
Habibi Aghdam, Hamed; Jahani Heravi, Elnaz; Puig, Domenec
People are getting more interested to record their sport activities using head-worn or hand-held cameras. This type of videos which is called egocentric sport videos has different motion and appearance patterns compared with life-logging videos. While a life-logging video can be defined in terms of well-defined human-object interactions, notwithstanding, it is not trivial to describe egocentric sport videos using well-defined activities. For this reason, summarizing egocentric sport videos based on human-object interaction might fail to produce meaningful results. In this paper, we propose an unsupervised method for summarizing egocentric videos by identifying the key-frames of the video. Our method utilizes both appearance and motion information and it automatically finds the number of the key-frames. Our blind user study on the new dataset collected from YouTube shows that in 93:5% cases, the users choose the proposed method as their first video summary choice. In addition, our method is within the top 2 choices of the users in 99% of studies.
Xu, Qian; Xiong, Zixiang
Following recent theoretical works on successive Wyner-Ziv coding (WZC), we propose a practical layered Wyner-Ziv video coder using the DCT, nested scalar quantization, and irregular LDPC code based Slepian-Wolf coding (or lossless source coding with side information at the decoder). Our main novelty is to use the base layer of a standard scalable video coder (e.g., MPEG-4/H.26L FGS or H.263+) as the decoder side information and perform layered WZC for quality enhancement. Similar to FGS coding, there is no performance difference between layered and monolithic WZC when the enhancement bitstream is generated in our proposed coder. Using an H.26L coded version as the base layer, experiments indicate that WZC gives slightly worse performance than FGS coding when the channel (for both the base and enhancement layers) is noiseless. However, when the channel is noisy, extensive simulations of video transmission over wireless networks conforming to the CDMA2000 1X standard show that H.26L base layer coding plus Wyner-Ziv enhancement layer coding are more robust against channel errors than H.26L FGS coding. These results demonstrate that layered Wyner-Ziv video coding is a promising new technique for video streaming over wireless networks.
Whyte, Wayne A., Jr.; Sayood, Khalid
Clearly transmission of visual information will be a major, if not dominant, factor in determining the requirements for, and assessing the performance of the Space Exploration Initiative (SEI) communications systems. Projected image/video requirements which are currently anticipated for SEI mission scenarios are presented. Based on this information and projected link performance figures, the image/video data compression requirements which would allow link closure are identified. Finally several approaches which could satisfy some of the compression requirements are presented and possible future approaches which show promise for more substantial compression performance improvement are discussed.
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.
Whyte, Wayne A., Jr.; Sayood, Khalid
Clearly transmission of visual information will be a major, if not dominant, factor in determining the requirements for, and assessing the performance of, the SEI communications systems. Projected image/video requirements which are currently anticipated for SEI mission scenarios are presented. Based on this information and projected link performance figures, the image/video data compression requirements which would allow link closure are identified. Finally several approaches which could satisfy some of the compression requirements are presented and possible future approaches which show promise for more substantial compression performance improvement are discussed.
A new test set design and benchmarking approach (US Patent pending) allows a "standard observer" to assess the end-to-end image quality characteristics of video imaging systems operating in day time or low-light conditions. It uses randomized targets based on extensive application of Photometry, Geometrical Optics, and Digital Media. The benchmarking takes into account the target's contrast sensitivity, its color characteristics, and several aspects of human vision such as visual acuity and dynamic response. The standard observer is part of the "extended video imaging system" (EVIS). The new test set allows image quality benchmarking by a panel of standard observers at the same time. The new approach shows that an unbiased assessment can be guaranteed. Manufacturers, system integrators, and end users will assess end-to-end performance by simulating a choice of different colors, luminance levels, and dynamic conditions in the laboratory or in permanent video systems installations.
Burini, Nino; Korhonen, Jari
Quality of digital image and video signals on TV screens is aected by many factors, including the display technology and compression standards. An accurate knowledge of the characteristics of the display andof the video signals can be used to develop advanced algorithms that improve the visual...... rendition of the signals, particularly in the case of LCDs with dynamic local backlight. This thesis shows that it is possible to model LCDs with dynamic backlight to design algorithms that improve the visual quality of 2D and 3D content, and that digital video coding artifacts like blocking or ringing can...... be reduced with post-processing. LCD screens with dynamic local backlight are modeled in their main aspects, like pixel luminance, light diusion and light perception. Following the model, novel algorithms based on optimization are presented and extended, then reduced in complexity, to produce backlights...
Pasinski, Amanda C; Hannon, Erin E; Snyder, Joel S
Numerous studies have shown that formal musical training is associated with sensory, motor, and cognitive advantages in individuals of various ages. However, the nature of the observed differences between musicians and nonmusicians is poorly understood, and little is known about the listening skills of individuals who engage in alternative types of everyday musical activities. Here, we show that people who have frequently played music video games outperform nonmusicians controls on a battery of music perception tests. These findings reveal that enhanced musical aptitude can be found among individuals who play music video games, raising the possibility that music video games could potentially enhance music perception skills in individuals across a broad spectrum of society who are otherwise unable to invest the time and/or money required to learn a musical instrument.
Sharabayko, M. P.; Markov, N. G.
In this paper, we studied the usage of H.264/AVC video compression tools by the flagship smartphones. The results show that only a subset of tools is used, meaning that there is still a potential to achieve higher compression efficiency within the H.264/AVC standard, but the most advanced smartphones are already reaching the compression efficiency limit of H.264/AVC.
Full Text Available En 2010, un documental germano-israelí –A Film Unfinished– recuperaba enigmáticos planos rodados por un equipo de cineastas alemanes (Propaganda Kompanien en el ghetto de Varsovia durante la primavera de 1942. Una porción considerable de estos planos que el Ministerio de Propaganda de Goebbels decidió no utilizar por confusas razones ya había circulado profusamente en films anteriores, desde los años 50. Depositados en los archivos de la DEFA, habían sido utilizados a contrario en primer lugar por cineastas de la RDA y de la DDR: tratando de denunciar a sus autores. Dicho de otro modo, las imágenes llamadas a denigrar a los judíos servían para denunciar a sus autores, convirtiéndose en eficaz arma del antifascismo. También Frédéric Rossif acudió a ellas en Le temps du ghetto. El presente ensayo analiza las estrategias de apropiación de este material bruto en distintas épocas en relación con las premisas estéticas, éticas, políticas de distintos autores y movimientos para concluir sobre la forma de representar víctimas tomando como fuente la imagen producida por el odio de sus enemigos. Así, se pasa revista a su montaje, su aligeramiento, su relación con testimonios vivos, su conducción a través de una voice over narration, entre otras cosas.Palabras clave: Documental de apropiación, imagen de archivo, migración de imágenes, cinee historia, ghetto de Varsovia, cine nazi.AbstractIn 2010, a German-Israeli documentary entitled A Film Unfinished recovered some enigmatic footage shot by a team of German filmmakers (Propaganda Kompanien in the Warsaw ghetto during the spring of 1942. A considerable portion of these shots had circulated widely in previous films from the 50s, even though the Minister of Propaganda, Joseph Goebbels, decided not to use them for confusing reasons. Shelved in the DEFA archives, they were used by anti-nazi film makers to denounce their authors. In other words, these images called to denigrate
Fageth, Reiner; Weiting, Ralf
Videos can be taken with nearly every camera, digital point and shoot cameras, DSLRs as well as smartphones and more and more with so-called action cameras mounted on sports devices. The implementation of videos while generating QR codes and relevant pictures out of the video stream via a software implementation was contents in last years' paper. This year we present first data about what contents is displayed and how the users represent their videos in printed products, e.g. CEWE PHOTOBOOKS and greeting cards. We report the share of the different video formats used, the number of images extracted out of the video in order to represent the video, the positions in the book and different design strategies compared to regular books.
Octavio José Salcedo Parra
Full Text Available La motivación para caracterizar el tráfico de voz y video está en la necesidad de las empresas proveedoras de servicio en mantener redes de transporte de información con capacidades acordes a los requerimientos de los usuarios. Poder determinar en forma oportuna como los elementos técnicos que hacen parte de las redes afectan su desempeño, teniendo en cuenta que cada tipo de servicio es afectado en mayor o menor medida por dichos elementos dentro de los que tenemos el jitter, las demoras y las pérdidas de paquetes entre otros. El presente trabajo muestra varios casos de caracterización de tráfico tanto de voz como de video en las que se utilizan una diversidad de técnicas para diferentes tipos de servicio.
Full Text Available We present a user-based method that detects regions of interest within a video in order to provide video skims and video summaries. Previous research in video retrieval has focused on content-based techniques, such as pattern recognition algorithms that attempt to understand the low-level features of a video. We are proposing a pulse modeling method, which makes sense of a web video by analyzing users' Replay interactions with the video player. In particular, we have modeled the user information seeking behavior as a time series and the semantic regions as a discrete pulse of fixed width. Then, we have calculated the correlation coefficient between the dynamically detected pulses at the local maximums of the user activity signal and the pulse of reference. We have found that users' Replay activity significantly matches the important segments in information-rich and visually complex videos, such as lecture, how-to, and documentary. The proposed signal processing of user activity is complementary to previous work in content-based video retrieval and provides an additional user-based dimension for modeling the semantics of a social video on the web.
Solid State Video Cameras reviews the state of the art in the field of solid-state television cameras as compiled from patent literature. Organized into 10 chapters, the book begins with the basic array types of solid-state imagers and appropriate read-out circuits and methods. Documents relating to improvement of picture quality, such as spurious signal suppression, uniformity correction, or resolution enhancement, are also cited. The last part considerssolid-state color cameras.
Crook, Charles; Schofield, Louise
Vocabulary for describing the structures, roles, and relationships characteristic of traditional, or ‘offline’, education has been seamlessly applied to the designs of ‘online’ education. One example is the lecture, delivered as a video recording. The purpose of this research is to consider the concept of ‘lecture’ as realised in both offline and online contexts. We explore how media differences entail different student experiences and how these differences relate to design decisions associat...
Executive Summary \\ud \\ud A range of technological innovations (e.g. smart phones and digital cameras), infrastructural advances (e.g. broadband and 3G/4G wireless networks) and platform developments (e.g. YouTube, Facebook, Snapchat, Instagram, Amazon, and Netflix) are collectively transforming the way video is produced, distributed, consumed, archived – and importantly, monetised. Changes have been observed well beyond the mainstream TV and film industries, and these changes are increasingl...
Chen, Huan-Wen; Du, Ming
Lung cancer often requires pneumonectomy. This procedure is challenging and usually performed by thoracotomy, which is traumatic and may involve complications. Video-assisted thoracoscopic surgery (VATS) lobectomy is a recognized procedure that has been accepted by surgeons. There is no standard procedure to perform a pneumonectomy using VATS. The aim of this paper is to share our experiences and to show our technique for performing a pneumonectomy using VATS. A 65-year-old man was admitted to the First Affiliated Hospital of Chongqing Medical University. A thoracic computed tomography (CT) scan revealed a 56 mm × 45 mm × 40 mm lesion in the left upper lung lobe. Lesions involving the left lower lung lobe were also identified and the subcarinal and hilar lymph nodes were enlarged. A VATS pneumonectomy was performed. The total surgery time was approximately 90 min, the intraoperative blood loss was 100 mL, the number of resected lymph nodes was 15; and the postoperative hospital stay was 8 days. Follow-up revealed no recurrence or metastasis for 6 months. Video-assisted thoracoscopic pneumonectomy is a safe and effective treatment procedure.
Gustafson, Peter C.
For many years, photogrammetry has been in use at TRW. During that time, needs have arisen for highly repetitive measurements. In an effort to satisfy these needs in a timely manner, a specialized Robotic Video Photogrammetry System (RVPS) was developed by TRW in conjunction with outside vendors. The primary application for the RVPS has strict accuracy requirements that demand significantly more images than the previously used film-based system. The time involved in taking these images was prohibitive but by automating the data acquisition process, video techniques became a practical alternative to the more traditional film- based approach. In fact, by applying video techniques, measurement productivity was enhanced significantly. Analysis involved was also brought `on-board' to the RVPS, allowing shop floor acquisition and delivery of results. The RVPS has also been applied in other tasks and was found to make a critical improvement in productivity, allowing many more tests to be run in a shorter time cycle. This paper will discuss the creation of the system and TRW's experiences with the RVPS. Highlighted will be the lessons learned during these efforts and significant attributes of the process not common to the standard application of photogrammetry for industrial measurement. As productivity and ease of use continue to drive the application of photogrammetry in today's manufacturing climate, TRW expects several systems, with technological improvements applied, to be in use in the near future.
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.
Full Text Available Abstract The counts of malware attacks exploiting the internet increasing day by day and has become a serious threat. The latest malware spreading out through the media players embedded using the video clip of funny in nature to lure the end users. Once it is executed and installed then the behavior of the malware is in the malware authors hand. The spread of the malware emulates through Internet USB drives sharing of the files and folders can be anything which makes presence concealed. The funny video named as it connected to the film celebrity where the malware variant was collected from the laptop of the terror outfit organization .It runs in the backend which it contains malicious code which steals the user sensitive information like banking credentials username amp password and send it to the remote host user called command amp control. The stealed data is directed to the email encapsulated in the malicious code. The potential malware will spread through the USB and other devices .In summary the analysis reveals the presence of malicious code in executable video file and its behavior.
Whitaker, J.L.; Bushman, B.J.
Research shows that violent video games increase aggressive behavior and decrease prosocial behavior, but could relaxing video games have the opposite effects? In two experiments, participants were randomly assigned to play a relaxing, neutral, or prosocial video game for 20 min. In Experiment 1,
Besler, Fatma; Kurt, Onur
Video modeling is an evidence-based practice that can be used to provide instruction to individuals with autism. Studies show that this instructional practice is effective in teaching many types of skills such as self-help skills, social skills, and academic skills. However, in previous studies, videos used in the video modeling process were…
Chee Sern, Lai; ‘Ain Helan Nor, Nurul; Foong, Lee Ming; Hassan, Razali
Video technology has been widely used in education especially in teaching and learning. However, the use of video technology for evaluation purpose especially in teaching practicum is extremely scarce and the benefits of video technology in teaching practicum evaluation have not yet been fully discovered. For that reason, this quantitative research aimed at identifying the perceptions of trainee teachers towards teaching practicum evaluation via video technology. A total of 260 students of Teacher Certification Programme (Program Pensiswazahan Guru - PPG) from the Faculty of Technical and Vocational Education (FPTV) of Universiti Tun Hussein Onn Malaysia (UTHM) had been randomly selected as respondents. A set of questionnaire was developed to assess the suitability, effectiveness and satisfaction of using video technology for teaching practicum. Conclusively, this research showed that the trainee teachers have positive perceptions in all three aspects related teaching practicum evaluation using video technology. Apart from that, no significant racial difference was found in the measured aspects. In addition, the trainee teachers also showed an understanding of the vast importance of teaching practicum evaluation via video. These research findings suggest that video technology can be a feasible and practical means of teaching practicum evaluation especially for distance learning program.
Due to immense popularity of video games the author investigates the presence of gender portrayal within them. The purpose of this study is to thoroughly analyse a general phenomenon, such as gender, within video games to develop a better understanding of its particularities in this form of media and to expand the general body of knowledge on video games as a research topic. As prior literature shows, gender within video games can be either defined by its biased and sexualized character or by...
Full Text Available In this paper we join a growing body of studies that learn from vernacular video analysts quite what video analysis as an intelligible course of action might be. Rather than pursuing epistemic questions regarding video as a number of other studies of video analysis have done, our concern here is with the crafts of producing the filmic. As such we examine how audio and video clips are indexed and brought to hand during the logging process, how a first assembly of the film is built at the editing bench and how logics of shot sequencing relate to wider concerns of plotting, genre and so on. In its conclusion we make a number of suggestions about the future directions of studying video and film editors at work. URN: urn:nbn:de:0114-fqs0803378
Porter, Guy; Starcevic, Vladan; Berle, David; Fenech, Pauline
It has been increasingly recognized that some people develop problem video game use, defined here as excessive use of video games resulting in various negative psychosocial and/or physical consequences. The main objectives of the present study were to identify individuals with problem video game use and compare them with those without problem video game use on several variables. An international, anonymous online survey was conducted, using a questionnaire with provisional criteria for problem video game use, which the authors have developed. These criteria reflect the crucial features of problem video game use: preoccupation with and loss of control over playing video games and multiple adverse consequences of this activity. A total of 1945 survey participants completed the survey. Respondents who were identified as problem video game users (n = 156, 8.0%) differed significantly from others (n = 1789) on variables that provided independent, preliminary validation of the provisional criteria for problem video game use. They played longer than planned and with greater frequency, and more often played even though they did not want to and despite believing that they should not do it. Problem video game users were more likely to play certain online role-playing games, found it easier to meet people online, had fewer friends in real life, and more often reported excessive caffeine consumption. People with problem video game use can be identified by means of a questionnaire and on the basis of the present provisional criteria, which require further validation. These findings have implications for recognition of problem video game users among individuals, especially adolescents, who present to mental health services. Mental health professionals need to acknowledge the public health significance of the multiple negative consequences of problem video game use.
Full Text Available L’articolo presenta il talk show “Gladiattori”, format per web tv ideato e sviluppato dal centro interdipartimentale di ricerca Cinedumedia, Dipartimento di Filosofia e Scienze dell’Educazione, Università degli Studi di Torino. Lo scopo del progetto è sperimentare una metodologia didattica innovativa con il video e i linguaggi multimediali. Partendo dalla teoria del dialogo platonico e da alcuni studi di pragmatica, comunicazione, antropologia della performance e televisione, l’articolo analizza come il talk show (e, in genere, il video possa essere utilizzato nella didattica e nella formazione per acquisire competenze e conoscenza e applicare un nuovo interattivo, collaborativo e collettivo metodo di studio.
This thesis presents high definition video streaming using H.264 codec implementation. The experiment carried out in this study was done for an offline streaming video but a model for live high definition streaming is introduced, as well. Prior to the actual experiment, this study describes digital media streaming. Also, the different technologies involved in video streaming are covered. These include streaming architecture and a brief overview on H.264 codec as well as high definition t...
Calvelo Rios, J M
Peru developed its first use of video for training and education in rural areas over a decade ago. On completion of the project in 1986, over 400,000 peasants had attended video courses lasting from 5-20 days. The courses included rural health, family planning, reforestation, agriculture, animal husbandry, housing, nutrition, and water sanitation. There were 125 course packages made and 1,260 video programs from 10-18 minutes in length. There were 780 additional video programs created on human resource development, socioeconomic diagnostics and culture. 160 specialists were trained to produce audiovisual materials and run the programs. Also, 70 trainers from other countries were trained. The results showed many used the training in practical applications. To promote rural development 2 things are needed , capital and physical inputs, such as equipment, fertilizers, pesticides, etc. The video project provided peasants an additional input that would help them manage the financial and physical inputs more efficiently. Video was used because many farmers are illiterate or speak a language different from the official one. Printed guides that contained many illustrations and few words served as memory aids and group discussions reinforced practical learning. By seeing, hearing, and doing, the training was effective. There were 46% women which made fertility and family planning subjects more easily communicated. The production of teaching modules included field investigations, academic research, field recording, tape editing, and experimental application in the field. An agreement with the peasants was initiated before a course began to help insure full participation and to also make sure resources were available to use the knowledge gained. The courses were limited to 30 and the cost per participant was $34 per course.
Full Text Available Automated video object recognition is a topic of emerging importance in both defense and civilian applications. This work describes an accurate and low-power neuromorphic architecture and system for real-time automated video object recognition. Our system, Neuormorphic Visual Understanding of Scenes (NEOVUS, is inspired by recent findings in computational neuroscience on feed-forward object detection and classification pipelines for processing and extracting relevant information from visual data. The NEOVUS architecture is inspired by the ventral (what and dorsal (where streams of the mammalian visual pathway and combines retinal processing, form-based and motion-based object detection, and convolutional neural nets based object classification. Our system was evaluated by the Defense Advanced Research Projects Agency (DARPA under the NEOVISION2 program on a variety of urban area video datasets collected from both stationary and moving platforms. The datasets are challenging as they include a large number of targets in cluttered scenes with varying illumination and occlusion conditions. The NEOVUS system was also mapped to commercially available off-the-shelf hardware. The dynamic power requirement for the system that includes a 5.6Mpixel retinal camera processed by object detection and classification algorithms at 30 frames per second was measured at 21.7 Watts (W, for an effective energy consumption of 5.4 nanoJoules (nJ per bit of incoming video. In a systematic evaluation of five different teams by DARPA on three aerial datasets, the NEOVUS demonstrated the best performance with the highest recognition accuracy and at least three orders of magnitude lower energy consumption than two independent state of the art computer vision systems. These unprecedented results show that the NEOVUS has the potential to revolutionize automated video object recognition towards enabling practical low-power and mobile video processing applications.
Hench, David L.
The H.264 video compression standard, aka MPEG 4 Part 10 aka Advanced Video Coding (AVC) allows new flexibility in the use of video in the battlefield. This standard necessitates encoder chips to effectively utilize the increased capabilities. Such chips are designed to cover the full range of the standard with designers of individual products given the capability of selecting the parameters that differentiate a broadcast system from a video conferencing system. The SmartCapture commercial product and the Universal Video Stick (UVS) military versions are about the size of a thumb drive with analog video input and USB (Universal Serial Bus) output and allow the user to select the parameters of imaging to the. Thereby, allowing the user to select video bandwidth (and video quality) using four dimensions of quality, on the fly, without stopping video transmission. The four dimensions are: 1) spatial, change from 720 pixel x 480 pixel to 320 pixel x 360 pixel to 160 pixel x 180 pixel, 2) temporal, change from 30 frames/ sec to 5 frames/sec, 3) transform quality with a 5 to 1 range, 4) and Group of Pictures (GOP) that affects noise immunity. The host processor simply wraps the H.264 network abstraction layer packets into the appropriate network packets. We also discuss the recently adopted scalable amendment to H.264 that will allow limit RAVC at any point in the communication chain by throwing away preselected packets.
Full Text Available Video Tracking is one of the processes in video postproduction and motion picture digitally. The ability of video tracking method in the production is helpful to realize the concept of the visual. It is considered in the process of visual effects making. This paper presents how the tracking process and its benefits in visual needs, especially for video and motion picture production. Some of the things involved in the process of tracking such as failure to do so are made clear in this discussion.
Full Text Available The literature provides some evidence that the use of violent video games increases the risk for young people to develop aggressive cognitions and even behaviors. We aimed to verify whether exposure to violent video games is linked to problems of aggression in a sample of Italian children. Four questionnaires were administered to 346 children between 7 and 14 years of age, attending primary and secondary schools in Northern Italy. Variables measured were externalization, quality of interpersonal relationships, aggression, quality of coping strategies, and parental stress. Participants who preferred violent games showed higher scores for externalization and aggression. The use of violent video games and age were linked to higher levels of aggression, coping strategies, and the habitual video game weekly consumption of participants. Our data confirm the role of violent video games as risk factors for problems of aggressive behavior and of externalization in childhood and early adolescence.
Full Text Available Mobile video streaming is one of multimedia services that has developed very rapidly. Recently, bandwidth utilization for wireless transmission is the main problem in the field of multimedia communications. In this research, we offer a combination of scalable methods as the most attractive solution to this problem. Scalable method for wireless communication should adapt to input video sequence. Standard ITU (International Telecommunication Union - Joint Scalable Video Model (JSVM is employed to produce combined scalable video coding (CSVC method that match the required quality of video streaming services for wireless transmission. The investigation in this paper shows that combined scalable technique outperforms the non-scalable one, in using bit rate capacity at certain layer.
Ömer Faruk VURAL
Full Text Available Video-based learning has been extensively incorporated to enhance instruction. The advanced communication technology has greatly increased the possibilities and relative value of delivering instructional video content in onlineeducation applications. Simple watching instructional video often results in poor learning outcomes. Therefore, current video-based learning resources are used in combination with other teaching methods. Concept mapping, one of teaching methods, can provide another form of this type of interactivity and may enhance the active learning capacity. The new learning tool, which consisted of video viewer, supporting text, and interactive concept map, was developed to investigate the effect of time spent interacting with the learning tool by creating concept maps relate to student achievement. The study results showed that there was no relationship found between student achievement and time spent interacting with the learning tool
Keller, Sune Høgild; Lauze, Francois Bernard; Nielsen, Mads
In this paper we propose an energy based algorithm for motion compensated video super-resolution (VSR) targeted on upscaling of standard definition (SD) video to high definition (HD) video. Since the motion (flow field) of the image sequence is generally unknown, we introduce a formulation...... for super-resolved sequences. Computing super-resolved flows has to our knowledge not been done before. Most advanced super-resolution (SR) methods found in literature cannot be applied to general video with arbitrary scene content and/or arbitrary optical flows, as it is possible with our simultaneous VSR...... method. Series of experiments show that our method outperforms other VSR methods when dealing with general video input and that it continues to provide good results even for large scaling factors, up to 8×8....
Mulligan, Jeffrey B.; Beutter, Brent R.; Hull, Cynthia H. (Technical Monitor)
Infrared video cameras offer a simple noninvasive way to measure the position of the eyes using relatively inexpensive equipment. Several commercial systems are available which use special hardware to localize features in the image in real time, but the constraint of realtime performance limits the complexity of the applicable algorithms. In order to get better resolution and accuracy, we have used off-line processing to apply more sophisticated algorithms to the images. In this case, a major technical challenge is the real-time acquisition and storage of the video images. This has been solved using a strictly digital approach, exploiting the burgeoning field of hardware video compression. In this paper we describe the algorithms we have developed for tracking the movements of the eyes in video images, and present experimental results showing how the accuracy is affected by the degree of video compression.
Chen, Ying; Zhang, Rong; Karczewicz, Marta
3D film and 3D TV are becoming reality. More facilities and devices are now 3D capable. Compared to capture 3D video content directly, 2D to 3D video conversion is a low-cost, backward compatible alternate. There also exists a tremendous amount of monoscopic 2D video content that are of high interest to be displayed on 3D devices with noticeable immersiveness. 2D to 3D video conversion, therefore, has drawn lots of attention recently. In this paper, a low complexity 2D to 3D conversion algorithm is presented. The conversion generates stereo video pairs by 3D warping based on estimated per-pixel depth maps. The depth maps are estimated jointly by motion and color cues. Subjective tests show that the proposed algorithm achieves 3D perception with acceptable artifact.
Muhammad Audy Bazly
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
Århus – nov 2010 ’Podcast og Video i Undervisningen’ Video – helt ned på jorden Rikke Langebæk, DVM, Phd-studerende, Seniordyrlæge, Institut for Mindre Husdyrs Sygdomme, LIFE, KU Anvendelsen af video i undervisningen har mange iøjnefaldende fordele, og der er nok mange, der drømmer om at implemen......Århus – nov 2010 ’Podcast og Video i Undervisningen’ Video – helt ned på jorden Rikke Langebæk, DVM, Phd-studerende, Seniordyrlæge, Institut for Mindre Husdyrs Sygdomme, LIFE, KU Anvendelsen af video i undervisningen har mange iøjnefaldende fordele, og der er nok mange, der drømmer om...
Full Text Available In the past few years there has been an explosion in the use of digital video data. Many people have personal computers at home, and with the help of the Internet users can easily share video files on their computer. This makes possible the unauthorized use of digital media, and without adequate protection systems the authors and distributors have no means to prevent it.Digital watermarking techniques can help these systems to be more effective by embedding secret data right into the video stream. This makes minor changes in the frames of the video, but these changes are almost imperceptible to the human visual system. The embedded information can involve copyright data, access control etc. A robust watermark is resistant to various distortions of the video, so it cannot be removed without affecting the quality of the host medium. In this paper I propose a video watermarking scheme that fulfills the requirements of a robust watermark.
Zhao, Heng; Wang, Xiang-jun
This paper presents a FPGA based video interface conversion system that enables the inter-conversion between digital and analog video. Cyclone IV series EP4CE22F17C chip from Altera Corporation is used as the main video processing chip, and single-chip is used as the information interaction control unit between FPGA and PC. The system is able to encode/decode messages from the PC. Technologies including video decoding/encoding circuits, bus communication protocol, data stream de-interleaving and de-interlacing, color space conversion and the Camera Link timing generator module of FPGA are introduced. The system converts Composite Video Broadcast Signal (CVBS) from the CCD camera into Low Voltage Differential Signaling (LVDS), which will be collected by the video processing unit with Camera Link interface. The processed video signals will then be inputted to system output board and displayed on the monitor.The current experiment shows that it can achieve high-quality video conversion with minimum board size.
Kim, Taehyun; Ammar, Mostafa H.
TCP is one of the most widely used transport protocols for video streaming. However, the rate variability of TCP makes it difficult to provide good video quality. To accommodate the variability, video streaming applications require receiver-side buffering. In current practice, however, there are no systematic guidelines for the provisioning of the receiver buffer, and smooth playout is insured through over-provisioning. In this work, we are interested in memory-constrained applications where it is important to determine the right size of receiver buffer in order to insure a prescribed video quality. To that end, we characterize video streaming over TCP in a systematic and quantitative manner. We first model a video streaming system analytically and derive an expression of receiver buffer requirement based on the model. Our analysis shows that the receiver buffer requirement is determined by the network characteristics and desired video quality. Experimental results validate our model and demonstrate that the receiver buffer requirement achieves desired video quality.
Panayides, A; Eleftheriou, I; Pantziaris, M
An m-health system for real-time wireless communication of medical video based on open-source software is presented. The objective is to deliver a low-cost telemedicine platform which will allow for reliable remote diagnosis m-health applications such as emergency incidents, mass population screening, and medical education purposes. The performance of the proposed system is demonstrated using five atherosclerotic plaque ultrasound videos. The videos are encoded at the clinically acquired resolution, in addition to lower, QCIF, and CIF resolutions, at different bitrates, and four different encoding structures. Commercially available wireless local area network (WLAN) and 3.5G high-speed packet access (HSPA) wireless channels are used to validate the developed platform. Objective video quality assessment is based on PSNR ratings, following calibration using the variable frame delay (VFD) algorithm that removes temporal mismatch between original and received videos. Clinical evaluation is based on atherosclerotic plaque ultrasound video assessment protocol. Experimental results show that adequate diagnostic quality wireless medical video communications are realized using the designed telemedicine platform. HSPA cellular networks provide for ultrasound video transmission at the acquired resolution, while VFD algorithm utilization bridges objective and subjective ratings.
Full Text Available An m-health system for real-time wireless communication of medical video based on open-source software is presented. The objective is to deliver a low-cost telemedicine platform which will allow for reliable remote diagnosis m-health applications such as emergency incidents, mass population screening, and medical education purposes. The performance of the proposed system is demonstrated using five atherosclerotic plaque ultrasound videos. The videos are encoded at the clinically acquired resolution, in addition to lower, QCIF, and CIF resolutions, at different bitrates, and four different encoding structures. Commercially available wireless local area network (WLAN and 3.5G high-speed packet access (HSPA wireless channels are used to validate the developed platform. Objective video quality assessment is based on PSNR ratings, following calibration using the variable frame delay (VFD algorithm that removes temporal mismatch between original and received videos. Clinical evaluation is based on atherosclerotic plaque ultrasound video assessment protocol. Experimental results show that adequate diagnostic quality wireless medical video communications are realized using the designed telemedicine platform. HSPA cellular networks provide for ultrasound video transmission at the acquired resolution, while VFD algorithm utilization bridges objective and subjective ratings.
Ward, Michael R.
Psychologists have found positive correlations between playing violent video games and violent and antisocial attitudes. However, these studies typically do not control for other covariates, particularly sex, that are known to be associated with both video game play and aggression. This study exploits the Youth Risk Behavior Survey, which includes questions on video game play and fighting as well as basic demographic information. With both parametric and nonparametric estimators, as there is ...
The purpose of this Thesis is to study women as video game consumers through the games that they play. This was done by case studies on the content of five video games from genres that statistically are popular amongst women. To introduce the topic and to build the theoretical framework, the key terms and the video game industry are introduced. The reader is acquainted with theories on consumer behaviour, buying processes and factors that influence our consuming habits. These aspects are...
Wiegand, T.; Kirchhoffer, H.; Schwarz, H
An apparatus for generating a quality-scalable video data stream (36) is described which comprises means (42) for coding a video signal (18) using block-wise transformation to obtain transform blocks (146, 148) of transformation coefficient values for a picture (140) of the video signal, a predetermined scan order (154, 156, 164, 166) with possible scan positions being defined among the transformation coefficient values within the transform blocks so that in each transform block, for each pos...
Whitehead, Stuart; Rush, Joshua
Logo PDF files should be accessible by any PDF reader such as Adobe Reader. SVG files of the logo are vector graphics accessible by programs such as Inkscape or Adobe Illustrator. PNG files are image files of the logo that should be able to be opened by any operating system's default image viewer. The final report is submitted in both .doc (Microsoft Word) and .pdf formats. The video is submitted in .avi format and can be viewed with Windows Media Player or VLC. Audio .wav files are also ...
Roncallo Dow, Sergio; Universidad de la Sabana
El propósito de este artículo es realizar un acercamiento a la forma-video y al videoarte desde una perspectiva estética. Para ello, en un primer momento, se hace una reflexión a propósito del estatuto de la imagen en occidente buscado evidenciar su carácter oscuro y el temor que parece haber suscitado desde siempre. Este punto se trabaja sobre algunos postulados platónicos que nos llevan a pensar un posible camino de la superación del iconoclasmo a través del surrealismo, el cine y la fotogr...
Like everyone else university students of the humanities are quite used to watching Hollywood productions and professional TV. It requires some didactic effort to redirect their eyes and ears away from the conventional mainstream style and on to new and challenging ways of using the film media...... in favour of worthy causes. However, it is also very rewarding to draw on the creativity, enthusiasm and rapidly improving technical skills of young students, and to guide them to use video equipment themselves for documentary, for philosophical film essays and intellectual debate. In the digital era...
Satish S Hiremath
Full Text Available An important task in content based video indexing is to extract text information from videos. The challenges involved in text extraction and recognition are variation of illumination on each video frame with text, the text present on the complex background and different font size of the text. Using various image processing algorithms like morphological operations, blob detection and histogram of oriented gradients the character recognition of video subtitles is implemented. Segmentation, feature extraction and classification are the major steps of character recognition. Several experimental results are shown to demonstrate the performance of the proposed algorithm
Denikin Anton A.
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.
Huang, Vivian; Young, Michaelia; Fiocco, Alexandra J
Despite consumer growth, few studies have evaluated the cognitive effects of gaming using mobile devices. This study examined the association between video game play platform and cognitive performance. Furthermore, the differential effect of video game genre (action versus nonaction) was explored. Sixty undergraduate students completed a video game experience questionnaire, and we divided them into three groups: mobile video game players (MVGPs), console/computer video game players (CVGPs), and nonvideo game players (NVGPs). Participants completed a cognitive battery to assess executive function, and learning and memory. Controlling for sex and ethnicity, analyses showed that frequent video game play is associated with enhanced executive function, but not learning and memory. MVGPs were significantly more accurate on working memory performances than NVGPs. Both MVGPs and CVGPs were similarly associated with enhanced cognitive function, suggesting that platform does not significantly determine the benefits of frequent video game play. Video game platform was found to differentially associate with preference for action video game genre and motivation for gaming. Exploratory analyses show that sex significantly effects frequent video game play, platform and genre preference, and cognitive function. This study represents a novel exploration of the relationship between mobile video game play and cognition and adds support to the cognitive benefits of frequent video game play.
Estaran Tolosa, Jose Manuel; Vegas Olmos, Juan José; Rodes, G. A.
We report on a bidirectional system in which VCSELs are simultaneously modulated with two uncompressed HD video signals. The results show a large power budget and a negligible penalty over 10 km long transmission links.......We report on a bidirectional system in which VCSELs are simultaneously modulated with two uncompressed HD video signals. The results show a large power budget and a negligible penalty over 10 km long transmission links....
The Video Game Development program is designed and developed by leaders in the Austin video game development industry, under the direction of the ACC Video Game Advisory Board. Courses are taught by industry video game developers for those who want to become video game developers. The program offers a comprehensive approach towards learning what's…
Zhang, Luming; Jing, Peiguang; Su, Yuting; Zhang, Chao; Shaoz, Ling
Leisure tourism is an indispensable activity in urban people's life. Due to the popularity of intelligent mobile devices, a large number of photos and videos are recorded during a trip. Therefore, the ability to vividly and interestingly display these media data is a useful technique. In this paper, we propose SnapVideo, a new method that intelligently converts a personal album describing of a trip into a comprehensive, aesthetically pleasing, and coherent video clip. The proposed framework contains three main components. The scenic spot identification model first personalizes the video clips based on multiple prespecified audience classes. We then search for some auxiliary related videos from YouTube 1 according to the selected photos. To comprehensively describe a scenery, the view generation module clusters the crawled video frames into a number of views. Finally, a probabilistic model is developed to fit the frames from multiple views into an aesthetically pleasing and coherent video clip, which optimally captures the semantics of a sightseeing trip. Extensive user studies demonstrated the competitiveness of our method from an aesthetic point of view. Moreover, quantitative analysis reflects that semantically important spots are well preserved in the final video clip. 1 https://www.youtube.com/.
Full Text Available Formålet med denne artikel er at vise, hvordan læringsdesign og stilladsering kan anvendes til at skabe en ramme for studenterproduceret video til eksamen på videregående uddannelser. Artiklen tager udgangspunkt i en problemstilling, hvor uddannelsesinstitutionerne skal håndtere og koordinere undervisning inden for både det faglige område og mediefagligt område og sikre en balance mellem en fagfaglighed og en mediefaglig tilgang. Ved at dele opgaven ud på flere faglige resurser, er der mere koordinering, men man kommer omkring problemet med krav til underviserne om dobbelt faglighed ved medieproduktioner. Med afsæt i Lanarca Declarationens perspektiver på læringsdesign og hovedsageligt Jerome Bruners principper for stilladsering, sammensættes en model for understøttelse af videoproduktion af studerende på videregående uddannelser. Ved at anvende denne model for undervisningssessioner og forløb får de fagfaglige og mediefaglige undervisere et redskab til at fokusere og koordinere indsatsen frem mod målet med, at de studerende producerer og anvender video til eksamen.
Du, Xun; Li, Honglin; Ahalt, Stanley C.
The term Content-Based appears often in applications for which MPEG-7 is expected to play a significant role. MPEG-7 standardizes descriptors of multimedia content, and while compression is not the primary focus of MPEG-7, the descriptors defined by MPEG-7 can be used to reconstruct a rough representation of an original multimedia source. In contrast, current image and video compression standards such as JPEG and MPEG are not designed to encode at the very low bit-rates that could be accomplished with MPEG-7 using descriptors. In this paper we show that content-based mechanisms can be introduced into compression algorithms to improve the scalability and functionality of current compression methods such as JPEG and MPEG. This is the fundamental idea behind Content-Based Compression (CBC). Our definition of CBC is a compression method that effectively encodes a sufficient description of the content of an image or a video in order to ensure that the recipient is able to reconstruct the image or video to some degree of accuracy. The degree of accuracy can be, for example, the classification error rate of the encoded objects, since in MPEG-7 the classification error rate measures the performance of the content descriptors. We argue that the major difference between a content-based compression algorithm and conventional block-based or object-based compression algorithms is that content-based compression replaces the quantizer with a more sophisticated classifier, or with a quantizer which minimizes classification error. Compared to conventional image and video compression methods such as JPEG and MPEG, our results show that content-based compression is able to achieve more efficient image and video coding by suppressing the background while leaving the objects of interest nearly intact.
Jiwa, Moyez; Meng, Xingqiong
There is unequal access to health care in Australia, particularly for the one-third of the population living in remote and rural areas. Video consultations delivered via the Internet present an opportunity to provide medical services to those who are underserviced, but this is not currently routine practice in Australia. There are advantages and shortcomings to using video consultations for diagnosis, and general practitioners (GPs) have varying opinions regarding their efficacy. The aim of this Internet-based study was to explore the attitudes of Australian GPs toward video consultation by using a range of patient scenarios presenting different clinical problems. Overall, 102 GPs were invited to view 6 video vignettes featuring patients presenting with acute and chronic illnesses. For each vignette, they were asked to offer a differential diagnosis and to complete a survey based on the theory of planned behavior documenting their views on the value of a video consultation. A total of 47 GPs participated in the study. The participants were younger than Australian GPs based on national data, and more likely to be working in a larger practice. Most participants (72%-100%) agreed on the differential diagnosis in all video scenarios. Approximately one-third of the study participants were positive about video consultations, one-third were ambivalent, and one-third were against them. In all, 91% opposed conducting a video consultation for the patient with symptoms of an acute myocardial infarction. Inability to examine the patient was most frequently cited as the reason for not conducting a video consultation. Australian GPs who were favorably inclined toward video consultations were more likely to work in larger practices, and were more established GPs, especially in rural areas. The survey results also suggest that the deployment of video technology will need to focus on follow-up consultations. Patients with minor self-limiting illnesses and those with medical
Cheng, Qin; Agrafiotis, Dimitris; Achim, Alin M; Bull, David R
The sensitivity of the human visual system decreases dramatically with increasing distance from the fixation location in a video frame. Accurate prediction of a viewer's gaze location has the potential to improve bit allocation, rate control, error resilience, and quality evaluation in video compression. Commercially, delivery of football video content is of great interest because of the very high number of consumers. In this paper, we propose a gaze location prediction system for high definition broadcast football video. The proposed system uses knowledge about the context, extracted through analysis of a gaze tracking study that we performed, to build a suitable prior map. We further classify the complex context into different categories through shot classification thus allowing our model to prelearn the task pertinence of each object category and build the prior map automatically. We thus avoid the limitation of assigning the viewers a specific task, allowing our gaze prediction system to work under free-viewing conditions. Bayesian integration of bottom-up features and top-down priors is finally applied to predict the gaze locations. Results show that the prediction performance of the proposed model is better than that of other top-down models that we adapted to this context.
Kasteleijn-Nolst Trenité, D G A; Martins da Silva, A; Ricci, S; Rubboli, G; Tassinari, C A; Lopes, J; Bettencourt, M; Oosting, J; Segers, J P
Video game seizures have been reported in photosensitive and non-photosensitive patients with epilepsy. The game Super Mario World, has led to many cases of first seizures. We examined whether this game was indeed more provocative than other programs and whether playing the game added to this effect. We prospectively investigated 352 patients in four European cities, using a standard protocol including testing of a variety of visual stimuli. We correlated historical data on provocative factors in daily life with electroencephalographic laboratory findings. The video game, Super Mario World proved more epileptogenic than standard TV programs and as provocative as programs with flashing lights and patterns. Most striking was the fact that video game-viewing and-playing on the 50 and 100 Hz TV was significantly more provocative than viewing the standard program (P history of TV-, VG- or CG-seizures, 85% of them showed epileptiform discharges in response to photic stimulation, 44% to patterns, 59% to 50 Hz TV and 29% to 100 Hz TV. Children and adolescents with a history of video game seizures are, in the vast majority, photosensitive and should be investigated with standardised photic stimulation. Games and programs with bright background or flashing images are specifically provocative. Playing a video game on a 100 Hz TV is less provocative [published with videosequences].
Stotesbury, Theresa; Illes, Mike; Vreugdenhil, Andrew J
A mechanical device that uses gravitational and spring compression forces to create spatter patterns of known impact velocities is presented and discussed. The custom-made device uses either two or four springs (k1 = 267.8 N/m, k2 = 535.5 N/m) in parallel to create seventeen reproducible impact velocities between 2.1 and 4.0 m/s. The impactor is held at several known spring extensions using an electromagnet. Trigger inputs to the high-speed video camera allow the user to control the magnet's release while capturing video footage simultaneously. A polycarbonate base is used to allow for simultaneous monitoring of the side and bottom views of the impact event. Twenty-four patterns were created across the impact velocity range and analyzed using HemoSpat. Area of origin estimations fell within an acceptable range (ΔXav = -5.5 ± 1.9 cm, ΔYav = -2.6 ± 2.8 cm, ΔZav = +5.5 ± 3.8 cm), supporting distribution analysis for the use in research or bloodstain pattern training. This work provides a framework for those interested in developing a robust impact device. © 2015 American Academy of Forensic Sciences.
Wetzel, C. Douglas; And Others
This volume is a blend of media research, cognitive science research, and tradecraft knowledge regarding video production techniques. The research covers: visual learning; verbal-auditory information; news broadcasts; the value of motion and animation in film and video; simulation (including realism and fidelity); the relationship of text and…
Afiouni, Einar Nour; Øvrelid, Leif Julian
This project aims to examine the possibilities of using game theoretic concepts and multi-agent systems in modern video games with real time demands. We have implemented a multi-issue negotiation system for the strategic video game Civilization IV, evaluating different negotiation techniques with a focus on the use of opponent modeling to improve negotiation results.
Cheung, SenChing S.; Zakhor, Avideh
With ever more popularity of video web-publishing, many popular contents are being mirrored, reformatted, modified and republished, resulting in excessive content duplication. While such redundancy provides fault tolerance for continuous availability of information, it could potentially create problems for multimedia search engines in that the search results for a given query might become repetitious, and cluttered with a large number of duplicates. As such, developing techniques for detecting similarity and duplication is important to multimedia search engines. In addition, content providers might be interested in identifying duplicates of their content for legal, contractual or other business related reasons. In this paper, we propose an efficient algorithm called video signature to detect similar video sequences for large databases such as the web. The idea is to first form a 'signature' for each video sequence by selection a small number of its frames that are most similar to a number of randomly chosen seed images. Then the similarity between any tow video sequences can be reliably estimated by comparing their respective signatures. Using this method, we achieve 85 percent recall and precision ratios on a test database of 377 video sequences. As a proof of concept, we have applied our proposed algorithm to a collection of 1800 hours of video corresponding to around 45000 clips from the web. Our results indicate that, on average, every video in our collection from the web has around five similar copies.
Siswanto, Jefry Yosua; Ardianto, Deny Tri; Srisanto, Erandaru
Video game dapat digunakan untuk membawakan sebuah cerita rakyat dari negeri masing-masing.Bagi negara-negara yang industri game-nya belum maju, hal ini dapat digunakan sebagai solusi untuk memperkenalkan cerita rakyat.Untuk itu video game ini dibuat agar setidaknya dapat membantu mengenalkan kembali cerita rakyat Indonesia.Dibuat dengan teknik ilustrasi untuk mempermudah pengenalan dan memberikan daya tarik sendiri.
Johnson, Mark M.
The Smithsonian American Art Museum has created and will tour an exhibition on a most unusual but extremely popular art form--"The Art of Video Games." As one of the largest and first of its type, this exhibition will document and explore a 40-year evolution of video games as an artistic medium, with a focus on striking visual effects and the…
Hartsell, Taralynn; Yuen, Steve Chi-Yin
The use of video in teaching and learning is a common practice in education today. As learning online becomes more of a common practice in education, streaming video and audio will play a bigger role in delivering course materials to online learners. This form of technology brings courses alive by allowing online learners to use their visual and…
Kenyon, Patricia; Daly, Kimberly
A study evaluated the effectiveness of video instruction in teaching the meanings and uses of idioms to 20 deaf adolescents. Students improved their knowledge and use of idioms more when exposed to the video/discussion approach than to the lecture/discussion approach. (DB)
The growing interest in video gaming is matched by a corresponding increase in concerns about the harmful effects on children and adolescents. There are numerous studies on aggression and addiction which spark debates on the negative effects of video gaming. At the same time, there are also studies demonstrating prosocial effects. This paper…
Full Text Available ... National Eye Institute’s mission is to “conduct and support research, training, health information dissemination, and other programs ... search for current job openings visit HHS USAJobs Home > NEI YouTube Videos > NEI YouTube Videos: Amblyopia NEI ...
Andersen, Rune Saugmann
This article analyses how videos of violent protests become politically powerful arguments able to intervene in debates about security. It does so by looking at a series of videos taken by police authorities and protesters during street battles in Copenhagen in August 2009, when protesters oppose...
Gonzalez, Ray; Martinez, Jose M; Lo Menzo, Emanuele; Iglesias, Alberto R; Ro, Charles Y; Madan, Atul K
The Global Operative Assessment of Laparoscopic Skill (GOALS) is one validated metric utilized to grade laparoscopic skills and has been utilized to score recorded operative videos. To facilitate easier viewing of these recorded videos, we are developing novel techniques to enable surgeons to view these videos. The objective of this study is to determine the feasibility of utilizing widespread current consumer-based technology to assist in distributing appropriate videos for objective evaluation. Videos from residents were recorded via a direct connection from the camera processor via an S-video output via a cable into a hub to connect to a standard laptop computer via a universal serial bus (USB) port. A standard consumer-based video editing program was utilized to capture the video and record in appropriate format. We utilized mp4 format, and depending on the size of the file, the videos were scaled down (compressed), their format changed (using a standard video editing program), or sliced into multiple videos. Standard available consumer-based programs were utilized to convert the video into a more appropriate format for handheld personal digital assistants. In addition, the videos were uploaded to a social networking website and video sharing websites. Recorded cases of laparoscopic cholecystectomy in a porcine model were utilized. Compression was required for all formats. All formats were accessed from home computers, work computers, and iPhones without difficulty. Qualitative analyses by four surgeons demonstrated appropriate quality to grade for these formats. Our preliminary results show promise that, utilizing consumer-based technology, videos can be easily distributed to surgeons to grade via GOALS via various methods. Easy accessibility may help make evaluation of resident videos less complicated and cumbersome.
Zhang, Fang-Lue; Wang, Jue; Zhao, Han; Martin, Ralph R; Hu, Shi-Min
A major difference between amateur and professional video lies in the quality of camera paths. Previous work on video stabilization has considered how to improve amateur video by smoothing the camera path. In this paper, we show that additional changes to the camera path can further improve video aesthetics. Our new optimization method achieves multiple simultaneous goals: 1) stabilizing video content over short time scales; 2) ensuring simple and consistent camera paths over longer time scales; and 3) improving scene composition by automatically removing distractions, a common occurrence in amateur video. Our approach uses an L(1) camera path optimization framework, extended to handle multiple constraints. Two passes of optimization are used to address both low-level and high-level constraints on the camera path. The experimental and user study results show that our approach outputs video that is perceptually better than the input, or the results of using stabilization only.
This Spanish-language digest reviews research on the demographics and effects of video game playing, discusses game rating systems, and offers recommendations for parents. The digest begins by discussing research on the time children spend playing electronic games, which shows that younger children's game playing at home (90% of fourth-graders…
Liu, Huajian; Berchtold, Waldemar; Schäfer, Marcel; Lieb, Patrick; Steinebach, Martin
Digital watermarking is a promising solution to video game piracy. In this paper, based on the analysis of special challenges and requirements in terms of watermarking textures in video games, a novel watermarking scheme for DDS textures in video games is proposed. To meet the performance requirements in video game applications, the proposed algorithm embeds the watermark message directly in the compressed stream in DDS files and can be straightforwardly applied in watermark container technique for real-time embedding. Furthermore, the embedding approach achieves high watermark payload to handle collusion secure fingerprinting codes with extreme length. Hence, the scheme is resistant to collusion attacks, which is indispensable in video game applications. The proposed scheme is evaluated in aspects of transparency, robustness, security and performance. Especially, in addition to classical objective evaluation, the visual quality and playing experience of watermarked games is assessed subjectively in game playing.
Rushing, Mary E; Sheehan, Daniel J; Davis, Loretta S
Controversy and concern surround the video game playing fascination of children. Scientific reports have explored the negative effects of video games on youth, with a growing number recognizing the actual physical implications of this activity. We offer another reason to discourage children's focus on video games: knuckle pads. A 13-year-old black boy presented with an asymptomatic, slightly hyperpigmented plaque over his right second distal interphalangeal joint. A punch biopsy specimen confirmed knuckle pad as the diagnosis, and a traumatic etiology from video game playing was suspected. Knuckle pads can be painful, cosmetically unappealing, and refractory to treatment. They can now be recognized as yet another potential adverse consequence of chronic video game playing.
Forchhammer, Søren; Van Luong, Huynh
A foundation for distributed source coding was established in the classic papers of Slepian-Wolf (SW)  and Wyner-Ziv (WZ) . This has provided a starting point for work on Distributed Video Coding (DVC), which exploits the source statistics at the decoder side offering shifting processing...... steps, conventionally performed at the video encoder side, to the decoder side. Emerging applications such as wireless visual sensor networks and wireless video surveillance all require lightweight video encoding with high coding efficiency and error-resilience. The video data of DVC schemes differ from...... the assumptions of SW and WZ distributed coding, e.g. by being correlated in time and nonstationary. Improving the efficiency of DVC coding is challenging. This paper presents some selected techniques to address the DVC challenges. Focus is put on pin-pointing how the decoder steps are modified to provide...
Schyma, C; Schyma, P
The authors report in part 1 about their experiences with the Canon Ex1 Hi camcorder and the possibilities of documentation with the modern video technique. Application examples in legal medicine and criminalistics are described autopsy, scene, reconstruction of crimes etc. The online video documentation of microscopic sessions makes the discussion of findings easier. The use of video films for instruction produces a good resonance. The use of the video documentation can be extended by digitizing (Part 2). Two frame grabbers are presented, with which we obtained good results in digitizing of images captured from video. The best quality of images is achieved by online use of an image analysis chain. Corel 5.0 and PicEd Cora 4.0 allow complete image processings and analysis. The digital image processing influences the objectivity of the documentation. The applicabilities of image libraries are discussed.
Lecca, Michela; Smolka, Bogdan
This text covers state-of-the-art color image and video enhancement techniques. The book examines the multivariate nature of color image/video data as it pertains to contrast enhancement, color correction (equalization, harmonization, normalization, balancing, constancy, etc.), noise removal and smoothing. This book also discusses color and contrast enhancement in vision sensors and applications of image and video enhancement. · Focuses on enhancement of color images/video · Addresses algorithms for enhancing color images and video · Presents coverage on super resolution, restoration, in painting, and colorization.
van der Schaar-Mitrea, Mihaela; de With, Peter H. N.
The diversity in TV images has augmented with the increased application of computer graphics. In this paper we study z coding system that supports both the lossless coding of such graphics data and regular lossy video compression. The lossless coding techniques are based on runlength and arithmetical coding. For video compression, we introduce a simple block predictive coding technique featuring individual pixel access, so that it enables a gradual shift from lossless coding of graphics to the lossy coding of video. An overall bit rate control completes the system. Computer simulations show a very high quality with a compression factor between 2-3.
Full Text Available Given the popularity of video games and the influences they may pose on individuals’ psychology and behavior, the present study analyses whether video game playing among university students can be correlated with traits associated with an entrepreneur’s profile, which may, in turn, lead to an entrepreneurial intent. The results of the study reveal that students who do play video games show a higher entrepreneurial intent, this relationship being mediated by several psychological and cognitive characteristics. With regards to the psychological and cognitive factors studied, the results also suggest that a favorable attitude towards playing videogames fosters students’ entrepreneurial potential and has a positive effect on the entrepreneurial intent.
Su, Po-Chyi; Wang, Yu-Wei; Chen, Chien-Chang
This paper presents a highlight extraction scheme for sports videos. The approach makes use of the transition logos inserted preceding and following the slow motion replays by the broadcaster, which demonstrate highlights of the game. First, the features of a MPEG compressed video are retrieved for subsequent processing. After the shot boundary detection procedure, the processing units are formed and the units with fast moving scenes are then selected. Finally, the detection of overlaying objects is performed to signal the appearance of a transition logo. Experimental results show the feasibility of this promising method for sports videos highlight extraction.
Want to design your own video games? Let expert Scott Rogers show you how! If you want to design and build cutting-edge video games but aren't sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience. Level Up! 2nd Edition has been NEWLY EXPANDED to
This paper researches LSB matching VSA based on H265 protocol with the research background of 26 original Video sequences, it firstly extracts classification features out from training samples as input of SVM, and trains in SVM to obtain high-quality category classification model, and then tests whether there is suspicious information in the video sample. The experimental results show that VSA algorithm based on LSB matching can be more practical to obtain all frame embedded secret information and carrier and video of local frame embedded. In addition, VSA adopts the method of frame by frame with a strong robustness in resisting attack in the corresponding time domain.
Ballesteros, Luis Guillermo Martinez; Ickin, Selim; Fiedler, Markus
In this paper, we study the influence of video stalling on QoE. We provide QoE models that are obtained in realistic scenarios on the smartphone, and provide energy-saving approaches for smartphone by leveraging the proposed QoE models in relation to energy. Results show that approximately 5J...... is saved in a 3 minutes video clip with an acceptable Mean Opinion Score (MOS) level when the video frames are skipped. If the video frames are not skipped, then it is suggested to avoid freezes during a video stream as the freezes highly increase the energy waste on the smartphones....
Ortensi, Andrea; Panunzi, Andrea; Trombetta, Silvia; Cattaneo, Alberto; Sorrenti, Salvatore; D'Orazi, Valerio
The aim of this study was to test two different video cameras and recording systems used in thyroid surgery in our Department. This is meant to be an attempt to record the real point of view of the magnified vision of surgeon, so as to make the viewer aware of the difference with the naked eye vision. In this retrospective study, we recorded and compared twenty thyroidectomies performed using loupes magnification and microsurgical technique: ten were recorded with GoPro® 4 Session action cam (commercially available) and ten with our new prototype of head mounted video camera. Settings were selected before surgery for both cameras. The recording time is about from 1 to 2 h for GoPro® and from 3 to 5 h for our prototype. The average time of preparation to fit the camera on the surgeon's head and set the functionality is about 5 min for GoPro® and 7-8 min for the prototype, mostly due to HDMI wiring cable. Videos recorded with the prototype require no further editing, which is mandatory for videos recorded with GoPro® to highlight the surgical details. the present study showed that our prototype of video camera, compared with GoPro® 4 Session, guarantees best results in terms of surgical video recording quality, provides to the viewer the exact perspective of the microsurgeon and shows accurately his magnified view through the loupes in thyroid surgery. These recordings are surgical aids for teaching and education and might be a method of self-analysis of surgical technique. Copyright © 2017 IJS Publishing Group Ltd. Published by Elsevier Ltd. All rights reserved.
Chen, Liang; Zhou, Yipeng; Chiu, Dah Ming
Bandwidth consumption is a significant concern for online video service providers. Practical video streaming systems usually use some form of HTTP streaming (progressive download) to let users download the video at a faster rate than the video bitrate. Since users may quit before viewing the complete video, however, much of the downloaded video will be "wasted". To the extent that users' departure behavior can be predicted, we develop smart streaming that can be used to improve user QoE with ...
Darabi, K; G. Ghinea
In this paper an expert-based model for generation of personalized video summaries is suggested. The video frames are initially scored and annotated by multiple video experts. Thereafter, the scores for the video segments that have been assigned the higher priorities by end users will be upgraded. Considering the required summary length, the highest scored video frames will be inserted into a personalized final summary. For evaluation purposes, the video summaries generated by our system have...
Filmed and edited by: Loeffler, Kurt; Gesell, Justine
Tsunamis are a constant threat to the coasts of our world. Although tsunamis are infrequent along the West coast of the United States, it is possible and necessary to prepare for potential tsunami hazards to minimize loss of life and property. Community awareness programs are important, as they strive to create an informed society by providing education and training. The Marin coast could be struck by a tsunami. Whether you live in Marin County, visit the beaches, or rent or own a home near the coast, it is vital to understand the tsunami threat and take preparation seriously. Marin Tsunami tells the story of what several West Marin communities are doing to be prepared. This video was produced by the US Geological Survey (USGS) in cooperation with the Marin Office of Emergency Services.
Full Text Available Steganography is the art and science of concealing information in such a way that only the sender and intended recipient of a message should be aware of its presence. Digital steganography has been used in the past on a variety of media including executable files, audio, text, games and, notably, images. Additionally, there is increasing research interest towards the use of video as a media for steganography, due to its pervasive nature and diverse embedding capabilities. In this work, we examine the embedding algorithms and other security characteristics of several video steganography tools. We show how all feature basic and severe security weaknesses. This is potentially a very serious threat to the security, privacy and anonymity of their users. It is important to highlight that most steganography users have perfectly legal and ethical reasons to employ it. Some common scenarios would include citizens in oppressive regimes whose freedom of speech is compromised, people trying to avoid massive surveillance or censorship, political activists, whistle blowers, journalists, etc. As a result of our findings, we strongly recommend ceasing any use of these tools, and to remove any contents that may have been hidden, and any carriers stored, exchanged and/or uploaded online. For many of these tools, carrier files will be trivial to detect, potentially compromising any hidden data and the parties involved in the communication. We finish this work by presenting our steganalytic results, that highlight a very poor current state of the art in practical video steganography tools. There is unfortunately a complete lack of secure and publicly available tools, and even commercial tools offer very poor security. We therefore encourage the steganography community to work towards the development of more secure and accessible video steganography tools, and make them available for the general public. The results presented in this work can also be seen as a useful
Gloe, Thomas; Fischer, André; Kirchner, Matthias
.... In combination, such characteristics can help to authenticate digital video files in forensic settings by distinguishing between original and post-processed videos, verifying the purported source...
Aghito, Shankar Manuel; Forchhammer, Søren
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 exploited. Coding results show the superior efficiency of the proposed scheme compared with MPEG-4...
Offering ready access to the security industry's cutting-edge digital future, Intelligent Network Video provides the first complete reference for all those involved with developing, implementing, and maintaining the latest surveillance systems. Pioneering expert Fredrik Nilsson explains how IP-based video surveillance systems provide better image quality, and a more scalable and flexible system at lower cost. A complete and practical reference for all those in the field, this volume:Describes all components relevant to modern IP video surveillance systemsProvides in-depth information about ima
Abdolhosseini Moghadam, Abdolreza; Kumar, Mrityunjay; Radha, Hayder
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.
Full Text Available In this study, we investigate a variable-resolution approach to video compression based on Conditional Random Field and statistical conditional sampling in order to further improve compression rate while maintaining high-quality video. In the proposed approach, representative key-frames within a video shot are identified and stored at full resolution. The remaining frames within the video shot are stored and compressed at a reduced resolution. At the decompression stage, a region-based dictionary is constructed from the key-frames and used to restore the reduced resolution frames to the original resolution via statistical conditional sampling. The sampling approach is based on the conditional probability of the CRF modeling by use of the constructed dictionary. Experimental results show that the proposed variable-resolution approach via statistical conditional sampling has potential for improving compression rates when compared to compressing the video at full resolution, while achieving higher video quality when compared to compressing the video at reduced resolution.
Schroeder, Noah L.; Traxler, Adrienne L.
Many instructors in science, technology, engineering, and mathematics fields are striving to create active learning environments in their classrooms and in doing so are frequently moving the lecture portion of their course into online video format. In this classroom-based study, we used a two group randomized experimental design to examine the efficacy of an instructional video that incorporates a human hand demonstrating and modeling how to solve frictional inclined plane problems compared to an identical video that did not include the human hand. The results show that the learners who viewed the video without the human hand present performed significantly better on a learning test and experienced a significantly better training efficiency than the learners who viewed the video with the human hand present. Meanwhile, those who learned with the human hand present in the instructional video rated the instructor as being more humanlike and engaging. The results have implications for both theory and practice. Implications for those designing instructional videos are discussed, as well as the limitations of the current study.
Salehin, Md Musfequs; Paul, Manoranjan; Kabir, Muhammad Ashad
Video summarization is a process to extract objects and their activities from a video and represent them in a condensed form. Existing methods for video summarization fail to detect moving (dynamic) objects in the low color contrast area of a video frame due to the pixel intensities of objects and non-objects are almost similar. However, edges of objects are prominent in the low contrast regions. Moreover, to represent objects, geometric primitives (such as lines, arcs) are distinguishable and high level shape descriptors than edges. In this paper, a novel method is proposed for video summarization using geometric primitives such as conic parts, line segments and angles. Using these features, objects are extracted from each video frame. A cost function is applied to measure the dissimilarity of locations of geometric primitives to detect the movement of objects between consecutive frames. The total distance of object movement is calculated and each video frame is assigned a probability score. Finally, a set of key frames is selected based on the probability scores as per user provided skimming ratio or system default skimming ratio. The proposed approach is evaluated using three benchmark datasets-BL-7F, Office, and Lobby. The experimental results show that our approach outperforms the state-of-the-art method in terms of accuracy.
Corrie I. Nichol; Milos Manic
Recent advances in technology for video games have made a broad array of haptic feedback devices available at low cost. This paper presents a bi-manual haptic system to enable an operator to weld remotely using the a commercially available haptic feedback video game device for the user interface. The system showed good performance in initial tests, demonstrating the utility of low cost input devices for remote haptic operations.
Mohanty, Soumya D.; Cantu, Sergio
Commercial video games are increasingly using sophisticated physics simulations to create a more immersive experience for players. This also makes them a powerful tool for engaging students in learning physics. We provide some examples to show how commercial off-the-shelf games can be used to teach specific topics in introductory undergraduate physics. The examples are selected from a course taught predominantly through the medium of commercial video games.
Mohanty, Soumya D
Commercial video games are increasingly using sophisticated physics simulations to create a more immersive experience for players. This also makes them a powerful tool for engaging students in learning physics. We provide some examples to show how commercial off-the-shelf games can be used to teach specific topics in introductory undergraduate physics. The examples are selected from a course taught predominantly through the medium of commercial video games.
Strong, L. R.; Wold-Brennon, R.; Cooper, S. K.; Brinkhuis, D.
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.
Greenwoll, D.A.; Matter, J.C. (Sandia National Labs., Albuquerque, NM (United States)); Ebel, P.E. (BE, Inc., Barnwell, SC (United States))
The purpose of this NUREG is to present technical information that should be useful to NRC licensees in designing closed-circuit television systems for video alarm assessment. There is a section on each of the major components in a video system: camera, lens, lighting, transmission, synchronization, switcher, monitor, and recorder. Each section includes information on component selection, procurement, installation, test, and maintenance. Considerations for system integration of the components are contained in each section. System emphasis is focused on perimeter intrusion detection and assessment systems. A glossary of video terms is included. 13 figs., 9 tabs.
Martins, Bo; Eriksen, N.; Faber, E.
We investigate several techniques for lossless and near-lossless compression of broadcast video.The emphasis is placed on the emerging international standard for compression of continous-tone still images, JPEG-LS, due to its excellent compression performance and moderatecomplexity. Except for one...... artificial sequence containing uncompressible data all the 4:2:2, 8-bit test video material easily compresses losslessly to a rate below 125 Mbit/s. At this rate, video plus overhead can be contained in a single telecom 4th order PDH channel or a single STM-1 channel. Difficult 4:2:2, 10-bit test material...
R. Oves García
Full Text Available Nowadays with the emergence of smart cities and the creation of new sensors capable to connect to the network, it is not only possible to monitor the entire infrastructure of a city, including roads, bridges, rail/subways, airports, communications, water, power, but also to optimize its resources, plan its preventive maintenance and monitor security aspects while maximizing services for its citizens. In particular, the security aspect is one of the most important issues due to the need to ensure the safety of people. However, if we want to have a good security system, it is necessary to take into account the way that we are going to present the information. In order to show the amount of information generated by sensing devices in real time in an understandable way, several visualization techniques are proposed for both local (involves sensing devices in a separated way and global visualization (involves sensing devices as a whole. Taking into consideration that the information is produced and transmitted from a geographic location, the integration of a Geographic Information System to manage and visualize the behavior of data becomes very relevant. With the purpose of facilitating the decision-making process in a security system, we have integrated the visualization techniques and the Geographic Information System to produce a smart security system, based on a cloud computing architecture, to show relevant information about a set of monitored areas with video cameras.
Oves García, R.; Valentín, L.; Serrano, S. A.; Palacios-Alonso, M. A.; Sucar, L. Enrique
Nowadays with the emergence of smart cities and the creation of new sensors capable to connect to the network, it is not only possible to monitor the entire infrastructure of a city, including roads, bridges, rail/subways, airports, communications, water, power, but also to optimize its resources, plan its preventive maintenance and monitor security aspects while maximizing services for its citizens. In particular, the security aspect is one of the most important issues due to the need to ensure the safety of people. However, if we want to have a good security system, it is necessary to take into account the way that we are going to present the information. In order to show the amount of information generated by sensing devices in real time in an understandable way, several visualization techniques are proposed for both local (involves sensing devices in a separated way) and global visualization (involves sensing devices as a whole). Taking into consideration that the information is produced and transmitted from a geographic location, the integration of a Geographic Information System to manage and visualize the behavior of data becomes very relevant. With the purpose of facilitating the decision-making process in a security system, we have integrated the visualization techniques and the Geographic Information System to produce a smart security system, based on a cloud computing architecture, to show relevant information about a set of monitored areas with video cameras.
Lee, Gil-Beom; Lee, Myeong-Jin; Lee, Woo-Kyung; Park, Joo-Heon; Kim, Tae-Hwan
Intelligent video surveillance systems detect pre-configured surveillance events through background modeling, foreground and object extraction, object tracking, and event detection. Shadow regions inside video frames sometimes appear as foreground objects, interfere with ensuing processes, and finally degrade the event detection performance of the systems. Conventional studies have mostly used intensity, color, texture, and geometric information to perform shadow detection in daytime video, but these methods lack the capability of removing shadows in nighttime video. In this paper, a novel shadow detection algorithm for nighttime video is proposed; this algorithm partitions each foreground object based on the object's vertical histogram and screens out shadow objects by validating their orientations heading toward regions of light sources. From the experimental results, it can be seen that the proposed algorithm shows more than 93.8% shadow removal and 89.9% object extraction rates for nighttime video sequences, and the algorithm outperforms conventional shadow removal algorithms designed for daytime videos.
Xu, Chaoying S.; Chen, Jessica S.; Adelman, Ron A.
Video games have surged in popularity due to their entertainment factor and, with recent innovation, their use in health care. This review explores the dual facets of video games in treating vision impairment in amblyopia as well as their potential for overuse and addiction. Specifically, this review examines video game addiction from a biopsychosocial perspective and relates the addictive qualities of video games with their use as a therapeutic treatment for amblyopia. Current literature supports both the identification of video game addiction as a disease, as well as the therapeutic potential of video games in clinical trials. We show the need for clinicians to be aware of the dangers associated with video game overuse and the need for future studies to examine the risks associated with their health care benefits. PMID:26339215
Pavan, Andrea; Boyce, Matthew; Ghin, Filippo
Playing action video games enhances visual motion perception. However, there is psychophysical evidence that action video games do not improve motion sensitivity for translational global moving patterns presented in fovea. This study investigates global motion perception in action video game players and compares their performance to that of non-action video game players and non-video game players. Stimuli were random dot kinematograms presented in the parafovea. Observers discriminated the motion direction of a target random dot kinematogram presented in one of the four visual quadrants. Action video game players showed lower motion coherence thresholds than the other groups. However, when the task was performed at threshold, we did not find differences between groups in terms of distributions of reaction times. These results suggest that action video games improve visual motion sensitivity in the near periphery of the visual field, rather than speed response. © The Author(s) 2016.
Full Text Available Identifying inter-frame forgery is a hot topic in video forensics. In this paper, we propose a method based on the assumption that the optical flows are consistent in an original video, while in forgeries the consistency will be destroyed. We first extract optical flow from frames of videos and then calculate the optical flow consistency after normalization and quantization as distinguishing feature to identify inter-frame forgeries. We train the Support Vector Machine to classify original videos and video forgeries with optical flow consistency feature of some sample videos and test the classification accuracy in a large database. Experimental results show that the proposed method is efficient in classifying original videos and forgeries. Furthermore, the proposed method performs also pretty well in classifying frame insertion and frame deletion forgeries.
Xu, Chaoying S; Chen, Jessica S; Adelman, Ron A
Video games have surged in popularity due to their entertainment factor and, with recent innovation, their use in health care. This review explores the dual facets of video games in treating vision impairment in amblyopia as well as their potential for overuse and addiction. Specifically, this review examines video game addiction from a biopsychosocial perspective and relates the addictive qualities of video games with their use as a therapeutic treatment for amblyopia. Current literature supports both the identification of video game addiction as a disease, as well as the therapeutic potential of video games in clinical trials. We show the need for clinicians to be aware of the dangers associated with video game overuse and the need for future studies to examine the risks associated with their health care benefits.
Perilli, Viviana; Lancioni, Giulio E; Hoogeveen, Frans; Caffó, Alessandro; Singh, Nirbhay; O'Reilly, Mark; Sigafoos, Jeff; Cassano, Germana; Oliva, Doretta
Two studies assessed the effectiveness of video prompting as a strategy to support persons with mild and moderate Alzheimer's disease in performing daily activities. In study I, video prompting was compared to an existing strategy relying on verbal instructions. In study II, video prompting was compared to another existing strategy relying on static pictorial cues. Video prompting and the other strategies were counterbalanced across tasks and participants and compared within alternating treatments designs. Video prompting was effective in all participants. Similarly effective were the other 2 strategies, and only occasional differences between the strategies were reported. Two social validation assessments showed that university psychology students and graduates rated the patients' performance with video prompting more favorably than their performance with the other strategies. Video prompting may be considered a valuable alternative to the other strategies to support daily activities in persons with Alzheimer's disease.
Han, Doug Hyun; Bolo, Nicolas; Daniels, Melissa A; Arenella, Lynn; Lyoo, In Kyoon; Renshaw, Perry F
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
Hämäläinen, Liisa; Rowland, Hannah M; Mappes, Johanna; Thorogood, Rose
Video playback is becoming a common method for manipulating social stimuli in experiments. Parid tits are one of the most commonly studied groups of wild birds. However, it is not yet clear if tits respond to video playback or how their behavioural responses should be measured. Behaviours may also differ depending on what they observe demonstrators encountering. Here we present blue tits (Cyanistes caeruleus) videos of demonstrators discovering palatable or aversive prey (injected with bitter-tasting Bitrex) from coloured feeding cups. First we quantify variation in demonstrators' responses to the prey items: aversive prey provoked high rates of beak wiping and head shaking. We then show that focal blue tits respond differently to the presence of a demonstrator on a video screen, depending on whether demonstrators discover palatable or aversive prey. Focal birds faced the video screen more during aversive prey presentations, and made more head turns. Regardless of prey type, focal birds also hopped more frequently during the presence of a demonstrator (compared to a control video of a different coloured feeding cup in an empty cage). Finally, we tested if demonstrators' behaviour affected focal birds' food preferences by giving individuals a choice to forage from the same cup as a demonstrator, or from the cup in the control video. We found that only half of the individuals made their choice in accordance to social information in the videos, i.e., their foraging choices were not different from random. Individuals that chose in accordance with a demonstrator, however, made their choice faster than individuals that chose an alternative cup. Together, our results suggest that video playback can provide social cues to blue tits, but individuals vary greatly in how they use this information in their foraging decisions.
Full Text Available Video playback is becoming a common method for manipulating social stimuli in experiments. Parid tits are one of the most commonly studied groups of wild birds. However, it is not yet clear if tits respond to video playback or how their behavioural responses should be measured. Behaviours may also differ depending on what they observe demonstrators encountering. Here we present blue tits (Cyanistes caeruleus videos of demonstrators discovering palatable or aversive prey (injected with bitter-tasting Bitrex from coloured feeding cups. First we quantify variation in demonstrators’ responses to the prey items: aversive prey provoked high rates of beak wiping and head shaking. We then show that focal blue tits respond differently to the presence of a demonstrator on a video screen, depending on whether demonstrators discover palatable or aversive prey. Focal birds faced the video screen more during aversive prey presentations, and made more head turns. Regardless of prey type, focal birds also hopped more frequently during the presence of a demonstrator (compared to a control video of a different coloured feeding cup in an empty cage. Finally, we tested if demonstrators’ behaviour affected focal birds’ food preferences by giving individuals a choice to forage from the same cup as a demonstrator, or from the cup in the control video. We found that only half of the individuals made their choice in accordance to social information in the videos, i.e., their foraging choices were not different from random. Individuals that chose in accordance with a demonstrator, however, made their choice faster than individuals that chose an alternative cup. Together, our results suggest that video playback can provide social cues to blue tits, but individuals vary greatly in how they use this information in their foraging decisions.
Roebuck, Andrew J; Dubnyk, Aurora J B; Cochran, David; Mandryk, Regan L; Howland, John G; Harms, Victoria
Research in asymmetrical visuospatial attention has identified a leftward bias in the general population across a variety of measures including visual attention and line-bisection tasks. In addition, increases in rightward collisions, or bumping, during visuospatial navigation tasks have been demonstrated in real world and virtual environments. However, little research has investigated these biases beyond the laboratory. The present study uses a semi-naturalistic approach and the online video game streaming service Twitch to examine navigational errors and assaults as skilled action video game players (n = 60) compete in Counter Strike: Global Offensive. This study showed a significant rightward bias in both fatal assaults and navigational errors. Analysis using the in-game ranking system as a measure of skill failed to show a relationship between bias and skill. These results suggest that a leftward visuospatial bias may exist in skilled players during online video game play. However, the present study was unable to account for some factors such as environmental symmetry and player handedness. In conclusion, video game streaming is a promising method for behavioural research in the future, however further study is required before one can determine whether these results are an artefact of the method applied, or representative of a genuine rightward bias.
Key, Everett Kiusan [Univ. of Washington, Seattle, WA (United States); Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Van Buren, Kendra Lu [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Warren, Will [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Hemez, Francois M. [Los Alamos National Lab. (LANL), Los Alamos, NM (United States)
This is a project which was performed by a graduated high school student at Los Alamos National Laboratory (LANL). The goal of the Multi-intelligence (MINT) project is to determine the state of a facility from multiple data streams. The data streams are indirect observations. The researcher is using DARHT (Dual-Axis Radiographic Hydrodynamic Test Facility) as a proof of concept. In summary, videos from the DARHT facility contain a rich amount of information. Distribution of car activity can inform us about the state of the facility. Counting large vehicles shows promise as another feature for identifying the state of operations. Signal processing techniques are limited by the low resolution and compression of the videos. We are working on integrating these features with features obtained from other data streams to contribute to the MINT project. Future work can pursue other observations, such as when the gate is functioning or non-functioning.
Full Text Available This contribution introduces to the video installation Black September (2002 by Swiss artist Christoph Draeger and presents statements of the artist given in an interview in 2012. Draeger collects media representations of disasters in order to reconfigure their inherent sensationalism later in his artworks. The video installation Black September consists of appropriated footage from a documentary movie and video sequences from a re-enactment of the historical events of September 5th 1972, the terrorist attack during the 20th Olympic Games in Munich. Even the artist himself gets involved in the play in his mimikry of a hostage-taker and terrorist. Thus he questions the conditions of the mutual constitution of cultural memory and collective memory. His video installation creates a “counter image” in reaction to the “omnipresent myth of terrorism”, generated by the tragedy of 9/11 and the media reports in its aftermath. Both terrorist attacks, in Munich 1972 and in New York 2001, mark a turning point in the visual dominance of terrorism. In the case of September 11th, the recurring images of the airplane-attacks and the explosion of the WTC, followed by its collapsing, symbolize the legacy of the “terror of attention”, that would affect every spectator. The video questions the limits of the “disaster zone” in fictional reality and mass media. The artwork re-creates central scenes of the event in 1972. It brings the terrorist action close to the spectator through emersive images, but technically obtains a critical distance through its mode of reflection upon the catastrophe.The installation Black September stimulates and simulates history and memory simultaneously. It fills the void of a traumatic narrative and tries to recapture the signs that have been unknown yet.
Fu, Rongguo; Feng, Shu; Shen, Tianyu; Luo, Hao; Wei, Yifang; Yang, Qi
Low light level video is an important method of observation under low illumination condition, but the SNR of low light level video is low, the effect of observation is poor, so the noise reduction processing must be carried out. Low light level video noise mainly includes Gauss noise, Poisson noise, impulse noise, fixed pattern noise and dark current noise. In order to remove the noise in low-light-level video effectively, improve the quality of low-light-level video. This paper presents an improved time domain recursive filtering algorithm with three dimensional filtering coefficients. This algorithm makes use of the correlation between the temporal domain of the video sequence. In the video sequences, the proposed algorithm adaptively adjusts the local window filtering coefficients in space and time by motion estimation techniques, for the different pixel points of the same frame of the image, the different weighted coefficients are used. It can reduce the image tail, and ensure the noise reduction effect well. Before the noise reduction, a pretreatment based on boxfilter is used to reduce the complexity of the algorithm and improve the speed of the it. In order to enhance the visual effect of low-light-level video, an image enhancement algorithm based on guided image filter is used to enhance the edge of the video details. The results of experiment show that the hybrid algorithm can remove the noise of the low-light-level video effectively, enhance the edge feature and heighten the visual effects of video.
Porter, Guy; Starcevic, Vladan
The aim of this paper is to revisit the controversial issue of the association of violent video games and aggressive behaviour. Several lines of evidence suggest that there is a link between exposure to violent video games and aggressive behaviour. However, methodological shortcomings of research conducted so far make several interpretations of this relationship possible. Thus, aggressive behaviour may be a consequence of playing violent video games, an expression of hostile traits that existed before exposure to these games, and/or it may be a result of several possible combinations of these and other factors. Mental health professionals need to be aware of these potentially negative effects of violent video games when assessing patients who present with aggression. There is a need for prospective, long-term studies similar to those evaluating the effects of television and film violence on children and adolescents.
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National Aeronautics and Space Administration — The proposed project is to design, develop and fabricate a handheld video game console for astronauts during long space flight. This portable hardware runs...
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Goldstein, Jeffrey; Cajko, Lara; Oosterbroek, Mark; Michielsen, Moniek; Van Houten, Oscar; Salverda, Femke
This study examined the effects of playing video games (Super Tetris) on the reaction time, cognitive/perceptual adaptability, and emotional well-being of 22 noninstitutionalized elderly people aged 69 to 90...
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Full Text Available Much of the attention paid to video in foreign language teaching is focused upon a relatively small amount of commercially produced and distributed material. This paper briefly describes the development of this material in the EFLIESL field; looks at some current issues and concerns, and considers future possibilities with particular reference to computer assisted interactive video. Heelwat van die aandag wat video geniet as hulpmiddel by tweedetaalonderrig is toegespits op 'n relatief klein hoeveelheid kommersieel vervaardigde en verspreide materiaal. Hierdie artikel beskryf kortliks die ontwikkeling van bogenoemde materiaal waar dit Engels as tweede of vreemde taal betref. Verder word daar aandag gegee aan huidige tendense en toekomstige moontlikhede word oorweeg, met spesifieke verwysing na rekenaarondersteunde interaktiewe video.
U.S. Environmental Protection Agency — Certified models meet all ENERGY STAR requirements as listed in the Version 3.0 ENERGY STAR Program Requirements for Audio Video Equipment that are effective as of...
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Full Text Available Learning Management System (LMS supports e-learning as a distant learning. Moodle is one of open source LMS applications that allow embedding multimedia into learning activity in a course, such as video conference session. The paper investigates quality of service (QoS of video conference session embedded in Moodle, i.e. end-to-end delay, jitter, throughput, packet loss and PSNR. Three scenarios were implemented in the experiment. The scenarios were applied on both wire and wireless transmission, and p2p and p2m connections. The investigation results show that the QoS of video conference session meets the standards issued by ITU-T G.1010 and G.114, for minimum bandwidth of 128 kbps. Thus the application of video conferencing that is integrated in Moodle can run well with minimum bandwidth of 128 Kbps.
Frydenberg, Frederik; Andersen, Kasper; Risi, Sebastian
While Monte Carlo tree search (MCTS) methods have shown promise in a variety of different board games, more complex video games still present significant challenges. Recently, several modifications to the core MCTS algorithm have been proposed with the hope to increase its effectiveness on arcade......-style video games. This paper investigates of how well these modifications perform in general video game playing using the general video game AI (GVG-AI) framework and introduces a new MCTS modification called UCT reverse penalty that penalizes the MCTS controller for exploring recently visited children....... The results of our experiments show that a combination of two MCTS modifications can improve the performance of the vanilla MCTS controller, but the effectiveness of the modifications highly depends on the particular game being played....
Full Text Available A novel video shot boundary recognition method is proposed, which includes two stages of video feature extraction and shot boundary recognition. Firstly, we use adaptive locality preserving projections (ALPP to extract video feature. Unlike locality preserving projections, we define the discriminating similarity with mode prior probabilities and adaptive neighborhood selection strategy which make ALPP more suitable to preserve the local structure and label information of the original data. Secondly, we use an optimized multiple kernel support vector machine to classify video frames into boundary and nonboundary frames, in which the weights of different types of kernels are optimized with an ant colony optimization method. Experimental results show the effectiveness of our method.
Rodrigues, M.; Simeão Carvalho, P.
Video modelling is being used, nowadays, as a tool for teaching and learning several topics in Physics. Most of these topics are related to kinematics. In this work we show how video modelling can be used for demonstrations and experimental teaching in optics, namely the laws of reflection and the well-known Snell's Law of light. Videos were recorded with a photo camera at 30 frames/s, and analysed with the open source software Tracker. Data collected from several frames was treated with the Data Tool module, and graphs were built to obtain relations between incident, reflected and refraction angles, as well as to determine the refractive index of Perspex. These videos can be freely distributed in the web and explored with students within the classroom, or as a homework assignment to improve student's understanding on specific contents. They present a large didactic potential for teaching basic optics in high school with an interactive methodology.
Full Text Available The consumer demand for retrieving and delivering visual content through consumer electronic devices has increased rapidly in recent years. The quality of video in packet networks is susceptible to certain traffic characteristics: average bandwidth availability, loss, delay and delay variation (jitter. This paper presents a scheduling algorithm that modifies the stream of scalable video to combat jitter. The algorithm provides unequal look-ahead by safeguarding the base layer (without the need for overhead of the scalable video. The results of the experiments show that our scheduling algorithm reduces the number of frames with a violated deadline and significantly improves the continuity of the video stream without compromising the average Y Peek Signal-to-Noise Ratio (PSNR.