WorldWideScience

Sample records for video streaming experience

  1. The Students Experiences With Live Video-Streamed Teaching Classes

    DEFF Research Database (Denmark)

    Jelsbak, Vibe Alopaeus; Ørngreen, Rikke; Buus, Lillian

    2017-01-01

    The Bachelor's Degree Programme of Biomedical Laboratory Science at VIA Faculty of Health Sciences offers a combination of live video-streamed and traditional teaching. It is the student’s individual choice whether to attend classes on-site or to attend classes from home via live video-stream. Our...... previous studies revealed that the live-streamed sessions compared to on-site teaching reduced interaction and dialogue between attendants, and that the main reasons were technological issues and the teacher’s choice of teaching methods. One of our goals therefore became to develop methods and implement...... transparency in the live video-streamed teaching sessions during a 5-year period of continuous development of technological and pedagogical solutions for live-streamed teaching. Data describing student’s experiences were gathered in a longitudinal study of four sessions from 2012 to 2017 using a qualitative...

  2. Quality of Experience management for video streams : the case of Skype

    NARCIS (Netherlands)

    Liotta, A.; Druda, L.; Exarchakos, G.; Menkovski, V.; Khalil, I.

    2012-01-01

    With the widespread adoption of mobile Internet, the process of streaming video has become varied and complex. A diversity of factors affect the way we perceive quality in video streaming (also known as 'quality of experience', or QoE), involving far more than the individual video and network

  3. On subjective quality assessment of adaptive video streaming via crowdsourcing and laboratory based experiments

    DEFF Research Database (Denmark)

    Søgaard, Jacob; Shahid, Muhammad; Pokhrel, Jeevan

    2017-01-01

    Video streaming services are offered over the Internet and since the service providers do not have full control over the network conditions all the way to the end user, streaming technologies have been developed to maintain the quality of service in these varying network conditions i.e. so called...... adaptive video streaming. In order to cater for users' Quality of Experience (QoE) requirements, HTTP based adaptive streaming solutions of video services have become popular. However, the keys to ensure the users a good QoE with this technology is still not completely understood. User QoE feedback...

  4. Recurrent and Dynamic Models for Predicting Streaming Video Quality of Experience.

    Science.gov (United States)

    Bampis, Christos G; Li, Zhi; Katsavounidis, Ioannis; Bovik, Alan C

    2018-07-01

    Streaming video services represent a very large fraction of global bandwidth consumption. Due to the exploding demands of mobile video streaming services, coupled with limited bandwidth availability, video streams are often transmitted through unreliable, low-bandwidth networks. This unavoidably leads to two types of major streaming-related impairments: compression artifacts and/or rebuffering events. In streaming video applications, the end-user is a human observer; hence being able to predict the subjective Quality of Experience (QoE) associated with streamed videos could lead to the creation of perceptually optimized resource allocation strategies driving higher quality video streaming services. We propose a variety of recurrent dynamic neural networks that conduct continuous-time subjective QoE prediction. By formulating the problem as one of time-series forecasting, we train a variety of recurrent neural networks and non-linear autoregressive models to predict QoE using several recently developed subjective QoE databases. These models combine multiple, diverse neural network inputs, such as predicted video quality scores, rebuffering measurements, and data related to memory and its effects on human behavioral responses, using them to predict QoE on video streams impaired by both compression artifacts and rebuffering events. Instead of finding a single time-series prediction model, we propose and evaluate ways of aggregating different models into a forecasting ensemble that delivers improved results with reduced forecasting variance. We also deploy appropriate new evaluation metrics for comparing time-series predictions in streaming applications. Our experimental results demonstrate improved prediction performance that approaches human performance. An implementation of this work can be found at https://github.com/christosbampis/NARX_QoE_release.

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

    OpenAIRE

    Bechqito, Yassine

    2009-01-01

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

  6. Real-time video streaming system for LHD experiment using IP multicast

    International Nuclear Information System (INIS)

    Emoto, Masahiko; Yamamoto, Takashi; Yoshida, Masanobu; Nagayama, Yoshio; Hasegawa, Makoto

    2009-01-01

    In order to accomplish smooth cooperation research, remote participation plays an important role. For this purpose, the authors have been developing various applications for remote participation for the LHD (Large Helical Device) experiments, such as Web interface for visualization of acquired data. The video streaming system is one of them. It is useful to grasp the status of the ongoing experiment remotely, and we provide the video images displayed in the control room to the remote users. However, usual streaming servers cannot send video images without delay. The delay changes depending on how to send the images, but even a little delay might become critical if the researchers use the images to adjust the diagnostic devices. One of the main causes of delay is the procedure of compressing and decompressing the images. Furthermore, commonly used video compression method is lossy; it removes less important information to reduce the size. However, lossy images cannot be used for physical analysis because the original information is lost. Therefore, video images for remote participation should be sent without compression in order to minimize the delay and to supply high quality images durable for physical analysis. However, sending uncompressed video images requires large network bandwidth. For example, sending 5 frames of 16bit color SXGA images a second requires 100Mbps. Furthermore, the video images must be sent to several remote sites simultaneously. It is hard for a server PC to handle such a large data. To cope with this problem, the authors adopted IP multicast to send video images to several remote sites at once. Because IP multicast packets are sent only to the network on which the clients want the data; the load of the server does not depend on the number of clients and the network load is reduced. In this paper, the authors discuss the feasibility of high bandwidth video streaming system using IP multicast. (author)

  7. Manageable and Extensible Video Streaming Systems for On-Line Monitoring of Remote Laboratory Experiments

    Directory of Open Access Journals (Sweden)

    Jian-Wei Lin

    2009-08-01

    Full Text Available To enable clients to view real-time video of the involved instruments during a remote experiment, two real-time video streaming systems are devised. One is for the remote experiments which instruments locate in one geographic spot and the other is for those which instruments scatter over different places. By means of running concurrent streaming processes at a server, multiple instruments can be monitored simultaneously by different clients. The proposed systems possess excellent extensibility, that is, the systems can easily add new digital cameras for instruments without modifying any software. Also they are well-manageable, meaning that an administrator can conveniently adjust the quality of the real-time video depending on system load and visual requirements. Finally, some evaluation concerning CPU utilization and bandwidth consumption of the systems have been evaluated to verify the effectiveness of the proposed solutions.

  8. Industrial-Strength Streaming Video.

    Science.gov (United States)

    Avgerakis, George; Waring, Becky

    1997-01-01

    Corporate training, financial services, entertainment, and education are among the top applications for streaming video servers, which send video to the desktop without downloading the whole file to the hard disk, saving time and eliminating copyrights questions. Examines streaming video technology, lists ten tips for better net video, and ranks…

  9. Video Streaming in Online Learning

    Science.gov (United States)

    Hartsell, Taralynn; Yuen, Steve Chi-Yin

    2006-01-01

    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…

  10. Robust Watermarking of Video Streams

    Directory of Open Access Journals (Sweden)

    T. Polyák

    2006-01-01

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

  11. Smart Streaming for Online Video Services

    OpenAIRE

    Chen, Liang; Zhou, Yipeng; Chiu, Dah Ming

    2013-01-01

    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 ...

  12. Maximizing Resource Utilization in Video Streaming Systems

    Science.gov (United States)

    Alsmirat, Mohammad Abdullah

    2013-01-01

    Video streaming has recently grown dramatically in popularity over the Internet, Cable TV, and wire-less networks. Because of the resource demanding nature of video streaming applications, maximizing resource utilization in any video streaming system is a key factor to increase the scalability and decrease the cost of the system. Resources to…

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

    Directory of Open Access Journals (Sweden)

    I Made Oka Widyantara

    2015-12-01

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

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

    Science.gov (United States)

    Brown, Laura

    2004-01-01

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

  15. Web Audio/Video Streaming Tool

    Science.gov (United States)

    Guruvadoo, Eranna K.

    2003-01-01

    In order to promote NASA-wide educational outreach program to educate and inform the public of space exploration, NASA, at Kennedy Space Center, is seeking efficient ways to add more contents to the web by streaming audio/video files. This project proposes a high level overview of a framework for the creation, management, and scheduling of audio/video assets over the web. To support short-term goals, the prototype of a web-based tool is designed and demonstrated to automate the process of streaming audio/video files. The tool provides web-enabled users interfaces to manage video assets, create publishable schedules of video assets for streaming, and schedule the streaming events. These operations are performed on user-defined and system-derived metadata of audio/video assets stored in a relational database while the assets reside on separate repository. The prototype tool is designed using ColdFusion 5.0.

  16. About subjective evaluation of adaptive video streaming

    Science.gov (United States)

    Tavakoli, Samira; Brunnström, Kjell; Garcia, Narciso

    2015-03-01

    The usage of HTTP Adaptive Streaming (HAS) technology by content providers is increasing rapidly. Having available the video content in multiple qualities, using HAS allows to adapt the quality of downloaded video to the current network conditions providing smooth video-playback. However, the time-varying video quality by itself introduces a new type of impairment. The quality adaptation can be done in different ways. In order to find the best adaptation strategy maximizing users perceptual quality it is necessary to investigate about the subjective perception of adaptation-related impairments. However, the novelties of these impairments and their comparably long time duration make most of the standardized assessment methodologies fall less suited for studying HAS degradation. Furthermore, in traditional testing methodologies, the quality of the video in audiovisual services is often evaluated separated and not in the presence of audio. Nevertheless, the requirement of jointly evaluating the audio and the video within a subjective test is a relatively under-explored research field. In this work, we address the research question of determining the appropriate assessment methodology to evaluate the sequences with time-varying quality due to the adaptation. This was done by studying the influence of different adaptation related parameters through two different subjective experiments using a methodology developed to evaluate long test sequences. In order to study the impact of audio presence on quality assessment by the test subjects, one of the experiments was done in the presence of audio stimuli. The experimental results were subsequently compared with another experiment using the standardized single stimulus Absolute Category Rating (ACR) methodology.

  17. Crowdsourcing based subjective quality assessment of adaptive video streaming

    DEFF Research Database (Denmark)

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

    2014-01-01

    In order to cater for user’s quality of experience (QoE) re- quirements, HTTP adaptive streaming (HAS) based solutions of video services have become popular recently. User QoE feedback can be instrumental in improving the capabilities of such services. Perceptual quality experiments that involve...... humans are considered to be the most valid method of the as- sessment of QoE. Besides lab-based subjective experiments, crowdsourcing based subjective assessment of video quality is gaining popularity as an alternative method. This paper presents insights into a study that investigates perceptual pref......- erences of various adaptive video streaming scenarios through crowdsourcing based subjective quality assessment....

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

    Science.gov (United States)

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

    2009-01-01

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

  19. Authentication for Propulsion Test Streaming Video

    Data.gov (United States)

    National Aeronautics and Space Administration — A streaming video system was developed and implemented at SSC to support various propulsion projects at SSC. These projects included J-2X and AJ-26 rocket engine...

  20. Identifying hidden voice and video streams

    Science.gov (United States)

    Fan, Jieyan; Wu, Dapeng; Nucci, Antonio; Keralapura, Ram; Gao, Lixin

    2009-04-01

    Given the rising popularity of voice and video services over the Internet, accurately identifying voice and video traffic that traverse their networks has become a critical task for Internet service providers (ISPs). As the number of proprietary applications that deliver voice and video services to end users increases over time, the search for the one methodology that can accurately detect such services while being application independent still remains open. This problem becomes even more complicated when voice and video service providers like Skype, Microsoft, and Google bundle their voice and video services with other services like file transfer and chat. For example, a bundled Skype session can contain both voice stream and file transfer stream in the same layer-3/layer-4 flow. In this context, traditional techniques to identify voice and video streams do not work. In this paper, we propose a novel self-learning classifier, called VVS-I , that detects the presence of voice and video streams in flows with minimum manual intervention. Our classifier works in two phases: training phase and detection phase. In the training phase, VVS-I first extracts the relevant features, and subsequently constructs a fingerprint of a flow using the power spectral density (PSD) analysis. In the detection phase, it compares the fingerprint of a flow to the existing fingerprints learned during the training phase, and subsequently classifies the flow. Our classifier is not only capable of detecting voice and video streams that are hidden in different flows, but is also capable of detecting different applications (like Skype, MSN, etc.) that generate these voice/video streams. We show that our classifier can achieve close to 100% detection rate while keeping the false positive rate to less that 1%.

  1. Temporal Segmentation of MPEG Video Streams

    Directory of Open Access Journals (Sweden)

    Janko Calic

    2002-06-01

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

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

    Science.gov (United States)

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

    2017-09-01

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

  3. Research on quality metrics of wireless adaptive video streaming

    Science.gov (United States)

    Li, Xuefei

    2018-04-01

    With the development of wireless networks and intelligent terminals, video traffic has increased dramatically. Adaptive video streaming has become one of the most promising video transmission technologies. For this type of service, a good QoS (Quality of Service) of wireless network does not always guarantee that all customers have good experience. Thus, new quality metrics have been widely studies recently. Taking this into account, the objective of this paper is to investigate the quality metrics of wireless adaptive video streaming. In this paper, a wireless video streaming simulation platform with DASH mechanism and multi-rate video generator is established. Based on this platform, PSNR model, SSIM model and Quality Level model are implemented. Quality Level Model considers the QoE (Quality of Experience) factors such as image quality, stalling and switching frequency while PSNR Model and SSIM Model mainly consider the quality of the video. To evaluate the performance of these QoE models, three performance metrics (SROCC, PLCC and RMSE) which are used to make a comparison of subjective and predicted MOS (Mean Opinion Score) are calculated. From these performance metrics, the monotonicity, linearity and accuracy of these quality metrics can be observed.

  4. Duplication of Key Frames of Video Streams in Wireless Networks

    OpenAIRE

    Sagatov, Evgeny S.; Sukhov, Andrei M.

    2011-01-01

    In this paper technological solutions for improving the quality of video transfer along wireless networks are investigated. Tools have been developed to allow packets to be duplicated with key frames data. In the paper we tested video streams with duplication of all frames, with duplication of key frames, and without duplication. The experiments showed that the best results are obtained by duplication of packages which contain key frames. The paper also provides an overview of the coefficient...

  5. Continuity-Aware Scheduling Algorithm for Scalable Video Streaming

    Directory of Open Access Journals (Sweden)

    Atinat Palawan

    2016-05-01

    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.

  6. The Overview and Appliance of some Streaming Video software solutions

    OpenAIRE

    Qin , Yan

    2010-01-01

    This paper introduces the basic streaming media technology, the streaming media system structure, principles of streaming media technology; streaming media file formats and so on. After that, it discusses the use streaming media in distance education, broadband video on demand, Internet broadcasting, video conferences and a more detailed exposition in streaming media. As the existing technology has been unable to satisfy the increasing needs of the Internet users, the streaming media technol...

  7. A chaotic stream cipher and the usage in video protection

    International Nuclear Information System (INIS)

    Lian Shiguo; Sun Jinsheng; Wang Jinwei; Wang Zhiquan

    2007-01-01

    In this paper, a chaotic stream cipher is constructed and used to encrypt video data selectively. The stream cipher based on a discrete piecewise linear chaotic map satisfies the security requirement of cipher design. The video encryption scheme based on the stream cipher is secure in perception, efficient and format compliant, which is suitable for practical video protection. The video encryption scheme's performances prove the stream cipher's practicability

  8. Unsupervised deep learning for real-time assessment of video streaming services

    NARCIS (Netherlands)

    Torres Vega, M.; Mocanu, D.C.; Liotta, A.

    2017-01-01

    Evaluating quality of experience in video streaming services requires a quality metric that works in real time and for a broad range of video types and network conditions. This means that, subjective video quality assessment studies, or complex objective video quality assessment metrics, which would

  9. Creating a streaming video collection for your library

    CERN Document Server

    Duncan, Cheryl J

    2014-01-01

    Creating a Streaming Video Collection for Your Library covers the main processes associated with streaming video, from licensing to access and evaluation, and will serve as a key reference and source of best practices for libraries adding streaming video titles to their collections.

  10. Streaming Audio and Video: New Challenges and Opportunities for Museums.

    Science.gov (United States)

    Spadaccini, Jim

    Streaming audio and video present new challenges and opportunities for museums. Streaming media is easier to author and deliver to Internet audiences than ever before; digital video editing is commonplace now that the tools--computers, digital video cameras, and hard drives--are so affordable; the cost of serving video files across the Internet…

  11. Record Desktop Activity as Streaming Videos for Asynchronous, Video-Based Collaborative Learning.

    Science.gov (United States)

    Chang, Chih-Kai

    As Web-based courses using videos have become popular in recent years, the issue of managing audiovisual aids has become noteworthy. The contents of audiovisual aids may include a lecture, an interview, a featurette, an experiment, etc. The audiovisual aids of Web-based courses are transformed into the streaming format that can make the quality of…

  12. Fingerprint multicast in secure video streaming.

    Science.gov (United States)

    Zhao, H Vicky; Liu, K J Ray

    2006-01-01

    Digital fingerprinting is an emerging technology to protect multimedia content from illegal redistribution, where each distributed copy is labeled with unique identification information. In video streaming, huge amount of data have to be transmitted to a large number of users under stringent latency constraints, so the bandwidth-efficient distribution of uniquely fingerprinted copies is crucial. This paper investigates the secure multicast of anticollusion fingerprinted video in streaming applications and analyzes their performance. We first propose a general fingerprint multicast scheme that can be used with most spread spectrum embedding-based multimedia fingerprinting systems. To further improve the bandwidth efficiency, we explore the special structure of the fingerprint design and propose a joint fingerprint design and distribution scheme. From our simulations, the two proposed schemes can reduce the bandwidth requirement by 48% to 87%, depending on the number of users, the characteristics of video sequences, and the network and computation constraints. We also show that under the constraint that all colluders have the same probability of detection, the embedded fingerprints in the two schemes have approximately the same collusion resistance. Finally, we propose a fingerprint drift compensation scheme to improve the quality of the reconstructed sequences at the decoder's side without introducing extra communication overhead.

  13. Applicability of Existing Objective Metrics of Perceptual Quality for Adaptive Video Streaming

    DEFF Research Database (Denmark)

    Søgaard, Jacob; Krasula, Lukás; Shahid, Muhammad

    2016-01-01

    Objective video quality metrics are designed to estimate the quality of experience of the end user. However, these objective metrics are usually validated with video streams degraded under common distortion types. In the presented work, we analyze the performance of published and known full......-reference and noreference quality metrics in estimating the perceived quality of adaptive bit-rate video streams knowingly out of scope. Experimental results indicate not surprisingly that state of the art objective quality metrics overlook the perceived degradations in the adaptive video streams and perform poorly...

  14. Multi-Dimensional Auction Mechanisms for Crowdsourced Mobile Video Streaming

    OpenAIRE

    Tang, Ming; Pang, Haitian; Wang, Shou; Gao, Lin; Huang, Jianwei; Sun, Lifeng

    2017-01-01

    Crowdsourced mobile video streaming enables nearby mobile video users to aggregate network resources to improve their video streaming performances. However, users are often selfish and may not be willing to cooperate without proper incentives. Designing an incentive mechanism for such a scenario is challenging due to the users' asynchronous downloading behaviors and their private valuations for multi-bitrate coded videos. In this work, we propose both single-object and multi-object multi-dime...

  15. Advanced real-time manipulation of video streams

    CERN Document Server

    Herling, Jan

    2014-01-01

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

  16. Layer-based buffer aware rate adaptation design for SHVC video streaming

    Science.gov (United States)

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

    2016-09-01

    This paper proposes a layer based buffer aware rate adaptation design which is able to avoid abrupt video quality fluctuation, reduce re-buffering latency and improve bandwidth utilization when compared to a conventional simulcast based adaptive streaming system. The proposed adaptation design schedules DASH segment requests based on the estimated bandwidth, dependencies among video layers and layer buffer fullness. Scalable HEVC video coding is the latest state-of-art video coding technique that can alleviate various issues caused by simulcast based adaptive video streaming. With scalable coded video streams, the video is encoded once into a number of layers representing different qualities and/or resolutions: a base layer (BL) and one or more enhancement layers (EL), each incrementally enhancing the quality of the lower layers. Such layer based coding structure allows fine granularity rate adaptation for the video streaming applications. Two video streaming use cases are presented in this paper. The first use case is to stream HD SHVC video over a wireless network where available bandwidth varies, and the performance comparison between proposed layer-based streaming approach and conventional simulcast streaming approach is provided. The second use case is to stream 4K/UHD SHVC video over a hybrid access network that consists of a 5G millimeter wave high-speed wireless link and a conventional wired or WiFi network. The simulation results verify that the proposed layer based rate adaptation approach is able to utilize the bandwidth more efficiently. As a result, a more consistent viewing experience with higher quality video content and minimal video quality fluctuations can be presented to the user.

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

    Directory of Open Access Journals (Sweden)

    Muhammad Audy Bazly

    2015-12-01

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

  18. Object tracking using multiple camera video streams

    Science.gov (United States)

    Mehrubeoglu, Mehrube; Rojas, Diego; McLauchlan, Lifford

    2010-05-01

    Two synchronized cameras are utilized to obtain independent video streams to detect moving objects from two different viewing angles. The video frames are directly correlated in time. Moving objects in image frames from the two cameras are identified and tagged for tracking. One advantage of such a system involves overcoming effects of occlusions that could result in an object in partial or full view in one camera, when the same object is fully visible in another camera. Object registration is achieved by determining the location of common features in the moving object across simultaneous frames. Perspective differences are adjusted. Combining information from images from multiple cameras increases robustness of the tracking process. Motion tracking is achieved by determining anomalies caused by the objects' movement across frames in time in each and the combined video information. The path of each object is determined heuristically. Accuracy of detection is dependent on the speed of the object as well as variations in direction of motion. Fast cameras increase accuracy but limit the speed and complexity of the algorithm. Such an imaging system has applications in traffic analysis, surveillance and security, as well as object modeling from multi-view images. The system can easily be expanded by increasing the number of cameras such that there is an overlap between the scenes from at least two cameras in proximity. An object can then be tracked long distances or across multiple cameras continuously, applicable, for example, in wireless sensor networks for surveillance or navigation.

  19. Scalable Video Streaming in Wireless Mesh Networks for Education

    Science.gov (United States)

    Liu, Yan; Wang, Xinheng; Zhao, Liqiang

    2011-01-01

    In this paper, a video streaming system for education based on a wireless mesh network is proposed. A wireless mesh network is a self-organizing, self-managing and reliable intelligent network, which allows educators to deploy a network quickly. Video streaming plays an important role in this system for multimedia data transmission. This new…

  20. Quality of Experience Assessment of Video Quality in Social Clouds

    Directory of Open Access Journals (Sweden)

    Asif Ali Laghari

    2017-01-01

    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.

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

    Science.gov (United States)

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

    2017-04-01

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

  2. Video Streaming Transfer in a Smart Satellite Mobile Environment

    OpenAIRE

    Celandroni, Nedo; Davoli, Franco; Ferro, Erina; Gotta, Alberto

    2009-01-01

    In the near future, transportation media are likely to become "smart spaces", where sophisticated services are offered to the passengers. Among such services, we concentrate on video streaming provided on buses that move in urban, suburban, or highway environments. A contents' source utilizes a satellite DVB-S2 link for transmitting video streams to a bus, which, in its turn, relays it to its passengers' devices. A bus works in a smart mode taking advantage of the knowledge of the exact point...

  3. Fast compressed domain motion detection in H.264 video streams for video surveillance applications

    DEFF Research Database (Denmark)

    Szczerba, Krzysztof; Forchhammer, Søren; Støttrup-Andersen, Jesper

    2009-01-01

    This paper presents a novel approach to fast motion detection in H.264/MPEG-4 advanced video coding (AVC) compressed video streams for IP video surveillance systems. The goal is to develop algorithms which may be useful in a real-life industrial perspective by facilitating the processing of large...... on motion vectors embedded in the video stream without requiring a full decoding and reconstruction of video frames. To improve the robustness to noise, a confidence measure based on temporal and spatial clues is introduced to increase the probability of correct detection. The algorithm was tested on indoor...

  4. Can Viral Videos Help Beaver Restore Streams?

    Science.gov (United States)

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

    2015-12-01

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

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

    Directory of Open Access Journals (Sweden)

    Song Hwangjun

    2004-01-01

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

  6. Factors that Influence Learning Satisfaction Delivered by Video Streaming Technology

    Science.gov (United States)

    Keenan, Daniel Stephen

    2010-01-01

    In 2005, over 100,000 e-Learning courses were offered in over half of all U.S. postsecondary education institutions with nearly 90% of all community colleges and four year institutions offering online education. Streaming video is commonplace across the internet offering seamless video and sound anywhere connectivity is available effectively…

  7. Hierarchical resource allocation for robust in-home video streaming

    NARCIS (Netherlands)

    Stok, van der P.D.V.; Jarnikov, D.; Kozlov, S.; Hartskamp, van M.A.; Lukkien, J.J.

    2007-01-01

    High quality video streaming puts high demands on network and processor resources. The bandwidth of the communication medium and the timely arrival of the frames necessitate a tight resource allocation. Given the dynamic environment where videos are started and stopped and electro-magnetic

  8. Toward 3D-IPTV: design and implementation of a stereoscopic and multiple-perspective video streaming system

    Science.gov (United States)

    Petrovic, Goran; Farin, Dirk; de With, Peter H. N.

    2008-02-01

    3D-Video systems allow a user to perceive depth in the viewed scene and to display the scene from arbitrary viewpoints interactively and on-demand. This paper presents a prototype implementation of a 3D-video streaming system using an IP network. The architecture of our streaming system is layered, where each information layer conveys a single coded video signal or coded scene-description data. We demonstrate the benefits of a layered architecture with two examples: (a) stereoscopic video streaming, (b) monoscopic video streaming with remote multiple-perspective rendering. Our implementation experiments confirm that prototyping 3D-video streaming systems is possible with today's software and hardware. Furthermore, our current operational prototype demonstrates that highly heterogeneous clients can coexist in the system, ranging from auto-stereoscopic 3D displays to resource-constrained mobile devices.

  9. Real-time video streaming in mobile cloud over heterogeneous wireless networks

    Science.gov (United States)

    Abdallah-Saleh, Saleh; Wang, Qi; Grecos, Christos

    2012-06-01

    Recently, the concept of Mobile Cloud Computing (MCC) has been proposed to offload the resource requirements in computational capabilities, storage and security from mobile devices into the cloud. Internet video applications such as real-time streaming are expected to be ubiquitously deployed and supported over the cloud for mobile users, who typically encounter a range of wireless networks of diverse radio access technologies during their roaming. However, real-time video streaming for mobile cloud users across heterogeneous wireless networks presents multiple challenges. The network-layer quality of service (QoS) provision to support high-quality mobile video delivery in this demanding scenario remains an open research question, and this in turn affects the application-level visual quality and impedes mobile users' perceived quality of experience (QoE). In this paper, we devise a framework to support real-time video streaming in this new mobile video networking paradigm and evaluate the performance of the proposed framework empirically through a lab-based yet realistic testing platform. One particular issue we focus on is the effect of users' mobility on the QoS of video streaming over the cloud. We design and implement a hybrid platform comprising of a test-bed and an emulator, on which our concept of mobile cloud computing, video streaming and heterogeneous wireless networks are implemented and integrated to allow the testing of our framework. As representative heterogeneous wireless networks, the popular WLAN (Wi-Fi) and MAN (WiMAX) networks are incorporated in order to evaluate effects of handovers between these different radio access technologies. The H.264/AVC (Advanced Video Coding) standard is employed for real-time video streaming from a server to mobile users (client nodes) in the networks. Mobility support is introduced to enable continuous streaming experience for a mobile user across the heterogeneous wireless network. Real-time video stream packets

  10. Scalable Video Streaming Relay for Smart Mobile Devices in Wireless Networks.

    Science.gov (United States)

    Kwon, Dongwoo; Je, Huigwang; Kim, Hyeonwoo; Ju, Hongtaek; An, Donghyeok

    2016-01-01

    Recently, smart mobile devices and wireless communication technologies such as WiFi, third generation (3G), and long-term evolution (LTE) have been rapidly deployed. Many smart mobile device users can access the Internet wirelessly, which has increased mobile traffic. In 2014, more than half of the mobile traffic around the world was devoted to satisfying the increased demand for the video streaming. In this paper, we propose a scalable video streaming relay scheme. Because many collisions degrade the scalability of video streaming, we first separate networks to prevent excessive contention between devices. In addition, the member device controls the video download rate in order to adapt to video playback. If the data are sufficiently buffered, the member device stops the download. If not, it requests additional video data. We implemented apps to evaluate the proposed scheme and conducted experiments with smart mobile devices. The results showed that our scheme improves the scalability of video streaming in a wireless local area network (WLAN).

  11. Scalable Video Streaming Relay for Smart Mobile Devices in Wireless Networks

    Science.gov (United States)

    Kwon, Dongwoo; Je, Huigwang; Kim, Hyeonwoo; Ju, Hongtaek; An, Donghyeok

    2016-01-01

    Recently, smart mobile devices and wireless communication technologies such as WiFi, third generation (3G), and long-term evolution (LTE) have been rapidly deployed. Many smart mobile device users can access the Internet wirelessly, which has increased mobile traffic. In 2014, more than half of the mobile traffic around the world was devoted to satisfying the increased demand for the video streaming. In this paper, we propose a scalable video streaming relay scheme. Because many collisions degrade the scalability of video streaming, we first separate networks to prevent excessive contention between devices. In addition, the member device controls the video download rate in order to adapt to video playback. If the data are sufficiently buffered, the member device stops the download. If not, it requests additional video data. We implemented apps to evaluate the proposed scheme and conducted experiments with smart mobile devices. The results showed that our scheme improves the scalability of video streaming in a wireless local area network (WLAN). PMID:27907113

  12. Using learning styles and viewing styles in streaming video

    NARCIS (Netherlands)

    de Boer, Jelle; Kommers, Piet A. M.; de Brock, Bert

    Improving the effectiveness of learning when students observe video lectures becomes urgent with the rising advent of (web-based) video materials. Vital questions are how students differ in their learning preferences and what patterns in viewing video can be detected in log files. Our experiments

  13. Video Streaming for Creative Writing at International Elementary School

    Directory of Open Access Journals (Sweden)

    Deni Darmawan

    2013-02-01

    Full Text Available This study aims at overcoming difficulty in learning language, both in Indonesian Language and English at international elementary school, especially in creative writing. Creative writing as part of human activity is creativity with language medium as prose (narrative, description, poem (old, new and modern, as well as drama (dialogue, role play, and sosio drama. Specific target to be achieved is the design of Video Streaming for all kinds of creative writing in the language of Indonesian and English. This investigation is a continuation of the previos investigation that has managed to make a video leaning in English for Math and Science as integrated learning to early class at international elementary school. The method used follow the principles of developmental reasearch. The firts stage is script writing video streaming through brainstorming with teachers, lecturers, teams of investigators Indonesia (UPI and Malaysia (USM. The second stage manuscript, making finalization Video Streaming, make the Web, media experts and creative writing material team investigators. The third stage, testing the Video Streaming, Web and dissemination of results into all the international elementary school in Indonesia and Malaysia.

  14. Online and unsupervised face recognition for continuous video stream

    Science.gov (United States)

    Huo, Hongwen; Feng, Jufu

    2009-10-01

    We present a novel online face recognition approach for video stream in this paper. Our method includes two stages: pre-training and online training. In the pre-training phase, our method observes interactions, collects batches of input data, and attempts to estimate their distributions (Box-Cox transformation is adopted here to normalize rough estimates). In the online training phase, our method incrementally improves classifiers' knowledge of the face space and updates it continuously with incremental eigenspace analysis. The performance achieved by our method shows its great potential in video stream processing.

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

    Directory of Open Access Journals (Sweden)

    John Millard

    2013-10-01

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

  16. Adaptive live multicast video streaming of SVC with UEP FEC

    Science.gov (United States)

    Lev, Avram; Lasry, Amir; Loants, Maoz; Hadar, Ofer

    2014-09-01

    Ideally, video streaming systems should provide the best quality video a user's device can handle without compromising on downloading speed. In this article, an improved video transmission system is presented which dynamically enhances the video quality based on a user's current network state and repairs errors from data lost in the video transmission. The system incorporates three main components: Scalable Video Coding (SVC) with three layers, multicast based on Receiver Layered Multicast (RLM) and an UnEqual Forward Error Correction (FEC) algorithm. The SVC provides an efficient method for providing different levels of video quality, stored as enhancement layers. In the presented system, a proportional-integral-derivative (PID) controller was implemented to dynamically adjust the video quality, adding or subtracting quality layers as appropriate. In addition, an FEC algorithm was added to compensate for data lost in transmission. A two dimensional FEC was used. The FEC algorithm came from the Pro MPEG code of practice #3 release 2. Several bit errors scenarios were tested (step function, cosine wave) with different bandwidth size and error values were simulated. The suggested scheme which includes SVC video encoding with 3 layers over IP Multicast with Unequal FEC algorithm was investigated under different channel conditions, variable bandwidths and different bit error rates. The results indicate improvement of the video quality in terms of PSNR over previous transmission schemes.

  17. Error and Congestion Resilient Video Streaming over Broadband Wireless

    Directory of Open Access Journals (Sweden)

    Laith Al-Jobouri

    2015-04-01

    Full Text Available In this paper, error resilience is achieved by adaptive, application-layer rateless channel coding, which is used to protect H.264/Advanced Video Coding (AVC codec data-partitioned videos. A packetization strategy is an effective tool to control error rates and, in the paper, source-coded data partitioning serves to allocate smaller packets to more important compressed video data. The scheme for doing this is applied to real-time streaming across a broadband wireless link. The advantages of rateless code rate adaptivity are then demonstrated in the paper. Because the data partitions of a video slice are each assigned to different network packets, in congestion-prone wireless networks the increased number of packets per slice and their size disparity may increase the packet loss rate from buffer overflows. As a form of congestion resilience, this paper recommends packet-size dependent scheduling as a relatively simple way of alleviating the buffer-overflow problem arising from data-partitioned packets. The paper also contributes an analysis of data partitioning and packet sizes as a prelude to considering scheduling regimes. The combination of adaptive channel coding and prioritized packetization for error resilience with packet-size dependent packet scheduling results in a robust streaming scheme specialized for broadband wireless and real-time streaming applications such as video conferencing, video telephony, and telemedicine.

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

    Directory of Open Access Journals (Sweden)

    Jason J. Quinlan

    2018-03-01

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

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

    Directory of Open Access Journals (Sweden)

    Karen Mattick

    2010-12-01

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

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

    OpenAIRE

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

    2014-01-01

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

  1. Video Stream Retrieval of Unseen Queries using Semantic Memory

    NARCIS (Netherlands)

    Cappallo, S.; Mensink, T.; Snoek, C.G.M.; Wilson, R.C.; Hancock, E.R.; Smith, W.A.P.

    2016-01-01

    Retrieval of live, user-broadcast video streams is an under-addressed and increasingly relevant challenge. The on-line nature of the problem requires temporal evaluation and the unforeseeable scope of potential queries motivates an approach which can accommodate arbitrary search queries. To account

  2. Struggles and Solutions for Streaming Video in the Online Classroom

    Science.gov (United States)

    Fruin, Christine

    2012-01-01

    The upcoming round of exemptions to the Digital Millennium Copyright Act of 1998 anticircumvention provision and the questions raised by the copyright infringement lawsuit filed against the against University of California, Los Angeles (UCLA) for its streaming video practices illustrate the problematic state of the law concerning the digitization…

  3. Modeling the time--varying subjective quality of HTTP video streams with rate adaptations.

    Science.gov (United States)

    Chen, Chao; Choi, Lark Kwon; de Veciana, Gustavo; Caramanis, Constantine; Heath, Robert W; Bovik, Alan C

    2014-05-01

    Newly developed hypertext transfer protocol (HTTP)-based video streaming technologies enable flexible rate-adaptation under varying channel conditions. Accurately predicting the users' quality of experience (QoE) for rate-adaptive HTTP video streams is thus critical to achieve efficiency. An important aspect of understanding and modeling QoE is predicting the up-to-the-moment subjective quality of a video as it is played, which is difficult due to hysteresis effects and nonlinearities in human behavioral responses. This paper presents a Hammerstein-Wiener model for predicting the time-varying subjective quality (TVSQ) of rate-adaptive videos. To collect data for model parameterization and validation, a database of longer duration videos with time-varying distortions was built and the TVSQs of the videos were measured in a large-scale subjective study. The proposed method is able to reliably predict the TVSQ of rate adaptive videos. Since the Hammerstein-Wiener model has a very simple structure, the proposed method is suitable for online TVSQ prediction in HTTP-based streaming.

  4. Scalable and Media Aware Adaptive Video Streaming over Wireless Networks

    Directory of Open Access Journals (Sweden)

    Béatrice Pesquet-Popescu

    2008-07-01

    Full Text Available This paper proposes an advanced video streaming system based on scalable video coding in order to optimize resource utilization in wireless networks with retransmission mechanisms at radio protocol level. The key component of this system is a packet scheduling algorithm which operates on the different substreams of a main scalable video stream and which is implemented in a so-called media aware network element. The concerned type of transport channel is a dedicated channel subject to parameters (bitrate, loss rate variations on the long run. Moreover, we propose a combined scalability approach in which common temporal and SNR scalability features can be used jointly with a partitioning of the image into regions of interest. Simulation results show that our approach provides substantial quality gain compared to classical packet transmission methods and they demonstrate how ROI coding combined with SNR scalability allows to improve again the visual quality.

  5. A Lightweight Protocol for Secure Video Streaming.

    Science.gov (United States)

    Venčkauskas, Algimantas; Morkevicius, Nerijus; Bagdonas, Kazimieras; Damaševičius, Robertas; Maskeliūnas, Rytis

    2018-05-14

    The Internet of Things (IoT) introduces many new challenges which cannot be solved using traditional cloud and host computing models. A new architecture known as fog computing is emerging to address these technological and security gaps. Traditional security paradigms focused on providing perimeter-based protections and client/server point to point protocols (e.g., Transport Layer Security (TLS)) are no longer the best choices for addressing new security challenges in fog computing end devices, where energy and computational resources are limited. In this paper, we present a lightweight secure streaming protocol for the fog computing "Fog Node-End Device" layer. This protocol is lightweight, connectionless, supports broadcast and multicast operations, and is able to provide data source authentication, data integrity, and confidentiality. The protocol is based on simple and energy efficient cryptographic methods, such as Hash Message Authentication Codes (HMAC) and symmetrical ciphers, and uses modified User Datagram Protocol (UDP) packets to embed authentication data into streaming data. Data redundancy could be added to improve reliability in lossy networks. The experimental results summarized in this paper confirm that the proposed method efficiently uses energy and computational resources and at the same time provides security properties on par with the Datagram TLS (DTLS) standard.

  6. Streaming Video Games: Copyright Infringement or Protected Speech?

    Directory of Open Access Journals (Sweden)

    Eirik Evert Elias Jungar

    2016-12-01

    Full Text Available Streaming video games, that is, live broadcasting playing video games on the internet, is incredibly popular. Millions tune into twitch.tv daily to watch eSport tournaments, their favourite streamer, and chat with other viewers. But all is not rosy in the world of streaming games. Recently, some game developers have aggressively exercised their copyright to, firstly, claim part of the streamers’ revenue, and secondly, control the context in which their game is shown. The article analyzes whether game developers have, and should have, such rights under EU copyright law. Reaching the conclusion that video game streams infringe the game developer’s right to communicate their works to the public, I argue that freedom of expression can and should be used to rein in their rights in certain cases. Subjecting the lawfulness of streams to game developers’ good will risks stifling the expressions of streamers. The streamers, their audience, and even the copyright holders, would be worse off for it.

  7. A time-varying subjective quality model for mobile streaming videos with stalling events

    Science.gov (United States)

    Ghadiyaram, Deepti; Pan, Janice; Bovik, Alan C.

    2015-09-01

    Over-the-top mobile video streaming is invariably influenced by volatile network conditions which cause playback interruptions (stalling events), thereby impairing users' quality of experience (QoE). Developing models that can accurately predict users' QoE could enable the more efficient design of quality-control protocols for video streaming networks that reduce network operational costs while still delivering high-quality video content to the customers. Existing objective models that predict QoE are based on global video features, such as the number of stall events and their lengths, and are trained and validated on a small pool of ad hoc video datasets, most of which are not publicly available. The model we propose in this work goes beyond previous models as it also accounts for the fundamental effect that a viewer's recent level of satisfaction or dissatisfaction has on their overall viewing experience. In other words, the proposed model accounts for and adapts to the recency, or hysteresis effect caused by a stall event in addition to accounting for the lengths, frequency of occurrence, and the positions of stall events - factors that interact in a complex way to affect a user's QoE. On the recently introduced LIVE-Avvasi Mobile Video Database, which consists of 180 distorted videos of varied content that are afflicted solely with over 25 unique realistic stalling events, we trained and validated our model to accurately predict the QoE, attaining standout QoE prediction performance.

  8. Optimal Multi-Interface Selection for Mobile Video Streaming in Efficient Battery Consumption and Data Usage

    Directory of Open Access Journals (Sweden)

    Seonghoon Moon

    2016-01-01

    Full Text Available With the proliferation of high-performance, large-screen mobile devices, users’ expectations of having access to high-resolution video content in smooth network environments are steadily growing. To guarantee such stable streaming, a high cellular network bandwidth is required; yet network providers often charge high prices for even limited data plans. Moreover, the costs of smoothly streaming high-resolution videos are not merely monetary; the device’s battery life must also be accounted for. To resolve these problems, we design an optimal multi-interface selection system for streaming video over HTTP/TCP. An optimization problem including battery life and LTE data constraints is derived and then solved using binary integer programming. Additionally, the system is designed with an adoption of split-layer scalable video coding, which provides direct adaptations of video quality and prevents out-of-order packet delivery problems. The proposed system is evaluated using a prototype application in a real, iOS-based device as well as through experiments conducted in heterogeneous mobile scenarios. Results show that the system not only guarantees the highest-possible video quality, but also prevents reckless consumption of LTE data and battery life.

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

    Directory of Open Access Journals (Sweden)

    Vicenc Fernandez

    2014-03-01

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

  10. Uncoordinated Multi-user Video Streaming in VANETs using Skype

    DEFF Research Database (Denmark)

    Belyaev, Evgeny; Moreschini, Sergio; Vinel, Alexey

    2017-01-01

    Real-time video delivery in Vehicle-to-Infrastructure (V2I) scenario enables a variety of multimedia vehicular services. We conduct experiments with Dedicated Short Range Communications (DSRC) transceivers located in the mutual proximity and exchanging Skype video calls traffic. We demonstrate...

  11. SVC VIDEO STREAM ALLOCATION AND ADAPTATION IN HETEROGENEOUS NETWORK

    Directory of Open Access Journals (Sweden)

    E. A. Pakulova

    2016-07-01

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

  12. In-Network Adaptation of Video Streams Using Network Processors

    Directory of Open Access Journals (Sweden)

    Mohammad Shorfuzzaman

    2009-01-01

    problem can be addressed, near the network edge, by applying dynamic, in-network adaptation (e.g., transcoding of video streams to meet available connection bandwidth, machine characteristics, and client preferences. In this paper, we extrapolate from earlier work of Shorfuzzaman et al. 2006 in which we implemented and assessed an MPEG-1 transcoding system on the Intel IXP1200 network processor to consider the feasibility of in-network transcoding for other video formats and network processor architectures. The use of “on-the-fly” video adaptation near the edge of the network offers the promise of simpler support for a wide range of end devices with different display, and so forth, characteristics that can be used in different types of environments.

  13. Simultaneous Class-based and Live Video Streamed Teaching

    DEFF Research Database (Denmark)

    Ørngreen, Rikke; Levinsen, Karin Ellen Tweddell; Jelsbak, Vibe Alopaeus

    2015-01-01

    . From here a number of general principles and perspective were derived for the specific program which can be useful to contemplate in general for similar educations. It is concluded that the blended class model using live video stream represents a viable pedagogical solution for the Bachelor Programme......The Bachelor Programme in Biomedical Laboratory Analysis at VIA's healthcare university college in Aarhus has established a blended class which combines traditional and live broadcast teaching (via an innovative choice of video conferencing system). On the so-called net-days, students have...... sheds light on the pedagogical challenges, the educational designs possible, the opportunities and constrains associated with video conferencing as a pedagogical practice, as well as the technological, structural and organisational conditions involved. In this paper a participatory action research...

  14. Video Streaming Transfer in a Smart Satellite Mobile Environment

    Directory of Open Access Journals (Sweden)

    Nedo Celandroni

    2009-01-01

    satellite link for transmitting video streams to a bus, where they are relayed to passengers' devices. We say that a bus works in smart mode if it takes advantage of the knowledge of the exact points where fixed obstacles will prevent receiving the satellite signal for a certain time period. This information is sent to the hub via a return channel. The hub, in its turn, suspends the transmissions to that specific bus for the given time interval, thus avoiding information losses and unnecessary bandwidth occupation. Buffering video packets, without any quality of service (QoS degradation, seamlessly compensates channel blockages up to a given duration. We determine the most appropriate transmission parameters for video streaming with good video QoS in a mobile satellite environment; moreover, we evaluate how “smart” the system can be in terms of bandwidth saving, by comparing it with the situation where the bus does not exploit the description of its route, still maintaining the same QoS requirements.

  15. A real-time remote video streaming platform for ultrasound imaging.

    Science.gov (United States)

    Ahmadi, Mehdi; Gross, Warren J; Kadoury, Samuel

    2016-08-01

    Ultrasound is a viable imaging technology in remote and resources-limited areas. Ultrasonography is a user-dependent skill which depends on a high degree of training and hands-on experience. However, there is a limited number of skillful sonographers located in remote areas. In this work, we aim to develop a real-time video streaming platform which allows specialist physicians to remotely monitor ultrasound exams. To this end, an ultrasound stream is captured and transmitted through a wireless network into remote computers, smart-phones and tablets. In addition, the system is equipped with a camera to track the position of the ultrasound probe. The main advantage of our work is using an open source platform for video streaming which gives us more control over streaming parameters than the available commercial products. The transmission delays of the system are evaluated for several ultrasound video resolutions and the results show that ultrasound videos close to the high-definition (HD) resolution can be received and displayed on an Android tablet with the delay of 0.5 seconds which is acceptable for accurate real-time diagnosis.

  16. Learning a Continuous-Time Streaming Video QoE Model.

    Science.gov (United States)

    Ghadiyaram, Deepti; Pan, Janice; Bovik, Alan C

    2018-05-01

    Over-the-top adaptive video streaming services are frequently impacted by fluctuating network conditions that can lead to rebuffering events (stalling events) and sudden bitrate changes. These events visually impact video consumers' quality of experience (QoE) and can lead to consumer churn. The development of models that can accurately predict viewers' instantaneous subjective QoE under such volatile network conditions could potentially enable the more efficient design of quality-control protocols for media-driven services, such as YouTube, Amazon, Netflix, and so on. However, most existing models only predict a single overall QoE score on a given video and are based on simple global video features, without accounting for relevant aspects of human perception and behavior. We have created a QoE evaluator, called the time-varying QoE Indexer, that accounts for interactions between stalling events, analyzes the spatial and temporal content of a video, predicts the perceptual video quality, models the state of the client-side data buffer, and consequently predicts continuous-time quality scores that agree quite well with human opinion scores. The new QoE predictor also embeds the impact of relevant human cognitive factors, such as memory and recency, and their complex interactions with the video content being viewed. We evaluated the proposed model on three different video databases and attained standout QoE prediction performance.

  17. Effects of Video Streaming Technology on Public Speaking Students' Communication Apprehension and Competence

    Science.gov (United States)

    Dupagne, Michel; Stacks, Don W.; Giroux, Valerie Manno

    2007-01-01

    This study examines whether video streaming can reduce trait and state communication apprehension, as well as improve communication competence, in public speaking classes. Video streaming technology has been touted as the next generation of video feedback for public speaking students because it is not limited by time or space and allows Internet…

  18. Exploring inter-frame correlation analysis and wavelet-domain modeling for real-time caption detection in streaming video

    Science.gov (United States)

    Li, Jia; Tian, Yonghong; Gao, Wen

    2008-01-01

    In recent years, the amount of streaming video has grown rapidly on the Web. Often, retrieving these streaming videos offers the challenge of indexing and analyzing the media in real time because the streams must be treated as effectively infinite in length, thus precluding offline processing. Generally speaking, captions are important semantic clues for video indexing and retrieval. However, existing caption detection methods often have difficulties to make real-time detection for streaming video, and few of them concern on the differentiation of captions from scene texts and scrolling texts. In general, these texts have different roles in streaming video retrieval. To overcome these difficulties, this paper proposes a novel approach which explores the inter-frame correlation analysis and wavelet-domain modeling for real-time caption detection in streaming video. In our approach, the inter-frame correlation information is used to distinguish caption texts from scene texts and scrolling texts. Moreover, wavelet-domain Generalized Gaussian Models (GGMs) are utilized to automatically remove non-text regions from each frame and only keep caption regions for further processing. Experiment results show that our approach is able to offer real-time caption detection with high recall and low false alarm rate, and also can effectively discern caption texts from the other texts even in low resolutions.

  19. STREAM2016: Streaming Requirements, Experience, Applications and Middleware Workshop

    Energy Technology Data Exchange (ETDEWEB)

    Fox, Geoffrey [Indiana Univ., Bloomington, IN (United States); Jha, Shantenu [Rutgers Univ., New Brunswick, NJ (United States); Ramakrishnan, Lavanya [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States)

    2016-10-01

    The Department of Energy (DOE) Office of Science (SC) facilities including accelerators, light sources and neutron sources and sensors that study, the environment, and the atmosphere, are producing streaming data that needs to be analyzed for next-generation scientific discoveries. There has been an explosion of new research and technologies for stream analytics arising from the academic and private sectors. However, there has been no corresponding effort in either documenting the critical research opportunities or building a community that can create and foster productive collaborations. The two-part workshop series, STREAM: Streaming Requirements, Experience, Applications and Middleware Workshop (STREAM2015 and STREAM2016), were conducted to bring the community together and identify gaps and future efforts needed by both NSF and DOE. This report describes the discussions, outcomes and conclusions from STREAM2016: Streaming Requirements, Experience, Applications and Middleware Workshop, the second of these workshops held on March 22-23, 2016 in Tysons, VA. STREAM2016 focused on the Department of Energy (DOE) applications, computational and experimental facilities, as well software systems. Thus, the role of “streaming and steering” as a critical mode of connecting the experimental and computing facilities was pervasive through the workshop. Given the overlap in interests and challenges with industry, the workshop had significant presence from several innovative companies and major contributors. The requirements that drive the proposed research directions, identified in this report, show an important opportunity for building competitive research and development program around streaming data. These findings and recommendations are consistent with vision outlined in NRC Frontiers of Data and National Strategic Computing Initiative (NCSI) [1, 2]. The discussions from the workshop are captured as topic areas covered in this report's sections. The report

  20. Detecting fire in video stream using statistical analysis

    Directory of Open Access Journals (Sweden)

    Koplík Karel

    2017-01-01

    Full Text Available The real time fire detection in video stream is one of the most interesting problems in computer vision. In fact, in most cases it would be nice to have fire detection algorithm implemented in usual industrial cameras and/or to have possibility to replace standard industrial cameras with one implementing the fire detection algorithm. In this paper, we present new algorithm for detecting fire in video. The algorithm is based on tracking suspicious regions in time with statistical analysis of their trajectory. False alarms are minimized by combining multiple detection criteria: pixel brightness, trajectories of suspicious regions for evaluating characteristic fire flickering and persistence of alarm state in sequence of frames. The resulting implementation is fast and therefore can run on wide range of affordable hardware.

  1. Thermal imagers: from ancient analog video output to state-of-the-art video streaming

    Science.gov (United States)

    Haan, Hubertus; Feuchter, Timo; Münzberg, Mario; Fritze, Jörg; Schlemmer, Harry

    2013-06-01

    The video output of thermal imagers stayed constant over almost two decades. When the famous Common Modules were employed a thermal image at first was presented to the observer in the eye piece only. In the early 1990s TV cameras were attached and the standard output was CCIR. In the civil camera market output standards changed to digital formats a decade ago with digital video streaming being nowadays state-of-the-art. The reasons why the output technique in the thermal world stayed unchanged over such a long time are: the very conservative view of the military community, long planning and turn-around times of programs and a slower growth of pixel number of TIs in comparison to consumer cameras. With megapixel detectors the CCIR output format is not sufficient any longer. The paper discusses the state-of-the-art compression and streaming solutions for TIs.

  2. Priority-based methods for reducing the impact of packet loss on HEVC encoded video streams

    Science.gov (United States)

    Nightingale, James; Wang, Qi; Grecos, Christos

    2013-02-01

    The rapid growth in the use of video streaming over IP networks has outstripped the rate at which new network infrastructure has been deployed. These bandwidth-hungry applications now comprise a significant part of all Internet traffic and present major challenges for network service providers. The situation is more acute in mobile networks where the available bandwidth is often limited. Work towards the standardisation of High Efficiency Video Coding (HEVC), the next generation video coding scheme, is currently on track for completion in 2013. HEVC offers the prospect of a 50% improvement in compression over the current H.264 Advanced Video Coding standard (H.264/AVC) for the same quality. However, there has been very little published research on HEVC streaming or the challenges of delivering HEVC streams in resource-constrained network environments. In this paper we consider the problem of adapting an HEVC encoded video stream to meet the bandwidth limitation in a mobile networks environment. Video sequences were encoded using the Test Model under Consideration (TMuC HM6) for HEVC. Network abstraction layers (NAL) units were packetized, on a one NAL unit per RTP packet basis, and transmitted over a realistic hybrid wired/wireless testbed configured with dynamically changing network path conditions and multiple independent network paths from the streamer to the client. Two different schemes for the prioritisation of RTP packets, based on the NAL units they contain, have been implemented and empirically compared using a range of video sequences, encoder configurations, bandwidths and network topologies. In the first prioritisation method the importance of an RTP packet was determined by the type of picture and the temporal switching point information carried in the NAL unit header. Packets containing parameter set NAL units and video coding layer (VCL) NAL units of the instantaneous decoder refresh (IDR) and the clean random access (CRA) pictures were given the

  3. Study of Temporal Effects on Subjective Video Quality of Experience.

    Science.gov (United States)

    Bampis, Christos George; Zhi Li; Moorthy, Anush Krishna; Katsavounidis, Ioannis; Aaron, Anne; Bovik, Alan Conrad

    2017-11-01

    HTTP adaptive streaming is being increasingly deployed by network content providers, such as Netflix and YouTube. By dividing video content into data chunks encoded at different bitrates, a client is able to request the appropriate bitrate for the segment to be played next based on the estimated network conditions. However, this can introduce a number of impairments, including compression artifacts and rebuffering events, which can severely impact an end-user's quality of experience (QoE). We have recently created a new video quality database, which simulates a typical video streaming application, using long video sequences and interesting Netflix content. Going beyond previous efforts, the new database contains highly diverse and contemporary content, and it includes the subjective opinions of a sizable number of human subjects regarding the effects on QoE of both rebuffering and compression distortions. We observed that rebuffering is always obvious and unpleasant to subjects, while bitrate changes may be less obvious due to content-related dependencies. Transient bitrate drops were preferable over rebuffering only on low complexity video content, while consistently low bitrates were poorly tolerated. We evaluated different objective video quality assessment algorithms on our database and found that objective video quality models are unreliable for QoE prediction on videos suffering from both rebuffering events and bitrate changes. This implies the need for more general QoE models that take into account objective quality models, rebuffering-aware information, and memory. The publicly available video content as well as metadata for all of the videos in the new database can be found at http://live.ece.utexas.edu/research/LIVE_NFLXStudy/nflx_index.html.

  4. Streaming video - præsentation af trailere over internettet

    DEFF Research Database (Denmark)

    Jensen, Ole Riis; Forchhammer, Søren

    1998-01-01

    interaktiv tjeneste baseret på realtidsfremvisning af videotrailere, såkaldt streaming video og audio, og hvor brugeren kan få information om en film der tænkes udbudt på en pay-per-view kanal. Der i arbejdets forløb blevet opbygget en demo, der implementerer en sådan tjeneste.......Som et led i Tele Danmark Kabel TV's markedsføring ønsker man at kunne præsentere filmtrailere og andet materiale i form af levende billeder til kunderne via Wold Wide Web (WWW). Dette projekts hovedformål er at undersøge eksisterende metoder og udvikle redskaber til at præsentere en tilsvarende...

  5. Scalable Video Streaming Adaptive to Time-Varying IEEE 802.11 MAC Parameters

    Science.gov (United States)

    Lee, Kyung-Jun; Suh, Doug-Young; Park, Gwang-Hoon; Huh, Jae-Doo

    This letter proposes a QoS control method for video streaming service over wireless networks. Based on statistical analysis, the time-varying MAC parameters highly related to channel condition are selected to predict available bitrate. Adaptive bitrate control of scalably-encoded video guarantees continuity in streaming service even if the channel condition changes abruptly.

  6. Joint Optimized CPU and Networking Control Scheme for Improved Energy Efficiency in Video Streaming on Mobile Devices

    Directory of Open Access Journals (Sweden)

    Sung-Woong Jo

    2017-01-01

    Full Text Available Video streaming service is one of the most popular applications for mobile users. However, mobile video streaming services consume a lot of energy, resulting in a reduced battery life. This is a critical problem that results in a degraded user’s quality of experience (QoE. Therefore, in this paper, a joint optimization scheme that controls both the central processing unit (CPU and wireless networking of the video streaming process for improved energy efficiency on mobile devices is proposed. For this purpose, the energy consumption of the network interface and CPU is analyzed, and based on the energy consumption profile a joint optimization problem is formulated to maximize the energy efficiency of the mobile device. The proposed algorithm adaptively adjusts the number of chunks to be downloaded and decoded in each packet. Simulation results show that the proposed algorithm can effectively improve the energy efficiency when compared with the existing algorithms.

  7. The energy and greenhouse-gas implications of internet video streaming in the United States

    International Nuclear Information System (INIS)

    Shehabi, Arman; Walker, Ben; Masanet, Eric

    2014-01-01

    The rapid growth of streaming video entertainment has recently received attention as a possibly less energy intensive alternative to the manufacturing and transportation of digital video discs (DVDs). This study utilizes a life-cycle assessment approach to estimate the primary energy use and greenhouse-gas emissions associated with video viewing through both traditional DVD methods and online video streaming. Base-case estimates for 2011 video viewing energy and CO 2 (e) emission intensities indicate video streaming can be more efficient than DVDs, depending on DVD viewing method. Video streaming benefits from relatively more efficient end-user devices than DVD viewing, though much of that savings is lost when accounting for the additional energy from network data transmission. Video streaming appears distinctly favorable when compared against any DVD viewing that includes consumer driving, which significantly increases the energy and CO 2 (e) emissions per viewing hour. Total US 2011 video viewing required about 192 PJ of primary energy and emitted about 10.5 billion kg of CO 2 (e). Shifting all 2011 DVD viewing to video streaming reduces the total primary energy use to about 162 PJ and the CO 2 (e) emissions to about 8.6 billion kg, representing a savings equivalent to the primary energy used to meet the electricity demand of nearly 200 000 US households each year. Sensitivity analysis indicates that results are most influenced by the end-user DVD player power demand, data transmission energy, and consumer travel for store DVDs. Data center energy use—both operational and embodied within the IT equipment—account for <1% of the total video streaming energy use. Results from this study indicate that designers and policy makers should focus on the efficiency of end-user devices and network transmission energy to curb future increases in energy use from the proliferation of video streaming. (letters)

  8. Cross-layer optimized rate adaptation and scheduling for multiple-user wireless video streaming

    NARCIS (Netherlands)

    Ozcelebi, T.; Sunay, M.O.; Tekalp, A.M.; Civanlar, M.R.

    2007-01-01

    We present a cross-layer optimized video rate adaptation and user scheduling scheme for multi-user wireless video streaming aiming for maximum quality of service (QoS) for each user,, maximum system video throughput, and QoS fairness among users. These objectives are jointly optimized using a

  9. The Effectiveness of Streaming Video on Medical Student Learning: A Case Study

    OpenAIRE

    Bridge, Patrick D.; Jackson, Matt; Robinson, Leah

    2009-01-01

    Information technology helps meet today’s medical students’ needs by providing multiple curriculum delivery methods. Video streaming is an e-learning technology that uses the Internet to deliver curriculum while giving the student control of the content’s delivery. There have been few studies conducted on the effectiveness of streaming video in medical schools. A 5-year retrospective study was conducted using three groups of students (n_1736) to determine if the availability of streaming vide...

  10. Predicting quality of experience in multimedia streaming

    NARCIS (Netherlands)

    Menkovski, V.; Oredope, A.; Liotta, A.; Cuadra Sánchez, A.

    2009-01-01

    Measuring and predicting the user’s Quality of Experience (QoE) of a multimedia stream is the first step towards improving and optimizing the provision of mobile streaming services. This enables us to better understand how Quality of Service (QoS) parameters affect service quality, as it is actually

  11. Analisis Kualitas Layanan Video Live Streaming pada Jaringan Lokal Universitas Telkom

    Directory of Open Access Journals (Sweden)

    Anggelina I Diwi

    2014-09-01

    Full Text Available Streaming adalah salah satu bentuk teknologi yang memperkenankan file digunakan secara langsung tanpa menunggu selesainya unggahan (download dan berlangsung secara kontinyu tanpa interupsi. Untuk mengaplikasikan video streaming kedalam jaringan, diperlukan pertama-tama untuk mengkalkulasi bandwidth yang tersedia, untuk mendukung transmisi data. Bandwidth merupakan parameter penting untuk streaming di dalam jaringan. Makin besar bandwidth yang tersedia, makin baik kualitas video yang ditampilkan. Penelitian ini bertujuan untuk mengetahui kebutuhan bandwidth untuk layanan video live streaming; metode yang digunakan di dalam penelitian ini adalah dengan mengadakan pengukuran unjuk kerja jaringan secara langsung di lapangan, yaitu LAN di lingkungan Universitas Telkom. Implementasi media streaming server-client di dalam penelitian ini menggunakan file video yang berbeda, berdasarkan jumlah frame yang dikirim (fps. Skenario video streaming ini dilakukan dengan menggunakan latar belakang  trafik  yang  bervariasi,  untuk  melihat  pengaruhnya terhadap parameter QoS jaringan. Pengujian performansi Quality of Service (QoS dalam implementasi video live streaming ini menggunakan software network analyzer Wireshark. Hasil penilitian menunjukkan, bahwa video dengan laju frame lebih besar dari 15 fps, memberikan jitter dan throughput yang besar pula.

  12. Social learning in nest-building birds watching live-streaming video demonstrators.

    Science.gov (United States)

    Guillette, Lauren M; Healy, Susan D

    2018-02-13

    Determining the role that social learning plays in construction behaviours, such as nest building or tool manufacture, could be improved if more experimental control could be gained over the exact public information that is provided by the demonstrator, to the observing individual. Using video playback allows the experimenter to choose what information is provided, but will only be useful in determining the role of social learning if observers attend to, and learn from, videos in a manner that is similar to live demonstration. The goal of the current experiment was to test whether live-streamed video presentations of nest building by zebra finches Taeniopygia guttata would lead observers to copy the material choice demonstrated to them. Here, males that had not previously built a nest were given an initial preference test between materials of two colours. Those observers then watched live-stream footage of a familiar demonstrator building a nest with material of the colour that the observer did not prefer. After this experience, observers were given the chance to build a nest with materials of the two colours. Although two-thirds of the observer males preferred material of the demonstrated colour after viewing the demonstrator build a nest with material of that colour more than they had previously, their preference for the demonstrated material was not as strong as that of observers that had viewed live demonstrator builders in a previous experiment. Our results suggest researchers should proceed with caution before using video demonstration in tests of social learning. This article is protected by copyright. All rights reserved. This article is protected by copyright. All rights reserved.

  13. 4kUHD H264 Wireless Live Video Streaming Using CUDA

    Directory of Open Access Journals (Sweden)

    A. O. Adeyemi-Ejeye

    2014-01-01

    Full Text Available Ultrahigh definition video streaming has been explored in recent years. Most recently the possibility of 4kUHD video streaming over wireless 802.11n was presented, using preencoded video. Live encoding for streaming using x264 has proven to be very slow. The use of parallel encoding has been explored to speed up the process using CUDA. However there hasnot been a parallel implementation for video streaming. We therefore present for the first time a novel implementation of 4kUHD live encoding for streaming over a wireless network at low bitrate indoors, using CUDA for parallel H264 encoding. Our experimental results are used to verify our claim.

  14. Visual saliency in MPEG-4 AVC video stream

    Science.gov (United States)

    Ammar, M.; Mitrea, M.; Hasnaoui, M.; Le Callet, P.

    2015-03-01

    Visual saliency maps already proved their efficiency in a large variety of image/video communication application fields, covering from selective compression and channel coding to watermarking. Such saliency maps are generally based on different visual characteristics (like color, intensity, orientation, motion,…) computed from the pixel representation of the visual content. This paper resumes and extends our previous work devoted to the definition of a saliency map solely extracted from the MPEG-4 AVC stream syntax elements. The MPEG-4 AVC saliency map thus defined is a fusion of static and dynamic map. The static saliency map is in its turn a combination of intensity, color and orientation features maps. Despite the particular way in which all these elementary maps are computed, the fusion techniques allowing their combination plays a critical role in the final result and makes the object of the proposed study. A total of 48 fusion formulas (6 for combining static features and, for each of them, 8 to combine static to dynamic features) are investigated. The performances of the obtained maps are evaluated on a public database organized at IRCCyN, by computing two objective metrics: the Kullback-Leibler divergence and the area under curve.

  15. Image quality assessment for video stream recognition systems

    Science.gov (United States)

    Chernov, Timofey S.; Razumnuy, Nikita P.; Kozharinov, Alexander S.; Nikolaev, Dmitry P.; Arlazarov, Vladimir V.

    2018-04-01

    Recognition and machine vision systems have long been widely used in many disciplines to automate various processes of life and industry. Input images of optical recognition systems can be subjected to a large number of different distortions, especially in uncontrolled or natural shooting conditions, which leads to unpredictable results of recognition systems, making it impossible to assess their reliability. For this reason, it is necessary to perform quality control of the input data of recognition systems, which is facilitated by modern progress in the field of image quality evaluation. In this paper, we investigate the approach to designing optical recognition systems with built-in input image quality estimation modules and feedback, for which the necessary definitions are introduced and a model for describing such systems is constructed. The efficiency of this approach is illustrated by the example of solving the problem of selecting the best frames for recognition in a video stream for a system with limited resources. Experimental results are presented for the system for identity documents recognition, showing a significant increase in the accuracy and speed of the system under simulated conditions of automatic camera focusing, leading to blurring of frames.

  16. Dynamic Video Streaming in Caching-enabled Wireless Mobile Networks

    OpenAIRE

    Liang, C.; Hu, S.

    2017-01-01

    Recent advances in software-defined mobile networks (SDMNs), in-network caching, and mobile edge computing (MEC) can have great effects on video services in next generation mobile networks. In this paper, we jointly consider SDMNs, in-network caching, and MEC to enhance the video service in next generation mobile networks. With the objective of maximizing the mean measurement of video quality, an optimization problem is formulated. Due to the coupling of video data rate, computing resource, a...

  17. Deep learning for quality assessment in live video streaming

    NARCIS (Netherlands)

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

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

  18. Energy saving approaches for video streaming on smartphone based on QoE modeling

    DEFF Research Database (Denmark)

    Ballesteros, Luis Guillermo Martinez; Ickin, Selim; Fiedler, Markus

    2016-01-01

    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....

  19. The effectiveness of streaming video on medical student learning: a case study.

    Science.gov (United States)

    Bridge, Patrick D; Jackson, Matt; Robinson, Leah

    2009-08-19

    Information technology helps meet today's medical students' needs by providing multiple curriculum delivery methods. Video streaming is an e-learning technology that uses the Internet to deliver curriculum while giving the student control of the content's delivery. There have been few studies conducted on the effectiveness of streaming video in medical schools. A 5-year retrospective study was conducted using three groups of students (n = 1736) to determine if the availability of streaming video in Years 1-2 of the basic science curriculum affected overall Step 1 scores for first-time test-takers. The results demonstrated a positive effect on program outcomes as streaming video became more readily available to students. Based on these findings, streaming video technology seems to be a viable tool to complement in-class delivery methods, to accommodate the needs of medical students, and to provide options for meeting the challenges of delivering the undergraduate medical curriculum. Further studies need to be conducted to continue validating the effectiveness of streaming video technology.

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

    Directory of Open Access Journals (Sweden)

    James Nightingale

    2013-01-01

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

  1. Guest Editorial: Analysis and Retrieval of Events/Actions and Workflows in Video Streams

    DEFF Research Database (Denmark)

    Doulamis, Anastasios; Doulamis, Nikolaos; Bertini, Marco

    2016-01-01

    .g., thematic parks, critical public infrastructures), crisis management in public service areas (e.g., train stations, airports), security (detection of abnormal behaviors in surveillance videos), semantic characterization, and annotation of video streams in various domains (e.g., broadcast or user...

  2. Weighted-MSE based on saliency map for assessing video quality of H.264 video streams

    Science.gov (United States)

    Boujut, H.; Benois-Pineau, J.; Hadar, O.; Ahmed, T.; Bonnet, P.

    2011-01-01

    Human vision system is very complex and has been studied for many years specifically for purposes of efficient encoding of visual, e.g. video content from digital TV. There have been physiological and psychological evidences which indicate that viewers do not pay equal attention to all exposed visual information, but only focus on certain areas known as focus of attention (FOA) or saliency regions. In this work, we propose a novel based objective quality assessment metric, for assessing the perceptual quality of decoded video sequences affected by transmission errors and packed loses. The proposed method weights the Mean Square Error (MSE), Weighted-MSE (WMSE), according to the calculated saliency map at each pixel. Our method was validated trough subjective quality experiments.

  3. Cytoplasmic Streaming - Skylab Student Experiment ED-63

    Science.gov (United States)

    1973-01-01

    This chart describes the Skylab student experiment (ED-63), Cytoplasmic Streaming, proposed by Cheryl A. Peitz of Arapahoe High School, Littleton, Colorado. Experiment ED-63 was to observe the effect of zero-gravity on cytoplasmic streaming in the aquatic plant named Elodea, commonly called water weed or water thyme. The phenomenon of cytoplasmic streaming is not well understood, but it is recognized as the circulation mechanism of the internal materials or cytoplasm of a cell. Cytoplasm is a gelatinous substance that has the ability to change its viscosity and flow, carrying various cell materials with it. The activity can be stimulated by sunlight or heat. In March 1972, NASA and the National Science Teachers Association selected 25 experiment proposals for flight on Skylab. Science advisors from the Marshall Space Flight Center aided and assisted the students in developing the proposals for flight on Skylab.

  4. An analysis of technology usage for streaming digital video in support of a preclinical curriculum.

    Science.gov (United States)

    Dev, P; Rindfleisch, T C; Kush, S J; Stringer, J R

    2000-01-01

    Usage of streaming digital video of lectures in preclinical courses was measured by analysis of the data in the log file maintained on the web server. We observed that students use the video when it is available. They do not use it to replace classroom attendance but rather for review before examinations or when a class has been missed. Usage of video has not increased significantly for any course within the 18 month duration of this project.

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

    Science.gov (United States)

    Sowan, Azizeh K; Idhail, Jamila Abu

    2014-08-01

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

  6. Intelligent Packet Shaper to Avoid Network Congestion for Improved Streaming Video Quality at Clients

    DEFF Research Database (Denmark)

    Kaul, Manohar; Khosla, Rajiv; Mitsukura, Y

    2003-01-01

    of this intelligent traffic-shaping algorithm on the underlying network real time packet traffic and the eradication of unwanted abruption in the streaming video qualiy. This paper concluded from the end results of the simulation that neural networks are a very superior means of modeling real-time traffic......This paper proposes a traffic shaping algorithm based on neural networks, which adapts to a network over which streaming video is being transmitted. The purpose of this intelligent shaper is to eradicate all traffic congestion and improve the end-user's video quality. It possesses the capability...

  7. Characterization of YouTube Video Streaming Traffic

    OpenAIRE

    Ravattu, Radha; Balasetty, Prudhviraj

    2013-01-01

    Online digital videos have made a revolutionary evolution since the social networking sites such as YouTube and Hulu have emerged. These websites facilitate video accessable and only a click away. Ever increasing internet traffic and a very significant increase in the use of videos in social networking has led to the problem of network congestion. Consequently, it becomes essential and imperative to analyze the traffic flow and comprehend how it is being delivered from the server. If the flow...

  8. A Simple FSPN Model of P2P Live Video Streaming System

    OpenAIRE

    Kotevski, Zoran; Mitrevski, Pece

    2011-01-01

    Peer to Peer (P2P) live streaming is relatively new paradigm that aims at streaming live video to large number of clients at low cost. Many such applications already exist in the market, but, prior to creating such system it is necessary to analyze its performance via representative model that can provide good insight in the system’s behavior. Modeling and performance analysis of P2P live video streaming systems is challenging task which requires addressing many properties and issues of P2P s...

  9. Fine-Grained Rate Shaping for Video Streaming over Wireless Networks

    Directory of Open Access Journals (Sweden)

    Chen Tsuhan

    2004-01-01

    Full Text Available Video streaming over wireless networks faces challenges of time-varying packet loss rate and fluctuating bandwidth. In this paper, we focus on streaming precoded video that is both source and channel coded. Dynamic rate shaping has been proposed to “shape” the precompressed video to adapt to the fluctuating bandwidth. In our earlier work, rate shaping was extended to shape the channel coded precompressed video, and to take into account the time-varying packet loss rate as well as the fluctuating bandwidth of the wireless networks. However, prior work on rate shaping can only adjust the rate oarsely. In this paper, we propose “fine-grained rate shaping (FGRS” to allow for bandwidth adaptation over a wide range of bandwidth and packet loss rate in fine granularities. The video is precoded with fine granularity scalability (FGS followed by channel coding. Utilizing the fine granularity property of FGS and channel coding, FGRS selectively drops part of the precoded video and still yields decodable bit-stream at the decoder. Moreover, FGRS optimizes video streaming rather than achieves heuristic objectives as conventional methods. A two-stage rate-distortion (RD optimization algorithm is proposed for FGRS. Promising results of FGRS are shown.

  10. Quality of experience models for multimedia streaming

    NARCIS (Netherlands)

    Menkovski, V.; Exarchakos, G.; Liotta, A.; Cuadra Sánchez, A.

    2010-01-01

    Understanding how quality is perceived by viewers of multimedia streaming services is essential for efficient management of those services. Quality of Experience (QoE) is a subjective metric that quantifies the perceived quality, which is crucial in the process of optimizing tradeoff between quality

  11. Streaming layered video over P2P networks

    NARCIS (Netherlands)

    Alhaisoni, M.; Ghanbari, M.; Liotta, A.

    2009-01-01

    Peer-to-Peer streaming has been increasingly deployed recently. This comes out from its ability to convey the stream over the IP network to a large number of end-users (or peers). However, due to the heterogeneous nature among the peers, some of them will not be capable to relay or upload the

  12. Two-Stream Transformer Networks for Video-based Face Alignment.

    Science.gov (United States)

    Liu, Hao; Lu, Jiwen; Feng, Jianjiang; Zhou, Jie

    2017-08-01

    In this paper, we propose a two-stream transformer networks (TSTN) approach for video-based face alignment. Unlike conventional image-based face alignment approaches which cannot explicitly model the temporal dependency in videos and motivated by the fact that consistent movements of facial landmarks usually occur across consecutive frames, our TSTN aims to capture the complementary information of both the spatial appearance on still frames and the temporal consistency information across frames. To achieve this, we develop a two-stream architecture, which decomposes the video-based face alignment into spatial and temporal streams accordingly. Specifically, the spatial stream aims to transform the facial image to the landmark positions by preserving the holistic facial shape structure. Accordingly, the temporal stream encodes the video input as active appearance codes, where the temporal consistency information across frames is captured to help shape refinements. Experimental results on the benchmarking video-based face alignment datasets show very competitive performance of our method in comparisons to the state-of-the-arts.

  13. Hybrid Multicast-Unicast Video Streaming over Heterogeneous Cellular Networks

    OpenAIRE

    Almowuena, Saleh Abdullah

    2016-01-01

    The demand for multimedia streaming over mobile networks has been steadily increasing in the past several years. For instance, it has become common for mobile users to stream full TV episodes, sports events, and movies while on the go. Unfortunately, this growth in demand has strained the wireless networks despite the significant increase in their capacities with recent generations. It has also caused a significant increase in the energy consumption at mobile terminals. To overcome these chal...

  14. Dynamic Programming Optimization of Multi-rate Multicast Video-Streaming Services

    Directory of Open Access Journals (Sweden)

    Nestor Michael Caños Tiglao

    2010-06-01

    Full Text Available In large scale IP Television (IPTV and Mobile TV distributions, the video signal is typically encoded and transmitted using several quality streams, over IP Multicast channels, to several groups of receivers, which are classified in terms of their reception rate. As the number of video streams is usually constrained by both the number of TV channels and the maximum capacity of the content distribution network, it is necessary to find the selection of video stream transmission rates that maximizes the overall user satisfaction. In order to efficiently solve this problem, this paper proposes the Dynamic Programming Multi-rate Optimization (DPMO algorithm. The latter was comparatively evaluated considering several user distributions, featuring different access rate patterns. The experimental results reveal that DPMO is significantly more efficient than exhaustive search, while presenting slightly higher execution times than the non-optimal Multi-rate Step Search (MSS algorithm.

  15. Requirements for the GCFR plenum streaming experiment

    International Nuclear Information System (INIS)

    Perkins, R.G.; Rouse, C.A.; Hamilton, C.J.

    1980-09-01

    This report gives the experiment objectives and generic descriptions of experimental configurations for the gas-cooled fast breeder reactor (GCFR) plenum shield experiment. This report defines four experiment phases. Each phase represents a distinct area of uncertainty in computing radiation transport from the GCFR core to the plenums, through the upper and lower plenum shields, and ultimately to the prestressed concrete reactor vessel (PCRV) liner: (1) the shield heterogeneity phase; (2) the exit shield simulation phase; (3) the plenum streaming phase; and (4) the plenum shield simulation phase

  16. Using the Periscope Live Video-Streaming Application for Global Pathology Education: A Brief Introduction.

    Science.gov (United States)

    Fuller, Maren Y; Mukhopadhyay, Sanjay; Gardner, Jerad M

    2016-07-21

    Periscope is a live video-streaming smartphone application (app) that allows any individual with a smartphone to broadcast live video simultaneously to multiple smartphone users around the world. The aim of this review is to describe the potential of this emerging technology for global pathology education. To our knowledge, since the launch of the Periscope app (2015), only a handful of educational presentations by pathologists have been streamed as live video via Periscope. This review includes links to these initial attempts, a step-by-step guide for those interested in using the app for pathology education, and a summary of the pros and cons, including ethical/legal issues. We hope that pathologists will appreciate the potential of Periscope for sharing their knowledge, expertise, and research with a live (and potentially large) audience without the barriers associated with traditional video equipment and standard classroom/conference settings.

  17. A Complexity-Aware Video Adaptation Mechanism for Live Streaming Systems

    Directory of Open Access Journals (Sweden)

    Chen Homer H

    2007-01-01

    Full Text Available The paradigm shift of network design from performance-centric to constraint-centric has called for new signal processing techniques to deal with various aspects of resource-constrained communication and networking. In this paper, we consider the computational constraints of a multimedia communication system and propose a video adaptation mechanism for live video streaming of multiple channels. The video adaptation mechanism includes three salient features. First, it adjusts the computational resource of the streaming server block by block to provide a fine control of the encoding complexity. Second, as far as we know, it is the first mechanism to allocate the computational resource to multiple channels. Third, it utilizes a complexity-distortion model to determine the optimal coding parameter values to achieve global optimization. These techniques constitute the basic building blocks for a successful application of wireless and Internet video to digital home, surveillance, IPTV, and online games.

  18. Content-Adaptive Packetization and Streaming of Wavelet Video over IP Networks

    Directory of Open Access Journals (Sweden)

    Chien-Peng Ho

    2007-03-01

    Full Text Available This paper presents a framework of content-adaptive packetization scheme for streaming of 3D wavelet-based video content over lossy IP networks. The tradeoff between rate and distortion is controlled by jointly adapting scalable source coding rate and level of forward error correction (FEC protection. A content dependent packetization mechanism with data-interleaving and Reed-Solomon protection for wavelet-based video codecs is proposed to provide unequal error protection. This paper also tries to answer an important question for scalable video streaming systems: given extra bandwidth, should one increase the level of channel protection for the most important packets, or transmit more scalable source data? Experimental results show that the proposed framework achieves good balance between quality of the received video and level of error protection under bandwidth-varying lossy IP networks.

  19. A Complexity-Aware Video Adaptation Mechanism for Live Streaming Systems

    Science.gov (United States)

    Lu, Meng-Ting; Yao, Jason J.; Chen, Homer H.

    2007-12-01

    The paradigm shift of network design from performance-centric to constraint-centric has called for new signal processing techniques to deal with various aspects of resource-constrained communication and networking. In this paper, we consider the computational constraints of a multimedia communication system and propose a video adaptation mechanism for live video streaming of multiple channels. The video adaptation mechanism includes three salient features. First, it adjusts the computational resource of the streaming server block by block to provide a fine control of the encoding complexity. Second, as far as we know, it is the first mechanism to allocate the computational resource to multiple channels. Third, it utilizes a complexity-distortion model to determine the optimal coding parameter values to achieve global optimization. These techniques constitute the basic building blocks for a successful application of wireless and Internet video to digital home, surveillance, IPTV, and online games.

  20. Development of the video streaming system for the radiation safety training

    International Nuclear Information System (INIS)

    Uemura, Jitsuya

    2005-01-01

    Radiation workers have to receive the radiation safety training every year. It is very hard for them to receive the training within a limited chance of training. Then, we developed the new training system using the video streaming technique and opened the web page for the training on our homepage. Every worker is available to receive the video lecture at any time and at any place by using his PC via internet. After watching the video, the worker should receive the completion examination. It he can pass the examination, he was registered as a radiation worker by the database system for radiation control. (author)

  1. Low Delay Video Streaming on the Internet of Things Using Raspberry Pi

    Directory of Open Access Journals (Sweden)

    Ulf Jennehag

    2016-09-01

    Full Text Available The Internet of Things is predicted to consist of over 50 billion devices aiming to solve problems in most areas of our digital society. A large part of the data communicated is expected to consist of various multimedia contents, such as live audio and video. This article presents a solution for the communication of high definition video in low-delay scenarios (<200 ms under the constraints of devices with limited hardware resources, such as the Raspberry Pi. We verify that it is possible to enable low delay video streaming between Raspberry Pi devices using a distributed Internet of Things system called the SensibleThings platform. Specifically, our implementation transfers a 6 Mbps H.264 video stream of 1280 × 720 pixels at 25 frames per second between devices with a total delay of 181 ms on the public Internet, of which the overhead of the distributed Internet of Things communication platform only accounts for 18 ms of this delay. We have found that the most significant bottleneck of video transfer on limited Internet of Things devices is the video coding and not the distributed communication platform, since the video coding accounts for 90% of the total delay.

  2. Online Detection of Abnormal Events in Video Streams

    Directory of Open Access Journals (Sweden)

    Tian Wang

    2013-01-01

    an image descriptor and online nonlinear classification method. We introduce the covariance matrix of the optical flow and image intensity as a descriptor encoding moving information. The nonlinear online support vector machine (SVM firstly learns a limited set of the training frames to provide a basic reference model then updates the model and detects abnormal events in the current frame. We finally apply the method to detect abnormal events on a benchmark video surveillance dataset to demonstrate the effectiveness of the proposed technique.

  3. Parity Bit Replenishment for JPEG 2000-Based Video Streaming

    Directory of Open Access Journals (Sweden)

    François-Olivier Devaux

    2009-01-01

    Full Text Available This paper envisions coding with side information to design a highly scalable video codec. To achieve fine-grained scalability in terms of resolution, quality, and spatial access as well as temporal access to individual frames, the JPEG 2000 coding algorithm has been considered as the reference algorithm to encode INTRA information, and coding with side information has been envisioned to refresh the blocks that change between two consecutive images of a video sequence. One advantage of coding with side information compared to conventional closed-loop hybrid video coding schemes lies in the fact that parity bits are designed to correct stochastic errors and not to encode deterministic prediction errors. This enables the codec to support some desynchronization between the encoder and the decoder, which is particularly helpful to adapt on the fly pre-encoded content to fluctuating network resources and/or user preferences in terms of regions of interest. Regarding the coding scheme itself, to preserve both quality scalability and compliance to the JPEG 2000 wavelet representation, a particular attention has been devoted to the definition of a practical coding framework able to exploit not only the temporal but also spatial correlation among wavelet subbands coefficients, while computing the parity bits on subsets of wavelet bit-planes. Simulations have shown that compared to pure INTRA-based conditional replenishment solutions, the addition of the parity bits option decreases the transmission cost in terms of bandwidth, while preserving access flexibility.

  4. Adaptive end-to-end optimization of mobile video streaming using QoS negotiation

    NARCIS (Netherlands)

    Taal, Jacco R.; Langendoen, Koen; van der Schaaf, Arjen; van Dijk, H.W.; Lagendijk, R. (Inald) L.

    Video streaming over wireless links is a non-trivial problem due to the large and frequent changes in the quality of the underlying radio channel combined with latency constraints. We believe that every layer in a mobile system must be prepared to adapt its behavior to its environment. Thus layers

  5. Using Text Mining to Uncover Students' Technology-Related Problems in Live Video Streaming

    Science.gov (United States)

    Abdous, M'hammed; He, Wu

    2011-01-01

    Because of their capacity to sift through large amounts of data, text mining and data mining are enabling higher education institutions to reveal valuable patterns in students' learning behaviours without having to resort to traditional survey methods. In an effort to uncover live video streaming (LVS) students' technology related-problems and to…

  6. Capabilities of Raspberry Pi 2 for Big Data and Video Streaming Applications in Data Centres

    NARCIS (Netherlands)

    Schot, Nick J.; Velthuis, Paul J.E.; Postema, Björn Frits; Remke, Anne Katharina Ingrid; Remke, A.K.I.; Haverkort, Boudewijn R.H.M.; Haverkort, B.R.H.M.

    Many new data centres have been built in recent years in order to keep up with the rising demand for server capacity. These data centres require a lot of electrical energy and cooling. Big data and video streaming are two heavily used applications in data centres. This paper experimentally

  7. Using Video to Communicate Scientific Findings -- Habitat Connections in Urban Streams

    Science.gov (United States)

    Harned, D. A.; Moorman, M.; Fitzpatrick, F. A.; McMahon, G.

    2011-12-01

    The U.S Geological Survey (USGS) National Water-Quality Assessment Program (NAWQA) provides information about (1) water-quality conditions and how those conditions vary locally, regionally, and nationally, (2) water-quality trends, and (3) factors that affect those conditions. As part of the NAWQA Program, the Effects of Urbanization on Stream Ecosystems (EUSE) study examined the vulnerability and resilience of streams to urbanization. Completion of the EUSE study has resulted in over 20 scientific publications. Video podcasts are being used in addition to these publications to communicate the relevance of these scientific findings to more general audiences such as resource managers, educational groups, public officials, and the general public. An example of one of the podcasts is a film examining effects of urbanization on stream habitat. "Habitat Connections in Urban Streams" explores how urbanization changes some of the physical features that provide in-stream habitat and examines examples of stream restoration projects designed to improve stream form and function. The "connections" theme is emphasized, including the connection of in-stream habitats from the headwaters to the stream mouth; connections between stream habitat and the surrounding floodplains, wetlands and basin; and connections between streams and people-- resource managers, public officials, scientists, and the general public. Examples of innovative stream restoration projects in Baltimore Maryland; Milwaukee, Wisconsin; and Portland Oregon are shown with interviews of managers, engineers, scientists, and others describing the projects. The film is combined with a website with links to extended film versions of the stream-restoration project interviews. The website and films are an example of USGS efforts aimed at improving science communication to a general audience. The film is available for access from the EUSE website: http://water.usgs.gov/nawqa/urban/html/podcasts.html. Additional films are

  8. Game-theoretic pricing for video streaming in mobile networks.

    Science.gov (United States)

    Lin, W Sabrina; Liu, K J Ray

    2012-05-01

    Mobile phones are among the most popular consumer devices, and the recent developments of 3G networks and smart phones enable users to watch video programs by subscribing data plans from service providers. Due to the ubiquity of mobile phones and phone-to-phone communication technologies, data-plan subscribers can redistribute the video content to nonsubscribers. Such a redistribution mechanism is a potential competitor for the mobile service provider and is very difficult to trace given users' high mobility. The service provider has to set a reasonable price for the data plan to prevent such unauthorized redistribution behavior to protect or maximize his/her own profit. In this paper, we analyze the optimal price setting for the service provider by investigating the equilibrium between the subscribers and the secondary buyers in the content-redistribution network. We model the behavior between the subscribers and the secondary buyers as a noncooperative game and find the optimal price and quantity for both groups of users. Based on the behavior of users in the redistribution network, we investigate the evolutionarily stable ratio of mobile users who decide to subscribe to the data plan. Such an analysis can help the service provider preserve his/her profit under the threat of the redistribution networks and can improve the quality of service for end users.

  9. Experiments and video analysis in classical mechanics

    CERN Document Server

    de Jesus, Vitor L B

    2017-01-01

    This book is an experimental physics textbook on classical mechanics focusing on the development of experimental skills by means of discussion of different aspects of the experimental setup and the assessment of common issues such as accuracy and graphical representation. The most important topics of an experimental physics course on mechanics are covered and the main concepts are explored in detail. Each chapter didactically connects the experiment and the theoretical models available to explain it. Real data from the proposed experiments are presented and a clear discussion over the theoretical models is given. Special attention is also dedicated to the experimental uncertainty of measurements and graphical representation of the results. In many of the experiments, the application of video analysis is proposed and compared with traditional methods.

  10. In-camera video-stream processing for bandwidth reduction in web inspection

    Science.gov (United States)

    Jullien, Graham A.; Li, QiuPing; Hajimowlana, S. Hossain; Morvay, J.; Conflitti, D.; Roberts, James W.; Doody, Brian C.

    1996-02-01

    Automated machine vision systems are now widely used for industrial inspection tasks where video-stream data information is taken in by the camera and then sent out to the inspection system for future processing. In this paper we describe a prototype system for on-line programming of arbitrary real-time video data stream bandwidth reduction algorithms; the output of the camera only contains information that has to be further processed by a host computer. The processing system is built into a DALSA CCD camera and uses a microcontroller interface to download bit-stream data to a XILINXTM FPGA. The FPGA is directly connected to the video data-stream and outputs data to a low bandwidth output bus. The camera communicates to a host computer via an RS-232 link to the microcontroller. Static memory is used to both generate a FIFO interface for buffering defect burst data, and for off-line examination of defect detection data. In addition to providing arbitrary FPGA architectures, the internal program of the microcontroller can also be changed via the host computer and a ROM monitor. This paper describes a prototype system board, mounted inside a DALSA camera, and discusses some of the algorithms currently being implemented for web inspection applications.

  11. MAC-Layer Active Dropping for Real-Time Video Streaming in 4G Access Networks

    KAUST Repository

    She, James

    2010-12-01

    This paper introduces a MAC-layer active dropping scheme to achieve effective resource utilization, which can satisfy the application-layer delay for real-time video streaming in time division multiple access based 4G broadband wireless access networks. When a video frame is not likely to be reconstructed within the application-layer delay bound at a receiver for the minimum decoding requirement, the MAC-layer protocol data units of such video frame will be proactively dropped before the transmission. An analytical model is developed to evaluate how confident a video frame can be delivered within its application-layer delay bound by jointly considering the effects of time-varying wireless channel, minimum decoding requirement of each video frame, data retransmission, and playback buffer. Extensive simulations with video traces are conducted to prove the effectiveness of the proposed scheme. When compared to conventional cross-layer schemes using prioritized-transmission/retransmission, the proposed scheme is practically implementable for more effective resource utilization, avoiding delay propagation, and achieving better video qualities under certain conditions.

  12. Intelligent Stale-Frame Discards for Real-Time Video Streaming over Wireless Ad Hoc Networks

    Directory of Open Access Journals (Sweden)

    Sheu Tsang-Ling

    2009-01-01

    Full Text Available Abstract This paper presents intelligent early packet discards (I-EPD for real-time video streaming over a multihop wireless ad hoc network. In a multihop wireless ad hoc network, the quality of transferring real-time video streams could be seriously degraded, since every intermediate node (IN functionally like relay device does not possess large buffer and sufficient bandwidth. Even worse, a selected relay node could leave or power off unexpectedly, which breaks the route to destination. Thus, a stale video frame is useless even if it can reach destination after network traffic becomes smooth or failed route is reconfigured. In the proposed I-EPD, an IN can intelligently determine whether a buffered video packet should be early discarded. For the purpose of validation, we implement the I-EPD on Linux-based embedded systems. Via the comparisons of performance metrics (packet/frame discards ratios, PSNR, etc., we demonstrate that video quality over a wireless ad hoc network can be substantially improved and unnecessary bandwidth wastage is greatly reduced.

  13. Design, Implementation and Evaluation of Congestion Control Mechanism for Video Streaming

    OpenAIRE

    Hiroshi Noborio; Hiroyuki Hisamatsu; Hiroki Oda

    2011-01-01

    In recent years, video streaming services over TCP, such as YouTube, have become more and more popular. TCP NewReno, the current TCP standard, performs greedy congestion control, which increases the congestion window size until packet loss occurs. Therefore, because TCP transmits data at a much higher rate than the video playback rate, the probability of packet loss in the network increases, which in turn takes bandwidth from other network traffic. In this paper, we propose a new transport-la...

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

    Science.gov (United States)

    Nightingale, James; Wang, Qi; Grecos, Christos

    2015-02-01

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

  15. Enhancing the Dialogue in Simultaneous Class-Based and Live Video-Streamed Teaching

    DEFF Research Database (Denmark)

    Jelsbak, Vibe Alopaeus; Ørngreen, Rikke; Thorsen, Jonas

    2015-01-01

    teaching. This paper describes a work-in-progress project focused on developing possibilities for a more dialogue-based approach to live video-streamed teaching. We present our new setup and argue for educational designs which this is believed to support, and we outline the research design for collecting...... and analysing data. The first analysis and interpretations will be discussed at the ECEL 2015 conference poster session....

  16. Behavioral System Level Power Consumption Modeling of Mobile Video Streaming applications

    OpenAIRE

    Benmoussa , Yahia; Boukhobza , Jalil; Hadjadj-Aoul , Yassine; Lagadec , Loïc; Benazzouz , Djamel

    2012-01-01

    National audience; Nowadays, the use of mobile applications and terminals faces fundamental challenges related to energy constraint. This is due to the limited battery lifetime as compared to the increasing hardware evolution. Video streaming is one of the most energy consuming applications in a mobile system because of its intensive use of bandwidth, memory and processing power. In this work, we aim to propose a methodology for building and validating a high level global power consumption mo...

  17. Control and Innovation on Digital Platforms : the case of Netflix and streaming of video content

    OpenAIRE

    Vigeland, Eirik

    2012-01-01

    In this thesis I investigate innovation processes on innovation platforms, and look at the role played by content release for innovation in digital distribution of home entertainment. I argue that innovation platforms rely on several aspects of innovation in order to succeed, and this thesis is concerned with one of these, namely release of digital entertainment content. I use the American video streaming service Netflix as a case and example of such an innovation platform. By using techno...

  18. Enhancing Scalability in On-Demand Video Streaming Services for P2P Systems

    Directory of Open Access Journals (Sweden)

    R. Arockia Xavier Annie

    2012-01-01

    Full Text Available Recently, many video applications like video telephony, video conferencing, Video-on-Demand (VoD, and so forth have produced heterogeneous consumers in the Internet. In such a scenario, media servers play vital role when a large number of concurrent requests are sent by heterogeneous users. Moreover, the server and distributed client systems participating in the Internet communication have to provide suitable resources to heterogeneous users to meet their requirements satisfactorily. The challenges in providing suitable resources are to analyze the user service pattern, bandwidth and buffer availability, nature of applications used, and Quality of Service (QoS requirements for the heterogeneous users. Therefore, it is necessary to provide suitable techniques to handle these challenges. In this paper, we propose a framework for peer-to-peer- (P2P- based VoD service in order to provide effective video streaming. It consists of four functional modules, namely, Quality Preserving Multivariate Video Model (QPMVM for efficient server management, tracker for efficient peer management, heuristic-based content distribution, and light weight incentivized sharing mechanism. The first two of these modules are confined to a single entity of the framework while the other two are distributed across entities. Experimental results show that the proposed framework avoids overloading the server, increases the number of clients served, and does not compromise on QoS, irrespective of the fact that the expected framework is slightly reduced.

  19. Cross-Layer Design of Source Rate Control and Congestion Control for Wireless Video Streaming

    Directory of Open Access Journals (Sweden)

    Peng Zhu

    2007-01-01

    Full Text Available Cross-layer design has been used in streaming video over the wireless channels to optimize the overall system performance. In this paper, we extend our previous work on joint design of source rate control and congestion control for video streaming over the wired channel, and propose a cross-layer design approach for wireless video streaming. First, we extend the QoS-aware congestion control mechanism (TFRCC proposed in our previous work to the wireless scenario, and provide a detailed discussion about how to enhance the overall performance in terms of rate smoothness and responsiveness of the transport protocol. Then, we extend our previous joint design work to the wireless scenario, and a thorough performance evaluation is conducted to investigate its performance. Simulation results show that by cross-layer design of source rate control at application layer and congestion control at transport layer, and by taking advantage of the MAC layer information, our approach can avoid the throughput degradation caused by wireless link error, and better support the QoS requirements of the application. Thus, the playback quality is significantly improved, while good performance of the transport protocol is still preserved.

  20. Energy-Efficient Bandwidth Allocation for Multiuser Scalable Video Streaming over WLAN

    Directory of Open Access Journals (Sweden)

    Lafruit Gauthier

    2008-01-01

    Full Text Available Abstract We consider the problem of packet scheduling for the transmission of multiple video streams over a wireless local area network (WLAN. A cross-layer optimization framework is proposed to minimize the wireless transceiver energy consumption while meeting the user required visual quality constraints. The framework relies on the IEEE 802.11 standard and on the embedded bitstream structure of the scalable video coding scheme. It integrates an application-level video quality metric as QoS constraint (instead of a communication layer quality metric with energy consumption optimization through link layer scaling and sleeping. Both energy minimization and min-max energy optimization strategies are discussed. Simulation results demonstrate significant energy gains compared to the state-of-the-art approaches.

  1. Comprehensive Protection of Data-Partitioned Video for Broadband Wireless IPTV Streaming

    Directory of Open Access Journals (Sweden)

    Laith Al-Jobouri

    2012-01-01

    Full Text Available This paper examines the threat to video streaming from slow and fast fading, traffic congestion, and channel packet drops. The proposed response is a combination of: rateless channel coding, which is adaptively applied; data-partitioned source coding to exploit prioritized packetization; and duplicate slice provision, which is the focus of the evaluation in this paper. The paper also considers the distribution of intra-refresh macroblocks as a means of avoiding sudden data rate increases. When error bursts occur, this paper shows that duplicate slices are certainly necessary but this provision is more effective for medium quality video than it is for high quality video. The percentage of intra-refresh macroblocks can be low and still reduce the impact of temporal error propagation.

  2. Lightweight Object Tracking in Compressed Video Streams Demonstrated in Region-of-Interest Coding

    Directory of Open Access Journals (Sweden)

    Lerouge Sam

    2007-01-01

    Full Text Available Video scalability is a recent video coding technology that allows content providers to offer multiple quality versions from a single encoded video file in order to target different kinds of end-user devices and networks. One form of scalability utilizes the region-of-interest concept, that is, the possibility to mark objects or zones within the video as more important than the surrounding area. The scalable video coder ensures that these regions-of-interest are received by an end-user device before the surrounding area and preferably in higher quality. In this paper, novel algorithms are presented making it possible to automatically track the marked objects in the regions of interest. Our methods detect the overall motion of a designated object by retrieving the motion vectors calculated during the motion estimation step of the video encoder. Using this knowledge, the region-of-interest is translated, thus following the objects within. Furthermore, the proposed algorithms allow adequate resizing of the region-of-interest. By using the available information from the video encoder, object tracking can be done in the compressed domain and is suitable for real-time and streaming applications. A time-complexity analysis is given for the algorithms proving the low complexity thereof and the usability for real-time applications. The proposed object tracking methods are generic and can be applied to any codec that calculates the motion vector field. In this paper, the algorithms are implemented within MPEG-4 fine-granularity scalability codec. Different tests on different video sequences are performed to evaluate the accuracy of the methods. Our novel algorithms achieve a precision up to 96.4 .

  3. Lightweight Object Tracking in Compressed Video Streams Demonstrated in Region-of-Interest Coding

    Directory of Open Access Journals (Sweden)

    Rik Van de Walle

    2007-01-01

    Full Text Available Video scalability is a recent video coding technology that allows content providers to offer multiple quality versions from a single encoded video file in order to target different kinds of end-user devices and networks. One form of scalability utilizes the region-of-interest concept, that is, the possibility to mark objects or zones within the video as more important than the surrounding area. The scalable video coder ensures that these regions-of-interest are received by an end-user device before the surrounding area and preferably in higher quality. In this paper, novel algorithms are presented making it possible to automatically track the marked objects in the regions of interest. Our methods detect the overall motion of a designated object by retrieving the motion vectors calculated during the motion estimation step of the video encoder. Using this knowledge, the region-of-interest is translated, thus following the objects within. Furthermore, the proposed algorithms allow adequate resizing of the region-of-interest. By using the available information from the video encoder, object tracking can be done in the compressed domain and is suitable for real-time and streaming applications. A time-complexity analysis is given for the algorithms proving the low complexity thereof and the usability for real-time applications. The proposed object tracking methods are generic and can be applied to any codec that calculates the motion vector field. In this paper, the algorithms are implemented within MPEG-4 fine-granularity scalability codec. Different tests on different video sequences are performed to evaluate the accuracy of the methods. Our novel algorithms achieve a precision up to 96.4%.

  4. Multimedia applications in nursing curriculum: the process of producing streaming videos for medication administration skills.

    Science.gov (United States)

    Sowan, Azizeh K

    2014-07-01

    Streaming videos (SVs) are commonly used multimedia applications in clinical health education. However, there are several negative aspects related to the production and delivery of SVs. Only a few published studies have included sufficient descriptions of the videos and the production process and design innovations. This paper describes the production of innovative SVs for medication administration skills for undergraduate nursing students at a public university in Jordan and focuses on the ethical and cultural issues in producing this type of learning resource. The curriculum development committee approved the modification of educational techniques for medication administration procedures to include SVs within an interactive web-based learning environment. The production process of the videos adhered to established principles for "protecting patients' rights when filming and recording" and included: preproduction, production and postproduction phases. Medication administration skills were videotaped in a skills laboratory where they are usually taught to students and also in a hospital setting with real patients. The lab videos included critical points and Do's and Don'ts and the hospital videos fostered real-world practices. The range of time of the videos was reasonable to eliminate technical difficulty in access. Eight SVs were produced that covered different types of the medication administration skills. The production of SVs required the collaborative efforts of experts in IT, multimedia, nursing and informatics educators, and nursing care providers. Results showed that the videos were well-perceived by students, and the instructors who taught the course. The process of producing the videos in this project can be used as a valuable framework for schools considering utilizing multimedia applications in teaching. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.

  5. A modular CUDA-based framework for scale-space feature detection in video streams

    International Nuclear Information System (INIS)

    Kinsner, M; Capson, D; Spence, A

    2010-01-01

    Multi-scale image processing techniques enable extraction of features where the size of a feature is either unknown or changing, but the requirement to process image data at multiple scale levels imposes a substantial computational load. This paper describes the architecture and emerging results from the implementation of a GPGPU-accelerated scale-space feature detection framework for video processing. A discrete scale-space representation is generated for image frames within a video stream, and multi-scale feature detection metrics are applied to detect ridges and Gaussian blobs at video frame rates. A modular structure is adopted, in which common feature extraction tasks such as non-maximum suppression and local extrema search may be reused across a variety of feature detectors. Extraction of ridge and blob features is achieved at faster than 15 frames per second on video sequences from a machine vision system, utilizing an NVIDIA GTX 480 graphics card. By design, the framework is easily extended to additional feature classes through the inclusion of feature metrics to be applied to the scale-space representation, and using common post-processing modules to reduce the required CPU workload. The framework is scalable across multiple and more capable GPUs, and enables previously intractable image processing at video frame rates using commodity computational hardware.

  6. Mediating Tourist Experiences. Access to Places via Shared Videos

    DEFF Research Database (Denmark)

    Tussyadiah, Iis; Fesenmaier, D.R.

    2009-01-01

    The emergence of new media using multimedia features has generated a new set of mediators for tourists' experiences. This study examines two hypotheses regarding the roles that online travel videos play as mediators of tourist experiences. The results confirm that online shared videos can provide...

  7. The Aesthetics of the Ambient Video Experience

    Directory of Open Access Journals (Sweden)

    Jim Bizzocchi

    2008-01-01

    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" [9]. 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.

  8. Sensitivity Analysis Techniques Applied in Video Streaming Service on Eucalyptus Cloud Environments

    Directory of Open Access Journals (Sweden)

    Rosangela Melo

    2018-01-01

    Full Text Available Nowdays, several streaming servers are available to provide a variety of multimedia applications such as Video on Demand in cloud computing environments. These environments have the business potential because of the pay-per-use model, as well as the advantages of easy scalability and, up-to-date of the packages and programs. This paper uses hierarchical modeling and different sensitivity analysis techniques to determine the parameters that cause the greatest impact on the availability of a Video on Demand. The results show that distinct approaches provide similar results regarding the sensitivity ranking, with specific exceptions. A combined evaluation indicates that system availability may be improved effectively by focusing on a reduced set of factors that produce large variation on the measure of interest.

  9. Network Degradation Effects on Different Codec Types and Characteristics of Video Streaming

    Directory of Open Access Journals (Sweden)

    Jaroslav Frnda

    2014-01-01

    Full Text Available Nowadays, there is a quickly growing demand for the transmission of voice, video and data over an IP based network. Multimedia, whether we are talking about broadcast, audio and video transmission and others, from a global perspective is growing exponentially with time. With incoming requests from users, new technologies for data transfer are continually developing. Data must be delivered reliably and with the fewest losses at such high speed. Video quality as part of multimedia technology has a very important role nowadays. It is influenced by several factors, where each of them can have many forms and processing. Network performance is the major degradation effect that influences the quality of resulting image. Poor network performance (lack of link capacity, high network load… causes data packet losses or different delivery time for each packet. This work focuses exactly on these network phenomena. It examines the impact of different delays and packet losses on the quality parameters of triple play services, to evaluate the results using objective methods. The aim of this work is to bring a detailed view on the performance of video streaming over IP-based networks.

  10. DEFINITION AND ANALYSIS OF MOTION ACTIVITY AFTER-STROKE PATIENT FROM THE VIDEO STREAM

    Directory of Open Access Journals (Sweden)

    M. Yu. Katayev

    2014-01-01

    Full Text Available This article describes an approach to the assessment of motion activity of man in after-stroke period, allowing the doctor to get new information to give a more informed recommendations on rehabilitation treatment than in traditional approaches. Consider description of the hardware-software complex for determination and analysis of motion activity after-stroke patient for the video stream. The article provides a description of the complex, its algorithmic filling and the results of the work on the example of processing of the actual data. The algorithms and technology to significantly accelerate the gait analysis and improve the quality of diagnostics post-stroke patients.

  11. Enhancing the Dialogue in Simultaneous Class-Based and Live Video-Streamed Teaching

    DEFF Research Database (Denmark)

    Jelsbak, Vibe Alopaeus; Bendsen, Thomas; Thorsen, Jonas

    Abstract: The bachelor programme in biomedical laboratory analysis at VIA University College in Aarhus has established a blended class concept which combines traditional and live broadcast teaching. 1-2 days a week students have the choice either to attend teaching sessions in the traditional way...... or to work from home via the Internet. In live video-streamed teaching classes teachers tend to choose one-way communication instead of dialogue. We know from our early findings that technology issues are one of the main reasons for this, since the same teachers use dialogue and discussions in traditional...

  12. The experiments and analysis of several selective video encryption methods

    Science.gov (United States)

    Zhang, Yue; Yang, Cheng; Wang, Lei

    2013-07-01

    This paper presents four methods for selective video encryption based on the MPEG-2 video compression,including the slices, the I-frames, the motion vectors, and the DCT coefficients. We use the AES encryption method for simulation experiment for the four methods on VS2010 Platform, and compare the video effects and the processing speed of each frame after the video encrypted. The encryption depth can be arbitrarily selected, and design the encryption depth by using the double limit counting method, so the accuracy can be increased.

  13. Gaze-Aware Streaming Solutions for the Next Generation of Mobile VR Experiences.

    Science.gov (United States)

    Lungaro, Pietro; Sjoberg, Rickard; Valero, Alfredo Jose Fanghella; Mittal, Ashutosh; Tollmar, Konrad

    2018-04-01

    This paper presents a novel approach to content delivery for video streaming services. It exploits information from connected eye-trackers embedded in the next generation of VR Head Mounted Displays (HMDs). The proposed solution aims to deliver high visual quality, in real time, around the users' fixations points while lowering the quality everywhere else. The goal of the proposed approach is to substantially reduce the overall bandwidth requirements for supporting VR video experiences while delivering high levels of user perceived quality. The prerequisites to achieve these results are: (1) mechanisms that can cope with different degrees of latency in the system and (2) solutions that support fast adaptation of video quality in different parts of a frame, without requiring a large increase in bitrate. A novel codec configuration, capable of supporting near-instantaneous video quality adaptation in specific portions of a video frame, is presented. The proposed method exploits in-built properties of HEVC encoders and while it introduces a moderate amount of error, these errors are indetectable by users. Fast adaptation is the key to enable gaze-aware streaming and its reduction in bandwidth. A testbed implementing gaze-aware streaming, together with a prototype HMD with in-built eye tracker, is presented and was used for testing with real users. The studies quantified the bandwidth savings achievable by the proposed approach and characterize the relationships between Quality of Experience (QoE) and network latency. The results showed that up to 83% less bandwidth is required to deliver high QoE levels to the users, as compared to conventional solutions.

  14. Encryption for confidentiality of the network and influence of this to the quality of streaming video through network

    Science.gov (United States)

    Sevcik, L.; Uhrin, D.; Frnda, J.; Voznak, M.; Toral-Cruz, Homer; Mikulec, M.; Jakovlev, Sergej

    2015-05-01

    Nowadays, the interest in real-time services, like audio and video, is growing. These services are mostly transmitted over packet networks, which are based on IP protocol. It leads to analyses of these services and their behavior in such networks which are becoming more frequent. Video has become the significant part of all data traffic sent via IP networks. In general, a video service is one-way service (except e.g. video calls) and network delay is not such an important factor as in a voice service. Dominant network factors that influence the final video quality are especially packet loss, delay variation and the capacity of the transmission links. Analysis of video quality concentrates on the resistance of video codecs to packet loss in the network, which causes artefacts in the video. IPsec provides confidentiality in terms of safety, integrity and non-repudiation (using HMAC-SHA1 and 3DES encryption for confidentiality and AES in CBC mode) with an authentication header and ESP (Encapsulating Security Payload). The paper brings a detailed view of the performance of video streaming over an IP-based network. We compared quality of video with packet loss and encryption as well. The measured results demonstrated the relation between the video codec type and bitrate to the final video quality.

  15. Dedicated data recording video system for Spacelab experiments

    Science.gov (United States)

    Fukuda, Toshiyuki; Tanaka, Shoji; Fujiwara, Shinji; Onozuka, Kuniharu

    1984-04-01

    A feasibility study of video tape recorder (VTR) modification to add the capability of data recording etc. was conducted. This system is an on-broad system to support Spacelab experiments as a dedicated video system and a dedicated data recording system to operate independently of the normal operation of the Orbiter, Spacelab and the other experiments. It continuously records the video image signals with the acquired data, status and operator's voice at the same time on one cassette video tape. Such things, the crews' actions, animals' behavior, microscopic views and melting materials in furnace, etc. are recorded. So, it is expected that experimenters can make a very easy and convenient analysis of the synchronized video, voice and data signals in their post flight analysis.

  16. Subjective Quality Assessment of H.264/AVC Video Streaming with Packet Losses

    Directory of Open Access Journals (Sweden)

    Naccari Matteo

    2011-01-01

    Full Text Available Research in the field of video quality assessment relies on the availability of subjective scores, collected by means of experiments in which groups of people are asked to rate the quality of video sequences. The availability of subjective scores is fundamental to enable validation and comparative benchmarking of the objective algorithms that try to predict human perception of video quality by automatically analyzing the video sequences, in a way to support reproducible and reliable research results. In this paper, a publicly available database of subjective quality scores and corrupted video sequences is described. The scores refer to 156 sequences at CIF and 4CIF spatial resolutions, encoded with H.264/AVC and corrupted by simulating the transmission over an error-prone network. The subjective evaluation has been performed by 40 subjects at the premises of two academic institutions, in standard-compliant controlled environments. In order to support reproducible research in the field of full-reference, reduced-reference, and no-reference video quality assessment algorithms, both the uncompressed files and the H.264/AVC bitstreams, as well as the packet loss patterns, have been made available to the research community.

  17. Low latency adaptive streaming of HD H.264 video over 802.11 wireless networks with cross-layer feedback

    Science.gov (United States)

    Patti, Andrew; Tan, Wai-tian; Shen, Bo

    2007-09-01

    Streaming video in consumer homes over wireless IEEE 802.11 networks is becoming commonplace. Wireless 802.11 networks pose unique difficulties for streaming high definition (HD), low latency video due to their error-prone physical layer and media access procedures which were not designed for real-time traffic. HD video streaming, even with sophisticated H.264 encoding, is particularly challenging due to the large number of packet fragments per slice. Cross-layer design strategies have been proposed to address the issues of video streaming over 802.11. These designs increase streaming robustness by imposing some degree of monitoring and control over 802.11 parameters from application level, or by making the 802.11 layer media-aware. Important contributions are made, but none of the existing approaches directly take the 802.11 queuing into account. In this paper we take a different approach and propose a cross-layer design allowing direct, expedient control over the wireless packet queue, while obtaining timely feedback on transmission status for each packet in a media flow. This method can be fully implemented on a media sender with no explicit support or changes required to the media client. We assume that due to congestion or deteriorating signal-to-noise levels, the available throughput may drop substantially for extended periods of time, and thus propose video source adaptation methods that allow matching the bit-rate to available throughput. A particular H.264 slice encoding is presented to enable seamless stream switching between streams at multiple bit-rates, and we explore using new computationally efficient transcoding methods when only a high bit-rate stream is available.

  18. Cross-Layer Techniques for Adaptive Video Streaming over Wireless Networks

    Directory of Open Access Journals (Sweden)

    Yufeng Shan

    2005-02-01

    Full Text Available Real-time streaming media over wireless networks is a challenging proposition due to the characteristics of video data and wireless channels. In this paper, we propose a set of cross-layer techniques for adaptive real-time video streaming over wireless networks. The adaptation is done with respect to both channel and data. The proposed novel packetization scheme constructs the application layer packet in such a way that it is decomposed exactly into an integer number of equal-sized radio link protocol (RLP packets. FEC codes are applied within an application packet at the RLP packet level rather than across different application packets and thus reduce delay at the receiver. A priority-based ARQ, together with a scheduling algorithm, is applied at the application layer to retransmit only the corrupted RLP packets within an application layer packet. Our approach combines the flexibility and programmability of application layer adaptations, with low delay and bandwidth efficiency of link layer techniques. Socket-level simulations are presented to verify the effectiveness of our approach.

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

    Science.gov (United States)

    Cai, Y.

    2014-12-01

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

  20. Statistical motion vector analysis for object tracking in compressed video streams

    Science.gov (United States)

    Leny, Marc; Prêteux, Françoise; Nicholson, Didier

    2008-02-01

    Compressed video is the digital raw material provided by video-surveillance systems and used for archiving and indexing purposes. Multimedia standards have therefore a direct impact on such systems. If MPEG-2 used to be the coding standard, MPEG-4 (part 2) has now replaced it in most installations, and MPEG-4 AVC/H.264 solutions are now being released. Finely analysing the complex and rich MPEG-4 streams is a challenging issue addressed in that paper. The system we designed is based on five modules: low-resolution decoder, motion estimation generator, object motion filtering, low-resolution object segmentation, and cooperative decision. Our contributions refer to as the statistical analysis of the spatial distribution of the motion vectors, the computation of DCT-based confidence maps, the automatic motion activity detection in the compressed file and a rough indexation by dedicated descriptors. The robustness and accuracy of the system are evaluated on a large corpus (hundreds of hours of in-and outdoor videos with pedestrians and vehicles). The objective benchmarking of the performances is achieved with respect to five metrics allowing to estimate the error part due to each module and for different implementations. This evaluation establishes that our system analyses up to 200 frames (720x288) per second (2.66 GHz CPU).

  1. Gamma streaming experiments for validation of Monte Carlo code

    International Nuclear Information System (INIS)

    Thilagam, L.; Mohapatra, D.K.; Subbaiah, K.V.; Iliyas Lone, M.; Balasubramaniyan, V.

    2012-01-01

    In-homogeneities in shield structures lead to considerable amount of leakage radiation (streaming) increasing the radiation levels in accessible areas. Development works on experimental as well as computational methods for quantifying this streaming radiation are still continuing. Monte Carlo based radiation transport code, MCNP is usually a tool for modeling and analyzing such problems involving complex geometries. In order to validate this computational method for streaming analysis, it is necessary to carry out some experimental measurements simulating these inhomogeneities like ducts and voids present in the bulk shields for typical cases. The data thus generated will be analysed by simulating the experimental set up employing MCNP code and optimized input parameters for the code in finding solutions for similar radiation streaming problems will be formulated. Comparison of experimental data obtained from radiation streaming experiments through ducts will give a set of thumb rules and analytical fits for total radiation dose rates within and outside the duct. The present study highlights the validation of MCNP code through the gamma streaming experiments carried out with the ducts of various shapes and dimensions. Over all, the present study throws light on suitability of MCNP code for the analysis of gamma radiation streaming problems for all duct configurations considered. In the present study, only dose rate comparisons have been made. Studies on spectral comparison of streaming radiation are in process. Also, it is planned to repeat the experiments with various shield materials. Since the penetrations and ducts through bulk shields are unavoidable in an operating nuclear facility the results on this kind of radiation streaming simulations and experiments will be very useful in the shield structure optimization without compromising the radiation safety

  2. Robust and Imperceptible Watermarking of Video Streams for Low Power Devices

    Science.gov (United States)

    Ishtiaq, Muhammad; Jaffar, M. Arfan; Khan, Muhammad A.; Jan, Zahoor; Mirza, Anwar M.

    With the advent of internet, every aspect of life is going online. From online working to watching videos, everything is now available on the internet. With the greater business benefits, increased availability and other online business advantages, there is a major challenge of security and ownership of data. Videos downloaded from an online store can easily be shared among non-intended or unauthorized users. Invisible watermarking is used to hide copyright protection information in the videos. The existing methods of watermarking are less robust and imperceptible and also the computational complexity of these methods does not suit low power devices. In this paper, we have proposed a new method to address the problem of robustness and imperceptibility. Experiments have shown that our method has better robustness and imperceptibility as well as our method is computationally efficient than previous approaches in practice. Hence our method can easily be applied on low power devices.

  3. Two Dimensional Array Based Overlay Network for Balancing Load of Peer-to-Peer Live Video Streaming

    Science.gov (United States)

    Faruq Ibn Ibrahimy, Abdullah; Rafiqul, Islam Md; Anwar, Farhat; Ibn Ibrahimy, Muhammad

    2013-12-01

    The live video data is streaming usually in a tree-based overlay network or in a mesh-based overlay network. In case of departure of a peer with additional upload bandwidth, the overlay network becomes very vulnerable to churn. In this paper, a two dimensional array-based overlay network is proposed for streaming the live video stream data. As there is always a peer or a live video streaming server to upload the live video stream data, so the overlay network is very stable and very robust to churn. Peers are placed according to their upload and download bandwidth, which enhances the balance of load and performance. The overlay network utilizes the additional upload bandwidth of peers to minimize chunk delivery delay and to maximize balance of load. The procedure, which is used for distributing the additional upload bandwidth of the peers, distributes the additional upload bandwidth to the heterogeneous strength peers in a fair treat distribution approach and to the homogeneous strength peers in a uniform distribution approach. The proposed overlay network has been simulated by Qualnet from Scalable Network Technologies and results are presented in this paper.

  4. Two Dimensional Array Based Overlay Network for Balancing Load of Peer-to-Peer Live Video Streaming

    International Nuclear Information System (INIS)

    Ibrahimy, Abdullah Faruq Ibn; Rafiqul, Islam Md; Anwar, Farhat; Ibrahimy, Muhammad Ibn

    2013-01-01

    The live video data is streaming usually in a tree-based overlay network or in a mesh-based overlay network. In case of departure of a peer with additional upload bandwidth, the overlay network becomes very vulnerable to churn. In this paper, a two dimensional array-based overlay network is proposed for streaming the live video stream data. As there is always a peer or a live video streaming server to upload the live video stream data, so the overlay network is very stable and very robust to churn. Peers are placed according to their upload and download bandwidth, which enhances the balance of load and performance. The overlay network utilizes the additional upload bandwidth of peers to minimize chunk delivery delay and to maximize balance of load. The procedure, which is used for distributing the additional upload bandwidth of the peers, distributes the additional upload bandwidth to the heterogeneous strength peers in a fair treat distribution approach and to the homogeneous strength peers in a uniform distribution approach. The proposed overlay network has been simulated by Qualnet from Scalable Network Technologies and results are presented in this paper

  5. Clients experience of video recordings of their psychotherapy

    DEFF Research Database (Denmark)

    Jacobsen, Claus Haugaard; Jensen, Karen Boelt; Madsen, Ninna Skov

    the current relatively widespread use video one finds only a very limited numbers empirical study of how these recordings is experienced by the clients. Aim: After a brief discussion of the pro and cons of the use of video recordings this paper presents a qualitative, explorative study of clients’ experiences......Background: Due to the development of technologies and the low costs video recording of psychotherapy sessions have gained ground in training and supervision. While some praise the advantages others decline to use this technological aid for ethical, theoretical or clinical reasons. Despite...

  6. Streaming video-based 3D reconstruction method compatible with existing monoscopic and stereoscopic endoscopy systems

    Science.gov (United States)

    Bouma, Henri; van der Mark, Wannes; Eendebak, Pieter T.; Landsmeer, Sander H.; van Eekeren, Adam W. M.; ter Haar, Frank B.; Wieringa, F. Pieter; van Basten, Jean-Paul

    2012-06-01

    Compared to open surgery, minimal invasive surgery offers reduced trauma and faster recovery. However, lack of direct view limits space perception. Stereo-endoscopy improves depth perception, but is still restricted to the direct endoscopic field-of-view. We describe a novel technology that reconstructs 3D-panoramas from endoscopic video streams providing a much wider cumulative overview. The method is compatible with any endoscope. We demonstrate that it is possible to generate photorealistic 3D-environments from mono- and stereoscopic endoscopy. The resulting 3D-reconstructions can be directly applied in simulators and e-learning. Extended to real-time processing, the method looks promising for telesurgery or other remote vision-guided tasks.

  7. Student-Centred Experiments with Stream Invertebrates

    Science.gov (United States)

    Vaughan, Ian; Larsen, Stefano; Durance, Isabelle; Ormerod, Steve

    2011-01-01

    Field experiments are at the core of ecology, yet rarely find their way into education, probably due to a combination of technical challenges and risks associated with fieldwork. This may compromise student education and perception of the subject, making interesting, readily manageable experiments extremely important. We describe how the daily…

  8. Optimal erasure protection for scalably compressed video streams with limited retransmission.

    Science.gov (United States)

    Taubman, David; Thie, Johnson

    2005-08-01

    This paper shows how the priority encoding transmission (PET) framework may be leveraged to exploit both unequal error protection and limited retransmission for RD-optimized delivery of streaming media. Previous work on scalable media protection with PET has largely ignored the possibility of retransmission. Conversely, the PET framework has not been harnessed by the substantial body of previous work on RD optimized hybrid forward error correction/automatic repeat request schemes. We limit our attention to sources which can be modeled as independently compressed frames (e.g., video frames), where each element in the scalable representation of each frame can be transmitted in one or both of two transmission slots. An optimization algorithm determines the level of protection which should be assigned to each element in each slot, subject to transmission bandwidth constraints. To balance the protection assigned to elements which are being transmitted for the first time with those which are being retransmitted, the proposed algorithm formulates a collection of hypotheses concerning its own behavior in future transmission slots. We show how the PET framework allows for a decoupled optimization algorithm with only modest complexity. Experimental results obtained with Motion JPEG2000 compressed video demonstrate that substantial performance benefits can be obtained using the proposed framework.

  9. Robust and efficient fiducial tracking for augmented reality in HD-laparoscopic video streams

    Science.gov (United States)

    Mueller, M.; Groch, A.; Baumhauer, M.; Maier-Hein, L.; Teber, D.; Rassweiler, J.; Meinzer, H.-P.; Wegner, In.

    2012-02-01

    Augmented Reality (AR) is a convenient way of porting information from medical images into the surgical field of view and can deliver valuable assistance to the surgeon, especially in laparoscopic procedures. In addition, high definition (HD) laparoscopic video devices are a great improvement over the previously used low resolution equipment. However, in AR applications that rely on real-time detection of fiducials from video streams, the demand for efficient image processing has increased due to the introduction of HD devices. We present an algorithm based on the well-known Conditional Density Propagation (CONDENSATION) algorithm which can satisfy these new demands. By incorporating a prediction around an already existing and robust segmentation algorithm, we can speed up the whole procedure while leaving the robustness of the fiducial segmentation untouched. For evaluation purposes we tested the algorithm on recordings from real interventions, allowing for a meaningful interpretation of the results. Our results show that we can accelerate the segmentation by a factor of 3.5 on average. Moreover, the prediction information can be used to compensate for fiducials that are temporarily occluded or out of scope, providing greater stability.

  10. An Analysis of Quality of Service (QoS In Live Video Streaming Using Evolved HSPA Network Media

    Directory of Open Access Journals (Sweden)

    Achmad Zakaria Azhar

    2016-10-01

    Full Text Available Evolved High Speed Packet Access (HSPA+ is a mobile telecommunication system technology and the evolution of HSPA technology. This technology has a packet data based service with downlink speeds up to 21.1 Mbps and uplink speed up to 11.5 Mbps on the bandwidth 5MHz. This technology is expected to fulfill and support the needs for information that involves all aspects of multimedia such as video and audio, especially live video streaming. By utilizing this technology it will facilitate communicating the information, for example to monitoring the situation of the house, the news coverage at some certain area, and other events in real time. This thesis aims to identify and test the Quality of Service (QoS performance on the network that is used for live video streaming with the parameters of throughput, delay, jitter and packet loss. The software used for monitoring the data traffic of the live video streaming network is wireshark network analyzer. From the test results it is obtained that the average throughput of provider B is 5,295 Kbps bigger than the provider A, the average delay of provider B is 0.618 ms smaller than the provider A, the average jitter of provider B is 0.420 ms smaller than the provider A and the average packet loss of provider B is 0.451% smaller than the provider A.

  11. Flow Genres: The Varieties of Video Game Experience

    Czech Academy of Sciences Publication Activity Database

    Hrabec, O.; Chrz, Vladimír

    2015-01-01

    Roč. 7, č. 1 (2015), s. 1-19 ISSN 1942-3888 R&D Projects: GA ČR(CZ) GAP407/12/2432 Institutional support: RVO:68081740 Keywords : flow * optimal experience * genre * video game Subject RIV: AN - Psychology

  12. Students’ Experiences of Ability-based Streaming in Vocational Education

    DEFF Research Database (Denmark)

    Tanggaard, Lene; Nielsen, Klaus; Helms Jørgensen, Christian

    2015-01-01

    Since 2007, it has been mandatory for all vocational schools in Denmark to assess the prior qualifications of all students when they begin at the school and to use this assessment to divide students into different ability-based courses (streaming) with the aim of increasing the retention of stude......Since 2007, it has been mandatory for all vocational schools in Denmark to assess the prior qualifications of all students when they begin at the school and to use this assessment to divide students into different ability-based courses (streaming) with the aim of increasing the retention...... of students. The purpose of this paper is to explore students’ experiences of being placed on a low-ability course by using case studies of two classes from separate vocational schools in Denmark with different practices regarding the streaming of students....

  13. Exploring How Video Digital Storytelling Builds Relationship Experiences

    OpenAIRE

    Pera, R; Viglia, Giampaolo

    2016-01-01

    The purpose of the paper is to explore how digital storytelling enables a consumer relationship experience in online peer-to-peer communities. Within the value cocreation framework, digital storytelling is interpreted as an encounter communication practice where consumers adopt the role of storytellers and story receivers. This study adopts a qualitative multimethod approach to investigate the meanings contained in video stories and the linkage to relationship experience. A case study based o...

  14. Cross-layer ultrasound video streaming over mobile WiMAX and HSUPA networks.

    Science.gov (United States)

    Alinejad, Ali; Philip, Nada Y; Istepanian, Robert S H

    2012-01-01

    It is well known that the evolution of 4G-based mobile multimedia network systems will contribute significantly to future mobile healthcare (m-health) applications that require high bandwidth and fast data rates. Central to the success of such emerging applications is the compatibility of broadband networks, such as mobile Worldwide Interoperability For Microwave Access (WiMAX) and High-Speed Uplink Packet Access (HSUPA), and especially their rate adaption issues combined with the acceptable real-time medical quality of service requirements. In this paper, we address the relevant challenges of cross-layer design requirements for real-time rate adaptation of ultrasound video streaming in mobile WiMAX and HSUPA networks. A comparative performance analysis of such approach is validated in two experimental m-health test bed systems for both mobile WiMAX and HSUPA networks. The experimental results have shown an improved performance of mobile WiMAX compared to the HSUPA using the same cross-layer optimization approach.

  15. Fragility issues of medical video streaming over 802.11e-WLAN m-health environments.

    Science.gov (United States)

    Tan, Yow-Yiong Edwin; Philip, Nada; Istepanian, Robert H

    2006-01-01

    This paper presents some of the fragility issues of a medical video streaming over 802.11e-WLAN in m-health applications. In particular, we present a medical channel-adaptive fair allocation (MCAFA) scheme for enhanced QoS support for IEEE 802.11 (WLAN), as a modification for the standard 802.11e enhanced distributed coordination function (EDCF) is proposed for enhanced medical data performance. The medical channel-adaptive fair allocation (MCAFA) proposed extends the EDCF, by halving the contention window (CW) after zeta consecutive successful transmissions to reduce the collision probability when channel is busy. Simulation results show that MCAFA outperforms EDCF in-terms of overall performance relevant to the requirements of high throughput of medical data and video streaming traffic in 3G/WLAN wireless environments.

  16. Virtually numbed: immersive video gaming alters real-life experience.

    Science.gov (United States)

    Weger, Ulrich W; Loughnan, Stephen

    2014-04-01

    As actors in a highly mechanized environment, we are citizens of a world populated not only by fellow humans, but also by virtual characters (avatars). Does immersive video gaming, during which the player takes on the mantle of an avatar, prompt people to adopt the coldness and rigidity associated with robotic behavior and desensitize them to real-life experience? In one study, we correlated participants' reported video-gaming behavior with their emotional rigidity (as indicated by the number of paperclips that they removed from ice-cold water). In a second experiment, we manipulated immersive and nonimmersive gaming behavior and then likewise measured the extent of the participants' emotional rigidity. Both studies yielded reliable impacts, and thus suggest that immersion into a robotic viewpoint desensitizes people to real-life experiences in oneself and others.

  17. Unequal Protection of Video Streaming through Adaptive Modulation with a Trizone Buffer over Bluetooth Enhanced Data Rate

    Directory of Open Access Journals (Sweden)

    Razavi Rouzbeh

    2008-01-01

    Full Text Available Abstract Bluetooth enhanced data rate wireless channel can support higher-quality video streams compared to previous versions of Bluetooth. Packet loss when transmitting compressed data has an effect on the delivered video quality that endures over multiple frames. To reduce the impact of radio frequency noise and interference, this paper proposes adaptive modulation based on content type at the video frame level and content importance at the macroblock level. Because the bit rate of protected data is reduced, the paper proposes buffer management to reduce the risk of buffer overflow. A trizone buffer is introduced, with a varying unequal protection policy in each zone. Application of this policy together with adaptive modulation results in up to 4 dB improvement in objective video quality compared to fixed rate scheme for an additive white Gaussian noise channel and around 10 dB for a Gilbert-Elliott channel. The paper also reports a consistent improvement in video quality over a scheme that adapts to channel conditions by varying the data rate without accounting for the video frame packet type or buffer congestion.

  18. Unequal Protection of Video Streaming through Adaptive Modulation with a Trizone Buffer over Bluetooth Enhanced Data Rate

    Directory of Open Access Journals (Sweden)

    Rouzbeh Razavi

    2007-12-01

    Full Text Available Bluetooth enhanced data rate wireless channel can support higher-quality video streams compared to previous versions of Bluetooth. Packet loss when transmitting compressed data has an effect on the delivered video quality that endures over multiple frames. To reduce the impact of radio frequency noise and interference, this paper proposes adaptive modulation based on content type at the video frame level and content importance at the macroblock level. Because the bit rate of protected data is reduced, the paper proposes buffer management to reduce the risk of buffer overflow. A trizone buffer is introduced, with a varying unequal protection policy in each zone. Application of this policy together with adaptive modulation results in up to 4 dB improvement in objective video quality compared to fixed rate scheme for an additive white Gaussian noise channel and around 10 dB for a Gilbert-Elliott channel. The paper also reports a consistent improvement in video quality over a scheme that adapts to channel conditions by varying the data rate without accounting for the video frame packet type or buffer congestion.

  19. The Playlist Experience: Personal Playlists in Music Streaming Services

    OpenAIRE

    Hagen, Anja Nylund

    2015-01-01

    Music streaming services encompass features that enable the organization of music into playlists. This article inquires how users describe and make sense of practices and experiences of creating, curating, maintaining, and using personal playlists. The analysis relies on a mixed-method study, including music-diary self-reports, online observations, and in-depth interviews with 12 heavy users of Spotify or/and WiMP Music. The findings suggest heterogeneous management of static and dynamic play...

  20. Researching Human Experience: video intervention/prevention assessment (VIA

    Directory of Open Access Journals (Sweden)

    Jennifer Patashnick

    2005-05-01

    Full Text Available Human experience is a critical subject for research. By discussing Video Intervention/Prevention Assessment (VIA, a patient-centered health research method where patients teach their clinicians about living with a chronic condition through the creation of visual illness narratives, this paper examines the value of qualitative inquiry and why human experience rarely is investigated directly. An analysis of a sample VIA data is presented to demonstrate how, by utilizing grounded theory and qualitative analysis, one can derive rich and unique information from human experience.

  1. STREAM

    DEFF Research Database (Denmark)

    Godsk, Mikkel

    This paper presents a flexible model, ‘STREAM’, for transforming higher science education into blended and online learning. The model is inspired by ideas of active and collaborative learning and builds on feedback strategies well-known from Just-in-Time Teaching, Flipped Classroom, and Peer...... Instruction. The aim of the model is to provide both a concrete and comprehensible design toolkit for adopting and implementing educational technologies in higher science teaching practice and at the same time comply with diverse ambitions. As opposed to the above-mentioned feedback strategies, the STREAM...... model supports a relatively diverse use of educational technologies and may also be used to transform teaching into completely online learning. So far both teachers and educational developers have positively received the model and the initial design experiences show promise....

  2. Real-time skin feature identification in a time-sequential video stream

    Science.gov (United States)

    Kramberger, Iztok

    2005-04-01

    Skin color can be an important feature when tracking skin-colored objects. Particularly this is the case for computer-vision-based human-computer interfaces (HCI). Humans have a highly developed feeling of space and, therefore, it is reasonable to support this within intelligent HCI, where the importance of augmented reality can be foreseen. Joining human-like interaction techniques within multimodal HCI could, or will, gain a feature for modern mobile telecommunication devices. On the other hand, real-time processing plays an important role in achieving more natural and physically intuitive ways of human-machine interaction. The main scope of this work is the development of a stereoscopic computer-vision hardware-accelerated framework for real-time skin feature identification in the sense of a single-pass image segmentation process. The hardware-accelerated preprocessing stage is presented with the purpose of color and spatial filtering, where the skin color model within the hue-saturation-value (HSV) color space is given with a polyhedron of threshold values representing the basis of the filter model. An adaptive filter management unit is suggested to achieve better segmentation results. This enables the adoption of filter parameters to the current scene conditions in an adaptive way. Implementation of the suggested hardware structure is given at the level of filed programmable system level integrated circuit (FPSLIC) devices using an embedded microcontroller as their main feature. A stereoscopic clue is achieved using a time-sequential video stream, but this shows no difference for real-time processing requirements in terms of hardware complexity. The experimental results for the hardware-accelerated preprocessing stage are given by efficiency estimation of the presented hardware structure using a simple motion-detection algorithm based on a binary function.

  3. Stream-simulation experiments for waste-repository investigations

    International Nuclear Information System (INIS)

    Seitz, M.G.

    1980-01-01

    The potential for radionuclide migration by groundwater flow from a breached-water repository depends on the leaching process and on chemical changes that might occur as the radionuclide moves away from the repository. Therefore, migration involves the interactions of leached species with (1) the waste and canister, (2) the engineered barrier, and (3) the geologic materials surrounding the repository. Rather than attempt to synthesize each species and study it individually, another approach is to integrate all species and interactions using stream-simulation experiments. Interactions identified in these studies can then be investigated in detail in simpler experiments

  4. Analyzing Motives, Preferences, and Experiences in Video Game Play

    Directory of Open Access Journals (Sweden)

    Donald Loffredo

    2017-04-01

    Full Text Available This paper presents the results of analyzing motives, preferences, and experiences in video game play. A sample of 112 (64 male and 48 female students completed online the Gaming Attitudes, Motives, and Experiences Scales (GAMES. Separate one-way independent-measures multivariate analyses of variance (MANOVAs were used to determine if there were statistically significant differences by gender, age category, hours of videogame play, and ethnicity on the nine Factor Subscales of the GAMES. The results supported two of the proposed hypotheses. There were statistically differences by gender and hours of videogame play on some of the Factor Subscales of the GAMES.

  5. MATIN: a random network coding based framework for high quality peer-to-peer live video streaming.

    Science.gov (United States)

    Barekatain, Behrang; Khezrimotlagh, Dariush; Aizaini Maarof, Mohd; Ghaeini, Hamid Reza; Salleh, Shaharuddin; Quintana, Alfonso Ariza; Akbari, Behzad; Cabrera, Alicia Triviño

    2013-01-01

    In recent years, Random Network Coding (RNC) has emerged as a promising solution for efficient Peer-to-Peer (P2P) video multicasting over the Internet. This probably refers to this fact that RNC noticeably increases the error resiliency and throughput of the network. However, high transmission overhead arising from sending large coefficients vector as header has been the most important challenge of the RNC. Moreover, due to employing the Gauss-Jordan elimination method, considerable computational complexity can be imposed on peers in decoding the encoded blocks and checking linear dependency among the coefficients vectors. In order to address these challenges, this study introduces MATIN which is a random network coding based framework for efficient P2P video streaming. The MATIN includes a novel coefficients matrix generation method so that there is no linear dependency in the generated coefficients matrix. Using the proposed framework, each peer encapsulates one instead of n coefficients entries into the generated encoded packet which results in very low transmission overhead. It is also possible to obtain the inverted coefficients matrix using a bit number of simple arithmetic operations. In this regard, peers sustain very low computational complexities. As a result, the MATIN permits random network coding to be more efficient in P2P video streaming systems. The results obtained from simulation using OMNET++ show that it substantially outperforms the RNC which uses the Gauss-Jordan elimination method by providing better video quality on peers in terms of the four important performance metrics including video distortion, dependency distortion, End-to-End delay and Initial Startup delay.

  6. MATIN: a random network coding based framework for high quality peer-to-peer live video streaming.

    Directory of Open Access Journals (Sweden)

    Behrang Barekatain

    Full Text Available In recent years, Random Network Coding (RNC has emerged as a promising solution for efficient Peer-to-Peer (P2P video multicasting over the Internet. This probably refers to this fact that RNC noticeably increases the error resiliency and throughput of the network. However, high transmission overhead arising from sending large coefficients vector as header has been the most important challenge of the RNC. Moreover, due to employing the Gauss-Jordan elimination method, considerable computational complexity can be imposed on peers in decoding the encoded blocks and checking linear dependency among the coefficients vectors. In order to address these challenges, this study introduces MATIN which is a random network coding based framework for efficient P2P video streaming. The MATIN includes a novel coefficients matrix generation method so that there is no linear dependency in the generated coefficients matrix. Using the proposed framework, each peer encapsulates one instead of n coefficients entries into the generated encoded packet which results in very low transmission overhead. It is also possible to obtain the inverted coefficients matrix using a bit number of simple arithmetic operations. In this regard, peers sustain very low computational complexities. As a result, the MATIN permits random network coding to be more efficient in P2P video streaming systems. The results obtained from simulation using OMNET++ show that it substantially outperforms the RNC which uses the Gauss-Jordan elimination method by providing better video quality on peers in terms of the four important performance metrics including video distortion, dependency distortion, End-to-End delay and Initial Startup delay.

  7. Flume experiments on scour downstream of wood stream restoration structures

    Science.gov (United States)

    Pagliara, Stefano; Kurdistani, Sahameddin Mahmoudi

    2017-02-01

    River restoration aims to improve physical natural form and processes of a river. Techniques to control the riverbed, stabilize channel alignment, protect stream banks, and rebuild the natural habitat are an important part of river restoration projects. Rivers can be stabilized and habitat restored through techniques such as rebuilding meanders and pool-riffle sequences and managing large wood. Structures that limit channel width to accelerate the normal flows through the constricted section are referred to as stream deflectors. Single-wing, double-wing and triangular deflectors are the most commonly used types of this measure. Log-frame deflectors consist of a triangular log frame filled with rock. Deflector constructions singly or in series in low gradient meandering streams, divert base flows toward the center of the channel and, under certain conditions, increase the depth and velocity of flow thereby creating scour pools and enhancing fish habitat. Scour characteristics and morphologies downstream of log-frame deflectors have been analyzed at the hydraulic laboratory of the University of Pisa. All experiments have been carried out in clear water conditions. The results showed that the tailwater depth plays an important role on scour characteristics. In addition, it was experimentally proven that using log-frame deflectors instead of log-deflectors result in a better river bank protection. In this case, for all the tested hydraulic conditions, the scour hole never occurred close to the channel bank. Useful empirical relationships have been proposed in order to evaluate the main features of the scour geometry.

  8. MAC-Layer Active Dropping for Real-Time Video Streaming in 4G Access Networks

    KAUST Repository

    She, James; Hou, Fen; Shihada, Basem; Ho, Pin-Han

    2010-01-01

    -transmission/retransmission, the proposed scheme is practically implementable for more effective resource utilization, avoiding delay propagation, and achieving better video qualities under certain conditions.

  9. Enhancing the Therapy Experience Using Principles of Video Game Design.

    Science.gov (United States)

    Folkins, John Wm; Brackenbury, Tim; Krause, Miriam; Haviland, Allison

    2016-02-01

    This article considers the potential benefits that applying design principles from contemporary video games may have on enhancing therapy experiences. Six principles of video game design are presented, and their relevance for enriching clinical experiences is discussed. The motivational and learning benefits of each design principle have been discussed in the education literature as having positive impacts on student motivation and learning and are related here to aspects of clinical practice. The essential experience principle suggests connecting all aspects of the experience around a central emotion or cognitive connection. The discovery principle promotes indirect learning in focused environments. The risk-taking principle addresses the uncertainties clients face when attempting newly learned skills in novel situations. The generalization principle encourages multiple opportunities for skill transfer. The reward system principle directly relates to the scaffolding of frequent and varied feedback in treatment. Last, the identity principle can assist clients in using their newly learned communication skills to redefine self-perceptions. These principles highlight areas for research and interventions that may be used to reinforce or advance current practice.

  10. Low-cost synchronization of high-speed audio and video recordings in bio-acoustic experiments.

    Science.gov (United States)

    Laurijssen, Dennis; Verreycken, Erik; Geipel, Inga; Daems, Walter; Peremans, Herbert; Steckel, Jan

    2018-02-27

    In this paper, we present a method for synchronizing high-speed audio and video recordings of bio-acoustic experiments. By embedding a random signal into the recorded video and audio data, robust synchronization of a diverse set of sensor streams can be performed without the need to keep detailed records. The synchronization can be performed using recording devices without dedicated synchronization inputs. We demonstrate the efficacy of the approach in two sets of experiments: behavioral experiments on different species of echolocating bats and the recordings of field crickets. We present the general operating principle of the synchronization method, discuss its synchronization strength and provide insights into how to construct such a device using off-the-shelf components. © 2018. Published by The Company of Biologists Ltd.

  11. Optimal JPWL Forward Error Correction Rate Allocation for Robust JPEG 2000 Images and Video Streaming over Mobile Ad Hoc Networks

    Directory of Open Access Journals (Sweden)

    Benoit Macq

    2008-07-01

    Full Text Available Based on the analysis of real mobile ad hoc network (MANET traces, we derive in this paper an optimal wireless JPEG 2000 compliant forward error correction (FEC rate allocation scheme for a robust streaming of images and videos over MANET. The packet-based proposed scheme has a low complexity and is compliant to JPWL, the 11th part of the JPEG 2000 standard. The effectiveness of the proposed method is evaluated using a wireless Motion JPEG 2000 client/server application; and the ability of the optimal scheme to guarantee quality of service (QoS to wireless clients is demonstrated.

  12. Publicación de materiales audiovisuales a través de un servidor de video-streaming Publication of audio-visual materials through a streaming video server

    Directory of Open Access Journals (Sweden)

    Acevedo Clavijo Edwin Jovanny

    2010-07-01

    Full Text Available Esta propuesta tiene como objetivo estudiar varias alternativas de servidores Streaming para determinar la mejor herramienta para el desarrollo de la publicación de material audiovisual educativo. Se evaluaron las plataformas más utilizadas teniendo en cuenta sus características y beneficios que tiene cada servidor entre las los cuales están: Hélix Universal Server, Windows Media Server de Microsoft, Peer Cast y Darwin Server. implementando un servidor con mayores capacidades y beneficios para la publicación de videos con fines académicos a través de la intranet de la Universidad Cooperativa de Colombia seccional Barrancabermeja This proposal has as an principal objective to study different alternatives for streaming servers to determine the best tool in the project’s development. Platforms most used were evaluated features and benefits in each served such as: Helix Universal Server, Microsoft Windows Media Server, Peer Cast and Darwin Server. Implementing a server with more capabilities and benefits for the publication of videos for academic purposes through the intranet of the Cooperative University of Colombia Barrancabermeja’s sectional

  13. The Measurement and Modeling of a P2P Streaming Video Service

    Science.gov (United States)

    Gao, Peng; Liu, Tao; Chen, Yanming; Wu, Xingyao; El-Khatib, Yehia; Edwards, Christopher

    Most of the work on grid technology in video area has been generally restricted to aspects of resource scheduling and replica management. The traffic of such service has a lot of characteristics in common with that of the traditional video service. However the architecture and user behavior in Grid networks are quite different from those of traditional Internet. Considering the potential of grid networks and video sharing services, measuring and analyzing P2P IPTV traffic are important and fundamental works in the field grid networks.

  14. Neural contributions to flow experience during video game playing.

    Science.gov (United States)

    Klasen, Martin; Weber, René; Kircher, Tilo T J; Mathiak, Krystyna A; Mathiak, Klaus

    2012-04-01

    Video games are an exciting part of new media. Although game play has been intensively studied, the underlying neurobiology is still poorly understood. Flow theory is a well-established model developed to describe subjective game experience. In 13 healthy male subjects, we acquired fMRI data during free play of a video game and analyzed brain activity based on the game content. In accordance with flow theory, we extracted the following factors from the game content: (i) balance between ability and challenge; (ii) concentration and focus; (iii) direct feedback of action results; (iv) clear goals; and (v) control over the situation/activity. We suggest that flow is characterized by specific neural activation patterns and that the latter can be assessed-at least partially-by content factors contributing to the emergence of flow. Each of the content factors was characterized by specific and distinguishable brain activation patterns, encompassing reward-related midbrain structures, as well as cognitive and sensorimotor networks. The activation of sensory and motor networks in the conjunction analyses underpinned the central role of simulation for flow experience. Flow factors can be validated with functional brain imaging which can improve the understanding of human emotions and motivational processes during media entertainment.

  15. Digital Video taken during the 3-person submersible Clelia dive 613 of the NOAA Office of Ocean Exploration's Islands in the Stream 2001 cruise, September 01, 2001 (NCEI Accession 0037126)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — The video data in this accession was captured during the Islands in the Stream mission of 2001. Islands in the Stream was a three-month scientific expedition to...

  16. Digital Video taken during the 3-person submersible Clelia dive 610 of the NOAA Office of Ocean Exploration's Islands in the Stream 2001 cruise, August 31, 2001 (NCEI Accession 0037158)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — The video data in this accession was captured during the Islands in the Stream mission of 2001. Islands in the Stream was a three-month scientific expedition to...

  17. Digital Video taken during the 3-person submersible Clelia dive 609 of the NOAA Office of Ocean Exploration's Islands in the Stream 2001 cruise, August 30, 2001 (NCEI Accession 0037122)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — The video data in this accession was captured during the Islands in the Stream mission of 2001. Islands in the Stream was a three-month scientific expedition to...

  18. Digital video taken during the 3-person submersible Clelia dive 606 of the NOAA Office of Ocean Exploration's Islands in the Stream 2001 cruise, August 29, 2001 (NCEI Accession 0039739)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — The video data in this accession was captured during the Islands in the Stream mission of 2001. Islands in the Stream was a three-month scientific expedition to...

  19. Dashboard Videos

    Science.gov (United States)

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

    2012-01-01

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

  20. System architecture for ubiquitous live video streaming in university network environment

    CSIR Research Space (South Africa)

    Dludla, AG

    2013-09-01

    Full Text Available an architecture which supports ubiquitous live streaming for university or campus networks using a modified bluetooth inquiry mechanism with extended ID, integrated end-user device usage and adaptation to heterogeneous networks. Riding on that architecture...

  1. Streaming weekly soap opera video episodes to smartphones in a randomized controlled trial to reduce HIV risk in young urban African American/black women.

    Science.gov (United States)

    Jones, Rachel; Lacroix, Lorraine J

    2012-07-01

    Love, Sex, and Choices is a 12-episode soap opera video series created as an intervention to reduce HIV sex risk. The effect on women's HIV risk behavior was evaluated in a randomized controlled trial in 238 high risk, predominately African American young adult women in the urban Northeast. To facilitate on-demand access and privacy, the episodes were streamed to study-provided smartphones. Here, we discuss the development of a mobile platform to deliver the 12-weekly video episodes or weekly HIV risk reduction written messages to smartphones, including; the technical requirements, development, and evaluation. Popularity of the smartphone and use of the Internet for multimedia offer a new channel to address health disparities in traditionally underserved populations. This is the first study to report on streaming a serialized video-based intervention to a smartphone. The approach described here may provide useful insights in assessing advantages and disadvantages of smartphones to implement a video-based intervention.

  2. The effects of video game experience and active stereoscopy on performance in combat identification tasks.

    Science.gov (United States)

    Keebler, Joseph R; Jentsch, Florian; Schuster, David

    2014-12-01

    We investigated the effects of active stereoscopic simulation-based training and individual differences in video game experience on multiple indices of combat identification (CID) performance. Fratricide is a major problem in combat operations involving military vehicles. In this research, we aimed to evaluate the effects of training on CID performance in order to reduce fratricide errors. Individuals were trained on 12 combat vehicles in a simulation, which were presented via either a non-stereoscopic or active stereoscopic display using NVIDIA's GeForce shutter glass technology. Self-report was used to assess video game experience, leading to four between-subjects groups: high video game experience with stereoscopy, low video game experience with stereoscopy, high video game experience without stereoscopy, and low video game experience without stereoscopy. We then tested participants on their memory of each vehicle's alliance and name across multiple measures, including photographs and videos. There was a main effect for both video game experience and stereoscopy across many of the dependent measures. Further, we found interactions between video game experience and stereoscopic training, such that those individuals with high video game experience in the non-stereoscopic group had the highest performance outcomes in the sample on multiple dependent measures. This study suggests that individual differences in video game experience may be predictive of enhanced performance in CID tasks. Selection based on video game experience in CID tasks may be a useful strategy for future military training. Future research should investigate the generalizability of these effects, such as identification through unmanned vehicle sensors.

  3. Power-Constrained Fuzzy Logic Control of Video Streaming over a Wireless Interconnect

    Science.gov (United States)

    Razavi, Rouzbeh; Fleury, Martin; Ghanbari, Mohammed

    2008-12-01

    Wireless communication of video, with Bluetooth as an example, represents a compromise between channel conditions, display and decode deadlines, and energy constraints. This paper proposes fuzzy logic control (FLC) of automatic repeat request (ARQ) as a way of reconciling these factors, with a 40% saving in power in the worst channel conditions from economizing on transmissions when channel errors occur. Whatever the channel conditions are, FLC is shown to outperform the default Bluetooth scheme and an alternative Bluetooth-adaptive ARQ scheme in terms of reduced packet loss and delay, as well as improved video quality.

  4. Benchmark experiments on neutron streaming through JET Torus Hall penetrations

    Science.gov (United States)

    Batistoni, P.; Conroy, S.; Lilley, S.; Naish, J.; Obryk, B.; Popovichev, S.; Stamatelatos, I.; Syme, B.; Vasilopoulou, T.; contributors, JET

    2015-05-01

    Neutronics experiments are performed at JET for validating in a real fusion environment the neutronics codes and nuclear data applied in ITER nuclear analyses. In particular, the neutron fluence through the penetrations of the JET torus hall is measured and compared with calculations to assess the capability of state-of-art numerical tools to correctly predict the radiation streaming in the ITER biological shield penetrations up to large distances from the neutron source, in large and complex geometries. Neutron streaming experiments started in 2012 when several hundreds of very sensitive thermo-luminescence detectors (TLDs), enriched to different levels in 6LiF/7LiF, were used to measure the neutron and gamma dose separately. Lessons learnt from this first experiment led to significant improvements in the experimental arrangements to reduce the effects due to directional neutron source and self-shielding of TLDs. Here we report the results of measurements performed during the 2013-2014 JET campaign. Data from new positions, at further locations in the South West labyrinth and down to the Torus Hall basement through the air duct chimney, were obtained up to about a 40 m distance from the plasma neutron source. In order to avoid interference between TLDs due to self-shielding effects, only TLDs containing natural Lithium and 99.97% 7Li were used. All TLDs were located in the centre of large polyethylene (PE) moderators, with natLi and 7Li crystals evenly arranged within two PE containers, one in horizontal and the other in vertical orientation, to investigate the shadowing effect in the directional neutron field. All TLDs were calibrated in the quantities of air kerma and neutron fluence. This improved experimental arrangement led to reduced statistical spread in the experimental data. The Monte Carlo N-Particle (MCNP) code was used to calculate the air kerma due to neutrons and the neutron fluence at detector positions, using a JET model validated up to the

  5. Symposium on the Nature of Science—Streaming Video Archive

    Science.gov (United States)

    Oddone – Welcome Mark Ratner – Nano 201: A Gentle Introduction to Nanotechnology and Nanoscience Marsha Physical Sciences Neil Kelleher – How a Chemist Needs Computer Science, Biology, and Engineering to Push – Incorporating Nanotechnology into the Curriculum (streamed session not available) Rich Marvin – Using

  6. Multiple Intelligences, Motivations and Learning Experience Regarding Video-Assisted Subjects in a Rural University

    Science.gov (United States)

    Hajhashemi, Karim; Caltabiano, Nerina; Anderson, Neil; Tabibzadeh, Seyed Asadollah

    2018-01-01

    This study investigates multiple intelligences in relation to online video experiences, age, gender, and mode of learning from a rural Australian university. The inter-relationships between learners' different intelligences and their motivations and learning experience with the supplementary online videos utilised in their subjects are…

  7. Delivering Instruction via Streaming Media: A Higher Education Perspective.

    Science.gov (United States)

    Mortensen, Mark; Schlieve, Paul; Young, Jon

    2000-01-01

    Describes streaming media, an audio/video presentation that is delivered across a network so that it is viewed while being downloaded onto the user's computer, including a continuous stream of video that can be pre-recorded or live. Discusses its use for nontraditional students in higher education and reports on implementation experiences. (LRW)

  8. Meteoroid orbits from video meteors. The case of the Geminid stream

    Czech Academy of Sciences Publication Activity Database

    Hajduková jr., M.; Koten, Pavel; Kornoš, L.; Toth, J.

    2017-01-01

    Roč. 143, SI (2017), s. 89-98 ISSN 0032-0633. [Meteoroids 2016. Nordwijk, 06.06.2016-10.06.2016] R&D Projects: GA ČR GA14-25251S Institutional support: RVO:67985815 Keywords : meteors * meteoroid orbits * meteoroid streams Subject RIV: BN - Astronomy, Celestial Mechanics, Astrophysics OBOR OECD: Astronomy (including astrophysics,space science ) Impact factor: 1.892, year: 2016

  9. Cross-Layer Measurement on an IEEE 802.11g Wireless Network Supporting MPEG-2 Video Streaming Applications in the Presence of Interference

    Directory of Open Access Journals (Sweden)

    Alessandro Sona

    2010-01-01

    Full Text Available The performance of wireless local area networks supporting video streaming applications, based on MPEG-2 video codec, in the presence of interference is here dealt with. IEEE 802.11g standard wireless networks, that do not support QoS in according with IEEE 802.11e standard, are, in particular, accounted for and Bluetooth signals, additive white Gaussian noise, and competitive data traffic are considered as sources of interference. The goal is twofold: from one side, experimentally assessing and correlating the values that some performance metrics assume at the same time at different layers of an IEEE 802.11g WLAN delivering video streaming in the presence of in-channel interference; from the other side, deducing helpful and practical hints for designers and technicians, in order to efficiently assess and enhance the performance of an IEEE 802.11g WLAN supporting video streaming in some suitable setup conditions and in the presence of interference. To this purpose, an experimental analysis is planned following a cross-layer measurement approach, and a proper testbed within a semianechoic chamber is used. Valuable results are obtained in terms of signal-to-interference ratio, packet loss ratio, jitter, video quality, and interference data rate; helpful hints for designers and technicians are finally gained.

  10. A negative association between video game experience and proactive cognitive control.

    Science.gov (United States)

    Bailey, Kira; West, Robert; Anderson, Craig A

    2010-01-01

    Some evidence demonstrates that video game experience has a beneficial effect on visuospatial cognition. In contrast, other evidence indicates that video game experience may be negatively related to cognitive control. In this study we examined the specificity of the influence of video game experience on cognitive control. Participants with high and low video game experience performed the Stroop task while event-related brain potentials were recorded. The behavioral data revealed no difference between high and low gamers for the Stroop interference effect and a reduction in the conflict adaptation effect in high gamers. The amplitude of the medial frontal negativity and a frontal slow wave was attenuated in high gamers, and there was no effect of gaming status on the conflict slow potential. These data lead to the suggestion that video game experience has a negative influence on proactive, but not reactive, cognitive control.

  11. Extrafoveal Video Extension for an Immersive Viewing Experience.

    Science.gov (United States)

    Turban, Laura; Urban, Fabrice; Guillotel, Philippe

    2016-02-11

    Between the recent popularity of virtual reality (VR) and the development of 3D, immersion has become an integral part of entertainment concepts. Head-mounted Display (HMD) devices are often used to afford users a feeling of immersion in the environment. Another technique is to project additional material surrounding the viewer, as is achieved using cave systems. As a continuation of this technique, it could be interesting to extend surrounding projection to current television or cinema screens. The idea would be to entirely fill the viewer's field of vision, thus providing them with a more complete feeling of being in the scene and part of the story. The appropriate content can be captured using large field of view (FoV) technology, using a rig of cameras for 110 to 360 capture, or created using computergenerated images. The FoV is, however, rather limited in its use for existing (legacy) content, achieving between 36 to 90 degrees () field, depending on the distance from the screen. This paper seeks to improve this FoV limitation by proposing computer vision techniques to extend such legacy content to the peripheral (extrafoveal) vision without changing the original creative intent or damaging the viewer's experience. A new methodology is also proposed for performing user tests in order to evaluate the quality of the experience and confirm that the sense of immersion has been increased. This paper thus presents: i) an algorithm to spatially extend the video based on human vision characteristics, ii) its subjective results compared to state-of-the-art techniques, iii) the protocol required to evaluate the quality of the experience (QoE), and iv) the results of the user tests.

  12. Recovery After Psychosis: Qualitative Study of Service User Experiences of Lived Experience Videos on a Recovery-Oriented Website.

    Science.gov (United States)

    Williams, Anne; Fossey, Ellie; Farhall, John; Foley, Fiona; Thomas, Neil

    2018-05-08

    Digital interventions offer an innovative way to make the experiences of people living with mental illness available to others. As part of the Self-Management And Recovery Technology (SMART) research program on the use of digital resources in mental health services, an interactive website was developed including videos of people with lived experience of mental illness discussing their recovery. These peer videos were designed to be watched on a tablet device with a mental health worker, or independently. Our aim was to explore how service users experienced viewing the lived experience videos on this interactive website, as well as its influence on their recovery journey. In total, 36 service users with experience of using the website participated in individual semistructured qualitative interviews. All participants had experience of psychosis. Data analysis occurred alongside data collection, following principles of constructivist grounded theory methodology. According to participants, engaging with lived experience videos was a pivotal experience of using the website. Participants engaged with peers through choosing and watching the videos and reflecting on their own experience in discussions that opened up with a mental health worker. Benefits of seeing others talking about their experience included "being inspired," "knowing I'm not alone," and "believing recovery is possible." Experiences of watching the videos were influenced by the participants' intrapersonal context, particularly their ways of coping with life and use of technology. The interpersonal context of watching the videos with a worker, who guided website use and facilitated reflection, enriched the experience. Engaging with lived experience videos was powerful for participants, contributing to their feeling connected and hopeful. Making websites with lived experience video content available to service users and mental health workers demonstrates strong potential to support service users' recovery

  13. Video demystified

    CERN Document Server

    Jack, Keith

    2004-01-01

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

  14. Akamai Streaming

    OpenAIRE

    ECT Team, Purdue

    2007-01-01

    Akamai offers world-class streaming media services that enable Internet content providers and enterprises to succeed in today's Web-centric marketplace. They deliver live event Webcasts (complete with video production, encoding, and signal acquisition services), streaming media on demand, 24/7 Webcasts and a variety of streaming application services based upon their EdgeAdvantage.

  15. Debunking a Video on YouTube as an Authentic Research Experience

    Science.gov (United States)

    Davidowsky, Philip; Rogers, Michael

    2015-05-01

    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.

  16. Real-time video streaming of sonographic clips using domestic internet networks and free videoconferencing software.

    Science.gov (United States)

    Liteplo, Andrew S; Noble, Vicki E; Attwood, Ben H C

    2011-11-01

    As the use of point-of-care sonography spreads, so too does the need for remote expert over-reading via telesonogrpahy. We sought to assess the feasibility of using familiar, widespread, and cost-effective existent technology to allow remote over-reading of sonograms in real time and to compare 4 different methods of transmission and communication for both the feasibility of transmission and image quality. Sonographic video clips were transmitted using 2 different connections (WiFi and 3G) and via 2 different videoconferencing modalities (iChat [Apple Inc, Cupertino, CA] and Skype [Skype Software Sàrl, Luxembourg]), for a total of 4 different permutations. The clips were received at a remote location and recorded and then scored by expert reviewers for image quality, resolution, and detail. Wireless transmission of sonographic clips was feasible in all cases when WiFi was used and when Skype was used over a 3G connection. Images transmitted via a WiFi connection were statistically superior to those transmitted via 3G in all parameters of quality (average P = .031), and those sent by iChat were superior to those sent by Skype but not statistically so (average P = .057). Wireless transmission of sonographic video clips using inexpensive hardware, free videoconferencing software, and domestic Internet networks is feasible with retention of image quality sufficient for interpretation. WiFi transmission results in greater image quality than transmission by a 3G network.

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

    Science.gov (United States)

    Guillette, Lauren M; Healy, Susan D

    2017-06-01

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

  18. Online video examination

    DEFF Research Database (Denmark)

    Qvist, Palle

    have large influence on their own teaching, learning and curriculum. The programme offers streamed videos in combination with other learning resources. It is a concept which offers video as pure presentation - video lectures - but also as an instructional tool which gives the students the possibility...... to construct their knowledge, collaboration and communication. In its first years the programme has used Skype video communication for collaboration and communication within and between groups, group members and their facilitators. Also exams have been mediated with the help of Skype and have for all students......, examiners and external examiners been a challenge and opportunity and has brought new knowledge and experience. This paper brings results from a questionnaire focusing on how the students experience the video examination....

  19. An Innovative Streaming Video System With a Point-of-View Head Camera Transmission of Surgeries to Smartphones and Tablets: An Educational Utility.

    Science.gov (United States)

    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

    2017-10-01

    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.

  20. A randomized controlled trial of soap opera videos streamed to smartphones to reduce risk of sexually transmitted human immunodeficiency virus (HIV) in young urban African American women.

    Science.gov (United States)

    Jones, Rachel; Hoover, Donald R; Lacroix, Lorraine J

    2013-01-01

    Love, Sex, and Choices (LSC) is a soap opera video series created to reduce HIV sex risk in women. LSC was compared to text messages in a randomized trial in 238 high-risk mostly Black young urban women. 117 received 12-weekly LSC videos, 121 received 12-weekly HIV prevention messages on smartphones. Changes in unprotected sex with high risk partners were compared by mixed models. Unprotected sex with high risk men significantly declined over 6 months post-intervention for both arms, from 21-22 acts to 5-6 (p video over the text arm, though this difference was not statistically significant. However, the LSC was highly popular and viewers wanted the series to continue. This is the first study to report streaming soap opera video episodes to reduce HIV risk on smartphones. LSC holds promise as an Internet intervention that could be scaled-up and combined with HIV testing. Copyright © 2013 Elsevier Inc. All rights reserved.

  1. Operational experience with a high speed video data acquisition system in Fermilab experiment E-687

    International Nuclear Information System (INIS)

    Baumbaugh, A.E.; Knickerbocker, K.L.; Baumbaugh, B.; Ruchti, R.

    1987-01-01

    Operation of a high speed, triggerable, Video Data Acquisition System (VDAS) including a hardware data compactor and a 16 megabyte First-In-First-Out buffer memory (FIFO) will be discussed. Active target imaging techniques for High Energy Physics are described and preliminary experimental data is reported.. The hardware architecture for the imaging system and experiment will be discussed as well as other applications for the imaging system. Data rates for the compactor is over 30 megabytes/sec and the FIFO has been run at 100 megabytes/sec. The system can be operated at standard video rates or at any rate up to 30 million pixels/second. 7 refs., 3 figs

  2. Age vs. experience : evaluation of a video feedback intervention for newly licensed teen drivers.

    Science.gov (United States)

    2013-02-06

    This project examines the effects of age, experience, and video-based feedback on the rate and type of safety-relevant events captured on video event : recorders in the vehicles of three groups of newly licensed young drivers: : 1. 14.5- to 15.5-year...

  3. 4K Video Traffic Prediction using Seasonal Autoregressive Modeling

    Directory of Open Access Journals (Sweden)

    D. R. Marković

    2017-06-01

    Full Text Available From the perspective of average viewer, high definition video streams such as HD (High Definition and UHD (Ultra HD are increasing their internet presence year over year. This is not surprising, having in mind expansion of HD streaming services, such as YouTube, Netflix etc. Therefore, high definition video streams are starting to challenge network resource allocation with their bandwidth requirements and statistical characteristics. Need for analysis and modeling of this demanding video traffic has essential importance for better quality of service and experience support. In this paper we use an easy-to-apply statistical model for prediction of 4K video traffic. Namely, seasonal autoregressive modeling is applied in prediction of 4K video traffic, encoded with HEVC (High Efficiency Video Coding. Analysis and modeling were performed within R programming environment using over 17.000 high definition video frames. It is shown that the proposed methodology provides good accuracy in high definition video traffic modeling.

  4. Students' Experiences of Ability-Based Streaming in Vocational Education

    Science.gov (United States)

    Tanggaard, Lene; Nielsen, Klaus; Jørgensen, Christian Helms

    2015-01-01

    Purpose: Since 2007, it has been mandatory for all vocational schools in Denmark to assess the prior qualifications of all students when they begin at the school and to use this assessment to divide students into different ability-based courses (streaming) with the aim of increasing the retention of students. The purpose of this paper is to…

  5. The Effects of Video Game Experience on Computer-Based Air Traffic Controller Specialist, Air Traffic Scenario Test Scores.

    Science.gov (United States)

    1997-02-01

    application with a strong resemblance to a video game , concern has been raised that prior video game experience might have a moderating effect on scores. Much...such as spatial ability. The effects of computer or video game experience on work sample scores have not been systematically investigated. The purpose...of this study was to evaluate the incremental validity of prior video game experience over that of general aptitude as a predictor of work sample test

  6. Video and literacy: the Nigerian experience | Adeyemi | Lwati: A ...

    African Journals Online (AJOL)

    One major reason for this shortcoming is the myopic and pedestrian conceptualization of literacy as a cognitive skill, which entails merely being able to read and write. Nevertheless, with greater recognition and extolment of cultural diversities, sensitivity to the socio-linguistic propensities of video literacy is beginning to ...

  7. Quality of pharmaceutical care at the pharmacy counter : Patients’ experiences versus video observation

    NARCIS (Netherlands)

    Koster, Ellen S.; Blom, Lyda; Overbeeke, Marloes R.; Philbert, Daphne; Vervloet, Marcia; Koopman, Laura; van Dijk, Liset

    2016-01-01

    Introduction: Consumer Quality Index questionnaires are used to assess quality of care from patients’ experiences. Objective: To provide insight into the agreement about quality of pharmaceutical care, measured both by a patient questionnaire and video observations. Methods: Pharmaceutical

  8. Quality of pharmaceutical care at the pharmacy counter: patients’ experiences versus video observation.

    NARCIS (Netherlands)

    Koster, E.S.; Blom, L.; Overbeeke, M.R.; Philbert, D.; Vervloet, M.; Koopman, L.; Dijk, L. van

    2016-01-01

    Introduction: Consumer Quality Index questionnaires are used to assess quality of care from patients’ experiences. Objective: To provide insight into the agreement about quality of pharmaceutical care, measured both by a patient questionnaire and video observations. Methods: Pharmaceutical

  9. Bridge scour and stream instability countermeasures : experience, selection, and design guidance : third edition. Volume 1

    Science.gov (United States)

    2009-09-01

    This document identifies and provides design guidelines for bridge scour and stream instability countermeasures that have been implemented by various State departments of transportation (DOTs) in the United States. Countermeasure experience, selectio...

  10. Bridge scour and stream instability countermeasures : experience, selection, and design guidance : third edition. Volume 2

    Science.gov (United States)

    2009-09-01

    This document identifies and provides design guidelines for bridge scour and stream instability countermeasures that have been implemented by various State departments of transportation (DOTs) in the United States. Countermeasure experience, selectio...

  11. A Survey of Standardized Approaches towards the Quality of Experience Evaluation for Video Services: An ITU Perspective

    Directory of Open Access Journals (Sweden)

    Debajyoti Pal

    2018-01-01

    Full Text Available Over the past few years there has been an exponential increase in the amount of multimedia data being streamed over the Internet. At the same time, we are also witnessing a change in the way quality of any particular service is interpreted, with more emphasis being given to the end-users. Thus, silently there has been a paradigm shift from the traditional Quality of Service approach (QoS towards a Quality of Experience (QoE model while evaluating the service quality. A lot of work that tries to evaluate the quality of audio, video, and multimedia services over the Internet has been done. At the same time, research is also going on trying to map the two different domains of quality metrics, i.e., the QoS and QoE domain. Apart from the work done by individual researchers, the International Telecommunications Union (ITU has been quite active in this area of quality assessment. This is obvious from the large number of ITU standards that are available for different application types. The sheer variety of techniques being employed by ITU as well as other researchers sometimes tends to be too complex and diversified. Although there are survey papers that try to present the current state of the art methodologies for video quality evaluation, none has focused on the ITU perspective. In this work, we try to fill up this void by presenting up-to-date information on the different measurement methods that are currently being employed by ITU for a video streaming scenario. We highlight the outline of each method with sufficient detail and try to analyze the challenges being faced along with the direction of future research.

  12. The impact of video technology on learning: A cooking skills experiment.

    Science.gov (United States)

    Surgenor, Dawn; Hollywood, Lynsey; Furey, Sinéad; Lavelle, Fiona; McGowan, Laura; Spence, Michelle; Raats, Monique; McCloat, Amanda; Mooney, Elaine; Caraher, Martin; Dean, Moira

    2017-07-01

    This study examines the role of video technology in the development of cooking skills. The study explored the views of 141 female participants on whether video technology can promote confidence in learning new cooking skills to assist in meal preparation. Prior to each focus group participants took part in a cooking experiment to assess the most effective method of learning for low-skilled cooks across four experimental conditions (recipe card only; recipe card plus video demonstration; recipe card plus video demonstration conducted in segmented stages; and recipe card plus video demonstration whereby participants freely accessed video demonstrations as and when needed). Focus group findings revealed that video technology was perceived to assist learning in the cooking process in the following ways: (1) improved comprehension of the cooking process; (2) real-time reassurance in the cooking process; (3) assisting the acquisition of new cooking skills; and (4) enhancing the enjoyment of the cooking process. These findings display the potential for video technology to promote motivation and confidence as well as enhancing cooking skills among low-skilled individuals wishing to cook from scratch using fresh ingredients. Copyright © 2017 Elsevier Ltd. All rights reserved.

  13. A video wireless capsule endoscopy system powered wirelessly: design, analysis and experiment

    International Nuclear Information System (INIS)

    Pan, Guobing; Chen, Jiaoliao; Xin, Wenhui; Yan, Guozheng

    2011-01-01

    Wireless capsule endoscopy (WCE), as a relatively new technology, has brought about a revolution in the diagnosis of gastrointestinal (GI) tract diseases. However, the existing WCE systems are not widely applied in clinic because of the low frame rate and low image resolution. A video WCE system based on a wireless power supply is developed in this paper. This WCE system consists of a video capsule endoscope (CE), a wireless power transmission device, a receiving box and an image processing station. Powered wirelessly, the video CE has the abilities of imaging the GI tract and transmitting the images wirelessly at a frame rate of 30 frames per second (f/s). A mathematical prototype was built to analyze the power transmission system, and some experiments were performed to test the capability of energy transferring. The results showed that the wireless electric power supply system had the ability to transfer more than 136 mW power, which was enough for the working of a video CE. In in vitro experiments, the video CE produced clear images of the small intestine of a pig with the resolution of 320 × 240, and transmitted NTSC format video outside the body. Because of the wireless power supply, the video WCE system with high frame rate and high resolution becomes feasible, and provides a novel solution for the diagnosis of the GI tract in clinic

  14. Psychogenic non-epileptic seizures: our video-EEG experience.

    Science.gov (United States)

    Nežádal, Tomáš; Hovorka, Jiří; Herman, Erik; Němcová, Iveta; Bajaček, Michal; Stichová, Eva

    2011-09-01

    The aim of our study was to assess the number of psychogenic non-epileptic seizures (PNES) in our patients with a refractory seizure disorder, to determine the 'typical' PNES semiology using video-EEG monitoring and describe other PNES parameters. We evaluated prospectively 596 patients with pharmacoresistant seizures. All these patients underwent continuous video-EEG monitoring. In consenting patients, we used suggestive seizure provocation. We assessed seizure semiology, interictal EEG, brain MRI, psychiatric co-morbidities, personality profiles, and seizure outcome. In the sample of 596 monitored patients, we detected 111 (19.3%) patients with PNES. Of the 111 patients with PNES, 86.5% had spontaneous and 76.5% had provoked seizures. The five most typical symptoms were: initially closed eyelids (67.6%), rapid tremor (47.7%), asynchronous limb movement (37.8%), preictal pseudosleep (33.3%), and side-to-side head movement (32.4%). Interictal EEG was rated as abnormal in 46.2% and with epileptiform abnormality in 9%. Brain MRI was abnormal in 32 (28.8%) patients. Personality disorders (46.8%), anxiety (39.6%), and depression (12.6%) were the most frequent additional psychiatric co-morbidities. PNES outcome after at least 2 years is reported; 22.5% patients was seizure-free; one-third had markedly reduced seizure frequency. We have not seen any negative impact of the provocative testing on the seizure outcome. Video-EEG monitoring with suggestive seizure provocation supported by clinical psychiatric and psychological evaluation significantly contributes to the correct PNES diagnosis, while interictal EEG and brain MRI are frequently abnormal. Symptoms typical for PNES, as opposed to epileptic seizures, could be distinguished.

  15. Attention and Distraction: On the Aesthetic Experience of Video Installation Art

    Directory of Open Access Journals (Sweden)

    Petersen, Anne Ring

    2010-10-01

    Full Text Available This article aims to examine the interrelationship between attention and distraction in the reception of video installation art, a genre which is commonly associated with "immersion" and an intensified feeling of presence in the discourses on new media art and installation art. This tends to veil the fact that the behaviour of many visitors is characterised by a certain restlessness and distraction. The article suggests that, in contradistinction to traditional disciplines of art like painting and sculpture, video installations seem to stimulate a "reception in distraction" (Walter Benjamin that is at odds with the ideal of a reception in concentration that governs the institutions of fine art as well as aesthetic theory. It intends to demonstrate how the experience of video installation art can only be understood by recognising that the close connections between, on the one hand, video art and, on the other hand, the cultural formations of television, film and computers have fundamentally re-configured "aesthetic experience."

  16. Video games, cinema, Bazin, and the myth of simulated lived experience

    Directory of Open Access Journals (Sweden)

    Mark J.P. Wolf

    2015-09-01

    Full Text Available Video games theory has advanced far enough that we can use it to reevaluate film theory as a  result, en route to broader, transmedial theorizing. This essay looks particularly at how video  games can be seen as participating in and advancing Andre Bazin’s “Myth of Total Cinema”, and  perhaps recontextualzing it as the Myth of Simulated Lived Experience.

  17. Experience of parents of children with autism on YouTube: are there educationally useful videos?

    Science.gov (United States)

    Azer, Samy A; Bokhari, Raghad A; AlSaleh, Ghadah S; Alabdulaaly, May M; Ateeq, Khawlah I; Guerrero, Anthony P S; Azer, Sarah

    2018-09-01

    The aims of this study were to determine the following: first, are there educationally useful videos of parents of children with autism sharing their experiences? Second, do any of the data related to videos help in identifying useful videos? And third, what do posted comments tell us? YouTube was searched for videos of parents sharing their experiences. The following parameters were collected: title, creator, URL, duration, number of viewers, likes, dislikes, comments, days on YouTube, and country. Based on agreed-upon criteria, videos were divided independently into educationally useful and non-useful categories. A critical thematic analysis of comments was conducted. A total of 180 videos were finally identified, of which 106 (59%) provided useful information, scoring 15.3 ± 0.7 (mean ± SD); 74 (41%) were determined to be not educationally useful, scoring 8.6 ± 2.1. The differences in scores were significant (p YouTube in sharing experiences.

  18. Technology consumption and cognitive control: Contrasting action video game experience with media multitasking.

    Science.gov (United States)

    Cardoso-Leite, Pedro; Kludt, Rachel; Vignola, Gianluca; Ma, Wei Ji; Green, C Shawn; Bavelier, Daphne

    2016-01-01

    Technology has the potential to impact cognition in many ways. Here we contrast two forms of technology usage: (1) media multitasking (i.e., the simultaneous consumption of multiple streams of media, such a texting while watching TV) and (2) playing action video games (a particular subtype of video games). Previous work has outlined an association between high levels of media multitasking and specific deficits in handling distracting information, whereas playing action video games has been associated with enhanced attentional control. Because these two factors are linked with reasonably opposing effects, failing to take them jointly into account may result in inappropriate conclusions as to the impacts of technology use on attention. Across four tasks (AX-continuous performance, N-back, task-switching, and filter tasks), testing different aspects of attention and cognition, we showed that heavy media multitaskers perform worse than light media multitaskers. Contrary to previous reports, though, the performance deficit was not specifically tied to distractors, but was instead more global in nature. Interestingly, participants with intermediate levels of media multitasking sometimes performed better than both light and heavy media multitaskers, suggesting that the effects of increasing media multitasking are not monotonic. Action video game players, as expected, outperformed non-video-game players on all tasks. However, surprisingly, this was true only for participants with intermediate levels of media multitasking, suggesting that playing action video games does not protect against the deleterious effect of heavy media multitasking. Taken together, these findings show that media consumption can have complex and counterintuitive effects on attentional control.

  19. Local geology determines responses of stream producers and fungal decomposers to nutrient enrichment: A field experiment.

    Science.gov (United States)

    Mykrä, Heikki; Sarremejane, Romain; Laamanen, Tiina; Karjalainen, Satu Maaria; Markkola, Annamari; Lehtinen, Sirkku; Lehosmaa, Kaisa; Muotka, Timo

    2018-04-16

    We examined how short-term (19 days) nutrient enrichment influences stream fungal and diatom communities, and rates of leaf decomposition and algal biomass accrual. We conducted a field experiment using slow-releasing nutrient pellets to increase nitrate (NO 3 -N) and phosphate (PO 4 -P) concentrations in a riffle section of six naturally acidic (naturally low pH due to catchment geology) and six circumneutral streams. Nutrient enrichment increased microbial decomposition rate on average by 14%, but the effect was significant only in naturally acidic streams. Nutrient enrichment also decreased richness and increased compositional variability of fungal communities in naturally acidic streams. Algal biomass increased in both stream types, but algal growth was overall very low. Diatom richness increased in response to nutrient addition by, but only in circumneutral streams. Our results suggest that primary producers and decomposers are differentially affected by nutrient enrichment and that their responses to excess nutrients are context dependent, with a potentially stronger response of detrital processes and fungal communities in naturally acidic streams than in less selective environments.

  20. XbD Video 2, Taxonomy of Experience (ToE) [Online

    DEFF Research Database (Denmark)

    2013-01-01

    This is the second video in the Experience-based Designing series: It describes the Taxonomy of Experience, a structural way of looking at human experiences of almost any kind.This hierarchical model is useful to researchers and decision makers as a general method or tool for guiding the collection......, processing and categorisation of field data about an everyday experience. Researchers using this model often referred to the process as 'doing a ToE'...

  1. Extensive video-game experience alters cortical networks for complex visuomotor transformations.

    Science.gov (United States)

    Granek, Joshua A; Gorbet, Diana J; Sergio, Lauren E

    2010-10-01

    Using event-related functional magnetic resonance imaging (fMRI), we examined the effect of video-game experience on the neural control of increasingly complex visuomotor tasks. Previously, skilled individuals have demonstrated the use of a more efficient movement control brain network, including the prefrontal, premotor, primary sensorimotor and parietal cortices. Our results extend and generalize this finding by documenting additional prefrontal cortex activity in experienced video gamers planning for complex eye-hand coordination tasks that are distinct from actual video-game play. These changes in activation between non-gamers and extensive gamers are putatively related to the increased online control and spatial attention required for complex visually guided reaching. These data suggest that the basic cortical network for processing complex visually guided reaching is altered by extensive video-game play. Crown Copyright © 2009. Published by Elsevier Srl. All rights reserved.

  2. VQone MATLAB toolbox: A graphical experiment builder for image and video quality evaluations: VQone MATLAB toolbox.

    Science.gov (United States)

    Nuutinen, Mikko; Virtanen, Toni; Rummukainen, Olli; Häkkinen, Jukka

    2016-03-01

    This article presents VQone, a graphical experiment builder, written as a MATLAB toolbox, developed for image and video quality ratings. VQone contains the main elements needed for the subjective image and video quality rating process. This includes building and conducting experiments and data analysis. All functions can be controlled through graphical user interfaces. The experiment builder includes many standardized image and video quality rating methods. Moreover, it enables the creation of new methods or modified versions from standard methods. VQone is distributed free of charge under the terms of the GNU general public license and allows code modifications to be made so that the program's functions can be adjusted according to a user's requirements. VQone is available for download from the project page (http://www.helsinki.fi/psychology/groups/visualcognition/).

  3. The Role of Spatial Ability in the Relationship Between Video Game Experience and Route Effectiveness Among Unmanned Vehicle Operators

    Science.gov (United States)

    2008-12-01

    Effective route planning is essential to the successful operation of unmanned vehicles. Video game experience has been shown to affect route planning...and execution, but why video game experience helps has not been addressed. One answer may be that spatial skills, necessary for route planning and...mediates the relationship between video game experience and route planning. Results indicated that this mediated relationship existed for the UGV

  4. SIRSALE: integrated video database management tools

    Science.gov (United States)

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

    2002-07-01

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

  5. [The Questionnaire of Experiences Associated with Video games (CERV): an instrument to detect the problematic use of video games in Spanish adolescents].

    Science.gov (United States)

    Chamarro, Andres; Carbonell, Xavier; Manresa, Josep Maria; Munoz-Miralles, Raquel; Ortega-Gonzalez, Raquel; Lopez-Morron, M Rosa; Batalla-Martinez, Carme; Toran-Monserrat, Pere

    2014-01-01

    The aim of this study is to validate the Video Game-Related Experiences Questionnaire (CERV in Spanish). The questionnaire consists of 17 items, developed from the CERI (Internet-Related Experiences Questionnaire - Beranuy and cols.), and assesses the problematic use of non-massive video games. It was validated for adolescents in Compulsory Secondary Education. To validate the questionnaire, a confirmatory factor analysis (CFA) and an internal consistency analysis were carried out. The factor structure shows two factors: (a) Psychological dependence and use for evasion; and (b) Negative consequences of using video games. Two cut-off points were established for people with no problems in their use of video games (NP), with potential problems in their use of video games (PP), and with serious problems in their use of video games (SP). Results show that there is higher prevalence among males and that problematic use decreases with age. The CERV seems to be a good instrument for the screening of adolescents with difficulties deriving from video game use. Further research should relate problematic video game use with difficulties in other life domains, such as the academic field.

  6. Integrating virtual reality video games into practice: clinicians' experiences.

    Science.gov (United States)

    Levac, Danielle E; Miller, Patricia A

    2013-10-01

    The Nintendo Wii is a popular virtual reality (VR) video gaming system in rehabilitation practice and research. As evidence emerges related to its effectiveness as a physical therapy training method, clinicians require information about the pragmatics of its use in practice. The purpose of this descriptive qualitative study is to explore observations and insights from a sample of physical therapists (PTs) working with children with acquired brain injury regarding practical implications of using the Wii as a physical therapy intervention. Six PTs employed at a children's rehabilitation center participated in semi-structured interviews, which were transcribed and analyzed using content analysis. Two themes summarize the practical implications of Wii use: 1) technology meets clinical practice; and 2) onus is on the therapist. Therapists described both beneficial and challenging implications arising from the intersection of technology and practice, and reported the personal commitment required to orient oneself to the gaming system and capably implement this intervention. Findings include issues that may be relevant to professional development in a broader rehabilitation context, including suggestions for the content of educational initiatives and the need for institutional support from managers in the form of physical resources for VR implementation.

  7. Geoblocking and global video culture.

    NARCIS (Netherlands)

    Lobato, Ramon; Meese, James; Rasch, Mirjam

    How do global audiences use streaming platforms like YouTube, Netflix and iPlayer? How does the experience of digital video change according to location? What strategies do people use to access out-of-region content? What are the commercial and governmental motivations behind geoblocking?

  8. Geoblocking and global video culture

    NARCIS (Netherlands)

    Lobato, Ramon; Meese, James; Rasch, Mirjam

    How do global audiences use streaming platforms like YouTube, Netflix and iPlayer? How does the experience of digital video change according to location? What strategies do people use to access out-of-region content? What are the commercial and governmental motivations behind geoblocking?

  9. Real-Time Strategy Video Game Experience and Visual Perceptual Learning.

    Science.gov (United States)

    Kim, Yong-Hwan; Kang, Dong-Wha; Kim, Dongho; Kim, Hye-Jin; Sasaki, Yuka; Watanabe, Takeo

    2015-07-22

    Visual perceptual learning (VPL) is defined as long-term improvement in performance on a visual-perception task after visual experiences or training. Early studies have found that VPL is highly specific for the trained feature and location, suggesting that VPL is associated with changes in the early visual cortex. However, the generality of visual skills enhancement attributable to action video-game experience suggests that VPL can result from improvement in higher cognitive skills. If so, experience in real-time strategy (RTS) video-game play, which may heavily involve cognitive skills, may also facilitate VPL. To test this hypothesis, we compared VPL between RTS video-game players (VGPs) and non-VGPs (NVGPs) and elucidated underlying structural and functional neural mechanisms. Healthy young human subjects underwent six training sessions on a texture discrimination task. Diffusion-tensor and functional magnetic resonance imaging were performed before and after training. VGPs performed better than NVGPs in the early phase of training. White-matter connectivity between the right external capsule and visual cortex and neuronal activity in the right inferior frontal gyrus (IFG) and anterior cingulate cortex (ACC) were greater in VGPs than NVGPs and were significantly correlated with RTS video-game experience. In both VGPs and NVGPs, there was task-related neuronal activity in the right IFG, ACC, and striatum, which was strengthened after training. These results indicate that RTS video-game experience, associated with changes in higher-order cognitive functions and connectivity between visual and cognitive areas, facilitates VPL in early phases of training. The results support the hypothesis that VPL can occur without involvement of only visual areas. Significance statement: Although early studies found that visual perceptual learning (VPL) is associated with involvement of the visual cortex, generality of visual skills enhancement by action video-game experience

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

    NARCIS (Netherlands)

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

    2014-01-01

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

  11. Movement-based Sports Video Games: Investigating Motivation and Gaming Experience

    NARCIS (Netherlands)

    Reidsma, Dennis; Reidsma, D.; Pasch, Marco; Bianchi-Berthouze, Nadia; Nijholt, A.; Nijholt, Antinus; van Dijk, Elisabeth M.A.G.

    2009-01-01

    Video game consoles that enable gamers to use active body movements are becoming increasingly popular. Yet, little is known about the influence of movement on how gamers experience such games. This study takes an exploratory approach, using different data collection methods. A theory about the

  12. Cognitive Modeling of Video Game Player User Experience

    Science.gov (United States)

    Bohil, Corey J.; Biocca, Frank A.

    2010-01-01

    This paper argues for the use of cognitive modeling to gain a detailed and dynamic look into user experience during game play. Applying cognitive models to game play data can help researchers understand a player's attentional focus, memory status, learning state, and decision strategies (among other things) as these cognitive processes occurred throughout game play. This is a stark contrast to the common approach of trying to assess the long-term impact of games on cognitive functioning after game play has ended. We describe what cognitive models are, what they can be used for and how game researchers could benefit by adopting these methods. We also provide details of a single model - based on decision field theory - that has been successfUlly applied to data sets from memory, perception, and decision making experiments, and has recently found application in real world scenarios. We examine possibilities for applying this model to game-play data.

  13. Implementation and Analysis of Real-Time Streaming Protocols.

    Science.gov (United States)

    Santos-González, Iván; Rivero-García, Alexandra; Molina-Gil, Jezabel; Caballero-Gil, Pino

    2017-04-12

    Communication media have become the primary way of interaction thanks to the discovery and innovation of many new technologies. One of the most widely used communication systems today is video streaming, which is constantly evolving. Such communications are a good alternative to face-to-face meetings, and are therefore very useful for coping with many problems caused by distance. However, they suffer from different issues such as bandwidth limitation, network congestion, energy efficiency, cost, reliability and connectivity. Hence, the quality of service and the quality of experience are considered the two most important issues for this type of communication. This work presents a complete comparative study of two of the most used protocols of video streaming, Real Time Streaming Protocol (RTSP) and the Web Real-Time Communication (WebRTC). In addition, this paper proposes two new mobile applications that implement those protocols in Android whose objective is to know how they are influenced by the aspects that most affect the streaming quality of service, which are the connection establishment time and the stream reception time. The new video streaming applications are also compared with the most popular video streaming applications for Android, and the experimental results of the analysis show that the developed WebRTC implementation improves the performance of the most popular video streaming applications with respect to the stream packet delay.

  14. Surgeon-Manipulated Live Surgery Video Recording Apparatuses: Personal Experience and Review of Literature.

    Science.gov (United States)

    Kapi, Emin

    2017-06-01

    Visual recording of surgical procedures is a method that is used quite frequently in practices of plastic surgery. While presentations containing photographs are quite common in education seminars and congresses, video-containing presentations find more favour. For this reason, the presentation of surgical procedures in the form of real-time video display has increased especially recently. Appropriate technical equipment for video recording is not available in most hospitals, so there is a need to set up external apparatus in the operating room. Among these apparatuses can be listed such options as head-mounted video cameras, chest-mounted cameras, and tripod-mountable cameras. The head-mounted video camera is an apparatus that is capable of capturing high-resolution and detailed close-up footage. The tripod-mountable camera enables video capturing from a fixed point. Certain user-specific modifications can be made to overcome some of these restrictions. Among these modifications, custom-made applications are one of the most effective solutions. The article makes an attempt to present the features and experiences concerning the use of a combination of a head- or chest-mounted action camera, a custom-made portable tripod apparatus of versatile features, and an underwater camera. The descriptions we used are quite easy-to-assembly, quickly installed, and inexpensive apparatuses that do not require specific technical knowledge and can be manipulated by the surgeon personally in all procedures. The author believes that video recording apparatuses will be integrated more to the operating room, become a standard practice, and become more enabling for self-manipulation by the surgeon in the near future. This journal requires that authors assign a level of evidence to each article. For a full description of these Evidence-Based Medicine ratings, please refer to the Table of Contents or the online Instructions to Authors www.springer.com/00266 .

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

    Science.gov (United States)

    Ferguson, Christopher J

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

  16. Experiments to study the erosive effect of oxide casting streams on structures

    International Nuclear Information System (INIS)

    Stuka, B.; Knauss, H.; Kammerer, B.; Perinic, D.

    1992-04-01

    The experiments performed under an activity of the Nuclear Safety Project (PSF) make a contribution to the study of the erosive effect of oxide casting streams on structures. As aluminothermically generated oxide casting stream, 20 mm in diameter, was applied from 1.0 m dropping height to 40 mm thick horizontal stainless steel plates in free air atmosphere. The test parameters were different temperatures of preheating of the plates (900 and 1200deg C). By means of thermocouples offset in depth in the plates it was possible to record and represent the temperature distribution in the plate correlated with time. Regarding the direct erosive effect of an oxide casting stream as a function of the temperature of plate preheating it appeared that a high initial temperature of the stainless steel plate (1200deg C) causes an increased erosion area at the surface only, but does not exert a macroscopically visible influence on erosion depth. (orig.) [de

  17. Watermarking textures in video games

    Science.gov (United States)

    Liu, Huajian; Berchtold, Waldemar; Schäfer, Marcel; Lieb, Patrick; Steinebach, Martin

    2014-02-01

    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.

  18. Virtual navigation performance: the relationship to field of view and prior video gaming experience.

    Science.gov (United States)

    Richardson, Anthony E; Collaer, Marcia L

    2011-04-01

    Two experiments examined whether learning a virtual environment was influenced by field of view and how it related to prior video gaming experience. In the first experiment, participants (42 men, 39 women; M age = 19.5 yr., SD = 1.8) performed worse on a spatial orientation task displayed with a narrow field of view in comparison to medium and wide field-of-view displays. Counter to initial hypotheses, wide field-of-view displays did not improve performance over medium displays, and this was replicated in a second experiment (30 men, 30 women; M age = 20.4 yr., SD = 1.9) presenting a more complex learning environment. Self-reported video gaming experience correlated with several spatial tasks: virtual environment pointing and tests of Judgment of Line Angle and Position, mental rotation, and Useful Field of View (with correlations between .31 and .45). When prior video gaming experience was included as a covariate, sex differences in spatial tasks disappeared.

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

    Science.gov (United States)

    Williams, Glenn L.

    1994-02-01

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

  20. Real-time strategy video game experience and structural connectivity - A diffusion tensor imaging study.

    Science.gov (United States)

    Kowalczyk, Natalia; Shi, Feng; Magnuski, Mikolaj; Skorko, Maciek; Dobrowolski, Pawel; Kossowski, Bartosz; Marchewka, Artur; Bielecki, Maksymilian; Kossut, Malgorzata; Brzezicka, Aneta

    2018-06-20

    Experienced video game players exhibit superior performance in visuospatial cognition when compared to non-players. However, very little is known about the relation between video game experience and structural brain plasticity. To address this issue, a direct comparison of the white matter brain structure in RTS (real time strategy) video game players (VGPs) and non-players (NVGPs) was performed. We hypothesized that RTS experience can enhance connectivity within and between occipital and parietal regions, as these regions are likely to be involved in the spatial and visual abilities that are trained while playing RTS games. The possible influence of long-term RTS game play experience on brain structural connections was investigated using diffusion tensor imaging (DTI) and a region of interest (ROI) approach in order to describe the experience-related plasticity of white matter. Our results revealed significantly more total white matter connections between occipital and parietal areas and within occipital areas in RTS players compared to NVGPs. Additionally, the RTS group had an altered topological organization of their structural network, expressed in local efficiency within the occipito-parietal subnetwork. Furthermore, the positive association between network metrics and time spent playing RTS games suggests a close relationship between extensive, long-term RTS game play and neuroplastic changes. These results indicate that long-term and extensive RTS game experience induces alterations along axons that link structures of the occipito-parietal loop involved in spatial and visual processing. © 2018 Wiley Periodicals, Inc.

  1. Quality of pharmaceutical care at the pharmacy counter: patients' experiences versus video observation.

    Science.gov (United States)

    Koster, Ellen S; Blom, Lyda; Overbeeke, Marloes R; Philbert, Daphne; Vervloet, Marcia; Koopman, Laura; van Dijk, Liset

    2016-01-01

    Consumer Quality Index questionnaires are used to assess quality of care from patients' experiences. To provide insight into the agreement about quality of pharmaceutical care, measured both by a patient questionnaire and video observations. Pharmaceutical encounters in four pharmacies were video-recorded. Patients completed a questionnaire based upon the Consumer Quality Index Pharmaceutical Care after the encounter containing questions about patients' experiences regarding information provision, medication counseling, and pharmacy staff's communication style. An observation protocol was used to code the recorded encounters. Agreement between video observation and patients' experiences was calculated. In total, 109 encounters were included for analysis. For the domains "medication counseling" and "communication style", agreement between patients' experiences and observations was very high (>90%). Less agreement (45%) was found for "information provision", which was rated more positive by patients compared to the observations, especially for the topic, encouragement of patients' questioning behavior. A questionnaire is useful to assess the quality of medication counseling and pharmacy staff's communication style, but might be less suitable to evaluate information provision and pharmacy staff's encouragement of patients' questioning behavior. Although patients may believe that they have received all necessary information to use their new medicine, some information on specific instructions was not addressed during the encounter. When using questionnaires to get insight into information provision, observations of encounters are very informative to validate the patient questionnaires and make necessary adjustments.

  2. Quality of pharmaceutical care at the pharmacy counter: patients’ experiences versus video observation

    Science.gov (United States)

    Koster, Ellen S; Blom, Lyda; Overbeeke, Marloes R; Philbert, Daphne; Vervloet, Marcia; Koopman, Laura; van Dijk, Liset

    2016-01-01

    Introduction Consumer Quality Index questionnaires are used to assess quality of care from patients’ experiences. Objective To provide insight into the agreement about quality of pharmaceutical care, measured both by a patient questionnaire and video observations. Methods Pharmaceutical encounters in four pharmacies were video-recorded. Patients completed a questionnaire based upon the Consumer Quality Index Pharmaceutical Care after the encounter containing questions about patients’ experiences regarding information provision, medication counseling, and pharmacy staff’s communication style. An observation protocol was used to code the recorded encounters. Agreement between video observation and patients’ experiences was calculated. Results In total, 109 encounters were included for analysis. For the domains “medication counseling” and “communication style”, agreement between patients’ experiences and observations was very high (>90%). Less agreement (45%) was found for “information provision”, which was rated more positive by patients compared to the observations, especially for the topic, encouragement of patients’ questioning behavior. Conclusion A questionnaire is useful to assess the quality of medication counseling and pharmacy staff’s communication style, but might be less suitable to evaluate information provision and pharmacy staff’s encouragement of patients’ questioning behavior. Although patients may believe that they have received all necessary information to use their new medicine, some information on specific instructions was not addressed during the encounter. When using questionnaires to get insight into information provision, observations of encounters are very informative to validate the patient questionnaires and make necessary adjustments. PMID:27042025

  3. Analysis of the GCFR pin streaming experiment performed at the TSF

    International Nuclear Information System (INIS)

    Slater, C.O.; Bartine, D.E.

    1976-01-01

    An experiment is described which was performed to provide benchmark data to test GCFR fuel pin streaming calculations. The experiment, performed at the Tower Shielding Facility, consisted of 902 UO 2 fuel pins arranged on a triangular pitch with a void fraction comparable to that of the GCFR. A spectrum modifier consisting of a spectrum modifier was used to provide a spectrum similar to that of a fast reactor. Spectral measurements tended to show a strong streaming effect with the total flux showing a sharp drop over small angular traverses from the centerline. Two-dimensional calculations employing both homogeneous and heterogeneous models were used to calculate neutron spectra. Data are presented and compared

  4. Reconstruction of Huygens' gedanken experiment and measurements based on video analysis tools

    International Nuclear Information System (INIS)

    Malgieri, Massimiliano; Onorato, Pasquale; Mascheretti, Paolo; De Ambrosis, Anna

    2013-01-01

    In this paper we describe the practical realization and the analysis of a thought experiment devised by Christiaan Huygens, which was pivotal in his derivation of the formula for the radius of gyration of a compound pendulum. Measurements are realized by recording the experiment with a digital camera, and using a video analysis and modelling software tool to process and extract information from the acquired videos. Using this setup, detailed quantitative comparisons between measurements and theoretical predictions can be carried out, focusing on many relevant topics in the undergraduate physics curriculum, such as the ‘radius of gyration’, conservation of energy, moment of inertia, constraint and reaction forces, and the behaviour of the centre of mass. (paper)

  5. Immersive video

    Science.gov (United States)

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

    1996-03-01

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

  6. Groundwater-stream-simulation experiments for the evaluation of the safety of proposed nuclear waste repositories

    International Nuclear Information System (INIS)

    Seitz, M.G.

    1981-01-01

    A bench-scale experimental design which integrates repository components to simulate a groundwater stream infiltrating a breached repository is described in this paper. An experiment performed with a nuclear waste solid and one rock core is briefly summarized. The nuclear waste solid consists of borosilicate glass containing formulated nuclear waste and is the source of the leached radionuclides. The rock core used is of granite and serves as the adsorption medium for the leached radionuclides

  7. Quality of pharmaceutical care at the pharmacy counter: patients’ experiences versus video observation

    Directory of Open Access Journals (Sweden)

    Koster ES

    2016-03-01

    Full Text Available Ellen S Koster,1 Lyda Blom,1 Marloes R Overbeeke,1 Daphne Philbert,1 Marcia Vervloet,2 Laura Koopman,2,3 Liset van Dijk2 1Division of Pharmacoepidemiology and Clinical Pharmacology, Utrecht University, the Netherlands; 2Netherlands Institute of Health Services Research (NIVEL, Utrecht, the Netherlands; 3National Health Care Institute, Diemen, the Netherlands Introduction: Consumer Quality Index questionnaires are used to assess quality of care from patients’ experiences.Objective: To provide insight into the agreement about quality of pharmaceutical care, measured both by a patient questionnaire and video observations.Methods: Pharmaceutical encounters in four pharmacies were video-recorded. Patients completed a questionnaire based upon the Consumer Quality Index Pharmaceutical Care after the encounter containing questions about patients’ experiences regarding information provision, medication counseling, and pharmacy staff’s communication style. An observation protocol was used to code the recorded encounters. Agreement between video observation and patients’ experiences was calculated.Results: In total, 109 encounters were included for analysis. For the domains “medication counseling” and “communication style”, agreement between patients’ experiences and observations was very high (>90%. Less agreement (45% was found for “information provision”, which was rated more positive by patients compared to the observations, especially for the topic, encouragement of patients’ questioning behavior.Conclusion: A questionnaire is useful to assess the quality of medication counseling and pharmacy staff’s communication style, but might be less suitable to evaluate information provision and pharmacy staff’s encouragement of patients’ questioning behavior. Although patients may believe that they have received all necessary information to use their new medicine, some information on specific instructions was not addressed during

  8. The role of background music in the experience of watching YouTube videos about death and dying

    OpenAIRE

    Panagiotis Pentaris; Maria Yerosimou

    2015-01-01

    YouTube is the largest video-sharing site live at the moment. It has been used to communicate a vast array of information, while it allows for user-generated content. This paper will focus on YouTube videos that communicate death, and, in particular, will present findings from a preliminary study undertaken by the authors considering the role that background music plays in these videos. Specifically, this study explores the experiences of the viewers of death-related YouTube videos with and w...

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

    Science.gov (United States)

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

    2008-01-01

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

  10. StreamWorks: the live and on-demand audio/video server and its applications in medical information systems

    Science.gov (United States)

    Akrout, Nabil M.; Gordon, Howard; Palisson, Patrice M.; Prost, Remy; Goutte, Robert

    1996-05-01

    Facing a world undergoing fundamental and rapid change, healthcare organizations are seeking ways to increase innovation, quality, productivity, and patient value, keys to more effective care. Individual clinics acting alone can respond in only a limited way, so re- engineering the process key which services are delivered demands real-time collaborative technology that provides immediate information sharing, improving the management and coordination of information in cross-functional teams. StreamWorks is a development stage architecture that uses a distribution technique to deliver an advanced information management system for telemedicine. The challenge of StreamWorks in telemedicine is to enable equity of the quality of Health Care of Telecommunications and Information Technology also to patients in less favored regions, like India or China, where the quality of medical care varies greatly by region, but where there are some very current communications facilities.

  11. Publicación de materiales audiovisuales a través de un servidor de video-streaming Publication of audio-visual materials through a streaming video server

    OpenAIRE

    Acevedo Clavijo Edwin Jovanny; Parra Toloza Dina Julieth; Winlker Hernadez Walter

    2010-01-01

    Esta propuesta tiene como objetivo estudiar varias alternativas de servidores Streaming para determinar la mejor herramienta para el desarrollo de la publicación de material audiovisual educativo. Se evaluaron las plataformas más utilizadas teniendo en cuenta sus características y beneficios que tiene cada servidor entre las los cuales están: Hélix Universal Server, Windows Media Server de Microsoft, Peer Cast y Darwin Server. implementando un servidor con mayores capacidades y beneficios par...

  12. The role of background music in the experience of watching YouTube videos about death and dying

    Directory of Open Access Journals (Sweden)

    Panagiotis Pentaris

    2015-12-01

    Full Text Available YouTube is the largest video sharing site live at the moment. It has been used to communicate a vast array of information, while it allows for user-generated content. This paper will focus on YouTube videos that communicate death, and in particular will present findings from a preliminary study undertaken by the authors considering the role that background music plays in these videos. Specifically, this study explores the experiences of the viewers of death-related YouTube videos with and without background music while it makes comparisons in relation to the impact that music has on the viewers’ emotional experiences. We conclude that background music elicits emotions and enhances feelings of sadness and sympathy in relation to the visual content of videos while recommendations for future research are made.

  13. Video of Miscible Fluid Experiment Conducted on NASA Low Gravity Airplane

    Science.gov (United States)

    2003-01-01

    This is a video of dyed water being injected into glycerin in a 2.2 centimeter (cm) diameter test tube. The experiment was conducted on the KC-135 aircraft, a NASA plane that creates microgravity and 2g conditions as it maneuvers through multiple parabolas. The water is less dense and so it rises to the top of the glycerin. The goal of the experiment was to determine if a blob of a miscible fluid would spontaneously become spherical in a microgravity environment.

  14. Neutron and gamma ray streaming experiments at the fast neutron source reactor 'YAYOI'

    International Nuclear Information System (INIS)

    Oka, Yoshiaki; Yanagisawa, Ichiro; Akiyama, Masatsugu; An, Shigehiro

    1979-07-01

    Neutron and gamma ray streaming experiments were performed in the ducts and cavities that were located in the heavy concrete shields of the fast neutron source reactor YAYOI of University of Tokyo. The configurations have the feature that the streaming through the ducts are occurred following the scattering in the cavity. The axes of the ducts are perpendicular to the source radiation from the core. The spectrum of the source was modified by putting a plug in the beam hole of the core. An aluminum plug and the plug which contains paraffin were used. The decay in the ducts, however, hardly depends on the source spectrum. The decay in the ducts is nearly exponential. (author)

  15. Streaming Media for Web Based Training.

    Science.gov (United States)

    Childers, Chad; Rizzo, Frank; Bangert, Linda

    This paper discusses streaming media for World Wide Web-based training (WBT). The first section addresses WBT in the 21st century, including the Synchronized Multimedia Integration Language (SMIL) standard that allows multimedia content such as text, pictures, sound, and video to be synchronized for a coherent learning experience. The second…

  16. Response of non-added solutes during nutrient addition experiments in streams

    Science.gov (United States)

    Rodriguez-Cardona, B.; Wymore, A.; Koenig, L.; Coble, A. A.; McDowell, W. H.

    2015-12-01

    Nutrient addition experiments, such as Tracer Additions for Spiraling Curve Characterization (TASCC), have become widely popular as a means to study nutrient uptake dynamics in stream ecosystems. However, the impact of these additions on ambient concentrations of non-added solutes is often overlooked. TASCC addition experiments are ideal for assessing interactions among solutes because it allows for the characterization of multiple solute concentrations across a broad range of added nutrient concentrations. TASCC additions also require the addition of a conservative tracer (NaCl) to track changes in conductivity during the experimental manipulation. Despite its use as a conservative tracer, chloride (Cl) and its associated sodium (Na) might change the concentrations of other ions and non-added nutrients through ion exchange or other processes. Similarly, additions of biologically active solutes might change the concentrations of other non-added solutes. These methodological issues in nutrient addition experiments have been poorly addressed in the literature. Here we examine the response of non-added solutes to pulse additions (i.e. TASCC) of NaCl plus nitrate (NO3-), ammonium, and phosphate across biomes including temperate and tropical forests, and arctic taiga. Preliminary results demonstrate that non-added solutes respond to changes in the concentration of these added nutrients. For example, concentrations of dissolved organic nitrogen (DON) in suburban headwater streams of New Hampshire both increase and decrease in response to NO3- additions, apparently due to biotic processes. Similarly, cations such as potassium, magnesium, and calcium also increase during TASCC experiments, likely due to cation exchange processes associated with Na addition. The response of non-added solutes to short-term pulses of added nutrients and tracers needs to be carefully assessed to ensure that nutrient uptake metrics are accurate, and to detect biotic interactions that may

  17. Overview of gap streaming experiments for ITER at JAERI/FNS

    International Nuclear Information System (INIS)

    Konno, Ch.; Maekawa, F.; Oyama, Y.; Uno, Y.; Kasugai, Y.; Wada, M.; Maekawa, H.; Ikeda, Y.

    1998-01-01

    Gap streaming experiments were performed by using a D-T neutron source, FNS, at Japan Atomic Energy Research Institute as a part of an ITER/EDA R and D Task (T-218), in order to investigate the influence of neutron streaming due to gap between shielding blanket modules in ITER. The direct gap increased 14-MeV neutron flux by 20 times at the cavity center and rear surface of the experimental assembly, while the offset gap increased by 3 times. On the other hand the increase of neutrons below 1 MeV and gamma-rays was less than a few tens % even for the direct gap assemblies. This result suggests that gap streaming has a large influence on helium production and radiation damage sensitive to high energy neutrons rather than on gamma heating. Calculated values agreed within ±30 % with most of the experimental data. This result demonstrates that the MCNP code with the FENDL/E-1.1 and JENDL Fusion File cross section libraries can be used with reliance for shield designs of ITER for configuration with gap if the geometry is modeled precisely. (authors)

  18. Reactivation of a cryptobiotic stream ecosystem in the McMurdo Dry Valleys, Antarctica: A long-term geomorphological experiment

    Science.gov (United States)

    McKnight, Diane M.; Tate, C.M.; Andrews, E.D.; Niyogi, D.K.; Cozzetto, K.; Welch, K.; Lyons, W.B.; Capone, D.G.

    2007-01-01

    The McMurdo Dry Valleys of Antarctica contain many glacial meltwater streams that flow for 6 to 12??weeks during the austral summer and link the glaciers to the lakes on the valley floors. Dry valley streams gain solutes longitudinally through weathering reactions and microbial processes occurring in the hyporheic zone. Some streams have thriving cyanobacterial mats. In streams with regular summer flow, the mats are freeze-dried through the winter and begin photosynthesizing with the onset of flow. To evaluate the longer term persistence of cyanobacterial mats, we diverted flow to an abandoned channel, which had not received substantial flow for approximately two decades. Monitoring of specific conductance showed that for the first 3??years after the diversion, the solute concentrations were greater in the reactivated channel than in most other dry valley streams. We observed that cyanobacterial mats became abundant in the reactivated channel within a week, indicating that the mats had been preserved in a cryptobiotic state in the channel. Over the next several years, these mats had high rates of productivity and nitrogen fixation compared to mats from other streams. Experiments in which mats from the reactivated channel and another stream were incubated in water from both of the streams indicated that the greater solute concentrations in the reactivated channel stimulated net primary productivity of mats from both streams. These stream-scale experimental results indicate that the cryptobiotic preservation of cyanobacterial mats in abandoned channels in the dry valleys allows for rapid response of these stream ecosystems to climatic and geomorphological change, similar to other arid zone stream ecosystems. ?? 2006 Elsevier B.V. All rights reserved.

  19. Las posibilidades didácticas y manejo de Video Streaming en las clases de lengua y literatura.

    Directory of Open Access Journals (Sweden)

    José Soto Vázquez

    2009-01-01

    Full Text Available Resumen: La incorporación de las nuevas tecnologías en las aulas ha supuesto una nueva concepción del modelo educativo en el que el docente juega un papel determinante. No obstante, la diversidad de herramientas didácticas es tan amplia que necesita de trabajos parciales que enfoquen la utilidad de cada una de ellas. En este sentido, la enseñanza de las lenguas tiene en V Streaming una pieza fundamental que permite estudiar la lengua oral actual, a la vez que alienta el uso de las nuevas tecnologías.Summary: The incorporation of new technologies into the classroom has meant a new conception of the educational model where the teacher plays an important role. Nevertheless, the diversity of didactic tools is so wide that partial works are required to focus the utility of each of them. In this respect, the teaching of languages have in V Streaming a fundamental piece that allows studying current oral language, as well as encouraging the use of new technologies.

  20. Nonintrusive Method Based on Neural Networks for Video Quality of Experience Assessment

    Directory of Open Access Journals (Sweden)

    Diego José Luis Botia Valderrama

    2016-01-01

    Full Text Available The measurement and evaluation of the QoE (Quality of Experience have become one of the main focuses in the telecommunications to provide services with the expected quality for their users. However, factors like the network parameters and codification can affect the quality of video, limiting the correlation between the objective and subjective metrics. The above increases the complexity to evaluate the real quality of video perceived by users. In this paper, a model based on artificial neural networks such as BPNNs (Backpropagation Neural Networks and the RNNs (Random Neural Networks is applied to evaluate the subjective quality metrics MOS (Mean Opinion Score and the PSNR (Peak Signal Noise Ratio, SSIM (Structural Similarity Index Metric, VQM (Video Quality Metric, and QIBF (Quality Index Based Frame. The proposed model allows establishing the QoS (Quality of Service based in the strategy Diffserv. The metrics were analyzed through Pearson’s and Spearman’s correlation coefficients, RMSE (Root Mean Square Error, and outliers rate. Correlation values greater than 90% were obtained for all the evaluated metrics.

  1. Nitrate removal in stream ecosystems measured by 15N addition experiments: Total uptake

    Science.gov (United States)

    Hall, R.O.; Tank, J.L.; Sobota, D.J.; Mulholland, P.J.; O'Brien, J. M.; Dodds, W.K.; Webster, J.R.; Valett, H.M.; Poole, G.C.; Peterson, B.J.; Meyer, J.L.; McDowell, W.H.; Johnson, S.L.; Hamilton, S.K.; Grimm, N. B.; Gregory, S.V.; Dahm, Clifford N.; Cooper, L.W.; Ashkenas, L.R.; Thomas, S.M.; Sheibley, R.W.; Potter, J.D.; Niederlehner, B.R.; Johnson, L.T.; Helton, A.M.; Crenshaw, C.M.; Burgin, A.J.; Bernot, M.J.; Beaulieu, J.J.; Arangob, C.P.

    2009-01-01

    We measured uptake length of 15NO-3 in 72 streams in eight regions across the United States and Puerto Rico to develop quantitative predictive models on controls of NO-3 uptake length. As part of the Lotic Intersite Nitrogen eXperiment II project, we chose nine streams in each region corresponding to natural (reference), suburban-urban, and agricultural land uses. Study streams spanned a range of human land use to maximize variation in NO-3 concentration, geomorphology, and metabolism. We tested a causal model predicting controls on NO-3 uptake length using structural equation modeling. The model included concomitant measurements of ecosystem metabolism, hydraulic parameters, and nitrogen concentration. We compared this structural equation model to multiple regression models which included additional biotic, catchment, and riparian variables. The structural equation model explained 79% of the variation in log uptake length (S Wtot). Uptake length increased with specific discharge (Q/w) and increasing NO-3 concentrations, showing a loss in removal efficiency in streams with high NO-3 concentration. Uptake lengths shortened with increasing gross primary production, suggesting autotrophic assimilation dominated NO-3 removal. The fraction of catchment area as agriculture and suburban-urban land use weakly predicted NO-3 uptake in bivariate regression, and did improve prediction in a set of multiple regression models. Adding land use to the structural equation model showed that land use indirectly affected NO-3 uptake lengths via directly increasing both gross primary production and NO-3 concentration. Gross primary production shortened SWtot, while increasing NO-3 lengthened SWtot resulting in no net effect of land use on NO- 3 removal. ?? 2009.

  2. A Design of Experiments Investigation of Offset Streams for Supersonic Jet Noise Reduction

    Science.gov (United States)

    Henderson, Brenda; Papamoschou, Dimitri

    2014-01-01

    An experimental investigation into the noise characteristics of a dual-stream jet with four airfoils inserted in the fan nozzle was conducted. The intent of the airfoils was to deflect the fan stream relative to the core stream and, therefore, impact the development of the secondary potential core and noise radiated in the peak jet-noise direction. The experiments used a full-factorial Design of Experiments (DoE) approach to identify parameters and parameter interactions impacting noise radiation at two azimuthal microphone array locations, one of which represented a sideline viewing angle. The parameters studied included airfoil angle-of-attack, airfoil azimuthal location within the fan nozzle, and airfoil axial location relative to the fan-nozzle trailing edge. Jet conditions included subsonic and supersonic fan-stream Mach numbers. Heated jets conditions were simulated with a mixture of helium and air to replicate the exhaust velocity and density of the hot jets. The introduction of the airfoils was shown to impact noise radiated at polar angles in peak-jet noise direction and to have no impact on noise radiated at small and broadside polar angles and to have no impact on broadband-shock-associated noise. The DoE analysis showed the main effects impacting noise radiation at sideline-azimuthal-viewing angles included airfoil azimuthal angle for the airfoils on the lower side of the jet near the sideline array and airfoil trailing edge distance (with airfoils located at the nozzle trailing edge produced the lowest sound pressure levels). For an array located directly beneath the jet (and on the side of the jet from which the fan stream was deflected), the main effects impacting noise radiation included airfoil angle-of-attack and airfoil azimuthal angle for the airfoils located on the observation side of the jet as well and trailing edge distance. Interaction terms between multiple configuration parameters were shown to have significant impact on the radiated

  3. An ethnographic approach to studying the student experience: The student perspective through free form video diaries. A Practice Report

    Directory of Open Access Journals (Sweden)

    Annette Cashmore

    2010-07-01

    Full Text Available This is a longitudinal project, in its third year, involving free-form video diaries by undergraduate students, reflecting on aspects of their experience that are significant to them. Sixty four students, from three cohorts, have been given video cameras and they return regular (weekly short videos covering whatever is important to them. Focus group sessions enable discussion of specific issues. We have coded video data so that we, and others, will be able to draw on it. The data provides insight, from the student perspective, into many issues including friendships, induction, assessment, modes of study, teamwork etc. As an example, we will present some of our findings in relation to academic and social transitions experienced by students throughout their first year. However, a key question is how can we make this rich resource of video data available so that it can inform a wider range of studies across the international higher education community?

  4. Streaming-plasma measurements in the Baseball II-T mirror experiment

    International Nuclear Information System (INIS)

    Damm, C.C.; Foote, J.H.; Futch, A.H.; Goodman, R.K.; Hornady, R.S.; Osher, J.E.; Porter, G.D.

    1977-01-01

    The warm plasma from a deuterium-loaded titanium washer gun, streaming along magnetic-field lines through the steady-state magnetic well of Baseball II, has been examined for its suitability in this experimental situation as a target plasma for hot-ion buildup experiments and for microinstability control. The gun was positioned near the magnetic axis outside the mirror region. Measurements were made with gridded, end-loss detectors placed outside the opposite mirror, a microwave interferometer, a beam-attenuation detector, and other diagnostics

  5. An Improved Mixture-of-Gaussians Background Model with Frame Difference and Blob Tracking in Video Stream

    Directory of Open Access Journals (Sweden)

    Li Yao

    2014-01-01

    Full Text Available Modeling background and segmenting moving objects are significant techniques for computer vision applications. Mixture-of-Gaussians (MoG background model is commonly used in foreground extraction in video steam. However considering the case that the objects enter the scenery and stay for a while, the foreground extraction would fail as the objects stay still and gradually merge into the background. In this paper, we adopt a blob tracking method to cope with this situation. To construct the MoG model more quickly, we add frame difference method to the foreground extracted from MoG for very crowded situations. What is more, a new shadow removal method based on RGB color space is proposed.

  6. User Throughput-Based Quality of Experience

    DEFF Research Database (Denmark)

    Hiranandani, Bhavesh; Sarkar, Mahasweta; Mihovska, Albena

    of the users Quality of Experience (QoE). Today, most of the airlines have started providing in-flight wi-fi services, which allow their passengers to use Internet services to send and receive e-mails, and stream video from various online service providers while on board the flight. Statistics show that more...... than 50% of the passengers use the provided wi-fi service to stream video, therefore, their perception of the video service will be determining for the service provider’s performance. One easy way to evaluate the perceived video streaming (i.e. QoE) is by estimating the frequency of stalls. In our...

  7. Students' Learning Experiences from Didactic Teaching Sessions Including Patient Case Examples as Either Text or Video

    DEFF Research Database (Denmark)

    Pedersen, Kamilla; Moeller, Martin Holdgaard; Paltved, Charlotte

    2017-01-01

    OBJECTIVES: The aim of this study was to explore medical students' learning experiences from the didactic teaching formats using either text-based patient cases or video-based patient cases with similar content. The authors explored how the two different patient case formats influenced students......' perceptions of psychiatric patients and students' reflections on meeting and communicating with psychiatric patients. METHODS: The authors conducted group interviews with 30 medical students who volunteered to participate in interviews and applied inductive thematic content analysis to the transcribed...

  8. Action Video Game Experience Related to Altered Large-Scale White Matter Networks.

    Science.gov (United States)

    Gong, Diankun; Ma, Weiyi; Gong, Jinnan; He, Hui; Dong, Li; Zhang, Dan; Li, Jianfu; Luo, Cheng; Yao, Dezhong

    2017-01-01

    With action video games (AVGs) becoming increasingly popular worldwide, the cognitive benefits of AVG experience have attracted continuous research attention over the past two decades. Research has repeatedly shown that AVG experience can causally enhance cognitive ability and is related to neural plasticity in gray matter and functional networks in the brain. However, the relation between AVG experience and the plasticity of white matter (WM) network still remains unclear. WM network modulates the distribution of action potentials, coordinating the communication between brain regions and acting as the framework of neural networks. And various types of cognitive deficits are usually accompanied by impairments of WM networks. Thus, understanding this relation is essential in assessing the influence of AVG experience on neural plasticity and using AVG experience as an interventional tool for impairments of WM networks. Using graph theory, this study analyzed WM networks in AVG experts and amateurs. Results showed that AVG experience is related to altered WM networks in prefrontal networks, limbic system, and sensorimotor networks, which are related to cognitive control and sensorimotor functions. These results shed new light on the influence of AVG experience on the plasticity of WM networks and suggested the clinical applicability of AVG experience.

  9. Action Video Game Experience Related to Altered Large-Scale White Matter Networks

    Directory of Open Access Journals (Sweden)

    Diankun Gong

    2017-01-01

    Full Text Available With action video games (AVGs becoming increasingly popular worldwide, the cognitive benefits of AVG experience have attracted continuous research attention over the past two decades. Research has repeatedly shown that AVG experience can causally enhance cognitive ability and is related to neural plasticity in gray matter and functional networks in the brain. However, the relation between AVG experience and the plasticity of white matter (WM network still remains unclear. WM network modulates the distribution of action potentials, coordinating the communication between brain regions and acting as the framework of neural networks. And various types of cognitive deficits are usually accompanied by impairments of WM networks. Thus, understanding this relation is essential in assessing the influence of AVG experience on neural plasticity and using AVG experience as an interventional tool for impairments of WM networks. Using graph theory, this study analyzed WM networks in AVG experts and amateurs. Results showed that AVG experience is related to altered WM networks in prefrontal networks, limbic system, and sensorimotor networks, which are related to cognitive control and sensorimotor functions. These results shed new light on the influence of AVG experience on the plasticity of WM networks and suggested the clinical applicability of AVG experience.

  10. The Use of Videos in Teaching - Some Experiences From the University of Copenhagen

    Directory of Open Access Journals (Sweden)

    Henrik Bregnhøj

    2016-11-01

    Full Text Available This paper covers videos created and used in different learning patterns. The videos are grouped according to the teaching or learning activities in which they are used. One group of videos are used by the teacher for one-way communication, including: online lectures, experts interacting with one another, instruction videos and introduction videos. Further videos are teacher-student interactive videos, including: feedback on student deliveries, student productions and interactive videos. Examples from different courses at different faculties at The University of Copenhagen of different types of videos (screencasts, pencasts and different kinds of camera recordings, from quick-and-dirty videos made by teachers at their own computer to professionally produced studio recordings as well as audio files are presented with links, as an empirical basis for the discussion. The paper is very practically oriented and looks at e.g. which course design and teaching situation is suitable for which type of video; at which point is an audio file preferable to a video file; and how to produce videos easily and without specialized equipment, if you don’t have access to (or time for professional assistance. In the article, we also point out how a small amount of tips & tricks regarding planning, design and presentation technique can improve recordings made by teachers themselves. We argue that the way to work with audio and video is to start by analyzing the pedagogical needs, in this way adapting the type and use of audio and video to the pedagogical context.

  11. Effect of video-game experience and position of flight stick controller on simulated-flight performance.

    Science.gov (United States)

    Cho, Bo-Keun; Aghazadeh, Fereydoun; Al-Qaisi, Saif

    2012-01-01

    The purpose of this study was to determine the effects of video-game experience and flight-stick position on flying performance. The study divided participants into 2 groups; center- and side-stick groups, which were further divided into high and low level of video-game experience subgroups. The experiment consisted of 7 sessions of simulated flying, and in the last session, the flight stick controller was switched to the other position. Flight performance was measured in terms of the deviation of heading, altitude, and airspeed from their respective requirements. Participants with high experience in video games performed significantly better (p increase (0.78 %). However, after switching from a center- to a side-stick controller, performance scores decreased (4.8%).

  12. Sending Safety Video over WiMAX in Vehicle Communications

    Directory of Open Access Journals (Sweden)

    Jun Steed Huang

    2013-10-01

    Full Text Available This paper reports on the design of an OPNET simulation platform to test the performance of sending real-time safety video over VANET (Vehicular Adhoc NETwork using the WiMAX technology. To provide a more realistic environment for streaming real-time video, a video model was created based on the study of video traffic traces captured from a realistic vehicular camera, and different design considerations were taken into account. A practical controller over real-time streaming protocol is implemented to control data traffic congestion for future road safety development. Our driving video model was then integrated with the WiMAX OPNET model along with a mobility model based on real road maps. Using this simulation platform, different mobility cases have been studied and the performance evaluated in terms of end-to-end delay, jitter and visual experience.

  13. An innovative experiment on superconductivity, based on video analysis and non-expensive data acquisition

    International Nuclear Information System (INIS)

    Bonanno, A; Bozzo, G; Camarca, M; Sapia, P

    2015-01-01

    In this paper we present a new experiment on superconductivity, designed for university undergraduate students, based on the high-speed video analysis of a magnet falling through a ceramic superconducting cylinder (T c  = 110 K). The use of an Atwood’s machine allows us to vary the magnet’s speed and acceleration during its interaction with the superconductor. In this way, we highlight the existence of two interaction regimes: for low crossing energy, the magnet is levitated by the superconductor after a transient oscillatory damping; for higher crossing energy, the magnet passes through the superconducting cylinder. The use of a commercial-grade high speed imaging system, together with video analysis performed using the Tracker software, allows us to attain a good precision in space and time measurements. Four sensing coils, mounted inside and outside the superconducting cylinder, allow us to study the magnetic flux variations in connection with the magnet’s passage through the superconductor, permitting us to shed light on a didactically relevant topic as the behaviour of magnetic field lines in the presence of a superconductor. The critical discussion of experimental data allows undergraduate university students to grasp useful insights on the basic phenomenology of superconductivity as well as on relevant conceptual topics such as the difference between the Meissner effect and the Faraday-like ‘perfect’ induction. (paper)

  14. The effects of gender, flow and video game experience on combat identification training.

    Science.gov (United States)

    Plummer, John Paul; Schuster, David; Keebler, Joseph R

    2017-08-01

    The present study examined the effects of gender, video game experience (VGE), and flow state on multiple indices of combat identification (CID) performance. Individuals were trained on six combat vehicles in a simulation, presented through either a stereoscopic or non-stereoscopic display. Participants then reported flow state, VGE and were tested on their ability to discriminate friend vs. foe and identify both pictures and videos of the trained vehicles. The effect of stereoscopy was not significant. There was an effect of gender across three dependent measures. For the two picture-based measures, the effect of gender was mediated by VGE. Additionally, the effect of gender was moderated by flow state on the identification measures. Overall, the study suggests that gender differences may be overcome by VGE and by achieving flow state. Selection based on these individual differences may be useful for future military simulation. Practitioner Summary: This work investigates the effect of gender, VGE and flow state on CID performance. For three measures of performance, there was a main effect of gender. Gender was mediated by previous VGE on two measures, and gender was moderated by flow state on two measures.

  15. Experiences of citizen-based reporting of rainfall events using lab-generated videos

    Science.gov (United States)

    Alfonso, Leonardo; Chacon, Juan

    2016-04-01

    Hydrologic studies rely on the availability of good-quality precipitation estimates. However, in remote areas of the world and particularly in developing countries, ground-based measurement networks are either sparse or nonexistent. This creates difficulties in the estimation of precipitation, which limits the development of hydrologic forecasting and early warning systems for these regions. The EC-FP7 WeSenseIt project aims at exploring the involvement of citizens in the observation of the water cycle with innovative sensor technologies, including mobile telephony. In particular, the project explores the use of a smartphone applications to facilitate the reporting water-related situations. Apart from the challenge of using such information for scientific purposes, the citizen engagement is one of the most important issues to address. To this end effortless methods for reporting need to be developed in order to involve as many people as possible in these experiments. A potential solution to overcome these drawbacks, consisting on lab-controlled rainfall videos have been produced to help mapping the extent and distribution of rainfall fields with minimum effort [1]. In addition, the quality of the collected rainfall information has also been studied [2] by means of different experiments with students. The present research shows the latest results of the application of this method and evaluates the experiences in some cases. [1] Alfonso, L., J. Chacón, and G. Peña-Castellanos (2015), Allowing Citizens to Effortlessly Become Rainfall Sensors, in 36th IAHR World Congress edited, The Hague, the Netherlands [2] Cortes-Arevalo, J., J. Chacón, L. Alfonso, and T. Bogaard (2015), Evaluating data quality collected by using a video rating scale to estimate and report rainfall intensity, in 36th IAHR World Congress edited, The Hague, the Netherlands

  16. Troubled Waters: where Multiple Streams of Inequality Converge in the Math and Science Experiences of Nonprivileged Girls

    Science.gov (United States)

    Parrott, Laurel; Spatig, Linda; Kusimo, Patricia S.; Carter, Carolyn C.; Keyes, Marian

    Water is often hardest to navigate at the confluence of individual streams. As they experience math and science, nonprivileged girls maneuver through roiling waters where the streams of gender, ethnicity, poverty, place, and teaching practices converge. Just as waters of separate streams blend, these issues - too often considered separate factors - become blended and difficult to isolate, and the resulting turbulence produces a bumpy ride. We draw on 3 years of qualitative data collected as part of an intervention program to explore the math and science experiences and perceptions of a group of ethnically diverse, low socioeconomic status rural and urban adolescent Appalachian girls. After describing program and community contexts, we explore "opportunity to leant" issues - specifically, expectations, access to content, and support networks - and examine their schooling experiences against visions of science and math reform and pressures for accountability. Data are discussed within a framework of critical educational theory.

  17. Patient's experience with blended video- and internet based cognitive behavioural therapy service in routine care

    Directory of Open Access Journals (Sweden)

    Anne Etzelmueller

    2018-06-01

    Full Text Available Introduction: Internet-based guided self-help and face-to-face CBT have shown to be effective in the treatment of depression, but both approaches might not be an available treatment option for all patients. A treatment which blends internet-based guided self-help with video-based psychotherapy might reduce potential disadvantages of both approaches, while maintaining major advantages such as being location-independent. Additionally, it could provide a stronger focus on patient empowerment and lower resource use compared to traditional face-to-face treatment. Aim: The aim of this study is to evaluate patient's experiences with blended internet- and video-based CBT (blended iCBT treatment and to derive suggestions for the improvement of such services. Methods: Semi-structured interviews were conducted with 15 participants of the blended iCBT treatment as part of the European MasterMind trial. Participants included adults suffering from Major Depressive Disorder. The interview guide assessed patient's experiences regarding the four treatment components program, 1. face-to-face diagnostic interviews, 2. video-based synchronous therapy sessions (VTS, 3. online self-help treatment modules (OTM as well as 4. behaviour diaries and symptom monitoring. Interviews were analyzed using the framework method and outcomes regarding connections within and between participants and categories were generated by counting the statements within relevant themes. Results: Overall, patients indicated to have been satisfied with all components of the treatment, highlighting the option to independently work from home in their own pace. While the OTMs allowed for a deeper reflection of the content, the VTS with the therapist were mentioned to provide the personal character of the service. The working alliance with the therapist was experienced as fostering the individual fit of the treatment. Patients reported a high self-perceived treatment effectiveness. Negative effects

  18. User Experience Evaluations in Rehabilitation Video Games for Children: A Systematic Mapping of the Literature.

    Science.gov (United States)

    Rico-Olarte, Carolina; López, Diego M; Blobel, Bernd; Kepplinger, Sara

    2017-01-01

    In recent years, the interest in user experience (UX) evaluation methods for assessing technology solutions, especially in health systems for children with special needs like cognitive disabilities, has increased. Conduct a systematic mapping study to provide an overview in the field of UX evaluations in rehabilitation video games for children. The definition of research questions, the search for primary studies and the extraction of those studies by inclusion and exclusion criteria lead to the mapping of primary papers according to a classification scheme. Main findings from this study include the detection of the target population of the selected studies, the recognition of two different ways of evaluating UX: (i) user evaluation and (ii) system evaluation, and UX measurements and devices used. This systematic mapping specifies the research gaps identified for future research works in the area.

  19. Perspective and agency during video gaming influences spatial presence experience and brain activation patterns

    Directory of Open Access Journals (Sweden)

    Havranek Michael

    2012-07-01

    Full Text Available Abstract Background The experience of spatial presence (SP, i.e., the sense of being present in a virtual environment, emerges if an individual perceives himself as 1 if he were actually located (self-location and 2 able to act in the virtual environment (possible actions. In this study, two main media factors (perspective and agency were investigated while participants played a commercially available video game. Methods The differences in SP experience and associated brain activation were compared between the conditions of game play in first person perspective (1PP and third person perspective (3PP as well as between agency, i.e., active navigation of the video game character (active, and non-agency, i.e., mere passive observation (passive. SP was assessed using standard questionnaires, and brain activation was measured using electroencephalography (EEG and sLORETA source localisation (standard low-resolution brain electromagnetic tomography. Results Higher SP ratings were obtained in the 1PP compared with the 3PP condition and in the active compared with the passive condition. On a neural level, we observed in the 1PP compared with the 3PP condition significantly less alpha band power in the parietal, the occipital and the limbic cortex. In the active compared with the passive condition, we uncovered significantly more theta band power in frontal brain regions. Conclusion We propose that manipulating the factors perspective and agency influences SP formation by either directly or indirectly modulating the ego-centric visual processing in a fronto-parietal network. The neuroscientific results are discussed in terms of the theoretical concepts of SP.

  20. Video-Teleconferencing in Pediatric Neuro-Oncology: Ten Years of Experience

    Directory of Open Access Journals (Sweden)

    Nisreen Amayiri

    2017-04-01

    Full Text Available Purpose: The management of central nervous system tumors is challenging in low- and middle-income countries. Little is known about applicability of twinning initiatives with high-income countries in neuro-oncology. In 2004, a monthly neuro-oncology video-teleconference program was started between King Hussein Cancer Center (Amman, Jordan and the Hospital for Sick Children (Toronto, Ontario, Canada. More than 100 conferences were held and > 400 cases were discussed. The aim of this work was to assess the sustainability of such an initiative and the evolution of the impact over time. Methods: We divided the duration in to three eras according to the initial 2 to 3 years of work of three consecutive oncologists in charge of the neuro-oncology program at King Hussein Cancer Center. We retrospectively reviewed the written minutes and compared the preconference suggested plans with the postconference recommendations. Impact of changes on the patient care was recorded. Results: Thirty-three sets of written minutes (covering 161 cases in the middle era and 32 sets of written minutes (covering 122 cases in the last era were compared with the initial experience (20 meetings, 72 cases. Running costs of these conferences has dropped from $360/h to < $40/h. Important concepts were introduced, such as multidisciplinary teamwork, second-look surgery, and early referral. Suggestions for plan changes have decreased from 44% to 30% and 24% in the respective consecutive eras. Most recommendations involved alternative intervention modalities or pathology review. Most of these recommendations were followed. Conclusion: Video-teleconferencing in neuro-oncology is feasible and sustainable. With time, team experience is built while the percentage and the type of treatment modifications change. Commitment and motivation helped maintain this initiative rather than availability of financial resources. Improvement in patients’ care was achieved, in particular, with the

  1. End-to-End Mechanisms for Rate-Adaptive Multicast Streaming over the Internet

    OpenAIRE

    Rimac, Ivica

    2005-01-01

    Continuous media applications over packet-switched networks are becoming more and more popular. Radio stations, for example, already use streaming technology to disseminate their content to users on the Internet, and video streaming services are expected to experience similar popularity. In contrast to traditional television and radio broadcast systems, however, prevalent Internet streaming solutions are based on unicast communication and raise scalability and efficiency issues. Multicast com...

  2. Application of the three-dimensional transport code to analysis of the neutron streaming experiment

    International Nuclear Information System (INIS)

    Chatani, K.; Slater, C.O.

    1990-01-01

    The neutron streaming through an experimental mock-up of a Clinch River Breeder Reactor (CRBR) prototypic coolant pipe chaseway was recalculated with a three-dimensional discrete ordinates code. The experiment was conducted at the Tower Shielding Facility at Oak Ridge National Laboratory in 1976 and 1977. The measurement of the neutron flux, using Bonner ball detectors, indicated nine orders of attenuation in the empty pipeway, which contained two 90-deg bends and was surrounded by concrete walls. The measurement data were originally analyzed using the DOT3.5 two-dimensional discrete ordinates radiation transport code. However, the results did not agree with measurement data at the bend because of the difficulties in modeling the three-dimensional configurations using two-dimensional methods. The two-dimensional calculations used a three-step procedure in which each of the three legs making the two 90-deg bends was a separate calculation. The experiment was recently analyzed with the TORT three-dimensional discrete ordinates radiation transport code, not only to compare the calculational results with the experimental results, but also to compare with results obtained from analyses in Japan using DOT3.5, MORSE, and ENSEMBLE, which is a three-dimensional discrete ordinates radiation transport code developed in Japan

  3. Constructing a no-reference H.264/AVC bitstream-based video quality metric using genetic programming-based symbolic regression

    OpenAIRE

    Staelens, Nicolas; Deschrijver, Dirk; Vladislavleva, E; Vermeulen, Brecht; Dhaene, Tom; Demeester, Piet

    2013-01-01

    In order to ensure optimal quality of experience toward end users during video streaming, automatic video quality assessment becomes an important field-of-interest to video service providers. Objective video quality metrics try to estimate perceived quality with high accuracy and in an automated manner. In traditional approaches, these metrics model the complex properties of the human visual system. More recently, however, it has been shown that machine learning approaches can also yield comp...

  4. "Sure, I Would Like to Continue": A Method for Mapping the Experience of Engagement in Video Games

    Science.gov (United States)

    Schonau-Fog, Henrik; Bjorner, Thomas

    2012-01-01

    In order to explore one aspect of the engaging nature of computer games, this study will propose a method that aims at classifying the experience of engagement in video games. Inspired by a literature review, we will focus on the fundamental causes of engagement that motivate a player so much that he or she wants to continue playing. By organizing…

  5. Intelligent video surveillance systems

    CERN Document Server

    Dufour, Jean-Yves

    2012-01-01

    Belonging to the wider academic field of computer vision, video analytics has aroused a phenomenal surge of interest since the current millennium. Video analytics is intended to solve the problem of the incapability of exploiting video streams in real time for the purpose of detection or anticipation. It involves analyzing the videos using algorithms that detect and track objects of interest over time and that indicate the presence of events or suspect behavior involving these objects.The aims of this book are to highlight the operational attempts of video analytics, to identify possi

  6. D-T neutron streaming experiment simulating narrow gaps in ITER equatorial port

    International Nuclear Information System (INIS)

    Ochiai, K.; Sato, S.; Wada, M.; Iida, H.; Takakura, K.; Kutsukake, C.; Tanaka, S.; Abe, Y.; Konno, C.

    2008-01-01

    Under the ITER/ITA task, we have conducted the neutron streaming experiment simulating narrow and deep gaps at boundaries between ITER vacuum vessel and equatorial port plugs. Micro-fission chambers and some activation foils were used to measure fission rates and reaction rates to evaluate the relative fast and slow neutron fluences along the gap in the experimental assembly. The MCNP4C, TORT and Attila codes were used for the experimental analysis. From comparing our measurements and calculations, the following facts were found: (1) in case of a such narrow and deep gap structure, the calculation with MCNP, TORT and Attila codes and FENDL-2.1 is sufficient to predict fast neutron field inside the gap; (2) by scattering neutrons in the experimental room, experimental error considerably increased at the deeper region than 100 cm; (3) angular quadrature set of upward biased U315 and last collided source calculation on TORT and Attila were very important technique for accurate estimation of neutron transport

  7. Quantifying Reaeration Rates in Alpine Streams Using Deliberate Gas Tracer Experiments

    Directory of Open Access Journals (Sweden)

    Andrew Benson

    2014-04-01

    Full Text Available Gas exchange across the air-water interface is a critical process that maintains adequate dissolved oxygen (DO in the water column to support life. Oxygen reaeration rates can be accurately measured using deliberate gas tracers, like sulfur hexafluoride (SF6 or xenon (Xe. Two continuous release experiments were conducted in different creeks in the Sierra Nevada of California: Sagehen Creek in September, 2009, using SF6 and Martis Creek in August, 2012, using both SF6 and Xe. Measuring gas loss along the creek, which was approximated with the one-dimensional advection-dispersion equation, allows for the estimation of the SF6 or Xe reaeration coefficient (KSF6, KXe, which is converted to DO reaeration (KDO or K2 using Schmidt numbers. Mean KSF6 for upper and lower Sagehen and Martis Creeks were, respectively, 34 day−1, 37 day−1 and 33 day−1, with corresponding KDOs of 61 day−1, 66 day−1 and 47 day−1. In Martis Creek, KXe was slightly higher (21% than KSF6, but the calculated KDO from SF6 agreed with the calculated KDO from Xe within about 15%; this difference may be due to bubble-enhanced gas transfer. Established empirical equations of KDO using stream characteristics did a poor job predicting KDO for both creeks.

  8. Using videos, apps and hands-on experience in undergraduate hydrology teaching

    Science.gov (United States)

    Van Loon, Anne

    2016-04-01

    Hydrological sciences teaching always needs to make a link between the classroom and the outside world. This can be done with fieldwork and excursions, but the increasing availability of open educational resources gives more-and-more other options to make theory more understandable and applicable. In the undergraduate teaching of hydrology at the University of Birmingham we make use of a number of tools to enhance the hydrology 'experience' of students. Firstly, we add hydrological science videos available in the public domain to our explanations of theory. These are both visualisations of concepts and recorded demonstrations in the field or the lab. One example is the concept of catchments and travel times which has been excellently visualised by MetEd. Secondly, we use a number of mobile phone apps, which provide virtual reality information and real-time monitoring information. We use the MySoil App (by Natural Environment Research Council (NERC), British Geological Survey (BGS) and Centre for Ecology & Hydrology (CEH)) and iGeology / iGeology3D (by BGS) to let students explore soil properties and hydrogeology of an area of interest. And we use the River Levels App (by OGL based on Environment Agency real time data) for exploring real time river levels and investigating spatial variability. Finally, we developed small hands-on projects for students to apply the theory outside the classroom. We for instance let them do simple infiltration experiments and ask them to them design a measurement plan. Evaluations have shown that students enjoy these activities and that it helps their learning. In this presentation we hope to share our experience so that the options for using open (educational) resources for hydrology teaching become more used in linking the classroom to the outside world.

  9. (Re)Counting Meaningful Learning Experiences: Using Student-Created Reflective Videos to Make Invisible Learning Visible during PjBL Experiences

    Science.gov (United States)

    Smith, Shaunna

    2016-01-01

    This ethnographic case study investigated how the process of learning during a yearlong after-school, project-based learning (PjBL) experience could be documented by student-created reflective videos. Guided by social constructivism, constant comparative analysis was used to explore the meaningful learning that took place in addition to the…

  10. Patients' Experiences with Specialist Care via Video Consultation in Primary Healthcare in Rural Areas

    Science.gov (United States)

    Johansson, Annette M.; Lindberg, Inger; Söderberg, Siv

    2014-01-01

    Introduction. Video consultation (VC) can improve access to specialist care, especially for individuals who live in rural areas that are long distances from specialist clinics. Aim. The aim of this study was to describe patients' experiences with specialist care via VC encounters. Method. Interviews were conducted with 26 patients who had participated in a VC encounter. The data were analysed using thematic content analysis. Result. The analysis resulted in two themes. The theme “confident with the technology” was constructed from the categories “possibilities and obstacles in using VC encounters” and “advantages and disadvantages of the technology.” The theme “personal satisfaction with the VC encounters” was constructed from the categories “support from the healthcare personnel,” “perceived security,” and “satisfaction with the specialist consultation.” Conclusion. The patients who did not think that the VC was the best care still considered that the visit was adequate because they did not have to travel. An important finding was that the patients' perceived even short distances to specialty care as expensive journeys because many patients had low incomes. Among the patients who had more than one VC, the second encounter was perceived as safer. Additionally, good communication was essential for the patient's perception of security during the VC encounter. PMID:25243009

  11. Patients' Experiences with Specialist Care via Video Consultation in Primary Healthcare in Rural Areas.

    Science.gov (United States)

    Johansson, Annette M; Lindberg, Inger; Söderberg, Siv

    2014-01-01

    Introduction. Video consultation (VC) can improve access to specialist care, especially for individuals who live in rural areas that are long distances from specialist clinics. Aim. The aim of this study was to describe patients' experiences with specialist care via VC encounters. Method. Interviews were conducted with 26 patients who had participated in a VC encounter. The data were analysed using thematic content analysis. Result. The analysis resulted in two themes. The theme "confident with the technology" was constructed from the categories "possibilities and obstacles in using VC encounters" and "advantages and disadvantages of the technology." The theme "personal satisfaction with the VC encounters" was constructed from the categories "support from the healthcare personnel," "perceived security," and "satisfaction with the specialist consultation." Conclusion. The patients who did not think that the VC was the best care still considered that the visit was adequate because they did not have to travel. An important finding was that the patients' perceived even short distances to specialty care as expensive journeys because many patients had low incomes. Among the patients who had more than one VC, the second encounter was perceived as safer. Additionally, good communication was essential for the patient's perception of security during the VC encounter.

  12. Patients’ Experiences with Specialist Care via Video Consultation in Primary Healthcare in Rural Areas

    Directory of Open Access Journals (Sweden)

    Annette M. Johansson

    2014-01-01

    Full Text Available Introduction. Video consultation (VC can improve access to specialist care, especially for individuals who live in rural areas that are long distances from specialist clinics. Aim. The aim of this study was to describe patients’ experiences with specialist care via VC encounters. Method. Interviews were conducted with 26 patients who had participated in a VC encounter. The data were analysed using thematic content analysis. Result. The analysis resulted in two themes. The theme “confident with the technology” was constructed from the categories “possibilities and obstacles in using VC encounters” and “advantages and disadvantages of the technology.” The theme “personal satisfaction with the VC encounters” was constructed from the categories “support from the healthcare personnel,” “perceived security,” and “satisfaction with the specialist consultation.” Conclusion. The patients who did not think that the VC was the best care still considered that the visit was adequate because they did not have to travel. An important finding was that the patients’ perceived even short distances to specialty care as expensive journeys because many patients had low incomes. Among the patients who had more than one VC, the second encounter was perceived as safer. Additionally, good communication was essential for the patient’s perception of security during the VC encounter.

  13. Six teachers' experience with a video-based professional development program: Its implementation and development

    Science.gov (United States)

    Nelson, Marianne T.

    Many professional development programs fall short of accomplishing their objectives. Recently, programs have been developed that would appear to appeal to teachers and to enhance their potential to influence teachers' practice. My research describes six teachers' responses to a professional development program that employs video as a key feature. The Next Move program consists of eight two-hour sessions, and includes a one-hour video intended to stimulate discussion among a group of teachers. All group participants were invited to participate in the study. My interview sample consisted of six teachers from two groups who volunteered to participate in the study. The first group consisted of four study participants from an urban district. Twelve teachers from this district attended the initial session. Of these, seven became regular participants who completed all sessions. Most of them registered for the graduate credit option. Two study participants were from a single suburban elementary school that had five teachers; they occasionally met jointly with a group from another elementary school, so the numbers varied. Teachers volunteering for this study had from four to seventeen years experience. They were all Caucasian and included four women and two men. My data set consists of three interviews with each teacher, one at the start of the program, one after the last session, and one at the end of the school year. I interviewed each facilitator and jointly interviewed the program's producer and project manager. Additional data was obtained from observation of program sessions and classrooms. Print data sources were the program guide and the project summative evaluation. The data analysis suggests a poor match between the funder's intent and what the teachers expected, based on the program title and information in the promotional flyer. Because of these discontinuities, the program failed to meet its objectives fully. However, some interesting benefits did appear. For

  14. Does Race Matter in Neighborhood Preferences? Results from a Video Experiment

    Science.gov (United States)

    Krysan, Maria; Couper, Mick P.; Farley, Reynolds; Forman, Tyrone

    2013-01-01

    Persistent racial residential segregation is often seen as the result of the preferences of whites and blacks: whites prefer to live with whites while blacks wish to live near many other blacks. The origin of these preferences and their social psychological underpinnings are hotly debated. Are neighborhood preferences colorblind or race-conscious? Does neighborhood racial composition have a net influence upon preferences or is race a proxy for social class? If preferences are race-conscious, is this more a matter of a desire to be in a neighborhood with one’s “own kind” or to avoid being in a neighborhood with another racial group? We tested the racial proxy hypothesis using an innovative experiment that isolated the net effects of race and social class and followed it with an analysis of the social psychological factors associated with residential preferences. Face-to-face surveys using computer assisted interviewing were conducted with random samples of Detroit and Chicago residents. Respondents were asked how desirable they would rate neighborhoods shown in videos in which racial composition and social class characteristics were manipulated and they also completed—via computer assisted self-interviews—questions tapping into perceptions of discrimination, racial and neighborhood stereotypes, and in-group identity. We find that net of social class, the race of a neighborhood's residents significantly influenced how it was rated. Whites said the all-white neighborhoods were most desirable. The independent effect of racial composition was smaller among blacks and blacks identified the racially mixed neighborhood as most desirable. Hypotheses about how racial group identity, stereotypes, and experiences of discrimination influenced the effect of race of residents upon neighborhood preferences were tested and show that for whites, those who hold negative stereotypes about African Americans and the neighborhoods where they live are significantly influenced by

  15. Automatic tracking of cells for video microscopy in patch clamp experiments.

    Science.gov (United States)

    Peixoto, Helton M; Munguba, Hermany; Cruz, Rossana M S; Guerreiro, Ana M G; Leao, Richardson N

    2014-06-20

    Visualisation of neurons labeled with fluorescent proteins or compounds generally require exposure to intense light for a relatively long period of time, often leading to bleaching of the fluorescent probe and photodamage of the tissue. Here we created a technique to drastically shorten light exposure and improve the targeting of fluorescent labeled cells that is specially useful for patch-clamp recordings. We applied image tracking and mask overlay to reduce the time of fluorescence exposure and minimise mistakes when identifying neurons. Neurons are first identified according to visual criteria (e.g. fluorescence protein expression, shape, viability etc.) and a transmission microscopy image Differential Interference Contrast (DIC) or Dodt contrast containing the cell used as a reference for the tracking algorithm. A fluorescence image can also be acquired later to be used as a mask (that can be overlaid on the target during live transmission video). As patch-clamp experiments require translating the microscope stage, we used pattern matching to track reference neurons in order to move the fluorescence mask to match the new position of the objective in relation to the sample. For the image processing we used the Open Source Computer Vision (OpenCV) library, including the Speeded-Up Robust Features (SURF) for tracking cells. The dataset of images (n = 720) was analyzed under normal conditions of acquisition and with influence of noise (defocusing and brightness). We validated the method in dissociated neuronal cultures and fresh brain slices expressing Enhanced Yellow Fluorescent Protein (eYFP) or Tandem Dimer Tomato (tdTomato) proteins, which considerably decreased the exposure to fluorescence excitation, thereby minimising photodamage. We also show that the neuron tracking can be used in differential interference contrast or Dodt contrast microscopy. The techniques of digital image processing used in this work are an important addition to the set of microscopy

  16. Uniportal video assisted thoracoscopic lobectomy: primary experience from an Eastern center.

    Science.gov (United States)

    Feng, Mingxiang; Shen, Yaxing; Wang, Hao; Tan, Lijie; Mao, Xuping; Liu, Yi; Wang, Qun

    2014-12-01

    Uniportal video-assisted thoracoscopic surgery (VATS) lobectomy is an emerging technique for the surgical resection of non-small cell lung cancer (NSCLC). Besides its wide debates on safety and efficacy throughout the world, there were few report on uniportal VATS from the Eastern countries. In this article, we summarized our primary experience on uniportal VATS lobectomy in an Eastern center. From October 2013 till February 2014, 54 consecutive uniportal VATS lobectomy were performed in the Department of Thoracic Surgery, Zhongshan Hospital of Fudan University. Patients' clinical features and operative details were recorded. Post-operatively, the morbidity and mortality were recorded to analyze the safety and efficacy of uniportal VATS lobectomy for NSCLCs. Among the 54 planned uniportal VATS lobectomy, there was one conversion to mini-thoracotomy due to lymph node sticking. Extra ports were required in two patients. The uniportal VATS lobectomy was achieved in 51 out of 54 patients (94.4%). The average operation duration was 122.2±37.5 min (90-160 min). The average volume of estimated blood loss during the operation was 88.8±47.1 mL (50-200 mL). The mean chest tube duration and hospital stay were 3.2±1.9 days and 4.6±2.0 days, respectively. There was no postoperative mortality in this study. Two patients suffered from prolonged air leakage (5 and 7 days), and one atrial fibrillation was observed in this cohort. Based on our primary experience, uniportal VATS lobectomy is a safe and effective procedure for the surgical resection of NSCLCs. The surgical refinements and instrumental improvements would facilitate the technique. Further studies based on larger population are required to determine its benefits towards patients with NSCLCs.

  17. Formation of magnetized plasma stream in the CTCC-I experiment

    Energy Technology Data Exchange (ETDEWEB)

    Ikegami, K.; Ozaki, A.; Uyama, T.; Satomi, N.; Watenabe, K. (Osaka Univ., Suita (Japan). Faculty of Engineering)

    1981-10-01

    Magnetized plasma stream with the kinetic energy of more than 500 eV was produced successfully using a coaxial plasma gun with the subsidiary coils for providing the radial magnetic field at its muzzle. It was injected into the drift tube and the characteristics were investigated experimentally using the streak photographs, magnetic probes and flux loops. It was confirmed that this plasma stream had really both toroidal and poloidal magnetic fields.

  18. Formation of magnetized plasma stream in the CTCC-I experiment

    International Nuclear Information System (INIS)

    Ikegami, Kazunori; Ozaki, Atsuhiko; Uyama, Tadao; Satomi, Norio; Watanabe, Kenji

    1981-01-01

    Magnetized plasma stream with the kinetic energy of more than 500 eV was produced successfully using a coaxial plasma gun with the subsidiary coils for providing the radial magnetic field at its muzzle. It was injected into the drift tube and the characteristics were investigated experimentally using the streak photographs, magnetic probes and flux loops. It was confirmed that this plasma stream had really both toroidal and poloidal magnetic fields. (author)

  19. Nitrate removal in stream ecosystems measured by 15N addition experiments: Denitrification

    Science.gov (United States)

    Mulholland, P.J.; Hall, R.O.; Sobota, D.J.; Dodds, W.K.; Findlay, S.E.G.; Grimm, N. B.; Hamilton, S.K.; McDowell, W.H.; O'Brien, J. M.; Tank, J.L.; Ashkenas, L.R.; Cooper, L.W.; Dahm, Clifford N.; Gregory, S.V.; Johnson, S.L.; Meyer, J.L.; Peterson, B.J.; Poole, G.C.; Valett, H.M.; Webster, J.R.; Arango, C.P.; Beaulieu, J.J.; Bernot, M.J.; Burgin, A.J.; Crenshaw, C.L.; Helton, A.M.; Johnson, L.T.; Niederlehner, B.R.; Potter, J.D.; Sheibley, R.W.; Thomasn, S.M.

    2009-01-01

    We measured denitrification rates using a field 15N-NO- 3 tracer-addition approach in a large, cross-site study of nitrate uptake in reference, agricultural, and suburban-urban streams. We measured denitrification rates in 49 of 72 streams studied. Uptake length due to denitrification (SWden) ranged from 89 m to 184 km (median of 9050 m) and there were no significant differences among regions or land-use categories, likely because of the wide range of conditions within each region and land use. N2 production rates far exceeded N2O production rates in all streams. The fraction of total NO-3 removal from water due to denitrification ranged from 0.5% to 100% among streams (median of 16%), and was related to NHz 4 concentration and ecosystem respiration rate (ER). Multivariate approaches showed that the most important factors controlling SWden were specific discharge (discharge / width) and NO-3 concentration (positive effects), and ER and transient storage zones (negative effects). The relationship between areal denitrification rate (Uden) and NO- 3 concentration indicated a partial saturation effect. A power function with an exponent of 0.5 described this relationship better than a Michaelis-Menten equation. Although Uden increased with increasing NO- 3 concentration, the efficiency of NO-3 removal from water via denitrification declined, resulting in a smaller proportion of streamwater NO-3 load removed over a given length of stream. Regional differences in stream denitrification rates were small relative to the proximate factors of NO-3 concentration and ecosystem respiration rate, and land use was an important but indirect control on denitrification in streams, primarily via its effect on NO-3 concentration. ?? 2009.

  20. Combined effects of local habitat, anthropogenic stress, and dispersal on stream ecosystems: a mesocosm experiment.

    Science.gov (United States)

    Turunen, Jarno; Louhi, Pauliina; Mykrä, Heikki; Aroviita, Jukka; Putkonen, Emmi; Huusko, Ari; Muotka, Timo

    2018-06-06

    The effects of anthropogenic stressors on community structure and ecosystem functioning can be strongly influenced by local habitat structure and dispersal from source communities. Catchment land uses increase the input of fine sediments into stream channels, clogging the interstitial spaces of benthic habitats. Aquatic macrophytes enhance habitat heterogeneity and mediate important ecosystem functions, being thus a key component of habitat structure in many streams. Therefore, the recovery of macrophytes following in-stream habitat modification may be prerequisite for successful stream restoration. Restoration success is also affected by dispersal of organisms from the source community, with potentially strongest responses in relatively isolated headwater sites that receive limited amount of dispersing individuals. We used a factorial design in a set of stream mesocosms to study the independent and combined effects of an anthropogenic stressor (sand sedimentation), local habitat (macrophytes, i.e. moss transplants) and enhanced dispersal (two levels: high vs. low) on organic matter retention, algal accrual rate, leaf decomposition and macroinvertebrate community structure. Overall, all responses were simple additive effects with no interactions between treatments. Sand reduced algal accumulation, total invertebrate density and density of a few individual taxa. Mosses reduced algal accrual rate and algae-grazing invertebrates, but enhanced organic matter retention and detritus- and filter-feeders. Mosses also reduced macroinvertebrate diversity by increasing the dominance by a few taxa. Mosses also reduced leaf-mass loss, possibly because the organic matter retained by mosses provided an additional food source for leaf-shredding invertebrates and thus reduced shredder aggregation into leaf packs. The effect of mosses on macroinvertebrate communities and ecosystem functioning was distinct irrespective of the level of dispersal, suggesting strong environmental

  1. Estimating groundwater-ephemeral stream exchange in hyper-arid environments: Field experiments and numerical simulations

    Science.gov (United States)

    Wang, Ping; Pozdniakov, Sergey P.; Vasilevskiy, Peter Yu.

    2017-12-01

    Surface water infiltration from ephemeral dryland streams is particularly important in hyporheic exchange and biogeochemical processes in arid and semi-arid regions. However, streamflow transmission losses can vary significantly, partly due to spatiotemporal variations in streambed permeability. To extend our understanding of changes in streambed hydraulic properties, field investigations of streambed hydraulic conductivity were conducted in an ephemeral dryland stream in north-western China during high and low streamflow periods. Additionally, streamflow transmission losses were numerically estimated using combined stream and groundwater hydraulic head data and stream and streambed temperature data. An analysis of slug test data at two different river flow stages (one test was performed at a low river stage with clean water and the other at a high river stage with muddy water) suggested that sedimentation from fine-grained particles, i.e., physical clogging processes, likely led to a reduction in streambed hydraulic properties. To account for the effects of streambed clogging on changes in hydraulic properties, an iteratively increasing total hydraulic resistance during the slug test was considered to correct the estimation of streambed hydraulic conductivity. The stream and streambed temperature can also greatly influence the hydraulic properties of the streambed. One-dimensional coupled water and heat flux modelling with HYDRUS-1D was used to quantify the effects of seasonal changes in stream and streambed temperature on streamflow losses. During the period from 6 August 2014 to 4 June 2015, the total infiltration estimated using temperature-dependent hydraulic conductivity accounted for approximately 88% of that using temperature-independent hydraulic conductivity. Streambed clogging processes associated with fine particle settling/wash up cycles during flow events, and seasonal changes in streamflow temperature are two considerable factors that affect water

  2. Video exams and the external examiners

    DEFF Research Database (Denmark)

    Qvist, Palle

    to the Master’s programme. The programme offers streamed videos in combination with other learning resources. Oral exams have been mediated with the help of Skype and later with Adobe Connect Professional. It has for all participants - students, examiners and external examiners – been both a challenge...... and an opportunity which has brought about new knowledge and experience. All students in the MPBL Master’s programme responded to a questionnaire [1] that they did not cheat or receive any help from outside. It was also shown that the more experience the respondents had with video exams, the more satisfied they were...... with the exams. Almost all respondents thought that video exams gave the external examiner the possibility to ensure that the demands were in accordance with the defined outcomes and see to that the exams were completed in accordance with the rules. This paper presents results from a questionnaire focusing...

  3. What knowledge counts? Insights from an action research project using participatory video with grassroots innovation experiences

    Energy Technology Data Exchange (ETDEWEB)

    Boni, A.; Leivas, M.; Talon, A.; De La Fuente, T.; Pellicer-Sifres, V.; Belda-Miquel, S.; Lopez-Fogues, A.; Arias, B

    2016-07-01

    This paper presents a contribution on a participatory action-research process using Participatory Video (PV) methodology. Duringsix months, a group of 6 facilitators and 9 members of two grassroots innovation initiatives (Solar Dómada and Fuel Poverty Group) took part of the process and produced two videos during a five-st age PV process, from initial definition and planning to public screening and debate of the videos. We present some insightrs from that research using an original framework developed to analyze PV process: the eParc Cube. This framework examines the interaction between knowledge production, participation and communicative spaces that happen during PV. We conclude reflecting on the social relevance of that kind of research considering the impact among of the coresearchers of both process and products. (Author)

  4. Psychophysiological Assessment Of Fear Experience In Response To Sound During Computer Video Gameplay

    DEFF Research Database (Denmark)

    Garner, Tom Alexander; Grimshaw, Mark

    2013-01-01

    The potential value of a looping biometric feedback system as a key component of adaptive computer video games is significant. Psychophysiological measures are essential to the development of an automated emotion recognition program, capable of interpreting physiological data into models of affect...... and systematically altering the game environment in response. This article presents empirical data the analysis of which advocates electrodermal activity and electromyography as suitable physiological measures to work effectively within a computer video game-based biometric feedback loop, within which sound...

  5. BEST Engineered Hyporheic Zones: Enhanced Hyporheic Exchange and Resazurin and Nitrate Cycling in Constructed Stream Experiments

    Science.gov (United States)

    Herzog, S.; McCray, J. E.; Higgins, C. P.

    2016-12-01

    The hyporheic zone is a hotspot for biogeochemical processing that can attenuate a variety of nonpoint source contaminants in streamwater. However, hyporheic zones in urban and agricultural streams are often degraded and poorly connected with surface water. To increase hyporheic exchange and improve water quality, we introduced engineered streambeds as a stormwater and restoration best management practice. Modifications to streambed hydraulic conductivity and reactivity are termed Biohydrochemical Enhancements for Streamwater Treatment (BEST). BEST are subsurface modules that utilize low-permeability sediments to drive efficient hyporheic exchange, and reactive geomedia to increase reaction rates within the hyporheic zone. This research utilized two artificial stream flumes at the Colorado School of Mines in Golden, CO. Each lined stream flume was 15m long, 0.3m wide, had 0.3m sediment depth, and was continuously dosed with recycled water at 0.25 L/s. One flume served as an all-sand control condition, the other featured BEST modules at 1m spacing with a mixture of 70/30 sand/woodchips (v/v). NaCl breakthrough curves were monitored and analyzed using STAMMT-L, a mobile-immobile exchange model, which showed greater hyporheic exchange and residence times in the BEST stream relative to the control. This result is even more apparent when the calibrated models are used to simulate longer stream reaches. Water quality samples at the reach scale also revealed greater attenuation of nitrate and transformation of the indicator compound resazurin into resorufin. Together these compounds demonstrate that BEST can attenuate contaminants that degrade under anaerobic and aerobic conditions, respectively. These experimental results were also compared to previous numerical simulations to evaluate model accuracy, and show reasonable agreement. Altogether, these results show that BEST may be an effective novel best management practice for improving streamwater quality in urban and

  6. Students' Learning Experiences from Didactic Teaching Sessions Including Patient Case Examples as Either Text or Video: A Qualitative Study.

    Science.gov (United States)

    Pedersen, Kamilla; Moeller, Martin Holdgaard; Paltved, Charlotte; Mors, Ole; Ringsted, Charlotte; Morcke, Anne Mette

    2017-10-06

    The aim of this study was to explore medical students' learning experiences from the didactic teaching formats using either text-based patient cases or video-based patient cases with similar content. The authors explored how the two different patient case formats influenced students' perceptions of psychiatric patients and students' reflections on meeting and communicating with psychiatric patients. The authors conducted group interviews with 30 medical students who volunteered to participate in interviews and applied inductive thematic content analysis to the transcribed interviews. Students taught with text-based patient cases emphasized excitement and drama towards the personal clinical narratives presented by the teachers during the course, but never referred to the patient cases. Authority and boundary setting were regarded as important in managing patients. Students taught with video-based patient cases, in contrast, often referred to the patient cases when highlighting new insights, including the importance of patient perspectives when communicating with patients. The format of patient cases included in teaching may have a substantial impact on students' patient-centeredness. Video-based patient cases are probably more effective than text-based patient cases in fostering patient-centered perspectives in medical students. Teachers sharing stories from their own clinical experiences stimulates both engagement and excitement, but may also provoke unintended stigma and influence an authoritative approach in medical students towards managing patients in clinical psychiatry.

  7. Guest blog: Jacob Davidsen and Paul McIlvenny on Experiments with Big Video

    DEFF Research Database (Denmark)

    Davidsen, Jacob; Mcilvenny, Paul Bruce

    2016-01-01

    How good are your video records? One angle? Two? Wide-angle? Was the camera static or did you move to catch things – and miss other things? How good was the sound? All of us have occasionally been frustrated with what we find on the screen when we come to analyse it, but Jacob Davidsen and Paul M...

  8. Euratom experience with video surveillance - Single camera and other non-multiplexed

    International Nuclear Information System (INIS)

    Otto, P.; Cozier, T.; Jargeac, B.; Castets, J.P.; Wagner, H.G.; Chare, P.; Roewer, V.

    1991-01-01

    The Euratom Safeguards Directorate (ESD) has been using a number of single camera video systems (Ministar, MIVS, DCS) and non-multiplexed multi-camera systems (Digiquad) for routine safeguards surveillance applications during the last four years. This paper describes aspects of system design and considerations relevant for installation. It reports on system reliability and performance and presents suggestions on future improvements

  9. MoViE: Experiences and attitudes—Learning with a mobile social video application

    Directory of Open Access Journals (Sweden)

    Pauliina Tuomi

    2010-10-01

    Full Text Available Digital media is increasingly finding its way into the discussions of the classroom. Particularly interest is placed on mobile learning—the learning and teaching practices done with or via different mobile devices. Learning with the help of mobile devices is increasingly common and it is considered to be one of the 21st century skills children should adapt already in early stages in schools. The article presents both qualitative and quantitative study on mobile social video application, MoViE, as a part of teaching in biology and geography in 8th and 9th grades. The multidisciplinary data was processed to answer the following question: How did the use of mobile videos promote learning? The actual research question is however twofold: On one hand, it studies the use of mobile videos in mobile learning. On the other hand, it sets out to investigate the implementation of mobile video sharing as a part of the teaching and learning activities.

  10. Leveling Up: Video Games, Development and the Narrated Everyday Experiences of Male College Students

    Science.gov (United States)

    Haddad, Vanessa L.

    2016-01-01

    Video games have become an integral part of the day to day lives of many people across gender, race, and age in the United States. They have become particularly important in the college student population, with nearly two thirds of all college students playing on a regular basis (Lee, 2003). While much of the scholarly research in this area…

  11. Code domain steganography in video tracks

    Science.gov (United States)

    Rymaszewski, Sławomir

    2008-01-01

    This article is dealing with a practical method of hiding secret information in video stream. Method is dedicated for MPEG-2 stream. The algorithm takes to consider not only MPEG video coding scheme described in standard but also bits PES-packets encapsulation in MPEG-2 Program Stream (PS). This modification give higher capacity and more effective bit rate control for output stream than previously proposed methods.

  12. Performansi Video on Demand (VOD) Pada Virtual Private Network (VPN) Menggunakan OpenVPN

    OpenAIRE

    Priyambudi, Henry Okta

    2013-01-01

    Multimedia streaming menggunakanmedia video, sebagai cara penyampaian informasi yanglebih baik dibandingkan dengan teks atau suara. Salahsatu jenis multimedia streaming adalah Video OnDemand (VOD). Pada sistem video on demand, file videotelah disimpan terlebih dahulu di dalam server. Clientmerequest file video yang diinginkan dan prosesstreaming dapat dilakukan.. Salah satu kelemahan darivideo on demand adalah tidak ada sistem authentifikasipada client. Setiap client dapat melakukan streaming...

  13. Using analog instruments in Tracker video-based experiments to understand the phenomena of electricity and magnetism in physics education

    Science.gov (United States)

    Aguilar-Marín, Pablo; Chavez-Bacilio, Mario; Jáuregui-Rosas, Segundo

    2018-05-01

    Tracker is a piece of freeware software, designed to use video recorded images of the motion of objects as input data, and has been mostly applied in physics education to analyse and simulate physical phenomena in mechanics. In this work we report the application of Tracker to the study of experiments in electricity and magnetism using analog instruments for electrical signal measurements. As we are unable to directly video-track the motion of electrons in electric circuits, the angular deflections of the instruments’ pointers were video captured instead. The kinematic variables (angular position as a function of time) had to be related to the electrical ones (voltages and currents as a function of time). Two well-known experiments in physics teaching, the RC circuit for charging and discharging a capacitor and Faraday electromagnetic induction, were chosen to illustrate the procedures. The third experiment analysed and modeled with Tracker was the rather well-known electromagnetic retardation of disk- or cylinder-shaped magnets falling inside non-magnetic metallic pipes. Instead of metallic pipes we used an aluminum plate with an arrangement of a couple of parallelepiped-shaped magnets falling parallel to the plate. In the three cases studied, the experimental and the Tracker simulation results were in very good agreement. These outcomes show that it is possible to exploit the potential of Tracker software in areas other than mechanics, in areas where electrical signals are involved. The experiments are inexpensive and simple to perform, and are suitable for high school and introductory undergraduate courses in electricity, magnetism and electronics. We propose the use of Tracker combined with analog measuring devices to explore further its applications in electricity, magnetism, electronics and in other experimental sciences where electrical signals are involved.

  14. Collaborative Media Streaming

    OpenAIRE

    Kahmann, Verena

    2008-01-01

    Mit Hilfe der IP-Technologie erbrachte Multimedia-Dienste wie IPTV oder Video-on-Demand sind zur Zeit ein gefragtes Thema. Technisch werden solche Dienste unter dem Begriff "Streaming" eingeordnet. Ein Server sendet Mediendaten kontinuierlich an Empfänger, welche die Daten sofort weiterverarbeiten und anzeigen. Über einen Rückkanal hat der Kunde die Möglichkeit der Einflussnahme auf die Wiedergabe. Eine Weiterentwicklung dieser Streaming-Dienste ist die Möglichkeit, gemeinsam mit anderen dens...

  15. Large-scale laboratory testing of bedload-monitoring technologies: overview of the StreamLab06 Experiments

    Science.gov (United States)

    Marr, Jeffrey D.G.; Gray, John R.; Davis, Broderick E.; Ellis, Chris; Johnson, Sara; Gray, John R.; Laronne, Jonathan B.; Marr, Jeffrey D.G.

    2010-01-01

    A 3-month-long, large-scale flume experiment involving research and testing of selected conventional and surrogate bedload-monitoring technologies was conducted in the Main Channel at the St. Anthony Falls Laboratory under the auspices of the National Center for Earth-surface Dynamics. These experiments, dubbed StreamLab06, involved 25 researchers and volunteers from academia, government, and the private sector. The research channel was equipped with a sediment-recirculation system and a sediment-flux monitoring system that allowed continuous measurement of sediment flux in the flume and provided a data set by which samplers were evaluated. Selected bedload-measurement technologies were tested under a range of flow and sediment-transport conditions. The experiment was conducted in two phases. The bed material in phase I was well-sorted siliceous sand (0.6-1.8 mm median diameter). A gravel mixture (1-32 mm median diameter) composed the bed material in phase II. Four conventional bedload samplers – a standard Helley-Smith, Elwha, BLH-84, and Toutle River II (TR-2) sampler – were manually deployed as part of both experiment phases. Bedload traps were deployed in study Phase II. Two surrogate bedload samplers – stationarymounted down-looking 600 kHz and 1200 kHz acoustic Doppler current profilers – were deployed in experiment phase II. This paper presents an overview of the experiment including the specific data-collection technologies used and the ambient hydraulic, sediment-transport and environmental conditions measured as part of the experiment. All data collected as part of the StreamLab06 experiments are, or will be available to the research community.

  16. ATLAS Live: Collaborative Information Streams

    Energy Technology Data Exchange (ETDEWEB)

    Goldfarb, Steven [Department of Physics, University of Michigan, Ann Arbor, MI 48109 (United States); Collaboration: ATLAS Collaboration

    2011-12-23

    I report on a pilot project launched in 2010 focusing on facilitating communication and information exchange within the ATLAS Collaboration, through the combination of digital signage software and webcasting. The project, called ATLAS Live, implements video streams of information, ranging from detailed detector and data status to educational and outreach material. The content, including text, images, video and audio, is collected, visualised and scheduled using digital signage software. The system is robust and flexible, utilizing scripts to input data from remote sources, such as the CERN Document Server, Indico, or any available URL, and to integrate these sources into professional-quality streams, including text scrolling, transition effects, inter and intra-screen divisibility. Information is published via the encoding and webcasting of standard video streams, viewable on all common platforms, using a web browser or other common video tool. Authorisation is enforced at the level of the streaming and at the web portals, using the CERN SSO system.

  17. ATLAS Live: Collaborative Information Streams

    International Nuclear Information System (INIS)

    Goldfarb, Steven

    2011-01-01

    I report on a pilot project launched in 2010 focusing on facilitating communication and information exchange within the ATLAS Collaboration, through the combination of digital signage software and webcasting. The project, called ATLAS Live, implements video streams of information, ranging from detailed detector and data status to educational and outreach material. The content, including text, images, video and audio, is collected, visualised and scheduled using digital signage software. The system is robust and flexible, utilizing scripts to input data from remote sources, such as the CERN Document Server, Indico, or any available URL, and to integrate these sources into professional-quality streams, including text scrolling, transition effects, inter and intra-screen divisibility. Information is published via the encoding and webcasting of standard video streams, viewable on all common platforms, using a web browser or other common video tool. Authorisation is enforced at the level of the streaming and at the web portals, using the CERN SSO system.

  18. ATLAS Live: Collaborative Information Streams

    CERN Document Server

    Goldfarb, S; The ATLAS collaboration

    2011-01-01

    I report on a pilot project launched in 2010 focusing on facilitating communication and information exchange within the ATLAS Collaboration, through the combination of digital signage software and webcasting. The project, called ATLAS Live, implements video streams of information, ranging from detailed detector and data status to educational and outreach material. The content, including text, images, video and audio, is collected, visualised and scheduled using digital signage software. The system is robust and flexible, utilizing scripts to input data from remote sources, such as the CERN Document Server, Indico, or any available URL, and to integrate these sources into professional-quality streams, including text scrolling, transition effects, inter and intra-screen divisibility. Information is published via the encoding and webcasting of standard video streams, viewable on all common platforms, using a web browser or other common video tool. Authorisation is enforced at the level of the streaming and at th...

  19. Preliminary condensation pool experiments with steam using DN80 and DN100 blowdown pipes[VIDEO CAMERAS

    Energy Technology Data Exchange (ETDEWEB)

    Laine, J.; Puustinen, M. [Lappeenranta University of Technology (Finland)

    2004-03-01

    The report summarizes the results of the preliminary steam blowdown experiments. Altogether eight experiment series, each consisting of several steam blows, were carried out in autumn 2003 with a scaled-down condensation pool test rig designed and constructed at Lappeenranta University of Technology. The main purpose of the experiments was to evaluate the capabilities of the test rig and the needs for measurement and visualization devices. The experiments showed that a high-speed video camera is essential for visual observation due to the rapid condensation of steam bubbles. Furthermore, the maximum measurement frequency of the current combination of instrumentation and data acquisition system is inadequate for the actual steam tests in 2004. (au)

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

    International Nuclear Information System (INIS)

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

    1996-01-01

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

  1. ATLAS Live: Collaborative Information Streams

    CERN Document Server

    Goldfarb, S; The ATLAS collaboration

    2010-01-01

    I report on a pilot project launched in 2010 focusing on facilitating communication and information exchange within the ATLAS Collaboration, through the combination of digital signage software and webcasting. The project, called ATLAS Live, implements video streams of information, ranging from detailed detector and data status to educational and outreach material. The content, including text, images, video and audio, is collected, visualised and scheduled using the SCALA digital signage software system. The system is robust and flexible, allowing for the usage of scripts to input data from remote sources, such as the CERN Document Server, Indico, or any available URL, and to integrate these sources into professional-quality streams, including text scrolling, transition effects, inter and intrascreen divisibility. The video is made available to the collaboration or public through the encoding and webcasting of standard video streams, viewable on all common platforms, using a web browser or other common video t...

  2. THE FREEDOM IN VIDEO GAME LOCALIZATION (How Indonesian Game Translator applied Carte Blanche of Translation to Preserve Game Experience

    Directory of Open Access Journals (Sweden)

    Agung Prasetyo Wibowo

    2017-12-01

    Full Text Available This paper addresses the issue of video game localisation in MMORPG video game that focusing on the freedom of the translator in transferring meaning in the in-game text assets of video games. Games, regardless of their forms, are the media of entertainments. Foreign audiences may have different expectations on how they wish to be entertained. They most certainly have their own canon of cultural references that they will put into relation to any content of the game. Localization has to take all these things into account, and subsequently the localization process can involve the addition, removal or replacement of elements of the product. Game localisation allows translators to transcreate the things that are necessary to preserve the game experience and to produce a fresh and engaging translation. In this paper, the writers cast a spotlight on translators, progressing from our analysis focused on games as translation texts and as products. The result of this paper shows about how the translator used the freedom of the translator or the degree of creativity that they may have when adapting the game. Concisely, the more complex and creative a storyline, the more useful transcreation may turn in the translation process.

  3. Do Motion Controllers Make Action Video Games Less Sedentary? A Randomized Experiment

    OpenAIRE

    Lyons, Elizabeth J.; Tate, Deborah F.; Ward, Dianne S.; Ribisl, Kurt M.; Bowling, J. Michael; Kalyanaraman, Sriram

    2012-01-01

    Sports- and fitness-themed video games using motion controllers have been found to produce physical activity. It is possible that motion controllers may also enhance energy expenditure when applied to more sedentary games such as action games. Young adults (N = 100) were randomized to play three games using either motion-based or traditional controllers. No main effect was found for controller or game pair (P > .12). An interaction was found such that in one pair, motion control (mean [SD] 0....

  4. Attention and Distraction:On the Aesthetic Experience of Video Installation Art

    OpenAIRE

    Petersen, Anne Ring

    2010-01-01

    This article aims to examine the interrelationship between attention and distraction in the reception of video installation art, a genre which is commonly associated with "immersion" and an intensified feeling of presence in the discourses on new media art and installation art. This tends to veil the fact that the behaviour of many visitors is characterised by a certain restlessness and distraction. The article suggests that, in contradistinction to traditional disciplines of art like paintin...

  5. Telemetry and Communication IP Video Player

    Science.gov (United States)

    OFarrell, Zachary L.

    2011-01-01

    Aegis Video Player is the name of the video over IP system for the Telemetry and Communications group of the Launch Services Program. Aegis' purpose is to display video streamed over a network connection to be viewed during launches. To accomplish this task, a VLC ActiveX plug-in was used in C# to provide the basic capabilities of video streaming. The program was then customized to be used during launches. The VLC plug-in can be configured programmatically to display a single stream, but for this project multiple streams needed to be accessed. To accomplish this, an easy to use, informative menu system was added to the program to enable users to quickly switch between videos. Other features were added to make the player more useful, such as watching multiple videos and watching a video in full screen.

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

    Directory of Open Access Journals (Sweden)

    Émilie Dumont

    2012-01-01

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

  7. A multiframe soft x-ray camera with fast video capture for the LSX field reversed configuration (FRC) experiment

    International Nuclear Information System (INIS)

    Crawford, E.A.

    1992-01-01

    Soft x-ray pinhole imaging has proven to be an exceptionally useful diagnostic for qualitative observation of impurity radiation from field reversed configuration plasmas. We used a four frame device, similar in design to those discussed in an earlier paper [E. A. Crawford, D. P. Taggart, and A. D. Bailey III, Rev. Sci. Instrum. 61, 2795 (1990)] as a routine diagnostic during the last six months of the Large s Experiment (LSX) program. Our camera is an improvement over earlier implementations in several significant aspects. It was designed and used from the onset of the LSX experiments with a video frame capture system so that an instant visual record of the shot was available to the machine operator as well as facilitating quantitative interpretation of intensity information recorded in the images. The camera was installed in the end region of the LSX on axis approximately 5.5 m from the plasma midplane. Experience with bolometers on LSX showed serious problems with ''particle dumps'' at the axial location at various times during the plasma discharge. Therefore, the initial implementation of the camera included an effective magnetic sweeper assembly. Overall performance of the camera, video capture system, and sweeper is discussed

  8. Investigation of helium plasma stream parameters in experiments on surface modification

    International Nuclear Information System (INIS)

    Bandura, A.N.; Byrka, O.V.; Chebotarev, V.V.; Garkusha, I.E.; Tsarenko, A.V. and eds.

    2005-01-01

    The main objection of this study is adjustment of plasma treatment regimes for different materials that allows achieving optimal thickness of modified layer with simultaneously minimal value of surface roughness. With use of optical spectroscopy, detailed information about the basic plasma parameters - electron density, electron and ion temperatures, plasma stream duration and velocity, was obtained. Integrated spectra of plasma radiation were analyzed. The majority of helium and impurity spectral lines were investigated on a subject of Stark broadening. Plasma pressure and energy density values measured with piezodetectors and calorimeters are in good agreement with plasma parameters obtained by optical techniques

  9. Anatomic pulmonary resection by video-assisted thoracoscopy: the Brazilian experience (VATS Brazil study

    Directory of Open Access Journals (Sweden)

    Ricardo Mingarini Terra

    Full Text Available ABSTRACT Objective: The objective of this study was to describe the results of anatomic pulmonary resections performed by video-assisted thoracoscopy in Brazil. Methods: Thoracic surgeons (members of the Brazilian Society of Thoracic Surgery were invited, via e-mail, to participate in the study. Eighteen surgeons participated in the project by providing us with retrospective databases containing information related to anatomic pulmonary resections performed by video-assisted thoracoscopy. Demographic, surgical, and postoperative data were collected with a standardized instrument, after which they were compiled and analyzed. Results: The surgeons provided data related to a collective total of 786 patients (mean number of resections per surgeon, 43.6. However, 137 patients were excluded because some data were missing. Therefore, the study sample comprised 649 patients. The mean age of the patients was 61.7 years. Of the 649 patients, 295 (45.5% were male. The majority-521 (89.8%-had undergone surgery for neoplasia, which was most often classified as stage IA. The median duration of pleural drainage was 3 days, and the median hospital stay was 4 days. Of the 649 procedures evaluated, 598 (91.2% were lobectomies. Conversion to thoracotomy was necessary in 30 cases (4.6%. Postoperative complications occurred in 124 patients (19.1%, the most common complications being pneumonia, prolonged air leaks, and atelectasis. The 30-day mortality rate was 2.0%, advanced age and diabetes being found to be predictors of mortality. Conclusions: Our analysis of this representative sample of patients undergoing pulmonary resection by video-assisted thoracoscopy in Brazil showed that the procedure is practicable and safe, as well as being comparable to those performed in other countries.

  10. Uniportal video-assisted thoracic surgery course in Mexico-first experience.

    Science.gov (United States)

    Céspedes-Meneses, Erick; Echavarri-Arana, José Manuel; Tort-Martínez, Alejandro; Guzmán-de Alba, Enrique; das Neves-Pereira, Joao Carlos; González-Rivas, Diego

    2016-01-01

    "The First Minimally Invasive Thoracic Surgery Uniportal Course" in Mexico was held from July 13 th to 15 th in Mexico City, at the National Institute of Respiratory Diseases (INER). Thoracic surgeons from around Mexico assisted the course. The special guests were the Spanish doctor Diego González-Rivas and the Brasilian doctor Joao Carlos das Neves-Pereira. The course included live surgery and wet lab. Demonstration of the uniportal video-assisted thoracic surgery (VATS) technique was done. The course was a success and Mexican thoracic surgeons were ready to adopt this technique.

  11. Fair Play: A Study of Scientific Workforce Trainers’ Experience Playing an Educational Video Game about Racial Bias

    Science.gov (United States)

    Kaatz, Anna; Carnes, Molly; Gutierrez, Belinda; Savoy, Julia; Samuel, Clem; Filut, Amarette; Pribbenow, Christine Maidl

    2017-01-01

    Explicit racial bias has decreased in the United States, but racial stereotypes still exist and conspire in multiple ways to perpetuate the underparticipation of Blacks in science careers. Capitalizing on the potential effectiveness of role-playing video games to promote the type of active learning required to increase awareness of and reduce subtle racial bias, we developed the video game Fair Play, in which players take on the role of Jamal, a Black male graduate student in science, who experiences discrimination in his PhD program. We describe a mixed-methods evaluation of the experience of scientific workforce trainers who played Fair Play at the National Institutes of Health Division of Training Workforce Development and Diversity program directors’ meeting in 2013 (n = 47; 76% female, n = 34; 53% nonwhite, n = 26). The evaluation findings suggest that Fair Play can promote perspective taking and increase bias literacy, which are steps toward reducing racial bias and affording Blacks equal opportunities to excel in science. PMID:28450447

  12. Nonlinear two-stream interaction between a cold, relativistic electron beam and a collisional plasma-Astron experiment

    International Nuclear Information System (INIS)

    Newberger, B.S.; Thode, L.E.

    1979-05-01

    Experiments on the two-stream instability of a relativistic electron beam propagating through a neutral gas, carried out with the Lawrence Livermore Laboratory Astron beam, have been analyzed using a nonlinear saturation model for a cold beam. The behavior of the observed microwave emission due to the instability is in good agreement with that of the beam energy loss. Collisions on the plasma electrons weaken the nonlinear state of the instability but do not stabilize the mode. The beam essentially acts as if it were cold, a result substantiated by linear theory for waves propagating along the beam. In order to predict the effect of both beam momentum scatter and plasma electron collisions on the stability of the mode in future experiments a full two-dimensional linear theory must be developed

  13. Does tree harvesting in riparian areas increase stream sedimentation and turbidity - world-wide experience relative to Australia.

    Science.gov (United States)

    Neary, D.; Smethurst, P.; Petrone, K.

    2009-04-01

    A typical improved-pasture property in the high-rainfall zone of Australia contains 0.5-2.0 km of waterways per 100 ha. Nationwide, some 25-30 million ha of improved pasture contains about 100,000 km of streams, of which about 75% are currently un-buffered and contributing to soil and water degradation. Farmers and natural resource managers are considering ways to enhance environmental outcomes at farm and catchment scales using stream-side buffers of trees and other perennial vegetation. Benefits of buffers include improved water quality, biodiversity, carbon sequestration and aesthetics. Lack of sound information and funding for establishing and managing buffer zones is hindering wide-scale adoption of this practice. Stream-side areas of farms are generally highly productive (wet and nutrient-rich) and contain a high biodiversity, but they are also high-risk zones for soil and water values and stock safety. Development of options based on a balance between environmental and economic outcomes would potentially promote wider adoption. Australian codes of forest practice currently discourage or prevent harvesting of trees in streamside buffers. These codes were developed exclusively for large-scale native forests and industrial-scale plantations, and were applicable to farm forestry as now required. In countries including USA and Germany trees in stream-side buffers are harvested using Best Management Practices. Trees may grow at a faster rate in riparian zones and provide a commercial return, but the impacts of tree establishment and harvesting on water yield and quality must be evaluated. However, there have been few designed experiments investigating this problem. Australia has recently initiated studies to explore the use of high-value timber species and associated vegetation in riparian zones to improve water quality, particularly suspended sediment. Preliminary information from the Yan Yan Gurt Catchment in Victoria indicate that forested riparian strips can

  14. Are gamers better crossers? An examination of action video game experience and dual task effects in a simulated street crossing task.

    Science.gov (United States)

    Gaspar, John G; Neider, Mark B; Crowell, James A; Lutz, Aubrey; Kaczmarski, Henry; Kramer, Arthur F

    2014-05-01

    A high-fidelity street crossing simulator was used to test the hypothesis that experienced action video game players are less vulnerable than non-gamers to dual task costs in complex tasks. Previous research has shown that action video game players outperform nonplayers on many single task measures of perception and attention. It is unclear, however, whether action video game players outperform nonplayers in complex, divided attention tasks. Experienced action video game players and nongamers completed a street crossing task in a high-fidelity simulator. Participants walked on a manual treadmill to cross the street. During some crossings, a cognitively demanding working memory task was added. Dividing attention resulted in more collisions and increased decision making time. Of importance, these dual task costs were equivalent for the action video game players and the nongamers. These results suggest that action video game players are equally susceptible to the costs of dividing attention in a complex task. Perceptual and attentional benefits associated with action video game experience may not translate to performance benefits in complex, real-world tasks.

  15. Uniportal video assisted thoracic surgery: summary of experience, mini-review and perspectives.

    Science.gov (United States)

    Migliore, Marcello; Calvo, Damiano; Criscione, Alessandra; Borrata, Francesco

    2015-09-01

    The uniportal-video assisted thoracic surgery (VATS) technique comprises operations which can be performed with skin incisions ranging from 2 to 8 cm and the manifest result of the introduction of the uniportal lobectomy had made possible to increase rapidly the number of published papers on this subject. Many of the large ensuing literature report incomplete historical information on uniportal VATS, and doubts exist about the indication of uniportal VATS for some thoracic oncologic pathologies. Known limitations have been overcome. On the other hand, the modern thoracic surgical team includes one surgeon, one assistant and a scrub nurse, and it is clear that the new generation of thoracic surgeons need to use the "less" used hand. The new technology which permitted the introduction of the uniportal VATS could influence the future need of thoracic surgeons worldwide.

  16. Let's Get Virtual: Observing Physical Education Field Experiences through Synchronous Video Conferencing

    Science.gov (United States)

    Krause, Jennifer M.; Douglas, Scott; Lynch, Brandy M.; Kesselring, LeAnn

    2018-01-01

    The student-teaching experience is the most noteworthy experience for a teacher candidate (TC) in a teacher preparation program. University supervisors play a crucial role in this experience through feedback, support and maintaining congruency between the student teaching environment and the teacher preparation program. Due to issues related to…

  17. Deriving video content type from HEVC bitstream semantics

    Science.gov (United States)

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

    2014-05-01

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

  18. Development of an emergency medical video multiplexing transport system. Aiming at the nation wide prehospital care on ambulance.

    Science.gov (United States)

    Nagatuma, Hideaki

    2003-04-01

    The Emergency Medical Video Multiplexing Transport System (EMTS) is designed to support prehospital cares by delivering high quality live video streams of patients in an ambulance to emergency doctors in a remote hospital via satellite communications. The important feature is that EMTS divides a patient's live video scene into four pieces and transports the four video streams on four separate network channels. By multiplexing four video streams, EMTS is able to transport high quality videos through low data transmission rate networks such as satellite communications and cellular phone networks. In order to transport live video streams constantly, EMTS adopts Real-time Transport Protocol/Real-time Control Protocol as a network protocol and video stream data are compressed by Moving Picture Experts Group 4 format. As EMTS combines four video streams with checking video frame numbers, it uses a refresh packet that initializes server's frame numbers to synchronize the four video streams.

  19. Evaluation of Distance Education System for Adult Education Using 4 Video Transmissions

    OpenAIRE

    渡部, 和雄; 湯瀬, 裕昭; 渡邉, 貴之; 井口, 真彦; 藤田, 広一

    2004-01-01

    The authors have developed a distance education system for interactive education which can transmit 4 video streams between distant lecture rooms. In this paper, we describe the results of our experiments using the system for adult education. We propose some efficient ways to use the system for adult education.

  20. Efficient Power Allocation for Video over Superposition Coding

    KAUST Repository

    Lau, Chun Pong

    2013-03-01

    In this paper we consider a wireless multimedia system by mapping scalable video coded (SVC) bit stream upon superposition coded (SPC) signals, referred to as (SVC-SPC) architecture. Empirical experiments using a software-defined radio(SDR) emulator are conducted to gain a better understanding of its efficiency, specifically, the impact of the received signal due to different power allocation ratios. Our experimental results show that to maintain high video quality, the power allocated to the base layer should be approximately four times higher than the power allocated to the enhancement layer.

  1. Do Motion Controllers Make Action Video Games Less Sedentary? A Randomized Experiment

    Science.gov (United States)

    Lyons, Elizabeth J.; Tate, Deborah F.; Ward, Dianne S.; Ribisl, Kurt M.; Bowling, J. Michael; Kalyanaraman, Sriram

    2012-01-01

    Sports- and fitness-themed video games using motion controllers have been found to produce physical activity. It is possible that motion controllers may also enhance energy expenditure when applied to more sedentary games such as action games. Young adults (N = 100) were randomized to play three games using either motion-based or traditional controllers. No main effect was found for controller or game pair (P > .12). An interaction was found such that in one pair, motion control (mean [SD] 0.96 [0.20] kcal · kg−1 · hr−1) produced 0.10 kcal · kg−1 · hr−1 (95% confidence interval 0.03 to 0.17) greater energy expenditure than traditional control (0.86 [0.17] kcal · kg−1 · hr−1, P = .048). All games were sedentary. As currently implemented, motion control is unlikely to produce moderate intensity physical activity in action games. However, some games produce small but significant increases in energy expenditure, which may benefit health by decreasing sedentary behavior. PMID:22028959

  2. Do Motion Controllers Make Action Video Games Less Sedentary? A Randomized Experiment

    Directory of Open Access Journals (Sweden)

    Elizabeth J. Lyons

    2012-01-01

    Full Text Available Sports- and fitness-themed video games using motion controllers have been found to produce physical activity. It is possible that motion controllers may also enhance energy expenditure when applied to more sedentary games such as action games. Young adults (N = 100 were randomized to play three games using either motion-based or traditional controllers. No main effect was found for controller or game pair (P > .12. An interaction was found such that in one pair, motion control (mean [SD] 0.96 [0.20] kcal ⋅ kg-1 ⋅ hr-1 produced 0.10 kcal ⋅ kg-1 ⋅ hr-1 (95% confidence interval 0.03 to 0.17 greater energy expenditure than traditional control (0.86 [0.17] kcal ⋅ kg-1 ⋅ hr-1, P = .048. All games were sedentary. As currently implemented, motion control is unlikely to produce moderate intensity physical activity in action games. However, some games produce small but significant increases in energy expenditure, which may benefit health by decreasing sedentary behavior.

  3. Do motion controllers make action video games less sedentary? A randomized experiment.

    Science.gov (United States)

    Lyons, Elizabeth J; Tate, Deborah F; Ward, Dianne S; Ribisl, Kurt M; Bowling, J Michael; Kalyanaraman, Sriram

    2012-01-01

    Sports- and fitness-themed video games using motion controllers have been found to produce physical activity. It is possible that motion controllers may also enhance energy expenditure when applied to more sedentary games such as action games. Young adults (N = 100) were randomized to play three games using either motion-based or traditional controllers. No main effect was found for controller or game pair (P > .12). An interaction was found such that in one pair, motion control (mean [SD] 0.96 [0.20] kcal · kg(-1) · hr(-1)) produced 0.10 kcal · kg(-1) · hr(-1) (95% confidence interval 0.03 to 0.17) greater energy expenditure than traditional control (0.86 [0.17] kcal · kg(-1) · hr(-1), P = .048). All games were sedentary. As currently implemented, motion control is unlikely to produce moderate intensity physical activity in action games. However, some games produce small but significant increases in energy expenditure, which may benefit health by decreasing sedentary behavior.

  4. Rapid Improvement in Visual Selective Attention Related to Action Video Gaming Experience

    Directory of Open Access Journals (Sweden)

    Nan Qiu

    2018-02-01

    Full Text Available A central issue in cognitive science is understanding how learning induces cognitive and neural plasticity, which helps illuminate the biological basis of learning. Research in the past few decades showed that action video gaming (AVG offered new, important perspectives on learning-related cognitive and neural plasticity. However, it is still unclear whether cognitive and neural plasticity is observable after a brief AVG session. Using behavioral and electrophysiological measures, this study examined the plasticity of visual selective attention (VSA associated with a 1 h AVG session. Both AVG experts and non-experts participated in this study. Their VSA was assessed prior to and after the AVG session. Within-group comparisons on the participants' performance before and after the AVG session showed improvements in response time in both groups and modulations of electrophysiological measures in the non-experts. Furthermore, between-group comparisons showed that the experts had superior VSA, relative to the non-experts, prior to the AVG session. These findings suggested an association between the plasticity of VSA and AVG. Most importantly, this study showed that the plasticity of VSA was observable after even a 1 h AVG session.

  5. Rapid Improvement in Visual Selective Attention Related to Action Video Gaming Experience.

    Science.gov (United States)

    Qiu, Nan; Ma, Weiyi; Fan, Xin; Zhang, Youjin; Li, Yi; Yan, Yuening; Zhou, Zhongliang; Li, Fali; Gong, Diankun; Yao, Dezhong

    2018-01-01

    A central issue in cognitive science is understanding how learning induces cognitive and neural plasticity, which helps illuminate the biological basis of learning. Research in the past few decades showed that action video gaming (AVG) offered new, important perspectives on learning-related cognitive and neural plasticity. However, it is still unclear whether cognitive and neural plasticity is observable after a brief AVG session. Using behavioral and electrophysiological measures, this study examined the plasticity of visual selective attention (VSA) associated with a 1 h AVG session. Both AVG experts and non-experts participated in this study. Their VSA was assessed prior to and after the AVG session. Within-group comparisons on the participants' performance before and after the AVG session showed improvements in response time in both groups and modulations of electrophysiological measures in the non-experts. Furthermore, between-group comparisons showed that the experts had superior VSA, relative to the non-experts, prior to the AVG session. These findings suggested an association between the plasticity of VSA and AVG. Most importantly, this study showed that the plasticity of VSA was observable after even a 1 h AVG session.

  6. [Pulmonary resection using video-assisted thoracoscopic surgery--20 years experience].

    Science.gov (United States)

    Baste, J-M; Orsini, B; Rinieri, P; Melki, J; Peillon, C

    2014-04-01

    Major lung resection using minimally invasive techniques - video-assisted thoracoscopic surgery (VATS) - was first described 20 years ago. However, its development has been slow in many countries because the value of this approach has been questioned. Different techniques and definitions of VATS are used and this can be confusing for physicians and surgeons. The benefit of minimally invasive thoracic surgery was not always apparent, while many surgeons pointed to suboptimal operative outcomes. Recently, technological advances (radiology, full HD monitor and new stapler devices) have improved VATS outcomes. The objectives of this review are to emphasize the accepted definition of VATS resection, outline the different techniques developed and their results including morbidity and mortality compared to conventional approaches. Minimally invasive thoracic surgery has not been proven to give superior survival (level one evidence) compared to thoracotomy. A slight advantage has been demonstrated for short-term outcomes. VATS is not a surgical revolution but rather an evolution of surgery. It should be considered together with the new medical environment including stereotactic radiotherapy and radiofrequency. VATS seems to be more accurate in the treatment of small lung lesions diagnosed with screening CT scan. In the academic field, VATS allows easier teaching and diffusion of techniques. Copyright © 2014 SPLF. Published by Elsevier Masson SAS. All rights reserved.

  7. Video game experience and its influence on visual attention parameters: an investigation using the framework of the Theory of Visual Attention (TVA).

    Science.gov (United States)

    Schubert, Torsten; Finke, Kathrin; Redel, Petra; Kluckow, Steffen; Müller, Hermann; Strobach, Tilo

    2015-05-01

    Experts with video game experience, in contrast to non-experienced persons, are superior in multiple domains of visual attention. However, it is an open question which basic aspects of attention underlie this superiority. We approached this question using the framework of Theory of Visual Attention (TVA) with tools that allowed us to assess various parameters that are related to different visual attention aspects (e.g., perception threshold, processing speed, visual short-term memory storage capacity, top-down control, spatial distribution of attention) and that are measurable on the same experimental basis. In Experiment 1, we found advantages of video game experts in perception threshold and visual processing speed; the latter being restricted to the lower positions of the used computer display. The observed advantages were not significantly moderated by general person-related characteristics such as personality traits, sensation seeking, intelligence, social anxiety, or health status. Experiment 2 tested a potential causal link between the expert advantages and video game practice with an intervention protocol. It found no effects of action video gaming on perception threshold, visual short-term memory storage capacity, iconic memory storage, top-down control, and spatial distribution of attention after 15 days of training. However, observations of a selected improvement of processing speed at the lower positions of the computer screen after video game training and of retest effects are suggestive for limited possibilities to improve basic aspects of visual attention (TVA) with practice. Copyright © 2015 Elsevier B.V. All rights reserved.

  8. Design of Experiments Relevant to Accreting Stream-Disk Impact in Interacting Binaries

    Science.gov (United States)

    Krauland, Christine; Drake, R. P.; Kuranz, C. C.; Grosskopf, M. J.; Young, R.; Plewa, T.

    2010-05-01

    In many Cataclysmic Binary systems, mass transfer via Roche lobe overflow onto an accretion disk occurs. This produces a hot spot from the heating created by the supersonic impact of the infalling flow with the rotating accretion disk, which can produce a radiative reverse shock in the infalling flow. This collision region has many ambiguities as a radiation hydrodynamic system. Depending upon conditions, it has been argued (Armitgae & Livio, ApJ 493, 898) that the shocked region may be optically thin, thick, or intermediate, which has the potential to significantly alter its structure and emissions. Laboratory experiments have yet to produce colliding flows that create a radiative reverse shock or to produce obliquely incident colliding flows, both of which are aspects of these Binary systems. We have undertaken the design of such an experiment, aimed at the Omega-60 laser facility. The design elements include the production of postshock flows within a dense material layer or ejecta flows by release of material from a shocked layer. Obtaining a radiative reverse shock in the laboratory requires producing a sufficiently fast flow (> 100 km/s) within a material whose opacity is large enough to produce energetically significant emission from experimentally achievable layers. In this poster we will discuss the astrophysical context, the experimental design work we have done, and the challenges of implementing and diagnosing an actual experiment. This work is funded by the NNSA-DS and SC-OFES Joint Program in High-Energy-Density Laboratory Plasmas, by the National Laser User Facility Program in NNSA-DS and by the Predictive Sciences Academic Alliances Program in NNSA-ASC. The corresponding grant numbers are DE-FG52-09NA29548, DE-FG52-09NA29034, and DE-FC52-08NA28616.

  9. Streams with Strahler Stream Order

    Data.gov (United States)

    Minnesota Department of Natural Resources — Stream segments with Strahler stream order values assigned. As of 01/08/08 the linework is from the DNR24K stream coverages and will not match the updated...

  10. Subjective Analysis and Objective Characterization of Adaptive Bitrate Videos

    DEFF Research Database (Denmark)

    Søgaard, Jacob; Tavakoli, Samira; Brunnström, Kjell

    2016-01-01

    The HTTP Adaptive Streaming (HAS) technology allows video service providers to improve the network utilization and thereby increasing the end-users’ Quality of Experience (QoE).This has made HAS a widely used approach for audiovisual delivery. There are several previous studies aiming to identify...... the factors influencing on subjective QoE of adaptation events.However, adapting the video quality typically lasts in a time scale much longer than what current standardized subjective testing methods are designed for, thus making the full matrix design of the experiment on an event level hard to achieve....... In this study, we investigated the overall subjective QoE of 6 minutes long video sequences containing different sequential adaptation events. This was compared to a data set from our previous work performed to evaluate the individual adaptation events. We could then derive a relationship between the overall...

  11. A Ventral Visual Stream Reading Center Independent of Sensory Modality and Visual Experience

    Directory of Open Access Journals (Sweden)

    Lior Reich

    2011-10-01

    Full Text Available The Visual Word Form Area (VWFA is a ventral-temporal-visual area that develops expertise for visual reading. It encodes letter-strings irrespective of case, font, or location in the visual-field, with striking anatomical reproducibility across individuals. In the blind, reading can be achieved using Braille, with a comparable level-of-expertise to that of sighted readers. We investigated which area plays the role of the VWFA in the blind. One would expect it to be at either parietal or bilateral occipital cortex, reflecting the tactile nature of the task and crossmodal plasticity, respectively. However, according to the notion that brain areas are task specific rather than sensory-modality specific, we predicted recruitment of the left-hemispheric VWFA, identically to the sighted and independent of visual experience. Using fMRI we showed that activation during Braille reading in congenitally blind individuals peaked in the VWFA, with striking anatomical consistency within and between blind and sighted. The VWFA was reading-selective when contrasted to high-level language and low-level sensory controls. Further preliminary results show that the VWFA is selectively activated also when people learn to read in a new language or using a different modality. Thus, the VWFA is a mutlisensory area specialized for reading regardless of visual experience.

  12. Photographic and video techniques used in the 1/5-scale Mark I boiling water reactor pressure suppression experiment

    International Nuclear Information System (INIS)

    Dixon, D.; Lord, D.

    1978-01-01

    The report provides a description of the techniques and equipment used for the photographic and video recordings of the air test series conducted on the 1/5 scale Mark I boiling water reactor (BWR) pressure suppression experimental facility at Lawrence Livermore Laboratory (LLL) between March 4, 1977, and May 12, 1977. Lighting and water filtering are discussed in the photographic system section and are also applicable to the video system. The appendices contain information from the photographic and video camera logs

  13. Understanding the role of social context and user factors in video quality of experience

    NARCIS (Netherlands)

    Zhu, Y.; Heynderickx, I.E.J.; Redi, J.A.

    2015-01-01

    Quality of Experience is a concept to reflect the level of satisfaction of a user with a multimedia content, service or system. So far, the objective (i.e., computational) approaches to measure QoE have been mostly based on the analysis of the media technical properties. However, recent studies have

  14. The Impact of Preservice Teachers' Experiences in a Video-Enhanced Training Program on Their Teaching: A Case Study in Physical Education

    Science.gov (United States)

    Gaudin, Cyrille; Chaliès, Sébastien; Amathieu, Jérôme

    2018-01-01

    This case study documents the influence of preservice teachers' experiences in a Video-Enhanced Training Program (VETP) on their teaching. The conceptual framework of this VETP comes from a research program in cultural anthropology based on Wittgenstein's analytical philosophy. Influence was identified during self-confrontation interviews with…

  15. Medical video server construction.

    Science.gov (United States)

    Dańda, Jacek; Juszkiewicz, Krzysztof; Leszczuk, Mikołaj; Loziak, Krzysztof; Papir, Zdzisław; Sikora, Marek; Watza, Rafal

    2003-01-01

    The paper discusses two implementation options for a Digital Video Library, a repository used for archiving, accessing, and browsing of video medical records. Two crucial issues to be decided on are a video compression format and a video streaming platform. The paper presents numerous decision factors that have to be taken into account. The compression formats being compared are DICOM as a format representative for medical applications, both MPEGs, and several new formats targeted for an IP networking. The comparison includes transmission rates supported, compression rates, and at least options for controlling a compression process. The second part of the paper presents the ISDN technique as a solution for provisioning of tele-consultation services between medical parties that are accessing resources uploaded to a digital video library. There are several backbone techniques (like corporate LANs/WANs, leased lines or even radio/satellite links) available, however, the availability of network resources for hospitals was the prevailing choice criterion pointing to ISDN solutions. Another way to provide access to the Digital Video Library is based on radio frequency domain solutions. The paper describes possibilities of both, wireless and cellular network's data transmission service to be used as a medical video server transport layer. For the cellular net-work based solution two communication techniques are used: Circuit Switched Data and Packet Switched Data.

  16. Using video podcasting to enhance the learning of clinical skills: A qualitative study of physiotherapy students' experiences.

    Science.gov (United States)

    Hurst, Kay M

    2016-10-01

    Video podcasts, or vodcasts are increasingly used by a range of healthcare professions in the mastery of new skills. Little is known about the experiences of using vodcasts in physiotherapy education. Traditional pedagogic strategies have been employed in order to master those skills required for physiotherapy practice. There have been advances in the use of technology in medical education in the nursing, dentistry and medical fields. Vodcasts offer great versatility and potential when used as a pedagogical tool, embedded within a physiotherapy curriculum. To explore students' experiences of using technology enhanced learning, namely vodcasts, in the Physiotherapy curriculum to develop the learning of clinical skills. A series of focus groups were carried out with undergraduate and pre-registration physiotherapy students (n=31). Students valued the versatility and audio-visual nature of vodcasts; helpful in revising for practical examinations and practising their skills prior to, during and after taught skills classes. Watching and practising simultaneously allowed students to practice repeatedly and formulate a process for each skill. When learning a new skill, a combination of teaching and learning approaches was favoured, marrying traditional approaches with those that utilise technology. This study's findings add to the existing body of evidence in skills based teaching and support a multi-media, blended approach in those disciplines involved in the learning and teaching of clinical skills. Crown Copyright © 2016. Published by Elsevier Ltd. All rights reserved.

  17. Real behavior in virtual environments: psychology experiments in a simple virtual-reality paradigm using video games.

    Science.gov (United States)

    Kozlov, Michail D; Johansen, Mark K

    2010-12-01

    The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtual environments (VEs) for psychological research on real-world behavior. To this end, this research explored several high-level social phenomena in a simple, inexpensive computer-game environment: the reduced likelihood of helping under time pressure and the bystander effect, which is reduced helping in the presence of bystanders. In the first experiment, participants had to find the exit in a virtual labyrinth under either high or low time pressure. They encountered rooms with and without virtual bystanders, and in each room, a virtual person requested assistance. Participants helped significantly less frequently under time pressure but the presence/absence of a small number of bystanders did not significantly moderate helping. The second experiment increased the number of virtual bystanders, and participants were instructed to imagine that these were real people. Participants helped significantly less in rooms with large numbers of bystanders compared to rooms with no bystanders, thus demonstrating a bystander effect. These results indicate that even sophisticated high-level social behaviors can be observed and experimentally manipulated in simple VEs, thus implying the broad usefulness of this paradigm in psychological research as a good compromise between experimental control and ecological validity.

  18. Physiological demands of a swimming-based video game: Influence of gender, swimming background, and exergame experience.

    Science.gov (United States)

    Soltani, Pooya; Figueiredo, Pedro; Ribeiro, João; Fernandes, Ricardo J; Vilas-Boas, João Paulo

    2017-07-12

    Active video games (exergames) may provide short-term increase in energy expenditure. We explored the effects of gender and prior experience on aerobic and anaerobic energy systems contributions, and the activity profiles of 40 participants playing with a swimming exergame. We recorded oxygen consumption and assessed blood lactate after each swimming technique. We also filmed participants' gameplays, divided them into different phases and tagged them as active or inactive. Anaerobic pathway accounted for 8.9 ± 5.6% of total energy expenditure and although experienced players were less active compared to novice counterparts (η² increase in physiological measures might happen in the beginning of gameplay because of unfamiliarity with the game mechanics. Despite low levels of activity compared to real sport, both aerobic and anaerobic energy systems should be considered in the evaluation of exergames. Game mechanics (involving the whole body) and strategies to minimize pragmatic play might be used for effective and meaningful game experience.

  19. Robust audio-visual speech recognition under noisy audio-video conditions.

    Science.gov (United States)

    Stewart, Darryl; Seymour, Rowan; Pass, Adrian; Ming, Ji

    2014-02-01

    This paper presents the maximum weighted stream posterior (MWSP) model as a robust and efficient stream integration method for audio-visual speech recognition in environments, where the audio or video streams may be subjected to unknown and time-varying corruption. A significant advantage of MWSP is that it does not require any specific measurements of the signal in either stream to calculate appropriate stream weights during recognition, and as such it is modality-independent. This also means that MWSP complements and can be used alongside many of the other approaches that have been proposed in the literature for this problem. For evaluation we used the large XM2VTS database for speaker-independent audio-visual speech recognition. The extensive tests include both clean and corrupted utterances with corruption added in either/both the video and audio streams using a variety of types (e.g., MPEG-4 video compression) and levels of noise. The experiments show that this approach gives excellent performance in comparison to another well-known dynamic stream weighting approach and also compared to any fixed-weighted integration approach in both clean conditions or when noise is added to either stream. Furthermore, our experiments show that the MWSP approach dynamically selects suitable integration weights on a frame-by-frame basis according to the level of noise in the streams and also according to the naturally fluctuating relative reliability of the modalities even in clean conditions. The MWSP approach is shown to maintain robust recognition performance in all tested conditions, while requiring no prior knowledge about the type or level of noise.

  20. Multiple Feature Fusion Based on Co-Training Approach and Time Regularization for Place Classification in Wearable Video

    Directory of Open Access Journals (Sweden)

    Vladislavs Dovgalecs

    2013-01-01

    Full Text Available The analysis of video acquired with a wearable camera is a challenge that multimedia community is facing with the proliferation of such sensors in various applications. In this paper, we focus on the problem of automatic visual place recognition in a weakly constrained environment, targeting the indexing of video streams by topological place recognition. We propose to combine several machine learning approaches in a time regularized framework for image-based place recognition indoors. The framework combines the power of multiple visual cues and integrates the temporal continuity information of video. We extend it with computationally efficient semisupervised method leveraging unlabeled video sequences for an improved indexing performance. The proposed approach was applied on challenging video corpora. Experiments on a public and a real-world video sequence databases show the gain brought by the different stages of the method.

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

    Science.gov (United States)

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

    2014-03-01

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

  2. Experiments in water-macrophyte systems to uncover the dynamics of pesticide mitigation processes in vegetated surface waters/streams.

    Science.gov (United States)

    Stang, Christoph; Bakanov, Nikita; Schulz, Ralf

    2016-01-01

    Knowledge on the dynamics and the durability of the processes governing the mitigation of pesticide loads by aquatic vegetation in vegetated streams, which are characterized by dynamic discharge regimes and short chemical residence times, is scarce. In a static long-term experiment (48 h), the dissipation of five pesticides from the aqueous phase followed a biphasic pattern in the presence of aquatic macrophytes. A dynamic concentration decrease driven by sorption to the macrophytes ranged from 8.3 to 60.4% for isoproturon and bifenox, respectively, within the first 2 h of exposure. While the aqueous concentrations of imidacloprid, isoproturon, and tebufenozide remained constant thereafter, the continuous but decelerated concentration decrease of difenoconazole and bifenox in the water-macrophyte systems used here was assumed to be attributed to macrophyte-induced degradation processes. In addition, a semi-static short-term experiment was conducted, where macrophytes were transferred to uncontaminated medium after 2 h of exposure to simulate a transient pesticide peak. In the first part of the experiment, adsorption to macrophytes resulted in partitioning coefficients (logK D_Adsorp) ranging from 0.2 for imidacloprid to 2.2 for bifenox. One hour after the macrophytes were transferred to the uncontaminated medium, desorption of the compounds from the macrophytes resulted in a new phase equilibrium and K D_Desorp values of 1.46 for difenoconazole and 1.95 for bifenox were determined. A correlation analysis revealed the best match between the compound affinity to adsorb to macrophytes (expressed as K D_Adsorp) and their soil organic carbon-water partitioning coefficient (K OC) compared to their octanol-water partitioning coefficient (K OW) or a mathematically derived partitioning coefficient.

  3. The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search.

    Science.gov (United States)

    Castel, Alan D; Pratt, Jay; Drummond, Emily

    2005-06-01

    The ability to efficiently search the visual environment is a critical function of the visual system, and recent research has shown that experience playing action video games can influence visual selective attention. The present research examined the similarities and differences between video game players (VGPs) and non-video game players (NVGPs) in terms of the ability to inhibit attention from returning to previously attended locations, and the efficiency of visual search in easy and more demanding search environments. Both groups were equally good at inhibiting the return of attention to previously cued locations, although VGPs displayed overall faster reaction times to detect targets. VGPs also showed overall faster response time for easy and difficult visual search tasks compared to NVGPs, largely attributed to faster stimulus-response mapping. The findings suggest that relative to NVGPs, VGPs rely on similar types of visual processing strategies but possess faster stimulus-response mappings in visual attention tasks.

  4. Content-based TV sports video retrieval using multimodal analysis

    Science.gov (United States)

    Yu, Yiqing; Liu, Huayong; Wang, Hongbin; Zhou, Dongru

    2003-09-01

    In this paper, we propose content-based video retrieval, which is a kind of retrieval by its semantical contents. Because video data is composed of multimodal information streams such as video, auditory and textual streams, we describe a strategy of using multimodal analysis for automatic parsing sports video. The paper first defines the basic structure of sports video database system, and then introduces a new approach that integrates visual stream analysis, speech recognition, speech signal processing and text extraction to realize video retrieval. The experimental results for TV sports video of football games indicate that the multimodal analysis is effective for video retrieval by quickly browsing tree-like video clips or inputting keywords within predefined domain.

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

    Directory of Open Access Journals (Sweden)

    Sofia Backåberg

    2015-08-01

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

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

    Science.gov (United States)

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

    2015-01-01

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

  7. A low-cost experiment to visualise the Fourier series: video analysis of a real plucked coiled spring

    Science.gov (United States)

    de Jesus, V. L. B.; Haubrichs, C.; de Oliveira, A. L.; Sasaki, D. G. G.

    2018-03-01

    In the present work, we develop a low-cost and simple experiment to visualise Fourier’s synthesis using a short, soft, and light plastic coiled spring oscillating in a horizontal plane, and a basic camera (120 fps). It is shown that the spring obeys a linear wave differential equation, as gravitational influence is neglected. A nonlinear criterion is evaluated to determine if magnitudes of the parameters in the initial conditions satisfy the linear wave equation. Our setup promotes some desirable characteristics that make Fourier’s synthesis experiments feasible, visual, and enlightening: (i) it requires few, common, and cheap resources, and the experiment can be carried out even in a high-school laboratory; (ii) since the spring’s tension is small (∼1 N, on average), the frequencies of normal modes are low (close to 2 Hz), and therefore, it is possible to record the oscillations just with the camera and extract a considerable number of position and time data in just one cycle; (iii) when the video is loaded in the Tracker free software, it can be reproduced in slow motion. Since the frequencies involved are low, an interesting and instructive temporal sequence of images of the spring displaying the typical trapezoidal shape appears clearly; (iv) the tools associated with the Tracker software tools can yield the relevant oscillation parameters, such as the damping constant, amplitudes, frequencies, and phases; and (v) it is possible to carry out superposition of a snapshot of the spring in Tracker at any time, and to draw the related Fourier synthesis graphs. The visual match between the shape of the spring and the theoretical graph is remarkable, and can be enhanced by adding the damping term.

  8. Video microblogging

    DEFF Research Database (Denmark)

    Bornoe, Nis; Barkhuus, Louise

    2010-01-01

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

  9. Natural-Scale Lava Flow Experiments on Video: Variations with Temperature, Slope, and Effusion Rate

    Science.gov (United States)

    Karson, J. A.; Wysocki, R.; Edwards, B. R.; Lev, E.

    2013-12-01

    Investigations of active basaltic lava flows and analog materials show that flow dynamics and final flow morphology are strongly determined by the rapidly evolving rheology of the lava crust which constrains the downslope advance of the lava flow. The non-dimensional factor Ψ (ratio of the time scale of crust formation to advective heat loss) provides a useful means of comparing different flows. The key parameters that control Ψ include the melt viscosity, temperature, effusion rate, and slope. Experimental lava flows, up to several meters long created in the Syracuse University Lava Project permit these variables to be investigated independently and in combination in volume-limited flows (Pele), that provide additional information on lava crust development. New, continuous flow (cooling-limited) experiments show downslope variations under constant flow conditions.

  10. Traffic Management of Video on Demand: An Analysis of Investments for Improving the End User’s Quality of Experience

    Directory of Open Access Journals (Sweden)

    Francesca Di Pillo

    2016-05-01

    Full Text Available The current escalation in user demand for web contents, particularly Video on Demand (VoD, is causing a continu‐ ing increase in both the types of web traffic and the volumes of data transmitted. The greater demand arises from the new means of communication employed by individuals and companies, as well as the development of readily usable applications distributed by ‘app stores’. In this paper, we suggest that the stakeholders of a VoD frame‐ work, the Content Providers (CPs and the Internet Service Providers (telcos/ISPs, should guarantee a solid Quality of Experience (QoE to the end user through two potential investments: either in ultra-broadband (UBB or in the technologies for the acceleration of web content, known as the Content Delivery Network (CDN and Transparent Internet Caching (TIC. The aim of the paper is to analyse these investments in terms of providers' profits. The base hypothesis is that the investments are subsidized by the CPs, which, in recent years, have indeed been directing a large part of their revenues towards investments in network infrastructure.

  11. A blinded assessment of video quality in wearable technology for telementoring in open surgery: the Google Glass experience.

    Science.gov (United States)

    Hashimoto, Daniel A; Phitayakorn, Roy; Fernandez-del Castillo, Carlos; Meireles, Ozanan

    2016-01-01

    The goal of telementoring is to recreate face-to-face encounters with a digital presence. Open-surgery telementoring is limited by lack of surgeon's point-of-view cameras. Google Glass is a wearable computer that looks like a pair of glasses but is equipped with wireless connectivity, a camera, and viewing screen for video conferencing. This study aimed to assess the safety of using Google Glass by assessing the video quality of a telementoring session. Thirty-four (n = 34) surgeons at a single institution were surveyed and blindly compared via video captured with Google Glass versus an Apple iPhone 5 during the open cholecystectomy portion of a Whipple. Surgeons were asked to evaluate the quality of the video and its adequacy for safe use in telementoring. Thirty-four of 107 invited surgical attendings (32%) responded to the anonymous survey. A total of 50% rated the Google Glass video as fair with the other 50% rating it as bad to poor. A total of 52.9% of respondents rated the Apple iPhone video as good. A significantly greater proportion of respondents felt Google Glass video quality was inadequate for telementoring versus the Apple iPhone's (82.4 vs 26.5%, p safe telementoring. As the device is still in initial phases of development, future iterations or competitor devices may provide a better telementoring application for wearable devices.

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

    Science.gov (United States)

    Williams, Glenn L.

    1991-12-01

    When video replaces film the digitized video data accumulates very rapidly, leading to a difficult and costly data storage problem. One solution exists for cases when the video images represent continuously repetitive 'static scenes' containing negligible activity, occasionally interrupted by short events of interest. Minutes or hours of redundant video frames can be ignored, and not stored, until activity begins. A new, highly parallel digital state machine generates a digital trigger signal at the onset of a video event. High capacity random access memory storage coupled with newly available fuzzy logic devices permits the monitoring of a video image stream for long term or short term changes caused by spatial translation, dilation, appearance, disappearance, or color change in a video object. Pretrigger and post-trigger storage techniques are then adaptable for archiving the digital stream from only the significant video images.

  13. Video digitizer (real time-frame grabber) with region of interest suitable for quantitative data analysis used on the infrared and H alpha cameras installed on the DIII-D experiment

    International Nuclear Information System (INIS)

    Ferguson, S.W.; Kevan, D.K.; Hill, D.N.; Allen, S.L.

    1987-01-01

    This paper describes a CAMAC based video digitizer with region of interest (ROI) capability that was designed for use with the infrared and H alpha cameras installed by Lawrence Livermore Laboratory on the DIII-D experiment at G.A. Technologies in San Diego, California. The video digitizer uses a custom built CAMAC video synchronizer module to clock data into a CAMAC transient recorder on a line-by-line basis starting at the beginning of a field. The number of fields that are recorded is limited only by the available transient recorder memory. In order to conserve memory, the CAMAC video synchronizer module provides for the alternative selection of a specific region of interest in each successive field to be recorded. Memory conservation can be optimized by specifying lines in the field, start time, stop time, and the number of data samples per line. This video frame grabber has proved versatile for capturing video in such diverse applications as recording video fields from a video tape recorder played in slow motion or recording video fields in real time during a DIII-D shot. In other cases, one or more lines of video are recorded per frame to give a cross sectional slice of the plasma. Since all the data in the digitizer memory is synchronized to video fields and lines, the data can be read directly into the control computer in the proper matrix format to facilitate rapid processing, display, and permanent storage

  14. Reduced bandwidth video for remote vehicle operations

    Energy Technology Data Exchange (ETDEWEB)

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

    1993-08-01

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

  15. Comparison of mating performance of medfly (Diptera: Tephritidae) genetic sexing and wild type strains: field cage and video recording experiments

    International Nuclear Information System (INIS)

    Calcagno, G.E.; Vilardi, J.C.; Manso, F.

    2002-01-01

    To improve the efficiency of the sterile insect technique (SIT) efforts are being devoted to obtain genetic sexing strains (GSS). The present work was carried out in order to compare the mating efficiency of flies from the GSS [(Ty34228 y + /X)sw x ] and from a wild type strain (Mendoza). Females of the GSS (T228) exhibit longer embryonic development, while males develop in a normal time period. In a field-cage experiment, mating competitiveness was compared between the T228 and the Mendoza, Argentina mass reared strain. The number and duration of matings and the location of copula in the tree were recorded. The analysis was repeated using irradiated males of T228. The results showed that mating efficiency of the GSS is good in comparison with that of the Mendoza strain. Although copulatory success in T228 is reduced by the radiation treatment, the high numbers of sterilized males released would compensate this effect in the control programs. In a second experiment, under laboratory conditions, video recording techniques were applied. In this case two virgin males, one of the GSS and one emerged from wild collected fruits, competed during 30 min for a virgin wild female. The proportion of successful males did not differ between strains, but some differences were observed between strains in the time spent in different stages of the courtship. Males of the T228 were more aggressive, and they attempted to copulate with the other male more frequently than did wild males. These differences may be due to selection for more aggressive individuals under the overcrowded laboratory breeding conditions for this strain. (author)

  16. Contemplation, Subcreation, and Video Games

    Directory of Open Access Journals (Sweden)

    Mark J. P. Wolf

    2018-04-01

    Full Text Available This essay asks how religion and theological ideas might be made manifest in video games, and particularly the creation of video games as a religious activity, looking at contemplative experiences in video games, and the creation and world-building of game worlds as a form of Tolkienian subcreation, which itself leads to contemplation regarding the creation of worlds.

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

    Science.gov (United States)

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

    2013-12-01

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

  18. The Global Classroom Video Conferencing Model and First Evaluations

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke; Ørngreen, Rikke; Levinsen, Karin

    2013-01-01

    pedagogical innovativeness, including collaborative and technological issues. The research is based on the Global Classroom Model as it is implemented and used at an adult learning center in Denmark (VUC Storstrøm). VUC Storstrøms (VUC) Global Classroom Model is an approach to video conferencing and e......Learning using campus-based teaching combined with laptop solutions for students at home. After a couple of years of campus-to-campus video streaming, VUC started a fulltime day program in 2011 with the support of a hybrid campus and videoconference model. In this model the teachers and some of the students......This paper presents and discusses findings about how students, teachers, and the organization experience a start-up-project applying video conferences between campus and home. This is new territory for adult learning centers. The paper discusses the transition to this eLearning form and discusses...

  19. Video pedagogy

    OpenAIRE

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

    2016-01-01

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

  20. Supporting seamless mobility for P2P live streaming.

    Science.gov (United States)

    Kim, Eunsam; Kim, Sangjin; Lee, Choonhwa

    2014-01-01

    With advent of various mobile devices with powerful networking and computing capabilities, the users' demand to enjoy live video streaming services such as IPTV with mobile devices has been increasing rapidly. However, it is challenging to get over the degradation of service quality due to data loss caused by the handover. Although many handover schemes were proposed at protocol layers below the application layer, they inherently suffer from data loss while the network is being disconnected during the handover. We therefore propose an efficient application-layer handover scheme to support seamless mobility for P2P live streaming. By simulation experiments, we show that the P2P live streaming system with our proposed handover scheme can improve the playback continuity significantly compared to that without our scheme.

  1. Supporting Seamless Mobility for P2P Live Streaming

    Directory of Open Access Journals (Sweden)

    Eunsam Kim

    2014-01-01

    Full Text Available With advent of various mobile devices with powerful networking and computing capabilities, the users' demand to enjoy live video streaming services such as IPTV with mobile devices has been increasing rapidly. However, it is challenging to get over the degradation of service quality due to data loss caused by the handover. Although many handover schemes were proposed at protocol layers below the application layer, they inherently suffer from data loss while the network is being disconnected during the handover. We therefore propose an efficient application-layer handover scheme to support seamless mobility for P2P live streaming. By simulation experiments, we show that the P2P live streaming system with our proposed handover scheme can improve the playback continuity significantly compared to that without our scheme.

  2. Stream Crossings

    Data.gov (United States)

    Vermont Center for Geographic Information — Physical measurements and attributes of stream crossing structures and adjacent stream reaches which are used to provide a relative rating of aquatic organism...

  3. Illustrating Geology With Customized Video in Introductory Geoscience Courses

    Science.gov (United States)

    Magloughlin, J. F.

    2008-12-01

    For the past several years, I have been creating short videos for use in large-enrollment introductory physical geology classes. The motivation for this project included 1) lack of appropriate depth in existing videos, 2) engagement of non-science students, 3) student indifference to traditional textbooks, 4) a desire to share the visual splendor of geology through virtual field trips, and 5) a desire to meld photography, animation, narration, and videography in self-contained experiences. These (HD) videos are information-intensive but short, allowing a focus on relatively narrow topics from numerous subdisciplines, incorporation into lectures to help create variety while minimally interrupting flow and holding students' attention, and manageable file sizes. Nearly all involve one or more field locations, including sites throughout the western and central continental U.S., as well as Hawaii, Italy, New Zealand, and Scotland. The limited scope of the project and motivations mentioned preclude a comprehensive treatment of geology. Instead, videos address geologic processes, locations, features, and interactions with humans. The videos have been made available via DVD and on-line streaming. Such a project requires an array of video and audio equipment and software, a broad knowledge of geology, very good computing power, adequate time, creativity, a substantial travel budget, liability insurance, elucidation of the separation (or non-separation) between such a project and other responsibilities, and, preferably but not essentially, the support of one's supervisor or academic unit. Involving students in such projects entails risks, but involving necessary technical expertise is virtually unavoidable. In my own courses, some videos are used in class and/or made available on-line as simply another aspect of the educational experience. Student response has been overwhelmingly positive, particularly when expectations of students regarding the content of the videos is made

  4. MovieRemix: Having Fun Playing with Videos

    Directory of Open Access Journals (Sweden)

    Nicola Dusi

    2011-01-01

    scenario. Known as remix or video remix, the produced video may have new and different meanings with respect to the source material. Unfortunately, when managing audiovisual objects, the technological aspect can be a burden for many creative users. Motivated by the large success of the gaming market, we propose a novel game and an architecture to make the remix process a pleasant and stimulating gaming experience. MovieRemix allows people to act like a movie director, but instead of dealing with cast and cameras, the player has to create a remixed video starting from a given screenplay and from video shots retrieved from the provided catalog. MovieRemix is not a simple video editing tool nor is a simple game: it is a challenging environment that stimulates creativity. To temp to play the game, players can access different levels of screenplay (original, outline, derived and can also challenge other players. Computational and storage issues are kept at the server side, whereas the client device just needs to have the capability of playing streaming videos.

  5. Detection of illegal transfer of videos over the Internet

    Science.gov (United States)

    Chaisorn, Lekha; Sainui, Janya; Manders, Corey

    2010-07-01

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

  6. Improving Video Generation for Multi-functional Applications

    OpenAIRE

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

    2017-01-01

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

  7. Re-mastering the Master's Tools: Recognizing and affirming the life experiences and cultural practices of urban youth in critical computational literacy through a video game project

    OpenAIRE

    Lee, Clifford

    2012-01-01

    This study examines how a video game project that focuses on students' lived experiences and cultural practices teach critical literacies and computational thinking. Specifically, this research looked at how the pedagogy, processes, and student products demonstrated culturally relevant pedagogy practices, critical literacy, and computational thinking. This design-based research study utilizes critical literacy, sociocultural learning theory, and culturally relevant pedagogy in the framing, st...

  8. Social video content delivery

    CERN Document Server

    Wang, Zhi; Zhu, Wenwu

    2016-01-01

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

  9. MPEG2 video parameter and no reference PSNR estimation

    DEFF Research Database (Denmark)

    Li, Huiying; Forchhammer, Søren

    2009-01-01

    MPEG coded video may be processed for quality assessment or postprocessed to reduce coding artifacts or transcoded. Utilizing information about the MPEG stream may be useful for these tasks. This paper deals with estimating MPEG parameter information from the decoded video stream without access t...

  10. Talking Video in 'Everyday Life'

    DEFF Research Database (Denmark)

    McIlvenny, Paul

    For better or worse, video technologies have made their way into many domains of social life, for example in the domain of therapeutics. Techniques such as Marte Meo, Video Interaction Guidance (ViG), Video-Enhanced Reflection on Communication, Video Home Training and Video intervention....../prevention (VIP) all promote the use of video as a therapeutic tool. This paper focuses on media therapeutics and the various in situ uses of video technologies in the mass media for therapeutic purposes. Reality TV parenting programmes such as Supernanny, Little Angels, The House of Tiny Tearaways, Honey, We...... observation and instruction (directives) relayed across different spaces; 2) the use of recorded video by participants to visualise, spatialise and localise talk and action that is distant in time and/or space; 3) the translating, stretching and cutting of social experience in and through the situated use...

  11. Can Skype be used beyond video calling?

    NARCIS (Netherlands)

    Exarchakos, G.; Menkovski, V.; Liotta, A.

    2011-01-01

    Skype nodes generate a substantial part of real-time bi-directional video traffic nowadays. Employing a range of adaptive mechanisms, the application configures video streaming to meet the requirements of the communication and constraints of the underlying network. While other related works focus on

  12. LHCb trigger streams optimization

    Science.gov (United States)

    Derkach, D.; Kazeev, N.; Neychev, R.; Panin, A.; Trofimov, I.; Ustyuzhanin, A.; Vesterinen, M.

    2017-10-01

    The LHCb experiment stores around 1011 collision events per year. A typical physics analysis deals with a final sample of up to 107 events. Event preselection algorithms (lines) are used for data reduction. Since the data are stored in a format that requires sequential access, the lines are grouped into several output file streams, in order to increase the efficiency of user analysis jobs that read these data. The scheme efficiency heavily depends on the stream composition. By putting similar lines together and balancing the stream sizes it is possible to reduce the overhead. We present a method for finding an optimal stream composition. The method is applied to a part of the LHCb data (Turbo stream) on the stage where it is prepared for user physics analysis. This results in an expected improvement of 15% in the speed of user analysis jobs, and will be applied on data to be recorded in 2017.

  13. Video Synchronization With Bit-Rate Signals and Correntropy Function

    Directory of Open Access Journals (Sweden)

    Igor Pereira

    2017-09-01

    Full Text Available We propose an approach for the synchronization of video streams using correntropy. Essentially, the time offset is calculated on the basis of the instantaneous transfer rates of the video streams that are extracted in the form of a univariate signal known as variable bit-rate (VBR. The state-of-the-art approach uses a window segmentation strategy that is based on consensual zero-mean normalized cross-correlation (ZNCC. This strategy has an elevated computational complexity, making its application to synchronizing online data streaming difficult. Hence, our proposal uses a different window strategy that, together with the correntropy function, allows the synchronization to be performed for online applications. This provides equivalent synchronization scores with a rapid offset determination as the streams come into the system. The efficiency of our approach has been verified through experiments that demonstrate its viability with values that are as precise as those obtained by ZNCC. The proposed approach scored 81 % in time reference classification against the equivalent 81 % of the state-of-the-art approach, requiring much less computational power.

  14. Verification experiment on the downblending of high enriched uranium (HEU) at the Portsmouth Gaseous Diffusion Plant. Digital video surveillance of the HEU feed stations

    International Nuclear Information System (INIS)

    Martinez, R.L.; Tolk, K.; Whiting, N.; Castleberry, K.; Lenarduzzi, R.

    1998-01-01

    As part of a Safeguards Agreement between the US and the International Atomic Energy Agency (IAEA), the Portsmouth Gaseous Diffusion Plant, Piketon, Ohio, was added to the list of facilities eligible for the application of IAEA safeguards. Currently, the facility is in the process of downblending excess inventory of HEU to low enriched uranium (LEU) from US defense related programs for commercial use. An agreement was reached between the US and the IAEA that would allow the IAEA to conduct an independent verification experiment at the Portsmouth facility, resulting in the confirmation that the HEU was in fact downblended. The experiment provided an opportunity for the DOE laboratories to recommend solutions/measures for new IAEA safeguards applications. One of the measures recommended by Sandia National Laboratories (SNL), and selected by the IAEA, was a digital video surveillance system for monitoring activity at the HEU feed stations. This paper describes the SNL implementation of the digital video system and its integration with the Load Cell Based Weighing System (LCBWS) from Oak Ridge National Laboratory (ORNL). The implementation was based on commercially available technology that also satisfied IAEA criteria for tamper protection and data authentication. The core of the Portsmouth digital video surveillance system was based on two Digital Camera Modules (DMC-14) from Neumann Consultants, Germany

  15. Digital Video: Get with It!

    Science.gov (United States)

    Van Horn, Royal

    2001-01-01

    Several years after the first audiovisual Macintosh computer appeared, most educators are still oblivious of this technology. Almost every other economic sector (including the porn industry) makes abundant use of digital and streaming video. Desktop movie production is so easy that primary grade students can do it. Tips are provided. (MLH)

  16. Secure remote service execution for web media streaming

    OpenAIRE

    Mikityuk, Alexandra

    2017-01-01

    Through continuous advancements in streaming and Web technologies over the past decade, the Web has become a platform for media delivery. Web standards like HTML5 have been designed accordingly, allowing for the delivery of applications, high-quality streaming video, and hooks for interoperable content protection. Efficient video encoding algorithms such as AVC/HEVC and streaming protocols such as MPEG-DASH have served as additional triggers for this evolution. Users now employ...

  17. DV or Not DV: That is the Question When Producing Video for the Internet

    Directory of Open Access Journals (Sweden)

    Gregory Gutenko

    2002-06-01

    Full Text Available Pervasive advertising and marketing efforts promote consumer market digital video (DV format camcorders as the ideal acquisition technology for Internet video production. A shared digital nature and simple interconnections between cameras and computers using IEEE1394/FireWire/i.Link® format digital cabling do suggest a natural affinity between DV and Internet production. However, experience with Web delivery reveals numerous obstacles associated with consumer-friendly camcorder design and feature sets that can severely compromise Internet streaming video quality. This paper describes the various features in consumer and industrial grade DV camcorder designs that lead to unnecessary image quality loss, and what must be done to avoid such loss. Conventional video production techniques that can lead to quality loss regardless of the camera technology used are also identified. A number of recommendations are offered that will help the videographer in an educational or production environment adapt to Internet limitations.

  18. The video game experience as 'true' identification: A theory of enjoyable alterations of players' self-perception

    NARCIS (Netherlands)

    Klimmt, C.; Hefner, D.; Vorderer, P.A.

    2009-01-01

    This article introduces an explication of video game players' identification with a game character or role that is based on social-psychological models of self-perception. Contrasting with conventional ("dyadic" ) notions of media user-character relationships (e.g., parasocial interaction or

  19. Fair Play: A Study of Scientific Workforce Trainers' Experience Playing an Educational Video Game about Racial Bias

    Science.gov (United States)

    Katz, Anna; Carnes, Molly; Gutierrez, Belinda; Savoy, Julia; Samuel, Clem; Filut, Amarette; Pribbenow, Christine Maidl

    2017-01-01

    Explicit racial bias has decreased in the United States, but racial stereotypes still exist and conspire in multiple ways to perpetuate the underparticipation of Blacks in science careers. Capitalizing on the potential effectiveness of role-playing video games to promote the type of active learning required to increase awareness of and reduce…

  20. The Jig Experiment: Development and Evaluation of a Cultural Dance Active Video Game for Promoting Youth Fitness

    Science.gov (United States)

    Rincker, Meg; Misner, Susan

    2017-01-01

    School physical education teachers promote fitness by offering children a variety of aerobic activities. Our interdisciplinary team developed a cultural dance active video game (AVG) and tested whether the AVG was equivalent to traditional face-to-face instructor lessons or hybrid instruction at dance mastery, increasing heart rates, and student…

  1. Mobile video with mobile IPv6

    CERN Document Server

    Minoli, Daniel

    2012-01-01

    Increased reliance on mobile devices and streaming of video content are two of the most recent changes that have led those in the video distribution industry to be concerned about the shifting or erosion of traditional advertising revenues. Infrastructure providers also need to position themselves to take advantage of these trends. Mobile Video with Mobile IPv6provides an overview of the current mobile landscape, then delves specifically into the capabilities and operational details of IPv6. The book also addresses 3G and 4G services, the application of Mobile IPv6 to streaming and other mobil

  2. Social Properties of Mobile Video

    Science.gov (United States)

    Mitchell, April Slayden; O'Hara, Kenton; Vorbau, Alex

    Mobile video is now an everyday possibility with a wide array of commercially available devices, services, and content. These new technologies have created dramatic shifts in the way video-based media can be produced, consumed, and delivered by people beyond the familiar behaviors associated with fixed TV and video technologies. Such technology revolutions change the way users behave and change their expectations in regards to their mobile video experiences. Building upon earlier studies of mobile video, this paper reports on a study using diary techniques and ethnographic interviews to better understand how people are using commercially available mobile video technologies in their everyday lives. Drawing on reported episodes of mobile video behavior, the study identifies the social motivations and values underpinning these behaviors that help characterize mobile video consumption beyond the simplistic notion of viewing video only to kill time. This paper also discusses the significance of user-generated content and the usage of video in social communities through the description of two mobile video technology services that allow users to create and share content. Implications for adoption and design of mobile video technologies and services are discussed as well.

  3. Performance Analysis of Video Transmission Using Sequential Distortion Minimization Method for Digital Video Broadcasting Terrestrial

    Directory of Open Access Journals (Sweden)

    Novita Astin

    2016-12-01

    Full Text Available This paper presents about the transmission of Digital Video Broadcasting system with streaming video resolution 640x480 on different IQ rate and modulation. In the video transmission, distortion often occurs, so the received video has bad quality. Key frames selection algorithm is flexibel on a change of video, but on these methods, the temporal information of a video sequence is omitted. To minimize distortion between the original video and received video, we aimed at adding methodology using sequential distortion minimization algorithm. Its aim was to create a new video, better than original video without significant loss of content between the original video and received video, fixed sequentially. The reliability of video transmission was observed based on a constellation diagram, with the best result on IQ rate 2 Mhz and modulation 8 QAM. The best video transmission was also investigated using SEDIM (Sequential Distortion Minimization Method and without SEDIM. The experimental result showed that the PSNR (Peak Signal to Noise Ratio average of video transmission using SEDIM was an increase from 19,855 dB to 48,386 dB and SSIM (Structural Similarity average increase 10,49%. The experimental results and comparison of proposed method obtained a good performance. USRP board was used as RF front-end on 2,2 GHz.

  4. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

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

  5. Effects of Trait Hostility, Mapping Interface, and Character Identification on Aggressive Thoughts and Overall Game Experience After Playing a Violent Video Game.

    Science.gov (United States)

    Jung, Younbo; Park, Namkee; Lee, Kwan Min

    2015-12-01

    This study investigated the effects of trait-level hostility, interface types, and character identification on aggressive thoughts and overall game experience after playing a violent video game. Results showed that the mapping interface made participants with high trait-level hostility more readily accessible to aggressive contracts, yet it did not have any significant impact for participants with low trait-level hostility. Participants with low trait-level hostility reported more positive game experience in the mapping interface condition, while participants with high trait-level hostility in the same condition reported more negative game experience. Results also indicated that character identification has moderating effects on activating aggressive thoughts and mediating effects on overall game experience. Implications regarding possible ways of reducing potentially negative outcomes from violent games are discussed.

  6. Modelling high Reynolds number wall-turbulence interactions in laboratory experiments using large-scale free-stream turbulence.

    Science.gov (United States)

    Dogan, Eda; Hearst, R Jason; Ganapathisubramani, Bharathram

    2017-03-13

    A turbulent boundary layer subjected to free-stream turbulence is investigated in order to ascertain the scale interactions that dominate the near-wall region. The results are discussed in relation to a canonical high Reynolds number turbulent boundary layer because previous studies have reported considerable similarities between these two flows. Measurements were acquired simultaneously from four hot wires mounted to a rake which was traversed through the boundary layer. Particular focus is given to two main features of both canonical high Reynolds number boundary layers and boundary layers subjected to free-stream turbulence: (i) the footprint of the large scales in the logarithmic region on the near-wall small scales, specifically the modulating interaction between these scales, and (ii) the phase difference in amplitude modulation. The potential for a turbulent boundary layer subjected to free-stream turbulence to 'simulate' high Reynolds number wall-turbulence interactions is discussed. The results of this study have encouraging implications for future investigations of the fundamental scale interactions that take place in high Reynolds number flows as it demonstrates that these can be achieved at typical laboratory scales.This article is part of the themed issue 'Toward the development of high-fidelity models of wall turbulence at large Reynolds number'. © 2017 The Author(s).

  7. Applications of Scalable Multipoint Video and Audio Using the Public Internet

    Directory of Open Access Journals (Sweden)

    Robert D. Gaglianello

    2000-01-01

    Full Text Available This paper describes a scalable multipoint video system, designed for efficient generation and display of high quality, multiple resolution, multiple compressed video streams over IP-based networks. We present our experiences using the system over the public Internet for several “real-world” applications, including distance learning, virtual theater, and virtual collaboration. The trials were a combined effort of Bell Laboratories and the Gertrude Stein Repertory Theatre (TGSRT. We also present current advances in the conferencing system since the trials, new areas for application and future applications.

  8. Stream systems.

    Science.gov (United States)

    Jack E. Williams; Gordon H. Reeves

    2006-01-01

    Restored, high-quality streams provide innumerable benefits to society. In the Pacific Northwest, high-quality stream habitat often is associated with an abundance of salmonid fishes such as chinook salmon (Oncorhynchus tshawytscha), coho salmon (O. kisutch), and steelhead (O. mykiss). Many other native...

  9. Analysis of sound data streamed over the network

    Directory of Open Access Journals (Sweden)

    Jiří Fejfar

    2013-01-01

    Full Text Available In this paper we inspect a difference between original sound recording and signal captured after streaming this original recording over a network loaded with a heavy traffic. There are several kinds of failures occurring in the captured recording caused by network congestion. We try to find a method how to evaluate correctness of streamed audio. Usually there are metrics based on a human perception of a signal such as “signal is clear, without audible failures”, “signal is having some failures but it is understandable”, or “signal is inarticulate”. These approaches need to be statistically evaluated on a broad set of respondents, which is time and resource consuming. We try to propose some metrics based on signal properties allowing us to compare the original and captured recording. We use algorithm called Dynamic Time Warping (Müller, 2007 commonly used for time series comparison in this paper. Some other time series exploration approaches can be found in (Fejfar, 2011 and (Fejfar, 2012. The data was acquired in our network laboratory simulating network traffic by downloading files, streaming audio and video simultaneously. Our former experiment inspected Quality of Service (QoS and its impact on failures of received audio data stream. This experiment is focused on the comparison of sound recordings rather than network mechanism.We focus, in this paper, on a real time audio stream such as a telephone call, where it is not possible to stream audio in advance to a “pool”. Instead it is necessary to achieve as small delay as possible (between speaker voice recording and listener voice replay. We are using RTP protocol for streaming audio.

  10. A pilot project in distance education: nurse practitioner students' experience of personal video capture technology as an assessment method of clinical skills.

    Science.gov (United States)

    Strand, Haakan; Fox-Young, Stephanie; Long, Phil; Bogossian, Fiona

    2013-03-01

    This paper reports on a pilot project aimed at exploring postgraduate distance students' experiences using personal video capture technology to complete competency assessments in physical examination. A pre-intervention survey gathered demographic data from nurse practitioner students (n=31) and measured their information communication technology fluency. Subsequently, thirteen (13) students were allocated a hand held video camera to use in their clinical setting. Those participating in the trial completed a post-intervention survey and further data were gathered using semi-structured interviews. Data were analysed by descriptive statistics and deductive content analysis, and the Unified Theory of Acceptance and Use of Technology (Venkatesh et al., 2003) were used to guide the project. Uptake of the intervention was high (93%) as students recognised the potential benefit. Students were video recorded while performing physical examinations. They described high level of stress and some anxiety, which decreased rapidly while assessment was underway. Barriers experienced were in the areas of facilitating conditions (technical character e.g. upload of files) and social influence (e.g. local ethical approval). Students valued the opportunity to reflect on their recorded performance with their clinical mentors and by themselves. This project highlights the demands and difficulties of introducing technology to support work-based learning. Copyright © 2011 Elsevier Ltd. All rights reserved.

  11. Prediction of visual saliency in video with deep CNNs

    Science.gov (United States)

    Chaabouni, Souad; Benois-Pineau, Jenny; Hadar, Ofer

    2016-09-01

    Prediction of visual saliency in images and video is a highly researched topic. Target applications include Quality assessment of multimedia services in mobile context, video compression techniques, recognition of objects in video streams, etc. In the framework of mobile and egocentric perspectives, visual saliency models cannot be founded only on bottom-up features, as suggested by feature integration theory. The central bias hypothesis, is not respected neither. In this case, the top-down component of human visual attention becomes prevalent. Visual saliency can be predicted on the basis of seen data. Deep Convolutional Neural Networks (CNN) have proven to be a powerful tool for prediction of salient areas in stills. In our work we also focus on sensitivity of human visual system to residual motion in a video. A Deep CNN architecture is designed, where we incorporate input primary maps as color values of pixels and magnitude of local residual motion. Complementary contrast maps allow for a slight increase of accuracy compared to the use of color and residual motion only. The experiments show that the choice of the input features for the Deep CNN depends on visual task:for th eintersts in dynamic content, the 4K model with residual motion is more efficient, and for object recognition in egocentric video the pure spatial input is more appropriate.

  12. Visual Analytics and Storytelling through Video

    Energy Technology Data Exchange (ETDEWEB)

    Wong, Pak C.; Perrine, Kenneth A.; Mackey, Patrick S.; Foote, Harlan P.; Thomas, Jim

    2005-10-31

    This paper supplements a video clip submitted to the Video Track of IEEE Symposium on Information Visualization 2005. The original video submission applies a two-way storytelling approach to demonstrate the visual analytics capabilities of a new visualization technique. The paper presents our video production philosophy, describes the plot of the video, explains the rationale behind the plot, and finally, shares our production experiences with our readers.

  13. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)

    OpenAIRE

    Hilgard, Joseph; Engelhardt, Christopher R.; Bartholow, Bruce D.

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called game addiction). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization,...

  14. Remediating childhood recollection: facilitating intermedial theatre based on lived-experience, recollection and remediation of digital video

    OpenAIRE

    Kelly, Jeremy

    2016-01-01

    This paper offers a critically informed report examining ways in which nondirective pedagogy can be an effective learning agency for Level 5 and 6 undergraduate performance makers. I draw on two case studies to illustrate different themes for student devised intermedial practice – one, Gardens Of Eden, is a response to a Bible Class the other, Together Again is a re-framing and remediation of family videos with live performer. The examples given are developed through a nondirective pedagogica...

  15. Streaming Media Seminar--Effective Development and Distribution of Streaming Multimedia in Education

    Science.gov (United States)

    Mainhart, Robert; Gerraughty, James; Anderson, Kristine M.

    2004-01-01

    Concisely defined, "streaming media" is moving video and/or audio transmitted over the Internet for immediate viewing/listening by an end user. However, at Saint Francis University's Center of Excellence for Remote and Medically Under-Served Areas (CERMUSA), streaming media is approached from a broader perspective. The working definition includes…

  16. Individual differences in motives, preferences, and pathology in video games: The gaming attitudes, motives, and experiences scales (GAMES

    Directory of Open Access Journals (Sweden)

    Joseph eHilgard

    2013-09-01

    Full Text Available A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called game addiction. This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty. Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes towards the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players’ evaluations of different games and risk factors for pathological video game use.

  17. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES).

    Science.gov (United States)

    Hilgard, Joseph; Engelhardt, Christopher R; Bartholow, Bruce D

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called "game addiction"). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use.

  18. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)

    Science.gov (United States)

    Hilgard, Joseph; Engelhardt, Christopher R.; Bartholow, Bruce D.

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called “game addiction”). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use. PMID:24058355

  19. The metaphors we stream by: Making sense of music streaming

    OpenAIRE

    Hagen, Anja Nylund

    2016-01-01

    In Norway music-streaming services have become mainstream in everyday music listening. This paper examines how 12 heavy streaming users make sense of their experiences with Spotify and WiMP Music (now Tidal). The analysis relies on a mixed-method qualitative study, combining music-diary self-reports, online observation of streaming accounts, Facebook and last.fm scrobble-logs, and in-depth interviews. By drawing on existing metaphors of Internet experiences we demonstrate that music-streaming...

  20. Akademisk video

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2017-01-01

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

  1. Initial experience with a robotically operated video optical telescopic-microscope in cranial neurosurgery: feasibility, safety, and clinical applications.

    Science.gov (United States)

    Gonen, Lior; Chakravarthi, Srikant S; Monroy-Sosa, Alejandro; Celix, Juanita M; Kojis, Nathaniel; Singh, Maharaj; Jennings, Jonathan; Fukui, Melanie B; Rovin, Richard A; Kassam, Amin B

    2017-05-01

    OBJECTIVE The move toward better, more effective optical visualization in the field of neurosurgery has been a focus of technological innovation. In this study, the authors' objectives are to describe the feasibility and safety of a new robotic optical platform, namely, the robotically operated video optical telescopic-microscope (ROVOT-m), in cranial microsurgical applications. METHODS A prospective database comprising patients who underwent a cranial procedure between April 2015 and September 2016 was queried, and the first 200 patients who met the inclusion criteria were selected as the cohort for a retrospective chart review. Only adults who underwent microsurgical procedures in which the ROVOT-m was used were considered for the study. Preoperative, intraoperative, and postoperative data were retrieved from electronic medical records. The authors address the feasibility and safety of the ROVOT-m by studying various intraoperative variables and by reporting perioperative morbidity and mortality, respectively. To assess the learning curve, cranial procedures were categorized into 6 progressively increasing complexity groups. The main categories of pathology were I) intracerebral hemorrhages (ICHs); II) intraaxial tumors involving noneloquent regions or noncomplex extraaxial tumors; III) intraaxial tumors involving eloquent regions; IV) skull base pathologies; V) intraventricular lesions; and VI) cerebrovascular lesions. In addition, the entire cohort was evenly divided into early and late cohorts. RESULTS The patient cohort comprised 104 female (52%) and 96 male (48%) patients with a mean age of 56.7 years. The most common pathological entities encountered were neoplastic lesions (153, 76.5%), followed by ICH (20, 10%). The distribution of cases by complexity categories was 11.5%, 36.5%, 22%, 20%, 3.5%, and 6.5% for Categories I, II, II, IV, V, and VI, respectively. In all 200 cases, the surgical goal was achieved without the need for intraoperative conversion

  2. Investigation on prediction capability of nuclear design parameters for gap configuration in ITER through analysis of the FNS gap streaming experiment

    International Nuclear Information System (INIS)

    Maekawa, Fujio; Konno, Chikara; Kasugai, Yoshimi; Oyama, Yukio; Uno, Yoshitomo; Maekawa, Hiroshi; Ikeda, Yujiro

    2000-01-01

    As an R and D Task of shielding neutronics experiment under the Engineering Design Activities of the International Thermonuclear Experimental Reactor (ITER), streaming experiments with simulating a gap configuration formed by two neighboring blanket modules of ITER were carried out at the FNS (Fusion Neutron Source) facility. In this work, prediction capability of various nuclear design parameters was investigated through analysis of the experiments. The Monte Carlo transport calculation code MCNP-4A and the FENDL/E-1.0 and JENDL Fusion File cross section data libraries were used for the analysis with detailed modeling of the experimental conditions. As a result, all the measured quantities were reproduced within about ±30% by the calculations. It was concluded that these calculation tools were capable of predicting nuclear design parameters, such as helium production rates at connection legs of blanket modules to the back plate and nuclear responses in toroidal field coils, with uncertainty of ±30% for the geometry where gap-streaming effect was significant. (author)

  3. Quantifying differences in responses of aquatic insects to trace metal exposure in field studies and short-term stream mesocosm experiments

    Science.gov (United States)

    Iwasaki, Yuichi; Schmidt, Travis S.; Clements, William H.

    2018-01-01

    Characterizing macroinvertebrate taxa as either sensitive or tolerant is of critical importance for investigating impacts of anthropogenic stressors in aquatic ecosystems and for inferring causality. However, our understanding of relative sensitivity of aquatic insects to metals in the field and under controlled conditions in the laboratory or mesocosm experiments is limited. In this study, we compared the response of 16 lotic macroinvertebrate families to metals in short-term (10-day) stream mesocosm experiments and in a spatially extensive field study of 154 Colorado streams. Comparisons of field and mesocosm-derived EC20 (effect concentration of 20%) values showed that aquatic insects were generally more sensitive to metals in the field. Although the ranked sensitivity to metals was similar for many families, we observed large differences between field and mesocosm responses for some groups (e.g., Baetidae and Heptageniidae). These differences most likely resulted from the inability of short-term experiments to account for factors such as dietary exposure to metals, rapid recolonization in the field, and effects of metals on sensitive life stages. Understanding mechanisms responsible for differences among field, mesocosm, and laboratory approaches would improve our ability to predict contaminant effects and establish ecologically meaningful water-quality criteria.

  4. Camera network video summarization

    Science.gov (United States)

    Panda, Rameswar; Roy-Chowdhury, Amit K.

    2017-05-01

    Networks of vision sensors are deployed in many settings, ranging from security needs to disaster response to environmental monitoring. Many of these setups have hundreds of cameras and tens of thousands of hours of video. The difficulty of analyzing such a massive volume of video data is apparent whenever there is an incident that requires foraging through vast video archives to identify events of interest. As a result, video summarization, that automatically extract a brief yet informative summary of these videos, has attracted intense attention in the recent years. Much progress has been made in developing a variety of ways to summarize a single video in form of a key sequence or video skim. However, generating a summary from a set of videos captured in a multi-camera network still remains as a novel and largely under-addressed problem. In this paper, with the aim of summarizing videos in a camera network, we introduce a novel representative selection approach via joint embedding and capped l21-norm minimization. The objective function is two-fold. The first is to capture the structural relationships of data points in a camera network via an embedding, which helps in characterizing the outliers and also in extracting a diverse set of representatives. The second is to use a capped l21-norm to model the sparsity and to suppress the influence of data outliers in representative selection. We propose to jointly optimize both of the objectives, such that embedding can not only characterize the structure, but also indicate the requirements of sparse representative selection. Extensive experiments on standard multi-camera datasets well demonstrate the efficacy of our method over state-of-the-art methods.

  5. Effects of increased flooding on riparian vegetation: Field experiments simulating climate change along five European lowland streams.

    Science.gov (United States)

    Garssen, Annemarie G; Baattrup-Pedersen, Annette; Riis, Tenna; Raven, Bart M; Hoffman, Carl Christian; Verhoeven, Jos T A; Soons, Merel B

    2017-08-01

    In many parts of the world, the magnitude and frequency of cold-season precipitation are expected to increase in the near future. This will result in an increased magnitude and duration of winter and spring flooding by rain-fed streams and rivers. Such climate-driven increases in flooding are likely to affect riparian plant communities, but future vegetation changes are hard to predict due to current lack of data. To fill this knowledge gap, we experimentally modified the hydrology of five streams across three countries in north-western Europe during late winter/early spring over a period of 3 years. We assessed the responses in riparian plant species richness, biomass, plant-available nitrogen and phosphorus and seed deposition to increased flooding depth (+18 cm on average at the lowest positions along the riparian gradient) and prolonged flooding duration (6 weeks on average). After 3 years of increased flooding, there was an overall decline in riparian species richness, while riparian plant biomass increased. Extractable soil nitrogen and phosphorus also increased and are likely to have contributed to the increased biomass. Increased flooding resulted in the arrival of more seeds of additional species to the riparian zone, thereby potentially facilitating the shifts in riparian plant species composition we observed. The results of our concerted experimental effort demonstrate that changes in stream riparian plant communities can occur rapidly following increased winter flooding, leading to strong reductions in plant species diversity. © 2017 The Authors. Global Change Biology published by John Wiley & Sons Ltd.

  6. Flume Experiments on the Influence of Salmon Spawning Density on Grain Stability and Bedload Transport in Gravel-bed Streams

    Science.gov (United States)

    Buxton, T. H.

    2015-12-01

    Salmon spawning in streams involves the female salmon digging a pit in the bed where she deposits eggs for fertilization before covering them with gravel excavated from the next pit upstream. Sequences of pit excavation and filling winnow fines, loosen sediment, and move bed material into a tailspill mound resembling the shape of a dune. Research suggests salmonid nests (redds) destabilize streambeds by reducing friction between loosened grains and converging flow that elevates shear stress on redd topography. However, bed stability may be enhanced by form drag from redds in clusters that lower shear stress on the granular bed, but this effect will vary with the proportion of the bed surface that is occupied by redds (P). I used simulated redds and water-worked ("unspawned") beds in a laboratory flume to evaluate these competing influences on grain stability and bedload transport rates with P=0.12, 0.34, and 0.41. Results indicate that competence (largest-grain) and reference transport rate estimates of critical conditions for particle entrainment inversely relate to P. Bedload transport increased as exponential functions of P and excess boundary shear stress. Therefore, redd form drag did not overcome the destabilizing effects of spawning. Instead, grain mobility and bedload transport increased with P because larger areas of the bed were composed of relatively loose, unstable grains and redd topography that experienced elevated shear stress. Consequently, the presence of redds in fish-bearing streams likely reduces the effects of sedimentation from landscape disturbance on stream habitats that salmon use for reproduction.

  7. UHD Video Transmission over Bi-Directional Underwater Wireless Optical Communication

    KAUST Repository

    Al-Halafi, Abdullah; Shihada, Basem

    2018-01-01

    In this paper, we experimentally demonstrate for the first time a bi-directional underwater wireless optical communication system that is capable of transmitting an ultra high definition real-time video using a downlink channel while simultaneously receiving the feedback messages on the uplink channel. The links extend up to 4.5 m using QPSK, 16-QAM and 64-QAM modulations. The system is built using software defined platforms connected to TO-9 packaged pigtailed 520 nm directly modulated green laser diode (LD) with 1.2 GHz bandwidth as the optical transmitter for video streaming on the downlink, and an avalanche photodiode (APD) module as the downlink receiver. The uplink channel is connected to another pigtailed 450 nm directly modulated blue LD with 1.2 GHz bandwidth as the optical uplink transmitter for the feedback channel, and to a second APD as the uplink receiver. We perform laboratory experiments on different water types. The measured throughput is 15 Mbps for QPSK, and 30 Mbps for both 16-QAM and 64-QAM. We evaluate the quality of the received live video streams using Peak Signal-to-Noise Ratio and achieve values up to 16 dB for 64-QAM when streaming UHD video in harbor II water and 22 dB in clear ocean.

  8. UHD Video Transmission over Bi-Directional Underwater Wireless Optical Communication

    KAUST Repository

    Al-Halafi, Abdullah

    2018-04-02

    In this paper, we experimentally demonstrate for the first time a bi-directional underwater wireless optical communication system that is capable of transmitting an ultra high definition real-time video using a downlink channel while simultaneously receiving the feedback messages on the uplink channel. The links extend up to 4.5 m using QPSK, 16-QAM and 64-QAM modulations. The system is built using software defined platforms connected to TO-9 packaged pigtailed 520 nm directly modulated green laser diode (LD) with 1.2 GHz bandwidth as the optical transmitter for video streaming on the downlink, and an avalanche photodiode (APD) module as the downlink receiver. The uplink channel is connected to another pigtailed 450 nm directly modulated blue LD with 1.2 GHz bandwidth as the optical uplink transmitter for the feedback channel, and to a second APD as the uplink receiver. We perform laboratory experiments on different water types. The measured throughput is 15 Mbps for QPSK, and 30 Mbps for both 16-QAM and 64-QAM. We evaluate the quality of the received live video streams using Peak Signal-to-Noise Ratio and achieve values up to 16 dB for 64-QAM when streaming UHD video in harbor II water and 22 dB in clear ocean.

  9. 78 FR 40421 - Inquiry Regarding Video Description in Video Programming Distributed on Television and on the...

    Science.gov (United States)

    2013-07-05

    ... description services for television are provided on a secondary audio stream, and typically a consumer can... box. The Commission recently adopted rules requiring apparatus that is designed to receive, play back, or record video programming transmitted simultaneously with sound to make secondary audio streams...

  10. Stream Evaluation

    Data.gov (United States)

    Kansas Data Access and Support Center — Digital representation of the map accompanying the "Kansas stream and river fishery resource evaluation" (R.E. Moss and K. Brunson, 1981.U.S. Fish and Wildlife...

  11. Students’ Learning Experiences from Didactic Teaching Sessions Including Patient Case Examples as Either Text or Video: A Qualitative Study

    DEFF Research Database (Denmark)

    Pedersen, Kamilla; Holdgaard, Martin Møller; Paltved, Charlotte

    2017-01-01

    ' perceptions of psychiatric patients and students' reflections on meeting and communicating with psychiatric patients. METHODS: The authors conducted group interviews with 30 medical students who volunteered to participate in interviews and applied inductive thematic content analysis to the transcribed....... Students taught with video-based patient cases, in contrast, often referred to the patient cases when highlighting new insights, including the importance of patient perspectives when communicating with patients. CONCLUSION: The format of patient cases included in teaching may have a substantial impact...... unintended stigma and influence an authoritative approach in medical students towards managing patients in clinical psychiatry....

  12. Adaptive Media Streaming to Mobile Devices: Challenges, Enhancements, and Recommendations

    OpenAIRE

    Evensen, Kristian; Kupka, Tomas; Riiser, Haakon; Ni, Pengpeng; Eg, Ragnhild; Griwodz, Carsten; Halvorsen, Pål

    2014-01-01

    Video streaming is predicted to become the dominating traffic in mobile broadband networks. At the same time, adaptive HTTP streaming is developing into the preferred way of streaming media over the Internet. In this paper, we evaluate how different components of a streaming system can be optimized when serving content to mobile devices in particular. We first analyze the media traffic from a Norwegian network and media provider. Based on our findings, we outline benefits and chal...

  13. Video Podcasts

    DEFF Research Database (Denmark)

    Nortvig, Anne Mette; Sørensen, Birgitte Holm

    2016-01-01

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

  14. Video games.

    Science.gov (United States)

    Funk, Jeanne B

    2005-06-01

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

  15. Video interpretability rating scale under network impairments

    Science.gov (United States)

    Kreitmair, Thomas; Coman, Cristian

    2014-01-01

    This paper presents the results of a study of the impact of network transmission channel parameters on the quality of streaming video data. A common practice for estimating the interpretability of video information is to use the Motion Imagery Quality Equation (MIQE). MIQE combines a few technical features of video images (such as: ground sampling distance, relative edge response, modulation transfer function, gain and signal-to-noise ratio) to estimate the interpretability level. One observation of this study is that the MIQE does not fully account for video-specific parameters such as spatial and temporal encoding, which are relevant to appreciating degradations caused by the streaming process. In streaming applications the main artifacts impacting the interpretability level are related to distortions in the image caused by lossy decompression of video data (due to loss of information and in some cases lossy re-encoding by the streaming server). One parameter in MIQE that is influenced by network transmission errors is the Relative Edge Response (RER). The automated calculation of RER includes the selection of the best edge in the frame, which in case of network errors may be incorrectly associated with a blocked region (e.g. low resolution areas caused by loss of information). A solution is discussed in this document to address this inconsistency by removing corrupted regions from the image analysis process. Furthermore, a recommendation is made on how to account for network impairments in the MIQE, such that a more realistic interpretability level is estimated in case of streaming applications.

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

    Science.gov (United States)

    Hemberg, Jessica; Santamäki Fischer, Regina

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

  17. Experiments in a boundary layer subjected to free stream turbulence. Part 1: Boundary layer structure and receptivity

    International Nuclear Information System (INIS)

    Westin, K.J.A.; Boiko, A.V.; Klingmann, B.G.B.; Kozlov, V.V.; Alfredsson, P.H.

    1993-12-01

    The modification of the mean and fluctuating characteristics of a flat plate boundary layer subjected to nearly isotropic free stream turbulence (FST) is studied experimentally using hot-wire anemometry. The study is focussed on the region upstream of the transition onset, where the fluctuations inside the boundary layer are dominated by elongated flow structures which grow downstream both in amplitude and length. Their downstream development and scaling is investigated, and the results are compared to those obtained by previous authors. This allows some conclusions about the parameters which are relevant for the modelling of the transition process. The mechanisms underlying the transition process and the relative importance of the Tollmien-Schlichting wave instability in this flow are treated in an accompanying paper. 25 refs

  18. Volunteer stream monitoring: Do the data quality and monitoring experience support increased community involvement in freshwater decision making?

    Directory of Open Access Journals (Sweden)

    Richard G. Storey

    2016-12-01

    Full Text Available Recent freshwater policy reforms in New Zealand promote increased community involvement in freshwater decision making and management. Involving community members in scientific monitoring increases both their knowledge and their ability to discuss this knowledge with professionals, potentially increasing their influence in decision-making processes. However, these interactions rarely occur because, in particular, of perceptions that volunteer-collected data are unreliable. We assessed the agreement between volunteer (community group and local government (regional council data at nine stream sites across New Zealand. Over 18 months, community groups and regional council staff monitored, in parallel, a common set of water quality variables, physical habitat, periphyton and benthic macroinvertebrates that are routinely used by regional councils for statutory state of environment reporting. Community groups achieved close agreement (correlations ≥ 0.89, bias < 1% with regional councils for temperature, electrical conductivity, visual water clarity, and Escherichia coli. For dissolved oxygen, nitrate, and pH, correlations were weaker (0.2, 0.53, and 0.4, respectively. Volunteer assessments of physical habitat were as consistent over time as those of councils. For visual assessments of thick periphyton growths (% streambed cover, volunteers achieved a correlation of 0.93 and bias of 0.1% relative to councils. And for a macroinvertebrate biotic index that indicates water and habitat quality, correlation was 0.88, bias was < 5%, and the average difference was 12% of the index score. Volunteers showed increased awareness of local freshwaters, understanding of stream ecosystems, and attentiveness to local and national freshwater issues. Most volunteers had shared their knowledge and interest with others in their community. Most groups had developed relationships with their regional council, and some volunteers became more interested in engaging in

  19. Stable Carbon Isotope Characterization of CO2 Loss in Acid Mine Drainage Impacted Stream Water: Observations from a Laboratory Experiment

    Science.gov (United States)

    Ali, H. N.; Atekwana, E. A.

    2007-05-01

    Water from an acid mine drainage spring, ground water from a mine tailings pile, stream water and tap water were acidified to simulate acid mine drainage (AMD) contamination. The objective was to determine how acidification of stream water by AMD affected DIC loss and carbon isotope fraction. Two 20 L HDP containers (reactors) containing samples from each source were left un-acidified and allowed to evolve under ambient conditions for several weeks in the laboratory and two others were acidified. Acidification was carried out progressively with sulfuric acid to pH <3. For acidified samples, one reactor was acidified open to the atmosphere and the other closed from contact with atmosphere and CO2(g) was collected under vacuum. The un-acidified samples did not show significant alkalinity and DIC loss, and the 13C of DIC was enriched with time. The acidified samples showed decrease in alkalinity and DIC and increase in the 13C of DIC and CO2(g) with progressive acidification. The enrichment of 13C of DIC for un-acidified samples was due to exchange with atmospheric CO2. On the other hand, the 13C enrichment in the acidified samples was due to fractionation during dehydration of HCO3- and diffusive loss of CO2(g) from the aqueous phase. The actual values measured depended on the amount of CO2 lost from the aqueous phase during acidification. Samples with greater CO2 loss (closed acidification) had greater 13C enrichment. Beyond the HCO3- titration end point, the δ13C of DIC and CO2(g) was similar and nearly constant. The result of this study suggests that AMD effects on DIC can be modeled as a first order kinetic reaction and the isotope enrichment modeled using Rayleigh distillation.

  20. Digital Video taken during the 3-person submersible Clelia dive 608 of the NOAA Office of Ocean Exploration's Islands in the Stream 2001 cruise, August 30, 2001 (NCEI Accession 0039353)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Islands in the Stream is a three-month scientific expedition to marine protected areas and other habitats being considered for protection from offshore of Belize in...

  1. Digital Video taken during the 3-person submersible Clelia dive 607 of the NOAA Office of Ocean Exploration's Islands in the Stream 2001 cruise, August 29, 2001 (NCEI Accession 0039467)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Islands in the Stream is a three-month scientific expedition to marine protected areas and other habitats being considered for protection from offshore of Belize in...

  2. Digital Video taken during the 3-person submersible Clelia dive 612 of the NOAA Office of Ocean Exploration's Islands in the Stream 2001 cruise, September 01, 2001 (NCEI Accession 0037156)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Islands in the Stream is a three-month scientific expedition to marine protected areas and other habitats being considered for protection from offshore of Belize in...

  3. Digital Video taken during the 3-person submersible Clelia dive 611 of the NOAA Office of Ocean Exploration's Islands in the Stream 2001 cruise, August 31, 2001 (NCEI Accession 0037157)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Islands in the Stream is a three-month scientific expedition to marine protected areas and other habitats being considered for protection from offshore of Belize in...

  4. Digital Video taken during the 3-person submersible Clelia dive 618 of the NOAA Office of Ocean Exploration's Islands in the Stream 2001 cruise, September 04, 2001 (NCEI Accession 0041700)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Islands in the Stream is a three-month scientific expedition to marine protected areas and other habitats being considered for protection from offshore of Belize in...

  5. Digital Video taken during the 3-person submersible Clelia dive 620 of the NOAA Office of Ocean Exploration's Islands in the Stream 2001 cruise, September 05, 2001 (NCEI Accession 0041969)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Islands in the Stream is a three-month scientific expedition to marine protected areas and other habitats being considered for protection from offshore of Belize in...

  6. Digital Video taken during the 3-person submersible Clelia dive 616 of the NOAA Office of Ocean Exploration's Islands in the Stream 2001 cruise, September 03, 2001 (NCEI Accession 0041480)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Islands in the Stream is a three-month scientific expedition to marine protected areas and other habitats being considered for protection from offshore of Belize in...

  7. Digital Video taken during the 3-person submersible Clelia dive 615 of the NOAA Office of Ocean Exploration's Islands in the Stream 2001 cruise, September 02, 2001 (NCEI Accession 0041370)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Islands in the Stream is a three-month scientific expedition to marine protected areas and other habitats being considered for protection from offshore of Belize in...

  8. Digital Video taken during the 3-person submersible Clelia dive 622 of the NOAA Office of Ocean Exploration's Islands in the Stream 2001 cruise, September 07, 2001 (NCEI Accession 0039430)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Islands in the Stream is a three-month scientific expedition to marine protected areas and other habitats being considered for protection from offshore of Belize in...

  9. Digital Video taken during the 3-person submersible Clelia dive 621 of the NOAA Office of Ocean Exploration's Islands in the Stream 2001 cruise, September 05, 2001 (NCEI Accession 0039428)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Islands in the Stream is a three-month scientific expedition to marine protected areas and other habitats being considered for protection from offshore of Belize in...

  10. Digital Video taken during the 3-person submersible Clelia dive 614 of the NOAA Office of Ocean Exploration's Islands in the Stream 2001 cruise, September 02, 2001 (NCEI Accession 0039974)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Islands in the Stream is a three-month scientific expedition to marine protected areas and other habitats being considered for protection from offshore of Belize in...

  11. Digital Video taken during the 3-person submersible Clelia dive 617 of the NOAA Office of Ocean Exploration's Islands in the Stream 2001 cruise, September 03, 2001 (NCEI Accession 0041593)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Islands in the Stream is a three-month scientific expedition to marine protected areas and other habitats being considered for protection from offshore of Belize in...

  12. Digital Video taken during the 3-person submersible Clelia dive 619 of the NOAA Office of Ocean Exploration's Islands in the Stream 2001 cruise, September 04, 2001 (NCEI Accession 0041848)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Islands in the Stream is a three-month scientific expedition to marine protected areas and other habitats being considered for protection from offshore of Belize in...

  13. Quality models for audiovisual streaming

    Science.gov (United States)

    Thang, Truong Cong; Kim, Young Suk; Kim, Cheon Seog; Ro, Yong Man

    2006-01-01

    Quality is an essential factor in multimedia communication, especially in compression and adaptation. Quality metrics can be divided into three categories: within-modality quality, cross-modality quality, and multi-modality quality. Most research has so far focused on within-modality quality. Moreover, quality is normally just considered from the perceptual perspective. In practice, content may be drastically adapted, even converted to another modality. In this case, we should consider the quality from semantic perspective as well. In this work, we investigate the multi-modality quality from the semantic perspective. To model the semantic quality, we apply the concept of "conceptual graph", which consists of semantic nodes and relations between the nodes. As an typical of multi-modality example, we focus on audiovisual streaming service. Specifically, we evaluate the amount of information conveyed by a audiovisual content where both video and audio channels may be strongly degraded, even audio are converted to text. In the experiments, we also consider the perceptual quality model of audiovisual content, so as to see the difference with semantic quality model.

  14. Video Comparator

    International Nuclear Information System (INIS)

    Rose, R.P.

    1978-01-01

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

  15. Web-based remote video monitoring system implemented using Java technology

    Science.gov (United States)

    Li, Xiaoming

    2012-04-01

    A HTTP based video transmission system has been built upon the p2p(peer to peer) network structure utilizing the Java technologies. This makes the video monitoring available to any host which has been connected to the World Wide Web in any method, including those hosts behind firewalls or in isolated sub-networking. In order to achieve this, a video source peer has been developed, together with the client video playback peer. The video source peer can respond to the video stream request in HTTP protocol. HTTP based pipe communication model is developed to speeding the transmission of video stream data, which has been encoded into fragments using the JPEG codec. To make the system feasible in conveying video streams between arbitrary peers on the web, a HTTP protocol based relay peer is implemented as well. This video monitoring system has been applied in a tele-robotic system as a visual feedback to the operator.

  16. Probabilistic Approaches to Video Retrieval

    NARCIS (Netherlands)

    Ianeva, Tzvetanka; Boldareva, L.; Westerveld, T.H.W.; Cornacchia, Roberto; Hiemstra, Djoerd; de Vries, A.P.

    Our experiments for TRECVID 2004 further investigate the applicability of the so-called “Generative Probabilistic Models to video retrieval��?. TRECVID 2003 results demonstrated that mixture models computed from video shot sequences improve the precision of “query by examples��? results when

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

    OpenAIRE

    Manojlo Maravić

    2012-01-01

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

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

    Directory of Open Access Journals (Sweden)

    Sima Ahmadpour

    2017-01-01

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

  19. Effect of video decoder errors on video interpretability

    Science.gov (United States)

    Young, Darrell L.

    2014-06-01

    The advancement in video compression technology can result in more sensitivity to bit errors. Bit errors can propagate causing sustained loss of interpretability. In the worst case, the decoder "freezes" until it can re-synchronize with the stream. Detection of artifacts enables downstream processes to avoid corrupted frames. A simple template approach to detect block stripes and a more advanced cascade approach to detect compression artifacts was shown to correlate to the presence of artifacts and decoder messages.

  20. Experiments of 10 Gbit/sec quantum stream cipher applicable to optical Ethernet and optical satellite link

    Science.gov (United States)

    Hirota, Osamu; Ohhata, Kenichi; Honda, Makoto; Akutsu, Shigeto; Doi, Yoshifumi; Harasawa, Katsuyoshi; Yamashita, Kiichi

    2009-08-01

    The security issue for the next generation optical network which realizes Cloud Computing System Service with data center" is urgent problem. In such a network, the encryption by physical layer which provide super security and small delay should be employed. It must provide, however, very high speed encryption because the basic link is operated at 2.5 Gbit/sec or 10 Gbit/sec. The quantum stream cipher by Yuen-2000 protocol (Y-00) is a completely new type random cipher so called Gauss-Yuen random cipher, which can break the Shannon limit for the symmetric key cipher. We develop such a cipher which has good balance of the security, speed and cost performance. In SPIE conference on quantum communication and quantum imaging V, we reported a demonstration of 2.5 Gbit/sec system for the commercial link and proposed how to improve it to 10 Gbit/sec. This paper reports a demonstration of the Y-00 cipher system which works at 10 Gbit/sec. A transmission test in a laboratory is tried to get the basic data on what parameters are important to operate in the real commercial networks. In addition, we give some theoretical results on the security. It is clarified that the necessary condition to break the Shannon limit requires indeed the quantum phenomenon, and that the full information theoretically secure system is available in the satellite link application.

  1. MIVIS image geocoding experience on merging position attitude system data and public domain GPS stream (ASI-GeoDAF

    Directory of Open Access Journals (Sweden)

    S. Pignatti

    2006-06-01

    Full Text Available The use of airborne scanners involves geo-referencing problems, which are difficult because of the need to know the exact platform position and attitude for each scan line. The errors of the onboard navigation system are normally corrected using ground control point on the image. This post-processing correction procedure is too long in case of multiple flight campaigns, and besides it implies the need to have available 1:10000 orthophotoimages or maps in digital format. To optimize the above procedure a new method to correct MIVIS navigational data in the post-processing phase has been implemented. The procedure takes into consideration the GPS stream in Rinex format of common knowledge and findable on the web, acquired at the ground stations of the Geodetic Data Archiving Facilities provided by ASI. The application of this correction entails the assumption that the environmental variables affecting both onboard and geodetic GPS equally affect the position measurements. The airborne data correction was carried out merging the two data sets (onboard and ground station GPS to achieve a more precise aircraft trajectory. The present study compares the geo-coded images obtained by means of the two post-processing methods.

  2. Nitrogen saturation in stream ecosystems.

    Science.gov (United States)

    Earl, Stevan R; Valett, H Maurice; Webster, Jackson R

    2006-12-01

    The concept of nitrogen (N) saturation has organized the assessment of N loading in terrestrial ecosystems. Here we extend the concept to lotic ecosystems by coupling Michaelis-Menten kinetics and nutrient spiraling. We propose a series of saturation response types, which may be used to characterize the proximity of streams to N saturation. We conducted a series of short-term N releases using a tracer (15NO3-N) to measure uptake. Experiments were conducted in streams spanning a gradient of background N concentration. Uptake increased in four of six streams as NO3-N was incrementally elevated, indicating that these streams were not saturated. Uptake generally corresponded to Michaelis-Menten kinetics but deviated from the model in two streams where some other growth-critical factor may have been limiting. Proximity to saturation was correlated to background N concentration but was better predicted by the ratio of dissolved inorganic N (DIN) to soluble reactive phosphorus (SRP), suggesting phosphorus limitation in several high-N streams. Uptake velocity, a reflection of uptake efficiency, declined nonlinearly with increasing N amendment in all streams. At the same time, uptake velocity was highest in the low-N streams. Our conceptual model of N transport, uptake, and uptake efficiency suggests that, while streams may be active sites of N uptake on the landscape, N saturation contributes to nonlinear changes in stream N dynamics that correspond to decreased uptake efficiency.

  3. Data Partitioning Technique for Improved Video Prioritization

    Directory of Open Access Journals (Sweden)

    Ismail Amin Ali

    2017-07-01

    Full Text Available A compressed video bitstream can be partitioned according to the coding priority of the data, allowing prioritized wireless communication or selective dropping in a congested channel. Known as data partitioning in the H.264/Advanced Video Coding (AVC codec, this paper introduces a further sub-partition of one of the H.264/AVC codec’s three data-partitions. Results show a 5 dB improvement in Peak Signal-to-Noise Ratio (PSNR through this innovation. In particular, the data partition containing intra-coded residuals is sub-divided into data from: those macroblocks (MBs naturally intra-coded, and those MBs forcibly inserted for non-periodic intra-refresh. Interactive user-to-user video streaming can benefit, as then HTTP adaptive streaming is inappropriate and the High Efficiency Video Coding (HEVC codec is too energy demanding.

  4. Pattern of causative microorgansims in catheter related blood stream infections in dialysis patients: experience from Saudi Arabia

    International Nuclear Information System (INIS)

    Mohsin, B.

    2017-01-01

    Catheter related blood stream infections (CRBSI) are the leading cause of morbidity in HD patients. The majority of these infections relate to haemodialysis catheters. There is a paucity of local data on microbial agents responsible for CRBSI in our region. This prompted our study. Methods: This Prospective observatory survey was conducted in Department of Nephrology, King Fahd Hospital, Hofuf KSA from Nov 2014 to Jan 2017 (26 months). It was performed on dialysis patients with HD catheters who developed features of CRBSI. Blood cultures were taken from the patient and cultured microorganisms were observed and stratified according to type and prevalence in relation to age gender and comorbidities. Results: There were 210 distinct episodes of CRBSI. 61.5% (n=129) were due to gram negative microorganisms and 38.5% (n=81) were due to Gram positive microorganism. Fifty-three events were due to Coagulase Negative Staphylococcus aureus. Enterobacter cloachae accounted for 28 events. Pseudomonas 19 events, enterococcus faecalis 13, Klebsiella 11, Acinitobacter accounted for 8 events. CRBSI was observed more frequently in males (n=136), diabetics (n=113) and in age 40 years+-19 years(n=97). Conclusion: Gram negative microorganisms were more commonly responsible for CRBSI in our settings. Enterobacter cloachae was most common gram-negative microorganism responsible for CRBSI, a finding not observed in other studies. There was significant predisposition to diabetics, male gender and middle age group. We need further studies to observe antibiotics sensitivity of microorganisms so that we can standardize empirical antibiotics in cases of CRBSI. (author)

  5. Video Golf

    Science.gov (United States)

    1995-01-01

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

  6. Active video games as a form of exercise and the effect of gaming experience: a preliminary study in healthy young adults.

    Science.gov (United States)

    O'Donovan, C; Hussey, J

    2012-09-01

    To examine the energy expenditure and heart rate response while playing active video games, and the effect of gaming experience on energy expenditure. Cross-sectional study. Twenty-eight healthy participants (18 male, age 19 to 27 years) played either Wii Sports Boxing, Tennis and Baseball, or Wii Sports Boxing and Wii Fit Free Jogging. Percentage maximal heart rate (%HRmax) and metabolic equivalents (METs) were measured during 15 minutes of rest and during each game. Mean %HRmax and METs while playing each of the four games were as follows: Wii Fit Free Jogging 71% [standard deviation (SD) 13%], 5.9 (SD 1.8); Wii Sports Boxing 58% (SD 13%), 3.2 (SD 1.1); Wii Sports Baseball 42% (SD 6%), 2.0 (SD 0.5); and Wii Sports Tennis 42% (SD 7%), 2.0 (SD 0.4). Subjects with gaming experience achieved a lower heart rate playing Wii Sports Tennis compared with subjects without gaming experience. Wii Sports Boxing, Tennis and Baseball are light-intensity activities, and Wii Fit Free Jogging is a moderate-intensity activity. Experience of gaming may affect the exercise intensity of games requiring controller skill. Copyright © 2012 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.

  7. Evolution of the 3-dimensional video system for facial motion analysis: ten years' experiences and recent developments.

    Science.gov (United States)

    Tzou, Chieh-Han John; Pona, Igor; Placheta, Eva; Hold, Alina; Michaelidou, Maria; Artner, Nicole; Kropatsch, Walter; Gerber, Hans; Frey, Manfred

    2012-08-01

    Since the implementation of the computer-aided system for assessing facial palsy in 1999 by Frey et al (Plast Reconstr Surg. 1999;104:2032-2039), no similar system that can make an objective, three-dimensional, quantitative analysis of facial movements has been marketed. This system has been in routine use since its launch, and it has proven to be reliable, clinically applicable, and therapeutically accurate. With the cooperation of international partners, more than 200 patients were analyzed. Recent developments in computer vision--mostly in the area of generative face models, applying active--appearance models (and extensions), optical flow, and video-tracking-have been successfully incorporated to automate the prototype system. Further market-ready development and a business partner will be needed to enable the production of this system to enhance clinical methodology in diagnostic and prognostic accuracy as a personalized therapy concept, leading to better results and higher quality of life for patients with impaired facial function.

  8. Streaming Italian horror cinema in the United Kingdom: Lovefilm Instant

    OpenAIRE

    Baschiera, Stefano

    2017-01-01

    This article investigates the distribution of Italian horror cinema in the age of video streaming, analyzing its presence and categorization on the platform Lovefilm Instant UK, in order to investigate the importance of ‘niche’ in what is known as the long tail of online distribution and the online availability of exploitation films. I argue that looking at the streaming presence of Italian horror and comparing it to its prior distribution on home video formats (in particular VHS and DVD) we ...

  9. Digital video recording and archiving in ophthalmic surgery

    Directory of Open Access Journals (Sweden)

    Raju Biju

    2006-01-01

    Full Text Available Currently most ophthalmic operating rooms are equipped with an analog video recording system [analog Charge Couple Device camera for video grabbing and a Video Cassette Recorder for recording]. We discuss the various advantages of a digital video capture device, its archiving capabilities and our experience during the transition from analog to digital video recording and archiving. The basic terminology and concepts related to analog and digital video, along with the choice of hardware, software and formats for archiving are discussed.

  10. YouTube Videos to Create a "Virtual Hospital Experience" for Hip and Knee Replacement Patients to Decrease Preoperative Anxiety: A Randomized Trial.

    Science.gov (United States)

    O'Connor, Mary I; Brennan, Katharyn; Kazmerchak, Shari; Pratt, Jason

    2016-04-18

    With declining reimbursement to health care systems, face-to-face time between patients and providers to optimize preoperative education and counseling may be challenging. Because high patient anxiety prior to surgery has been linked to more severe and persistent pain after joint replacement surgery, the Orthopedic Surgery Department at Mayo Clinic in Florida created a playlist of 16 YouTube videos aimed at creating a virtual hospital experience for primary total hip and knee joint replacement patients. A randomized trial was then performed to evaluate the potential impact of viewing this playlist on preoperative anxiety. Each patient completed a Generalized Anxiety Disorder (GAD) score assessment at the time of the routine preoperative clinic visit and then randomized based on his/her gender, type of surgery, and initial GAD score to either the control group of standard education (education at face-to-face clinical visits as well as printed educational materials) or the treatment group (standard education plus access to the YouTube playlist). On the morning of the patient's surgery, the same survey was repeated. Of the 65 patients who consented to participate in the study, 53 completed the study (82%) with 28 of 29 (97% completed) in the control group and 25 of 36 (69% completed) in the treatment group. Overall, the results showed a trend toward less anxiety in patients who viewed the YouTube videos; this was exhibited by a reduction in the median GAD score by 1 point. This trend is more clearly present in patients with high preoperative anxiety (predominantly women), as seen in the reduction of the median GAD score by 6 points in the treatment group. Although our experience is limited, our results indicate that a series of tailored videos may decrease patient anxiety preoperatively. We recommend further exploration of both this concept and the use of social media tools in preoperative patient education. Clinicaltrials.gov NCT02546180; http

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

    Science.gov (United States)

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

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

  12. Photo-acoustic and video-acoustic methods for sensing distant sound sources

    Science.gov (United States)

    Slater, Dan; Kozacik, Stephen; Kelmelis, Eric

    2017-05-01

    Long range telescopic video imagery of distant terrestrial scenes, aircraft, rockets and other aerospace vehicles can be a powerful observational tool. But what about the associated acoustic activity? A new technology, Remote Acoustic Sensing (RAS), may provide a method to remotely listen to the acoustic activity near these distant objects. Local acoustic activity sometimes weakly modulates the ambient illumination in a way that can be remotely sensed. RAS is a new type of microphone that separates an acoustic transducer into two spatially separated components: 1) a naturally formed in situ acousto-optic modulator (AOM) located within the distant scene and 2) a remote sensing readout device that recovers the distant audio. These two elements are passively coupled over long distances at the speed of light by naturally occurring ambient light energy or other electromagnetic fields. Stereophonic, multichannel and acoustic beam forming are all possible using RAS techniques and when combined with high-definition video imagery it can help to provide a more cinema like immersive viewing experience. A practical implementation of a remote acousto-optic readout device can be a challenging engineering problem. The acoustic influence on the optical signal is generally weak and often with a strong bias term. The optical signal is further degraded by atmospheric seeing turbulence. In this paper, we consider two fundamentally different optical readout approaches: 1) a low pixel count photodiode based RAS photoreceiver and 2) audio extraction directly from a video stream. Most of our RAS experiments to date have used the first method for reasons of performance and simplicity. But there are potential advantages to extracting audio directly from a video stream. These advantages include the straight forward ability to work with multiple AOMs (useful for acoustic beam forming), simpler optical configurations, and a potential ability to use certain preexisting video recordings. However

  13. OAS :: Videos

    Science.gov (United States)

    subscriptions Videos Photos Live Webcast Social Media Facebook @oasofficial Facebook Twitter @oas_official Audios Photos Social Media Facebook Twitter Newsletters Press and Communications Department Contact us at Rights Actions against Corruption C Children Civil Registry Civil Society Contact Us Culture Cyber

  14. Energy-Reduction Offloading Technique for Streaming Media Servers

    Directory of Open Access Journals (Sweden)

    Yeongpil Cho

    2016-01-01

    Full Text Available Recent growth in popularity of mobile video services raises a demand for one of the most popular and convenient methods of delivering multimedia data, video streaming. However, heterogeneity of currently existing mobile devices involves an issue of separate video transcoding for each type of mobile devices such as smartphones, tablet PCs, and smart TVs. As a result additional burden comes to media servers, which pretranscode multimedia data for number of clients. Regarding even higher increase of video data in the Internet in the future, the problem of media servers overload is impending. To struggle against the problem an offloading method is introduced in this paper. By the use of SorTube offloading framework video transcoding process is shifted from the centralized media server to the local offloading server. Thus, clients can receive personally customized video stream; meanwhile the overload of centralized servers is reduced.

  15. Novel dynamic caching for hierarchically distributed video-on-demand systems

    Science.gov (United States)

    Ogo, Kenta; Matsuda, Chikashi; Nishimura, Kazutoshi

    1998-02-01

    It is difficult to simultaneously serve the millions of video streams that will be needed in the age of 'Mega-Media' networks by using only one high-performance server. To distribute the service load, caching servers should be location near users. However, in previously proposed caching mechanisms, the grade of service depends on whether the data is already cached at a caching server. To make the caching servers transparent to the users, the ability to randomly access the large volume of data stored in the central server should be supported, and the operational functions of the provided service should not be narrowly restricted. We propose a mechanism for constructing a video-stream-caching server that is transparent to the users and that will always support all special playback functions for all available programs to all the contents with a latency of only 1 or 2 seconds. This mechanism uses Variable-sized-quantum-segment- caching technique derived from an analysis of the historical usage log data generated by a line-on-demand-type service experiment and based on the basic techniques used by a time- slot-based multiple-stream video-on-demand server.

  16. A model for evaluating sharing policies for network-assisted HTTP adaptive streaming

    NARCIS (Netherlands)

    J.W.M. Kleinrouweler (Jan Willem); S. Cabrero Barros (Sergio); R.D. van der Mei (Rob); P.S. Cesar Garcia (Pablo Santiago)

    2016-01-01

    textabstractHTTP adaptive streaming (HAS) has become the dominant technology for streaming video over the Internet. It gained popularity because of its ability to adapt the video quality to the current network conditions and other appealing properties such as usage of off-the-shelf HTTP servers and

  17. A model for evaluating sharing policies for network-assisted HTTP adaptive streaming

    NARCIS (Netherlands)

    Kleinrouweler, Jan Willem; Cabrero, Sergio; van der Mei, Rob; Cesar Garcia, P.S.

    2016-01-01

    HTTP adaptive streaming (HAS) has become the dominant technology for streaming video over the Internet. It gained popularity because of its ability to adapt the video quality to the current network conditions and other appealing properties such as usage of off-the-shelf HTTP servers and easy

  18. Resource trade-off in P2P streaming

    NARCIS (Netherlands)

    Alhaisoni, M.; Liotta, A.; Ghanbari, M.

    2009-01-01

    P2P TV has emerged as a powerful alternative solution for multimedia streaming over the traditional client-server paradigm. It has proven to be a valid substitute for online applications which offer video-on-demand and real-time video. This is mainly due to the scalability and resiliency that P2P

  19. Scalable video on demand adaptive Internet-based distribution

    CERN Document Server

    Zink, Michael

    2013-01-01

    In recent years, the proliferation of available video content and the popularity of the Internet have encouraged service providers to develop new ways of distributing content to clients. Increasing video scaling ratios and advanced digital signal processing techniques have led to Internet Video-on-Demand applications, but these currently lack efficiency and quality. Scalable Video on Demand: Adaptive Internet-based Distribution examines how current video compression and streaming can be used to deliver high-quality applications over the Internet. In addition to analysing the problems

  20. Interactive Video, The Next Step

    Science.gov (United States)

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

    2012-12-01

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