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Sample records for video study technical

  1. Third International Mathematics and Science Study 1999 Video Study Technical Report: Volume 2--Science. Technical Report. NCES 2011-049

    Science.gov (United States)

    Garnier, Helen E.; Lemmens, Meike; Druker, Stephen L.; Roth, Kathleen J.

    2011-01-01

    This second volume of the Third International Mathematics and Science Study (TIMSS) 1999 Video Study Technical Report focuses on every aspect of the planning, implementation, processing, analysis, and reporting of the science components of the TIMSS 1999 Video Study. The report is intended to serve as a record of the actions and documentation of…

  2. Construction of a Digital Video Library: A Socio-Technical Pilot Study on College Students' Attitudes

    Science.gov (United States)

    Chen, Hsin-Liang; Choi, Gilok

    2005-01-01

    This study investigates socio-technical aspects of digital video libraries based on college students' learning experiences and perspectives. Forty-one students in biology classes were studied through a survey and individual interviews. Findings are presented by the students' knowledge of computer technology, experiences with AV materials, and…

  3. Tech Writing, Meet "Tomb Raider": Video and Computer Games in the Technical Communication Classroom

    Science.gov (United States)

    Vie, Stephanie

    2008-01-01

    This article examines the common genre of the usability study in technical communication courses and proposes the incorporation of computer and video games to ensure a rhetorical focus to this genre. As games are both entertaining and educational, their use in the technical communication classroom provides a new perspective on multimodal…

  4. A Study of Relationships among Technical, Tactical, Physical Parameters and Final Outcomes in Elite Soccer Matches as Analyzed by a Semiautomatic Video Tracking System.

    Science.gov (United States)

    Filetti, Cristoforo; Ruscello, Bruno; D'Ottavio, Stefano; Fanelli, Vito

    2017-06-01

    The performance of a soccer team depends on many factors such as decision-making, cognitive and physical skills, and dynamic ever-changing space-time interactions between teammate and opponents in relation to the ball. Seventy ( n = 70) matches of the Italian SERIE A season 2013-2014 were investigated to analyze the mean performance of 360 players in terms of physical (physical efficiency index; PEI) and technical-tactical (technical efficiency index; TEI) standpoints. Using a semiautomatic video analysis system that has incorporated new parameters able to measure technical-tactical and physical efficiency (Patent IB2010/002593, 2011-ISA), the correlation between these new variables and how much it relates to the likelihood of winning were verified. Correlations between TEI and PEI were significant ( n = 140, r = .60, p < .001), and TEI showed a higher likelihood of winning than PEI factors ( p < .0001 vs. .0001, CI 95% [1.64, 3.00] vs. [1.28, 2.07]). Higher TEI and TEI + PEI differences between the teams were associated with a greater likelihood of winning, but PEI differences were not. Key performance indicators and this performance assessment method might be useful to better understand what determines winning and to assist the overall training process and match management.

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

    Science.gov (United States)

    Jiwa, Moyez; Meng, Xingqiong

    2013-06-19

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

  6. Important Non-Technical Skills in Video-Assisted Thoracoscopic Surgery Lobectomy: Team Perspectives.

    Science.gov (United States)

    Gjeraa, Kirsten; Mundt, Anna S; Spanager, Lene; Hansen, Henrik J; Konge, Lars; Petersen, René H; Østergaard, Doris

    2017-07-01

    Safety in the operating room is dependent on the team's non-technical skills. The importance of non-technical skills appears to be different for minimally invasive surgery as compared with open surgery. The aim of this study was to identify which non-technical skills are perceived by team members to be most important for patient safety, in the setting of video-assisted thoracoscopic surgery (VATS) lobectomy. This was an explorative, semistructured interview-based study with 21 participants from all four thoracic surgery centers in Denmark that perform VATS lobectomy. Data analysis was deductive, and directed content analysis was used to code the text into the Oxford Non-Technical Skills system for evaluating operating teams' non-technical skills. The most important non-technical skills described by the VATS teams were planning and preparation, situation awareness, problem solving, leadership, risk assessment, and teamwork. These non-technical skills enabled the team to achieve shared mental models, which in turn facilitated their efforts to anticipate next steps. This was viewed as important by the participants as they saw VATS lobectomy as a high-risk procedure with complementary and overlapping scopes of practice between surgical and anesthesia subteams. This study identified six non-technical skills that serve as the foundation for shared mental models of the patient, the current situation, and team resources. These findings contribute three important additions to the shared mental model construct: planning and preparation, risk assessment, and leadership. Shared mental models are crucial for patient safety because they enable VATS teams to anticipate problems through adaptive patterns of both implicit and explicit coordination. Copyright © 2017 The Society of Thoracic Surgeons. Published by Elsevier Inc. All rights reserved.

  7. VIDEO GAMES ARE AN INTERESTING OBJECT TO THE COGNITION STUDIES

    Directory of Open Access Journals (Sweden)

    Cleci Maraschin

    2013-12-01

    Full Text Available Video games create a virtual space that can be inhabited in various ways by the players. Despite the controversies in which they are constantly included, electronic games bear witness to the modus operandi in our contemporary cognition permeated by technical objects. By focusing the know-how instead of a declarative experience the games open questions in the field of new literacies and problematize the use of technology in teaching practices. From the development of a locative game at the Botanical Garden of Porto Alegre, this article discussed some, methodological, political and theoretical implications arising from the research with video games in the field of cognitive studies. We discuss, finally, three theoretical / methodological implications the practice with video games forces us to think: research the video game through the process of its operation, questioning cognitive policies that organize our everyday and map the complex web of practices that supports the use of technical objects.

  8. Neurosurgical Skills Assessment: Measuring Technical Proficiency in Neurosurgery Residents Through Intraoperative Video Evaluations.

    Science.gov (United States)

    Sarkiss, Christopher A; Philemond, Steven; Lee, James; Sobotka, Stanislaw; Holloway, Terrell D; Moore, Maximillian M; Costa, Anthony B; Gordon, Errol L; Bederson, Joshua B

    2016-05-01

    Although technical skills are fundamental in neurosurgery, there is little agreement on how to describe, measure, or compare skills among surgeons. The primary goal of this study was to develop a quantitative grading scale for technical surgical performance that distinguishes operator skill when graded by domain experts (residents, attendings, and nonsurgeons). Scores provided by raters should be highly reliable with respect to scores from other observers. Neurosurgery residents were fitted with a head-mounted video camera while performing craniotomies under attending supervision. Seven videos, 1 from each postgraduate year (PGY) level (1-7), were anonymized and scored by 16 attendings, 8 residents, and 7 nonsurgeons using a grading scale. Seven skills were graded: incision, efficiency of instrument use, cauterization, tissue handling, drilling/craniotomy, confidence, and training level. A strong correlation was found between skills score and PGY year (P Technical skills of neurosurgery residents recorded during craniotomy can be measured with high interrater reliability. Surgeons and nonsurgeons alike readily distinguish different skill levels. This type of assessment could be used to coach residents, to track performance over time, and potentially to compare skill levels. Developing an objective tool to evaluate surgical performance would be useful in several areas of neurosurgery education. Copyright © 2016 Elsevier Inc. All rights reserved.

  9. Lengthening Temporalis Myoplasty: Virtual Animation-Assisted Technical Video.

    Science.gov (United States)

    Aljudaibi, Nawaf; Bennis, Yasmine; Duquennoy-Martinot, Veronique; Labbé, Daniel; Guerreschi, Pierre

    2016-09-01

    Lengthening temporalis myoplasty is a well-established procedure for dynamic palliative reanimation of the lip in facial palsy sequelae. The particularity of this technique is that the entire temporal muscle is transferred from the coronoid process to the upper half of the lip without interposition of aponeurotic tissue. To date, no video describing the technique was available. This is the first video describing the entire procedure, from preoperative markings through postoperative rehabilitation. In the video presented herein, the authors craft virtual three-dimensional animations in addition to a live operation on a patient performed by Daniel Labbé, who first described this technique 20 years ago.

  10. Technical Evaluation Report 13: Online Video Conferencing Products

    Directory of Open Access Journals (Sweden)

    Pam Craven

    2002-10-01

    Full Text Available This is the first in Athabasca University’s series of evaluation reports to feature online Webcam and videoconferencing products. While Webcam software generates a simple visual presentation from a live online camera, videoconferencing products contain a wider range of interactive features serving multi-point interactions between participants. In many online situations, the addition of video images to a live presentation can add substantially to its educational effectiveness. Ten products/ online services are reviewed, supporting a wide range of video-based activities.

  11. Technical Skills Training for Veterinary Students: A Comparison of Simulators and Video for Teaching Standardized Cardiac Dissection.

    Science.gov (United States)

    Allavena, Rachel E; Schaffer-White, Andrea B; Long, Hanna; Alawneh, John I

    2017-06-05

    The goal of the study was to evaluate alternative student-centered approaches that could replace autopsy sessions and live demonstration, and to explore refinements in assessment procedures for standardized cardiac dissection. Simulators and videos were identified as feasible, economical, student-centered teaching methods for technical skills training in medical contexts, and a direct comparison was undertaken. A low-fidelity anatomically correct simulator approximately the size of a horse's heart with embedded dissection pathways was constructed and used with a series of laminated photographs of standardized cardiac dissection. A video of a standardized cardiac dissection of a normal horse's heart was recorded and presented with audio commentary. Students were allowed to nominate a preference for learning method, and students who indicated no preference were randomly allocated to keep group numbers even. Objective performance data from an objective structure assessment criterion and student perception data on confidence and competency from surveys showed both innovations were similarly effective. Evaluator reflections as well as usage logs to track patterns of student use were both recorded. A strong selection preference was identified for kinesthetic learners choosing the simulator and visual learners choosing the video. Students in the video cohort were better at articulating the reasons for dissection procedures and sequence due to the audio commentary, and student satisfaction was higher with the video. The major conclusion of this study was that both methods are effective tools for technical skills training, but consideration should to be given to the preferred learning style of adult learners to maximize educational outcomes.

  12. Teaching Social Studies with Video Games

    Science.gov (United States)

    Maguth, Brad M.; List, Jonathan S.; Wunderle, Matthew

    2015-01-01

    Today's youth have grown up immersed in technology and are increasingly relying on video games to solve problems, engage socially, and find entertainment. Yet research and vignettes of teachers actually using video games to advance student learning in social studies is scarce (Hutchinson 2007). This article showcases how social studies…

  13. Video Field Studies with your Cell Phone

    DEFF Research Database (Denmark)

    Buur, Jacob; Fraser, Euan

    2010-01-01

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

  14. Video-game epilepsy: a European study.

    OpenAIRE

    KASTELEIJN‐NOLST TRENITÉ, D.G.; Da Silva, A. M.; Ricci, S; Binnie, C D; Rubboli, G; Tassinari, C A; SEGERS, J.P.

    1999-01-01

    Epilepsia. 1999;40 Suppl 4:70-4. Video-game epilepsy: a European study. Kasteleijn-Nolst Trenité DG, da Silva AM, Ricci S, Binnie CD, Rubboli G, Tassinari CA, Segers JP. Stichting Epilepsie Instellingen Nederland, Heemstede, The Netherlands. Abstract With the introduction of Nintendo video-games on a large scale, reports of children having seizures while playing suggested a possible specific, provocative factor. Although 50% of the photosensitive patients are al...

  15. A Video Method to Study Drosophila Sleep

    Science.gov (United States)

    Zimmerman, John E.; Raizen, David M.; Maycock, Matthew H.; Maislin, Greg; Pack, Allan I.

    2008-01-01

    Study Objectives: To use video to determine the accuracy of the infrared beam-splitting method for measuring sleep in Drosophila and to determine the effect of time of day, sex, genotype, and age on sleep measurements. Design: A digital image analysis method based on frame subtraction principle was developed to distinguish a quiescent from a moving fly. Data obtained using this method were compared with data obtained using the Drosophila Activity Monitoring System (DAMS). The location of the fly was identified based on its centroid location in the subtracted images. Measurements and Results: The error associated with the identification of total sleep using DAMS ranged from 7% to 95% and depended on genotype, sex, age, and time of day. The degree of the total sleep error was dependent on genotype during the daytime (P video. Both video and DAMS detected a homeostatic response to sleep deprivation. Conclusions: Video digital analysis is more accurate than DAMS in fly sleep measurements. In particular, conclusions drawn from DAMS measurements regarding daytime sleep and sleep architecture should be made with caution. Video analysis also permits the assessment of fly position and brief movements during sleep. Citation: Zimmerman JE; Raizen DM; Maycock MH; Maislin G; Pack AI. A video method to study drosophila sleep. SLEEP 2008;31(11):1587–1598. PMID:19014079

  16. Reliable assessment of general surgeons' non-technical skills based on video-recordings of patient simulated scenarios.

    Science.gov (United States)

    Spanager, Lene; Beier-Holgersen, Randi; Dieckmann, Peter; Konge, Lars; Rosenberg, Jacob; Oestergaard, Doris

    2013-11-01

    Nontechnical skills are essential for safe and efficient surgery. The aim of this study was to evaluate the reliability of an assessment tool for surgeons' nontechnical skills, Non-Technical Skills for Surgeons dk (NOTSSdk), and the effect of rater training. A 1-day course was conducted for 15 general surgeons in which they rated surgeons' nontechnical skills in 9 video recordings of scenarios simulating real intraoperative situations. Data were gathered from 2 sessions separated by a 4-hour training session. Interrater reliability was high for both pretraining ratings (Cronbach's α = .97) and posttraining ratings (Cronbach's α = .98). There was no statistically significant development in assessment skills. The D study showed that 2 untrained raters or 1 trained rater was needed to obtain generalizability coefficients >.80. The high pretraining interrater reliability indicates that videos were easy to rate and Non-Technical Skills for Surgeons dk easy to use. This implies that Non-Technical Skills for Surgeons dk (NOTSSdk) could be an important tool in surgical training, potentially improving safety and quality for surgical patients. Copyright © 2013 Elsevier Inc. All rights reserved.

  17. Toward feasible, valid, and reliable video-based assessments of technical surgical skills in the operating room

    DEFF Research Database (Denmark)

    Aggarwal, R.; Grantcharov, T.; Moorthy, K.

    2008-01-01

    Objective: To determine the feasibility, validity, inter-rater, and intertest reliability of 4 previously published video-based rating scales, for technical skills assessment on a benchmark laparoscopic procedure. Summary Background Data: Assessment of technical skills is crucial to the demonstra......Objective: To determine the feasibility, validity, inter-rater, and intertest reliability of 4 previously published video-based rating scales, for technical skills assessment on a benchmark laparoscopic procedure. Summary Background Data: Assessment of technical skills is crucial...... patients within 2 Academic Surgical Departments. All patients had a diagnosis of biliary colic. Surgical technical skills were rated posthoc in a blinded manner by 2 experienced observers on 4 video-based rating scales. The different scales used had been developed to assess generic or procedure...

  18. Important Non-Technical Skills in Video-Assisted Thoracoscopic Surgery Lobectomy

    DEFF Research Database (Denmark)

    Gjeraa, Kirsten; Mundt, Anna S; Spanager, Lene

    2017-01-01

    , problem solving, leadership, risk assessment, and teamwork. These non-technical skills enabled the team to achieve shared mental models, which in turn facilitated their efforts to anticipate next steps. This was viewed as important by the participants as they saw VATS lobectomy as a high-risk procedure......BACKGROUND: Safety in the operating room is dependent on the team's non-technical skills. The importance of non-technical skills appears to be different for minimally invasive surgery as compared with open surgery. The aim of this study was to identify which non-technical skills are perceived...... analysis was deductive, and directed content analysis was used to code the text into the Oxford Non-Technical Skills system for evaluating operating teams' non-technical skills. RESULTS: The most important non-technical skills described by the VATS teams were planning and preparation, situation awareness...

  19. Video-game epilepsy: a European study.

    Science.gov (United States)

    Kasteleijn-Nolst Trenité, D G; da Silva, A M; Ricci, S; Binnie, C D; Rubboli, G; Tassinari, C A; Segers, J P

    1999-01-01

    With the introduction of Nintendo video-games on a large scale, reports of children having seizures while playing suggested a possible specific, provocative factor. Although 50% of the photosensitive patients are also sensitive to a 50-Hz television, nonphotosensitive patients with a history of video-game seizures were described as well. The question arises whether this is a mere coincidence, provoked by fatigue and stress, is related to the reaction to the television screen itself, or depends on the movement and color of the pictures of this specific game. A European study was performed in four countries and five sites. All patients were selected because of a history of television, video- or computer-game seizures, with a history of sun-light-, discotheque-, or black and white pattern-evoked seizures, or were already known to be sensitive to intermittent photic stimulation. A total of 387 patients were investigated; 220 (75%) were female and 214 (55%) of those were Super Mario World and a standard relatively nonprovocative TV program, both on a 50- and 100-Hz television. Regardless of the distance, Super Mario World proved to be more provocative than the standard program (Wilcoxon, p computer-game seizure, were significantly more sensitive to pattern and to the 50-Hz television (chi square, p Super Mario, compared with the standard program (Wilcoxon, p = 0.001) and more sensitive with playing versus viewing (p = 0.016). Of the patients who were referred because of seizures in front of the television, or evoked by a video- or computer game, 14% proved not to be photosensitive. Although no difference in age or use of medication was found, twice as many men were found in this nonphotosensitive group.

  20. Composing with Images: A Study of High School Video Producers.

    Science.gov (United States)

    Reilly, Brian

    At Bell High School (Los Angeles, California), students have been using video cameras, computers and editing machines to create videos in a variety of forms and on a variety of topics; in this setting, video is the textual medium of expression. A study was conducted using participant-observation and interviewing over the course of one school year…

  1. COMPARATIVE STUDY OF COMPRESSION TECHNIQUES FOR SYNTHETIC VIDEOS

    OpenAIRE

    Ayman Abdalla; Ahmad Mazhar; Mosa Salah

    2014-01-01

    We evaluate the performance of three state of the art video codecs on synthetic videos. The evaluation is based on both subjective and objective quality metrics. The subjective quality of the compressed video sequences is evaluated using the Double Stimulus Impairment Scale (DSIS) assessment metric while the Peak Signal-to-Noise Ratio (PSNR) is used for the objective evaluation. An extensive number of experiments are conducted to study the effect of frame rate and resolution o...

  2. Secured web-based video repository for multicenter studies

    Science.gov (United States)

    Yan, Ling; Hicks, Matt; Winslow, Korey; Comella, Cynthia; Ludlow, Christy; Jinnah, H. A; Rosen, Ami R; Wright, Laura; Galpern, Wendy R; Perlmutter, Joel S

    2015-01-01

    Background We developed a novel secured web-based dystonia video repository for the Dystonia Coalition, part of the Rare Disease Clinical Research network funded by the Office of Rare Diseases Research and the National Institute of Neurological Disorders and Stroke. A critical component of phenotypic data collection for all projects of the Dystonia Coalition includes a standardized video of each participant. We now describe our method for collecting, serving and securing these videos that is widely applicable to other studies. Methods Each recruiting site uploads standardized videos to a centralized secured server for processing to permit website posting. The streaming technology used to view the videos from the website does not allow downloading of video files. With appropriate institutional review board approval and agreement with the hosting institution, users can search and view selected videos on the website using customizable, permissions-based access that maintains security yet facilitates research and quality control. Results This approach provides a convenient platform for researchers across institutions to evaluate and analyze shared video data. We have applied this methodology for quality control, confirmation of diagnoses, validation of rating scales, and implementation of new research projects. Conclusions We believe our system can be a model for similar projects that require access to common video resources. PMID:25630890

  3. Secured web-based video repository for multicenter studies.

    Science.gov (United States)

    Yan, Ling; Hicks, Matt; Winslow, Korey; Comella, Cynthia; Ludlow, Christy; Jinnah, H A; Rosen, Ami R; Wright, Laura; Galpern, Wendy R; Perlmutter, Joel S

    2015-04-01

    We developed a novel secured web-based dystonia video repository for the Dystonia Coalition, part of the Rare Disease Clinical Research network funded by the Office of Rare Diseases Research and the National Institute of Neurological Disorders and Stroke. A critical component of phenotypic data collection for all projects of the Dystonia Coalition includes a standardized video of each participant. We now describe our method for collecting, serving and securing these videos that is widely applicable to other studies. Each recruiting site uploads standardized videos to a centralized secured server for processing to permit website posting. The streaming technology used to view the videos from the website does not allow downloading of video files. With appropriate institutional review board approval and agreement with the hosting institution, users can search and view selected videos on the website using customizable, permissions-based access that maintains security yet facilitates research and quality control. This approach provides a convenient platform for researchers across institutions to evaluate and analyze shared video data. We have applied this methodology for quality control, confirmation of diagnoses, validation of rating scales, and implementation of new research projects. We believe our system can be a model for similar projects that require access to common video resources. Copyright © 2015 Elsevier Ltd. All rights reserved.

  4. Design study: fishing vessel technical information system

    National Research Council Canada - National Science Library

    Park, C.H

    1979-01-01

    ... out. This study is primarily concerned with the design of a Fishing Vessel Technical Information System that will meet the requirements of the Department, and the determination of a schedule and means of data collection and management.

  5. Informal physics learning from video games: a case study using gameplay videos

    Science.gov (United States)

    Croxton, DeVaughn; Kortemeyer, Gerd

    2018-01-01

    Researching informal gameplay can be challenging, since as soon as a formal study design is imposed, it becomes neither casual nor self-motivated. As a case study of a non-invasive design, we analyze publicly posted gameplay videos to assess the effectiveness of a physics educational video game on special relativity. These videos offer unique insights into informal learning through gaming, as players do not only describe the gameplay mechanics, but also explore physics concepts in a think-aloud fashion while they ponder the experience and effects. We find that while this methodology has substantial limitations, it is complementary when it comes to assessing motivations and attitudes, as well as to gathering data on conceptual hurdles.

  6. For Video Games, Bad News Is Good News: News Reporting of Violent Video Game Studies.

    Science.gov (United States)

    Copenhaver, Allen; Mitrofan, Oana; Ferguson, Christopher J

    2017-12-01

    News coverage of video game violence studies has been critiqued for focusing mainly on studies supporting negative effects and failing to report studies that did not find evidence for such effects. These concerns were tested in a sample of 68 published studies using child and adolescent samples. Contrary to our hypotheses, study effect size was not a predictor of either newspaper coverage or publication in journals with a high-impact factor. However, a relationship between poorer study quality and newspaper coverage approached significance. High-impact journals were not found to publish studies with higher quality. Poorer quality studies, which tended to highlight negative findings, also received more citations in scholarly sources. Our findings suggest that negative effects of violent video games exposure in children and adolescents, rather than large effect size or high methodological quality, increase the likelihood of a study being cited in other academic publications and subsequently receiving news media coverage.

  7. Two port video-assisted gastrostomy and jejunostomy: technical simplification and clinical results.

    Science.gov (United States)

    Volpe, Paula; Domene, Carlos Eduardo; Santo, Marco Aurélio; Cecconello, Ivan

    2015-01-01

    Patients presenting upper gastrointestinal obstruction, difficulty or inability in swallowing, may need nutritional support which can be obtained through gastrostomy and jejunostomy. To describe the methods of gastrostomy and jejunostomy video-assisted, and to compare surgical approaches for video-assisted laparoscopy and laparotomy in patients with advanced cancer of the esophagus and stomach, to establish enteral nutritional access. Were used the video-assisted laparoscopic techniques for jejunostomy and gastrostomy and the same procedures performed by laparotomies. Comparatively, were analyzed the distribution of patients according to demographics, diagnosis and type of procedure. There were 36 jejunostomies (18 by laparotomy and 17 laparoscopy) and 42 gastrostomies (21 on each side). In jejunostomy, relevant data were operating time of 132 min vs. 106 min (p = 0.021); reintroduction of diet: 3.3 days vs 2.1 days (p = 0.009); discharge: 5.8 days vs 4.3 days (p = 0.044). In gastrostomy, relevant data were operative time of 122.6 min vs 86.2 min (p = 0.012 and hospital discharge: 5.1 days vs 3.7 days (p = 0.016). The comparative analysis of laparotomy and video-assisted access to jejunostomies and gastrostomies concluded that video-assisted approach is feasible method, safe, fast, simple and easy, requires shorter operative time compared to laparotomy, enables diet start soon in compared to laparotomy, and also enables lower length of stay compared to laparotomy.

  8. Attacking Automatic Video Analysis Algorithms: A Case Study of Google Cloud Video Intelligence API

    OpenAIRE

    Hosseini, Hossein; Xiao, Baicen; Clark, Andrew; Poovendran, Radha

    2017-01-01

    Due to the growth of video data on Internet, automatic video analysis has gained a lot of attention from academia as well as companies such as Facebook, Twitter and Google. In this paper, we examine the robustness of video analysis algorithms in adversarial settings. Specifically, we propose targeted attacks on two fundamental classes of video analysis algorithms, namely video classification and shot detection. We show that an adversary can subtly manipulate a video in such a way that a human...

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

    Science.gov (United States)

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

    2015-10-01

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

  10. Utilization of a postoperative adenotonsillectomy teaching video: A pilot study.

    Science.gov (United States)

    Khan, Sarah; Tumin, Dmitry; King, Adele; Rice, Julie; Jatana, Kris R; Tobias, Joseph D; Raman, Vidya T

    2017-11-01

    Pediatric tonsillectomies are increasingly being performed as an outpatient procedure thereby increasing the parental role in post-operative pain management. However, it is unclear if parents receive adequate teaching regarding pain management. We introduced a video teaching tool and compared its efficacy alone and in combination with the standard verbal instruction. A prospective study which randomized parents or caregivers of children undergoing tonsillectomy ± adenoidectomy into three groups: 1) standard verbal post-operative instructions; 2) watching the video teaching tool along with standard verbal instructions or 3) video teaching tool only. Parents completed pre and post-instruction assessments of their knowledge of post-operative pain management with responses scored from 0 to 8. Telephone assessments were conducted within 48 post-operative hours with a subjective rating of the helpfulness of the video teaching tool. The study cohort included 99 patients and their families. The median pre-instruction score was 5 of 8 points (Interquartile range [IQR]: 4, 6) and this remained at 5 following instruction. (IQR:4, 6; p = 0.702 difference from baseline). Baseline scores did not vary across the groups (p = 0.156) and there was no increase in the knowledge score from pre to post-test across the three groups. Groups B and C rated the helpfulness of the video teaching tool with a median score of 4 of 5. (IQR: 4, 5). A baseline deficit exists in parental understanding of post-operative pain management that did not statistically improve regardless of the form post-operative instruction used (verbal vs. video-based instruction). However, the high helpfulness scores in both video groups support the use of video instruction as an alternative to or to complement to verbal instruction. However, further identification of knowledge deficits is required for optimization of post-operative educational materials. Copyright © 2017 Elsevier B.V. All rights reserved.

  11. Using smart phone video to supplement communication of radiology imaging in a neurosurgical unit: technical note.

    Science.gov (United States)

    Shivapathasundram, Ganeshwaran; Heckelmann, Michael; Sheridan, Mark

    2012-04-01

    The use of smart phones within medicine continues to grow at the same rate as mobile phone technology continues to evolve. One use of smart phones within medicine is in the transmission of radiological images to consultant neurosurgeons who are off-site in an emergency setting. In our unit, this has allowed quick, efficient, and safe communication between consultant neurosurgeon and trainees, aiding in rapid patient assessment and management in emergency situations. To describe a new means of smart phone technology use in the neurosurgical setting, where the video application of smart phones allows transfer of a whole series of patient neuroimaging via multimedia messaging service to off-site consultant neurosurgeons. METHOD/TECHNIQUE: Using the video application of smart phones, a 30-second video of an entire series of patient neuroimaging was transmitted to consultant neurosurgeons. With this information, combined with a clinical history, accurate management decisions were made. This technique has been used on a number of emergency situations in our unit to date. Thus far, the imaging received by consultants has been a very useful adjunct to the clinical information provided by the on-site trainee, and has helped expedite management of patients. While the aim should always be for the specialist neurosurgeon to review the imaging in person, in emergency settings, this is not always possible, and we feel that this technique of smart phone video is a very useful means for rapid communication with neurosurgeons.

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

    Science.gov (United States)

    Hockicko, Peter; Krišták, Luboš; Nemec, Miroslav

    2015-01-01

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

  13. Feasibility study of utilizing ultraportable projectors for endoscopic video display (with videos).

    Science.gov (United States)

    Tang, Shou-Jiang; Fehring, Amanda; Mclemore, Mac; Griswold, Michael; Wang, Wanmei; Paine, Elizabeth R; Wu, Ruonan; To, Filip

    2014-10-01

    Modern endoscopy requires video display. Recent miniaturized, ultraportable projectors are affordable, durable, and offer quality image display. Explore feasibility of using ultraportable projectors in endoscopy. Prospective bench-top comparison; clinical feasibility study. Masked comparison study of images displayed via 2 Samsung ultraportable light-emitting diode projectors (pocket-sized SP-HO3; pico projector SP-P410M) and 1 Microvision Showwx-II Laser pico projector. BENCH-TOP FEASIBILITY STUDY: Prerecorded endoscopic video was streamed via computer. CLINICAL COMPARISON STUDY: Live high-definition endoscopy video was simultaneously displayed through each processor onto a standard liquid crystal display monitor and projected onto a portable, pull-down projection screen. Endoscopists, endoscopy nurses, and technicians rated video images; ratings were analyzed by linear mixed-effects regression models with random intercepts. All projectors were easy to set up, adjust, focus, and operate, with no real-time lapse for any. Bench-top study outcomes: Samsung pico preferred to Laser pico, overall rating 1.5 units higher (95% confidence interval [CI] = 0.7-2.4), P < .001; Samsung pocket preferred to Laser pico, 3.3 units higher (95% CI = 2.4-4.1), P < .001; Samsung pocket preferred to Samsung pico, 1.7 units higher (95% CI = 0.9-2.5), P < .001. The clinical comparison study confirmed the Samsung pocket projector as best, with a higher overall rating of 2.3 units (95% CI = 1.6-3.0), P < .001, than Samsung pico. Low brightness currently limits pico projector use in clinical endoscopy. The pocket projector, with higher brightness levels (170 lumens), is clinically useful. Continued improvements to ultraportable projectors will supply a needed niche in endoscopy through portability, reduced cost, and equal or better image quality. © The Author(s) 2013.

  14. Video game characteristics, happiness and flow as predictors of addiction among video game players: a pilot study

    OpenAIRE

    Hull, DC; Williams, GA; Griffiths, MD

    2013-01-01

    Aims:\\ud Video games provide opportunities for positive psychological experiences such as flow-like phenomena during play and general happiness that could be associated with gaming achievements. However, research has shown that specific features of game play may be associated with problematic behaviour associated with addiction-like experiences. The study was aimed at analysing whether certain structural characteristics of video games, flow, and global happiness could be predictive of video g...

  15. Technical feasibility study on polycarbonate solar panels

    NARCIS (Netherlands)

    Hackmann, M.M.; Meuwissen, M.H.H.; Bots, T.L.; Buijs, J.A.H.M.; Broek, K.M.; Kinderman, R.; Tanck, O.B.F.; Schuurmans, F.M.

    2004-01-01

    This paper describes a technical feasibility study on the application of polycarbonate (PC) plates in a superstrate photovoltaic module design. The lamination process was performed in a conventional laminator apparatus using low temperature curing (100°C) ethylene-vinyl-acetate (EVA) as the potting

  16. Case Study: Guidelines for Producing Videos to Accompany Flipped Cases

    Science.gov (United States)

    Prud'homme-Généreux, Annie; Schiller, Nancy A.; Wild, John H.; Herreid, Clyde Freeman

    2017-01-01

    Three years ago, the "National Center for Case Study Teaching in Science" (NCCSTS) was inspired to merge the case study and flipped classroom approaches. The resulting project aimed to create the materials required to teach a flipped course in introductory biology by assigning videos as homework and case studies in the classroom. Three…

  17. Using Videos and Multimodal Discourse Analysis to Study How Students Learn a Trade

    Science.gov (United States)

    Chan, Selena

    2013-01-01

    The use of video to assist with ethnographical-based research is not a new phenomenon. Recent advances in technology have reduced the costs and technical expertise required to use videos for gathering research data. Audio-visual records of learning activities as they take place, allow for many non-vocal and inter-personal communication…

  18. Reliable assessment of general surgeons' non-technical skills based on video-recordings of patient simulated scenarios

    DEFF Research Database (Denmark)

    Spanager, Lene; Beier-Holgersen, Randi; Dieckmann, Peter

    2013-01-01

    Nontechnical skills are essential for safe and efficient surgery. The aim of this study was to evaluate the reliability of an assessment tool for surgeons' nontechnical skills, Non-Technical Skills for Surgeons dk (NOTSSdk), and the effect of rater training.......Nontechnical skills are essential for safe and efficient surgery. The aim of this study was to evaluate the reliability of an assessment tool for surgeons' nontechnical skills, Non-Technical Skills for Surgeons dk (NOTSSdk), and the effect of rater training....

  19. Digital Video as a Personalized Learning Assignment: A Qualitative Study of Student Authored Video Using the ICSDR Model

    Science.gov (United States)

    Campbell, Laurie O.; Cox, Thomas D.

    2018-01-01

    Students within this study followed the ICSDR (Identify, Conceptualize/Connect, Storyboard, Develop, Review/Reflect/Revise) development model to create digital video, as a personalized and active learning assignment. The participants, graduate students in education, indicated that following the ICSDR framework for student-authored video guided…

  20. Case Study: Student-Produced Videos for the Flipped Classroom

    Science.gov (United States)

    Prud'homme-Genereux, Annie

    2016-01-01

    This column provides original articles on innovations in case study teaching, assessment of the method, as well as case studies with teaching notes. This month's issue describes a way of building a library of student-produced videos to use in the flipped classroom.

  1. Mental practice enhances surgical technical skills: a randomized controlled study.

    Science.gov (United States)

    Arora, Sonal; Aggarwal, Rajesh; Sirimanna, Pramudith; Moran, Aidan; Grantcharov, Teodor; Kneebone, Roger; Sevdalis, Nick; Darzi, Ara

    2011-02-01

    To assess the effects of mental practice on surgical performance. Increasing concerns for patient safety have highlighted a need for alternative training strategies outside the operating room. Mental practice (MP), "the cognitive rehearsal of a task before performance," has been successful in sport and music to enhance skill. This study investigates whether MP enhances performance in laparoscopic surgery. After baseline skills testing, 20 novice surgeons underwent training on an evidence-based virtual reality curriculum. After randomization using the closed envelope technique, all participants performed 5 Virtual Reality (VR) laparoscopic cholecystectomies (LC). Mental practice participants performed 30 minutes of MP before each LC; control participants viewed an online lecture. Technical performance was assessed using video Objective Structured Assessment of Technical Skills-based global ratings scale (scored from 7 to 35). Mental imagery was assessed using a previously validated Mental Imagery Questionnaire. Eighteen participants completed the study. There were no intergroup differences in baseline technical ability. Learning curves were demonstrated for both MP and control groups. Mental practice was superior to control (global ratings) for the first LC (median 20 vs 15, P = 0.005), second LC (20.5 vs 13.5, P = 0.001), third LC (24 vs 15.5, P imagery for the MP group was also significantly superior to the control group across all sessions (P imagery significantly correlated with better quality of performance (ρ 0.51–0.62, Ps < 0.05). This is the first randomized controlled study to show that MP enhances the quality of performance based on VR laparoscopic cholecystectomy. This may be a time- and cost-effective strategy to augment traditional training in the OR thus potentially improving patient care.

  2. Study of Repair Protocols for Live Video Streaming Distributed Systems

    OpenAIRE

    Giroire, Frédéric; Huin, Nicolas

    2015-01-01

    International audience; —We study distributed systems for live video streaming. These systems can be of two types: structured and un-structured. In an unstructured system, the diffusion is done opportunistically. The advantage is that it handles churn, that is the arrival and departure of users, which is very high in live streaming systems, in a smooth way. On the opposite, in a structured system, the diffusion of the video is done using explicit diffusion trees. The advantage is that the dif...

  3. Cell Phone Video Recording Feature as a Language Learning Tool: A Case Study

    Science.gov (United States)

    Gromik, Nicolas A.

    2012-01-01

    This paper reports on a case study conducted at a Japanese national university. Nine participants used the video recording feature on their cell phones to produce weekly video productions. The task required that participants produce one 30-second video on a teacher-selected topic. Observations revealed the process of video creation with a cell…

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

    Science.gov (United States)

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

    2011-01-01

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

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

    OpenAIRE

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

    2017-01-01

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

  6. DESIGNING THE SET IN NIGERIAN HOME VIDEO FILMS: A STUDY ...

    African Journals Online (AJOL)

    Mitch

    DESIGNING THE SET IN NIGERIAN HOME VIDEO FILMS: A STUDY OF. AMAZING GRACE. EMMANUEL A. EREGARE & ONAJITE K. AKPOBOME. ABSTRACT. The Nigerian movie industry has grown to be a very popular art that welcomes any new player so care is not taken to apply all the techniques of good filmmaking.

  7. Video game characteristics, happiness and flow as predictors of addiction among video game players: A pilot study.

    Science.gov (United States)

    Hull, Damien C; Williams, Glenn A; Griffiths, Mark D

    2013-09-01

    Video games provide opportunities for positive psychological experiences such as flow-like phenomena during play and general happiness that could be associated with gaming achievements. However, research has shown that specific features of game play may be associated with problematic behaviour associated with addiction-like experiences. The study was aimed at analysing whether certain structural characteristics of video games, flow, and global happiness could be predictive of video game addiction. A total of 110 video game players were surveyed about a game they had recently played by using a 24-item checklist of structural characteristics, an adapted Flow State Scale, the Oxford Happiness Questionnaire, and the Game Addiction Scale. The study revealed decreases in general happiness had the strongest role in predicting increases in gaming addiction. One of the nine factors of the flow experience was a significant predictor of gaming addiction - perceptions of time being altered during play. The structural characteristic that significantly predicted addiction was its social element with increased sociability being associated with higher levels of addictive-like experiences. Overall, the structural characteristics of video games, elements of the flow experience, and general happiness accounted for 49.2% of the total variance in Game Addiction Scale levels. Implications for interventions are discussed, particularly with regard to making players more aware of time passing and in capitalising on benefits of social features of video game play to guard against addictive-like tendencies among video game players.

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

    Directory of Open Access Journals (Sweden)

    Anna-Lena Rostvall

    2005-12-01

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

  9. 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....

  10. Studi Kualitas Video Streaming Dengan Menggunakan Flexipacket Radio

    OpenAIRE

    Fadly, Auliya

    2014-01-01

    Saat ini sistem komunikasi dengan mengunakan Video Streaming seringkali menjadi alternatif dalam berkomunikasi. Salah satu software pilihan untuk layananan Video Streaming adalah Windows Media Encoder yang dapat dimanfaatkan sebagai software server dan software VLC (VIdeoLAN Client) yang dapat dimanfaatkan sebagai software Client Video Streaming. Terdapat beberapa format Video Streaming yang tersedia di layanan internet seperti FLV, Mp4, AVI dan lain-lain. Pada Tugas Akhir ini dilakukan an...

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

    Science.gov (United States)

    Alem, Leila

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

  12. A Web-Based Video Digitizing System for the Study of Projectile Motion.

    Science.gov (United States)

    Chow, John W.; Carlton, Les G.; Ekkekakis, Panteleimon; Hay, James G.

    2000-01-01

    Discusses advantages of a video-based, digitized image system for the study and analysis of projectile motion in the physics laboratory. Describes the implementation of a web-based digitized video system. (WRM)

  13. Case Study: A Picture Worth a Thousand Words? Making a Case for Video Case Studies

    Science.gov (United States)

    Pai, Aditi

    2014-01-01

    A picture, they say, is worth a thousand words. If a mere picture is worth a thousand words, how much more are "moving pictures" or videos worth? The author poses this not merely as a rhetorical question, but because she wishes to make a case for using videos in the traditional case study method. She recommends four main approaches of…

  14. Violent video games and attitudes towards victims of crime: an empirical study among youth

    OpenAIRE

    McLean, L.; Griffiths, MD

    2013-01-01

    Previous research has indicated that playing violent video games may be associated with an increase in acceptance of violence and positive attitudes towards perpetrators of crime. This study is the first to investigate the relationship between playing violent video games and attitudes towards victims of crime. A total of 206 young people (aged 12-24 years) completed measures of attitudes towards victims and violent video game exposure. The results suggest that exposure to violent video games ...

  15. Composing across Multiple Media: A Case Study of Digital Video Production in a Fifth Grade Classroom

    Science.gov (United States)

    Ranker, Jason

    2008-01-01

    This is a qualitative case study of two students' composing processes as they developed a documentary video about the Dominican Republic in an urban, public middle school classroom. While using a digital video editing program, the students moved across multiple media (the Web, digital video, books, and writing), drawing semiotic resources from…

  16. A Scale to Assess Science Activity Videos (SASAV): The Study of Validity and Reliability

    Science.gov (United States)

    Kara, Yilmaz; Bakirci, Hasan

    2018-01-01

    The purpose of the study was to develop an assessment scale for science activity videos that can be used to determine qualified science activity videos that can fulfill the objectives of activity based science education, help teachers to evaluate any science activity videos and decide whether to include into science learning process. The subjects…

  17. REPRESENTASI HOMOSEKSUALITAS DI YOUTUBE: (Studi Semiotika pada Video Pernikahan Sam Tsui

    Directory of Open Access Journals (Sweden)

    Lilis Rucirisyanti

    2017-12-01

    Full Text Available Abstract. Social media is instrumental in giving effect to nitizens, good effects or bad effect, then social media can be also represent a person. Diserve social media make it interesting for nitizens. One of social media is Youtube. Many a lot of video at there, strat from tips and trick videos, journey or vacation video, wedding video, and ect. Everyone can publish their video on Youtube. No exception of same sex enthusiast, in this study are homosexual or gay. One of is a wedding video Sam Tsui and Casey Braves. This research is a qualitative research and this research uses semiotcs analysus of Roland Barthes. By doing an analysis of video that have been published by Sam on Youtube, also do document search and literature. The author sees the existence of verbal and non vebal forms of representation from same sex merriage video of men and men.

  18. A Case Study of Trust Issues in Scientific Video Collections

    NARCIS (Netherlands)

    E.M.A.L. Beauxis-Aussalet (Emmanuelle); E. Arslanova (Elvira); L. Hardman (Lynda); J.R. van Ossenbruggen (Jacco)

    2013-01-01

    htmlabstractIn-situ video recording of underwater ecosystems is able to provide valuable information for biology research and natural resources management, e.g. changes in species abundance. Searching the videos manually, however, requires costly human effort. Our video analysis tool supports the

  19. Video games are exciting: a European study of video game-induced seizures and epilepsy.

    Science.gov (United States)

    Kasteleijn-Nolst Trenité, D G A; Martins da Silva, A; Ricci, S; Rubboli, G; Tassinari, C A; Lopes, J; Bettencourt, M; Oosting, J; Segers, J P

    2002-06-01

    Video game seizures have been reported in photosensitive and non-photosensitive patients with epilepsy. The game Super Mario World, has led to many cases of first seizures. We examined whether this game was indeed more provocative than other programs and whether playing the game added to this effect. We prospectively investigated 352 patients in four European cities, using a standard protocol including testing of a variety of visual stimuli. We correlated historical data on provocative factors in daily life with electroencephalographic laboratory findings. The video game, Super Mario World proved more epileptogenic than standard TV programs and as provocative as programs with flashing lights and patterns. Most striking was the fact that video game-viewing and-playing on the 50 and 100 Hz TV was significantly more provocative than viewing the standard program (P history of TV-, VG- or CG-seizures, 85% of them showed epileptiform discharges in response to photic stimulation, 44% to patterns, 59% to 50 Hz TV and 29% to 100 Hz TV. Children and adolescents with a history of video game seizures are, in the vast majority, photosensitive and should be investigated with standardised photic stimulation. Games and programs with bright background or flashing images are specifically provocative. Playing a video game on a 100 Hz TV is less provocative [published with videosequences].

  20. Hydrogen energy systems studies. Final technical report

    Energy Technology Data Exchange (ETDEWEB)

    Ogden, J.M.; Kreutz, T.; Kartha, S.; Iwan, L.

    1996-08-13

    The results of previous studies suggest that the use of hydrogen from natural gas might be an important first step toward a hydrogen economy based on renewables. Because of infrastructure considerations (the difficulty and cost of storing, transmitting and distributing hydrogen), hydrogen produced from natural gas at the end-user`s site could be a key feature in the early development of hydrogen energy systems. In the first chapter of this report, the authors assess the technical and economic prospects for small scale technologies for producing hydrogen from natural gas (steam reformers, autothermal reformers and partial oxidation systems), addressing the following questions: (1) What are the performance, cost and emissions of small scale steam reformer technology now on the market? How does this compare to partial oxidation and autothermal systems? (2) How do the performance and cost of reformer technologies depend on scale? What critical technologies limit cost and performance of small scale hydrogen production systems? What are the prospects for potential cost reductions and performance improvements as these technologies advance? (3) How would reductions in the reformer capital cost impact the delivered cost of hydrogen transportation fuel? In the second chapter of this report the authors estimate the potential demand for hydrogen transportation fuel in Southern California.

  1. Study of gelled LNG. Final technical report

    Energy Technology Data Exchange (ETDEWEB)

    Rudnicki, M I; Cabeal, J A; Hoffman, L C; Newton, R A; Schaplowsky, R K; Vander Wall, E M

    1980-01-01

    Research involved the characterization of gelled LNG (GELNG) with respect to process, flow, and use properties and an examination of the degree of safety enhancement attainable by gelation. The investigation included (1) an experimental examination of gel properties and gel safety characteristics as well as (2) an analytical study involving the economics and preliminary design of an industrial scale gelation system. The safety-related criterion for successful application of gelled LNG is the substantial reduction of the Maximum Distance to the Lower Flammability Limit, MDLFL. This will be achieved by first, gel-inhibition of the hydrodynamic pooling and spreading of the spill, and second, the suppressed thermal transport properties of the GELNG relative to those of LNG. The industrial scale gelation study evaluated a design capable of producing 11,000 gallons (LNG tank truck) of gel in two hours. The increased cost of gelation using this equipment was estimated at $0.23/10/sup 6/ Btu for plants with liquefaction facilities. The technical results of this study are supportive of the conclusion that gelation of LNG will reduce, relative to ungelled LNG, the hazard associated with a given size spill. Parameters of interest to the LNG facility operator (such as pumpability) are not significantly affected by gelation, and the impact on LNG delivery cost appears to be small, about 5%. Thus, the initial assumption that gelation would provide a practical means to enhance safety is supported by the results of this study. Larger scale, comparative spill tests of LNG and GELNG are now required to confirm the safety aspects of use of the gelled material.

  2. Factors Affecting Women Enrolment In Technical Institutions In Tanzania A Case Study Of Arusha Technical College

    Directory of Open Access Journals (Sweden)

    Glory B. Kaaya

    2015-06-01

    Full Text Available Abstract The purpose of this study was to investigate the factors affecting women enrolment in Technical Institutions in Tanzania by focusing on the women. The study examined in detail the factors affecting women enrolment in Technical institutions and Arusha Technical College in particular as well as exploring sexual dynamics within Technical Institutions. Moreover a number of theoretical frameworks were concerned basing on the objectives a case study design was employed involving both qualitative and quantitative methods. Data was collected through focus group discussion questionnaires and observation at ATC. The finding of this study offers a framework of the understanding of the factors affecting women enrolment in Technical Institutions the report raised the recommendations that Colleges to conduct more sensitisation and awareness campaigns Establishment of Pre-Entry Courses for female candidates in all institutes encourage industries and companies Government and Private to recruitment more female staff Make use of educated and employed female role models to encourage girls to go to school Educate the parents community on the importance of educating women and their role in the community and the Country at large and by increasing the PPP between MoEVT and other Educational stakeholders to work of factors affecting women enrolment in Technical Institutions.

  3. Video Cases in Teacher Education: A review study on intended and achieved learning objectives by video cases

    NARCIS (Netherlands)

    Geerts, Walter; Van der Werff, Anne; Hummel, Hans; Van Geert, Paul

    2014-01-01

    This literature review focuses on the use of video cases in the education of preservice teachers as a means of achieving higher order learning objectives that are necessary for gaining situated knowledge. An overview of both intended and achieved learning objectives in relevant studies involving

  4. Video game addiction and college performance among males: results from a 1 year longitudinal study.

    Science.gov (United States)

    Schmitt, Zachary L; Livingston, Michael G

    2015-01-01

    This study explored the pattern of video game usage and video game addiction among male college students and examined how video game addiction was related to expectations of college engagement, college grade point average (GPA), and on-campus drug and alcohol violations. Participants were 477 male, first year students at a liberal arts college. In the week before the start of classes, participants were given two surveys: one of expected college engagement, and the second of video game usage, including a measure of video game addiction. Results suggested that video game addiction is (a) negatively correlated with expected college engagement, (b) negatively correlated with college GPA, even when controlling for high school GPA, and (c) negatively correlated with drug and alcohol violations that occurred during the first year in college. Results are discussed in terms of implications for male students' engagement and success in college, and in terms of the construct validity of video game addiction.

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

    Science.gov (United States)

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

    2017-11-01

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

  6. Motivational Engagement and Video Gaming: A Mixed Methods Study

    Science.gov (United States)

    Hoffman, Bobby; Nadelson, Louis

    2010-01-01

    A mixed methods design was used to identify factors associated with motivational engagement in video gaming. Self-report instruments were administered to 189 video game players to assess goal orientations, affect, need for cognition, and perceptions of engagement and flow. Simultaneously, a sub-set of 25 participants were interviewed and results…

  7. Video gaming and children's psychosocial wellbeing: A longitudinal study

    NARCIS (Netherlands)

    Lobel, A.M.; Engels, R.C.M.E.; Stone, L.L.; Burk, W.J.; Granic, I.

    2017-01-01

    The effects of video games on children's psychosocial development remain the focus of debate. At two timepoints, 1 year apart, 194 children (7.27-11.43 years old; male = 98) reported their gaming frequency, and their tendencies to play violent video games, and to game (a) cooperatively and (b)

  8. Evaluating Best Practices for Video Tutorials: A Case Study

    Science.gov (United States)

    Weeks, Thomas; Putnam Davis, Jennifer

    2017-01-01

    This article will explore one library's experience creating best practices for the creation of video tutorials. First, a literature review establishes the best practices other creators have used. Then, the authors apply these best practices to the creation of their first video tutorial. Finally, they evaluate the usefulness of each practice in…

  9. Study on the Detection of Moving Target in the Mining Method Based on Hybrid Algorithm for Sports Video Analysis

    Directory of Open Access Journals (Sweden)

    Huang Tian

    2014-10-01

    Full Text Available Moving object detection and tracking is the computer vision and image processing is a hot research direction, based on the analysis of the moving target detection and tracking algorithm in common use, focus on the sports video target tracking non rigid body. In sports video, non rigid athletes often have physical deformation in the process of movement, and may be associated with the occurrence of moving target under cover. Media data is surging to fast search and query causes more difficulties in data. However, the majority of users want to be able to quickly from the multimedia data to extract the interested content and implicit knowledge (concepts, rules, rules, models and correlation, retrieval and query quickly to take advantage of them, but also can provide the decision support problem solving hierarchy. Based on the motion in sport video object as the object of study, conducts the system research from the theoretical level and technical framework and so on, from the layer by layer mining between low level motion features to high-level semantic motion video, not only provides support for users to find information quickly, but also can provide decision support for the user to solve the problem.

  10. 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.

  11. Video Games and Software Engineers : Designing a study based on the benefits from Video Games and how they can improve Software Engineers

    OpenAIRE

    Cosic Prica, Srdjan

    2017-01-01

    Context: This is a study about investigating if playing video games can improve any skills and characteristics in a software engineer. Due to lack of resources and time, this study will focus on designing a study that others may use to measure the results and if video games actually can improve software engineers. Objectives: The main objectives are finding the benefits of playing video games and how those benefits are discovered. Meaning what types of games and for how long someone needs to ...

  12. Video game playing increases food intake in adolescents: a randomized crossover study.

    Science.gov (United States)

    Chaput, Jean-Philippe; Visby, Trine; Nyby, Signe; Klingenberg, Lars; Gregersen, Nikolaj T; Tremblay, Angelo; Astrup, Arne; Sjödin, Anders

    2011-06-01

    Video game playing has been linked to obesity in many observational studies. However, the influence of this sedentary activity on food intake is unknown. The objective was to examine the acute effects of sedentary video game play on various components of energy balance. With the use of a randomized crossover design, 22 healthy, normal-weight, male adolescents (mean ± SD age: 16.7 ± 1.1 y) completed two 1-h experimental conditions, namely video game play and rest in a sitting position, followed by an ad libitum lunch. The endpoints were spontaneous food intake, energy expenditure, stress markers, appetite sensations, and profiles of appetite-related hormones. Heart rate, systolic and diastolic blood pressures, sympathetic tone, and mental workload were significantly higher during the video game play condition than during the resting condition (P video game play than during rest (mean increase over resting: 89 kJ; P video game play exceeded that measured after rest by 335 kJ (P video game play condition. The increase in food intake associated with video game play was observed without increased sensations of hunger and was not compensated for during the rest of the day. Finally, the profiles of glucose, insulin, cortisol, and ghrelin did not suggest an up-regulation of appetite during the video game play condition. A single session of video game play in healthy male adolescents is associated with an increased food intake, regardless of appetite sensations. The trial was registered at clinicaltrials.gov as NCT01013246.

  13. Prevalence and Correlates of Video and Internet Gaming Addiction among Hong Kong Adolescents: A Pilot Study

    OpenAIRE

    Chong-Wen Wang; Chan, Cecilia L. W.; Kwok-Kei Mak; Sai-Yin Ho; Wong, Paul W. C.; Rainbow T. H. Ho

    2014-01-01

    This pilot study investigated the patterns of video and internet gaming habits and the prevalence and correlates of gaming addiction in Hong Kong adolescents. A total of 503 students were recruited from two secondary schools. Addictive behaviors of video and internet gaming were assessed using the Game Addiction Scale. Risk factors for gaming addiction were examined using logistical regression. An overwhelming majority of the subjects (94%) reported using video or internet games, with one in ...

  14. Adapting Agriculture Platforms for Nutrition: A Case Study of a Participatory, Video-Based Agricultural Extension Platform in India.

    Directory of Open Access Journals (Sweden)

    Suneetha Kadiyala

    Full Text Available Successful integration of nutrition interventions into large-scale development programmes from nutrition-relevant sectors, such as agriculture, can address critical underlying determinants of undernutrition and enhance the coverage and effectiveness of on-going nutrition-specific activities. However, evidence on how this can be done is limited. This study examines the feasibility of delivering maternal, infant, and young child nutrition behaviour change communication through an innovative agricultural extension programme serving nutritionally vulnerable groups in rural India. The existing agriculture programme involves participatory production of low-cost videos promoting best practices and broad dissemination through village-level women's self-help groups. For the nutrition intervention, 10 videos promoting specific maternal, infant, and young child nutrition practices were produced and disseminated in 30 villages. A range of methods was used to collect data, including in-depth interviews with project staff, frontline health workers, and self-help group members and their families; structured observations of mediated video dissemination sessions; nutrition knowledge tests with project staff and self-help group members; and a social network questionnaire to assess diffusion of promoted nutrition messages. We found the nutrition intervention to be well-received by rural communities and viewed as complementary to existing frontline health services. However, compared to agriculture, nutrition content required more time, creativity, and technical support to develop and deliver. Experimentation with promoted nutrition behaviours was high, but sharing of information from the videos with non-viewers was limited. Key lessons learned include the benefits of and need for collaboration with existing health services; continued technical support for implementing partners; engagement with local cultural norms and beliefs; empowerment of women's group members

  15. Adapting Agriculture Platforms for Nutrition: A Case Study of a Participatory, Video-Based Agricultural Extension Platform in India.

    Science.gov (United States)

    Kadiyala, Suneetha; Morgan, Emily H; Cyriac, Shruthi; Margolies, Amy; Roopnaraine, Terry

    2016-01-01

    Successful integration of nutrition interventions into large-scale development programmes from nutrition-relevant sectors, such as agriculture, can address critical underlying determinants of undernutrition and enhance the coverage and effectiveness of on-going nutrition-specific activities. However, evidence on how this can be done is limited. This study examines the feasibility of delivering maternal, infant, and young child nutrition behaviour change communication through an innovative agricultural extension programme serving nutritionally vulnerable groups in rural India. The existing agriculture programme involves participatory production of low-cost videos promoting best practices and broad dissemination through village-level women's self-help groups. For the nutrition intervention, 10 videos promoting specific maternal, infant, and young child nutrition practices were produced and disseminated in 30 villages. A range of methods was used to collect data, including in-depth interviews with project staff, frontline health workers, and self-help group members and their families; structured observations of mediated video dissemination sessions; nutrition knowledge tests with project staff and self-help group members; and a social network questionnaire to assess diffusion of promoted nutrition messages. We found the nutrition intervention to be well-received by rural communities and viewed as complementary to existing frontline health services. However, compared to agriculture, nutrition content required more time, creativity, and technical support to develop and deliver. Experimentation with promoted nutrition behaviours was high, but sharing of information from the videos with non-viewers was limited. Key lessons learned include the benefits of and need for collaboration with existing health services; continued technical support for implementing partners; engagement with local cultural norms and beliefs; empowerment of women's group members to champion nutrition

  16. Reduction in Fall Rate in Dementia Managed Care Through Video Incident Review: Pilot Study.

    Science.gov (United States)

    Bayen, Eleonore; Jacquemot, Julien; Netscher, George; Agrawal, Pulkit; Tabb Noyce, Lynn; Bayen, Alexandre

    2017-10-17

    Falls of individuals with dementia are frequent, dangerous, and costly. Early detection and access to the history of a fall is crucial for efficient care and secondary prevention in cognitively impaired individuals. However, most falls remain unwitnessed events. Furthermore, understanding why and how a fall occurred is a challenge. Video capture and secure transmission of real-world falls thus stands as a promising assistive tool. The objective of this study was to analyze how continuous video monitoring and review of falls of individuals with dementia can support better quality of care. A pilot observational study (July-September 2016) was carried out in a Californian memory care facility. Falls were video-captured (24×7), thanks to 43 wall-mounted cameras (deployed in all common areas and in 10 out of 40 private bedrooms of consenting residents and families). Video review was provided to facility staff, thanks to a customized mobile device app. The outcome measures were the count of residents' falls happening in the video-covered areas, the acceptability of video recording, the analysis of video review, and video replay possibilities for care practice. Over 3 months, 16 falls were video-captured. A drop in fall rate was observed in the last month of the study. Acceptability was good. Video review enabled screening for the severity of falls and fall-related injuries. Video replay enabled identifying cognitive-behavioral deficiencies and environmental circumstances contributing to the fall. This allowed for secondary prevention in high-risk multi-faller individuals and for updated facility care policies regarding a safer living environment for all residents. Video monitoring offers high potential to support conventional care in memory care facilities.

  17. Video capture on student-owned mobile devices to facilitate psychomotor skills acquisition: A feasibility study.

    Science.gov (United States)

    Hinck, Glori; Bergmann, Thomas F

    2013-01-01

    Objective : We evaluated the feasibility of using mobile device technology to allow students to record their own psychomotor skills so that these recordings can be used for self-reflection and formative evaluation. Methods : Students were given the choice of using DVD recorders, zip drive video capture equipment, or their personal mobile phone, device, or digital camera to record specific psychomotor skills. During the last week of the term, they were asked to complete a 9-question survey regarding their recording experience, including details of mobile phone ownership, technology preferences, technical difficulties, and satisfaction with the recording experience and video critique process. Results : Of those completing the survey, 83% currently owned a mobile phone with video capability. Of the mobile phone owners 62% reported having email capability on their phone and that they could transfer their video recording successfully to their computer, making it available for upload to the learning management system. Viewing the video recording of the psychomotor skill was valuable to 88% of respondents. Conclusions : Our results suggest that mobile phones are a viable technology to use for the video capture and critique of psychomotor skills, as most students own this technology and their satisfaction with this method is high.

  18. Video gaming and children's psychosocial wellbeing: A longitudinal study

    OpenAIRE

    Lobel, A.M.; Engels, R.C.M.E.; Stone, L L; Burk, W.J.; Granic, I.

    2017-01-01

    The effects of video games on children?s psychosocial development remain the focus of debate. At two timepoints, 1 year apart, 194 children (7.27?11.43 years old; male?=?98) reported their gaming frequency, and their tendencies to play violent video games, and to game (a) cooperatively and (b) competitively; likewise, parents reported their children?s psychosocial health. Gaming at time one was associated with increases in emotion problems. Violent gaming was not associated with psychosocial ...

  19. A study of time management: the correlation between video game usage and academic performance markers.

    Science.gov (United States)

    Anand, Vivek

    2007-08-01

    This study analyzes the correlation between video game usage and academic performance. Scholastic Aptitude Test (SAT) and grade-point average (GPA) scores were used to gauge academic performance. The amount of time a student spends playing video games has a negative correlation with students' GPA and SAT scores. As video game usage increases, GPA and SAT scores decrease. A chi-squared analysis found a p value for video game usage and GPA was greater than a 95% confidence level (0.005 video game usage also returned a p value that was significant (0.01 time spent studying and an individual's SAT score. This research suggests that video games may have a detrimental effect on an individual's GPA and possibly on SAT scores. Although these results show statistical dependence, proving cause and effect remains difficult, since SAT scores represent a single test on a given day. The effects of video games maybe be cumulative; however, drawing a conclusion is difficult because SAT scores represent a measure of general knowledge. GPA versus video games is more reliable because both involve a continuous measurement of engaged activity and performance. The connection remains difficult because of the complex nature of student life and academic performance. Also, video game usage may simply be a function of specific personality types and characteristics.

  20. A Longitudinal Study of the Association between Violent Video Game Play and Aggression among Adolescents

    Science.gov (United States)

    Willoughby, Teena; Adachi, Paul J. C.; Good, Marie

    2012-01-01

    In the past 2 decades, correlational and experimental studies have found a positive association between violent video game play and aggression. There is less evidence, however, to support a long-term relation between these behaviors. This study examined sustained violent video game play and adolescent aggressive behavior across the high school…

  1. The Psychological Study of Video Game Players: Methodological Challenges and Practical Advice

    Science.gov (United States)

    King, Daniel; Delfabbro, Paul; Griffiths, Mark

    2009-01-01

    Video game playing has received increased academic interest over the last few decades, particularly with regard to the psychological understanding of addiction. Based on the many studies carried out by the authors, this paper summarises some of the methodological challenges which may arise when studying video game players, including obstacles…

  2. Reviewing Instructional Studies Conducted Using Video Modeling to Children with Autism

    Science.gov (United States)

    Acar, Cimen; Diken, Ibrahim H.

    2012-01-01

    This study explored 31 instructional research articles written using video modeling to children with autism and published in peer-reviewed journals. The studies in this research have been reached by searching EBSCO, Academic Search Complete, ERIC and other Anadolu University online search engines and using keywords such as "autism, video modeling,…

  3. Exploring Novice Teachers' Cognitive Processes Using Digital Video Technology: A Qualitative Case Study

    Science.gov (United States)

    Sun-Ongerth, Yuelu

    2012-01-01

    This dissertation describes a qualitative case study that investigated novice teachers' video-aided reflection on their own teaching. To date, most studies that have investigated novice teachers' video-aided reflective practice have focused on examining novice teachers' levels of reflective writing rather than the cognitive…

  4. Historical study of vocational and technical education in Ghana ...

    African Journals Online (AJOL)

    Historical study of vocational and technical education in Ghana (1828-2010): A review of Basel Mission Educational Policy. ... S Asare-Danso ... A theoretical framework was provided based on the philosophy and theology of the Basel Mission.

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

    Science.gov (United States)

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

    2015-01-01

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

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

    Directory of Open Access Journals (Sweden)

    Manuel eGiuliani

    2015-07-01

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

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

    Science.gov (United States)

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

    2015-01-01

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

  8. An Integrated Textbook, Video, and Software Environment for Novice and Expert Prolog Programmers. Technical Report No. 23.

    Science.gov (United States)

    Eisenstadt, Marc; Brayshaw, Mike

    This paper describes a Prolog execution model which serves as the uniform basis of textbook material, video-based teaching material, and an advanced graphical user interface for Prolog programmers. The model, based upon an augmented AND/OR tree representation of Prolog programs, uses an enriched "status box" in place of the traditional…

  9. Study of the effects of video content on quality of experience

    Science.gov (United States)

    Paudyal, Pradip; Battisti, Federica; Carli, Marco

    2015-01-01

    In this article the effects of video content on Quality of Experience (QoE) have been presented. Delivery of the video content with high level of QoE from bandwidth-limited and error-prone network is of crucial importance for the service providers. Therefore, it is of fundamental importance to analyse the impact of the network impairments and video content on perceived quality during the QoE metric design. The major contributions of the article are in the study of i)the impact of network impairments together with video content, ii) impact of the video content and ii) the impact of video content related parameters: spatial-temporal perceptual information, video content, and frame size on QoE has been presented. The results show that when the impact of impairments on perceived quality is low, the quality is significantly influenced by video content, and video content itself also has a significant impact on QoE. Finally, the results strengthen the need for new parameter characterization, for better QoE metric design.

  10. Lyme Disease and YouTubeTM: A Cross-Sectional Study of Video Contents.

    Science.gov (United States)

    Basch, Corey H; Mullican, Lindsay A; Boone, Kwanza D; Yin, Jingjing; Berdnik, Alyssa; Eremeeva, Marina E; Fung, Isaac Chun-Hai

    2017-08-01

    Lyme disease is the most common tick-borne disease. People seek health information on Lyme disease from YouTubeTM videos. In this study, we investigated if the contents of Lyme disease-related YouTubeTM videos varied by their sources. Most viewed English YouTubeTM videos (n = 100) were identified and manually coded for contents and sources. Within the sample, 40 videos were consumer-generated, 31 were internet-based news, 16 were professional, and 13 were TV news. Compared with consumer-generated videos, TV news videos were more likely to mention celebrities (odds ratio [OR], 10.57; 95% confidence interval [CI], 2.13-52.58), prevention of Lyme disease through wearing protective clothing (OR, 5.63; 95% CI, 1.23-25.76), and spraying insecticides (OR, 7.71; 95% CI, 1.52-39.05). A majority of the most popular Lyme disease-related YouTubeTM videos were not created by public health professionals. Responsible reporting and creative video-making facilitate Lyme disease education. Partnership with YouTubeTM celebrities to co-develop educational videos may be a future direction.

  11. Comparative study of motion detection methods for video surveillance systems

    Science.gov (United States)

    Sehairi, Kamal; Chouireb, Fatima; Meunier, Jean

    2017-03-01

    The objective of this study is to compare several change detection methods for a monostatic camera and identify the best method for different complex environments and backgrounds in indoor and outdoor scenes. To this end, we used the CDnet video dataset as a benchmark that consists of many challenging problems, ranging from basic simple scenes to complex scenes affected by bad weather and dynamic backgrounds. Twelve change detection methods, ranging from simple temporal differencing to more sophisticated methods, were tested and several performance metrics were used to precisely evaluate the results. Because most of the considered methods have not previously been evaluated on this recent large scale dataset, this work compares these methods to fill a lack in the literature, and thus this evaluation joins as complementary compared with the previous comparative evaluations. Our experimental results show that there is no perfect method for all challenging cases; each method performs well in certain cases and fails in others. However, this study enables the user to identify the most suitable method for his or her needs.

  12. A Benchmark and Comparative Study of Video-Based Face Recognition on COX Face Database.

    Science.gov (United States)

    Huang, Zhiwu; Shan, Shiguang; Wang, Ruiping; Zhang, Haihong; Lao, Shihong; Kuerban, Alifu; Chen, Xilin

    2015-12-01

    Face recognition with still face images has been widely studied, while the research on video-based face recognition is inadequate relatively, especially in terms of benchmark datasets and comparisons. Real-world video-based face recognition applications require techniques for three distinct scenarios: 1) Videoto-Still (V2S); 2) Still-to-Video (S2V); and 3) Video-to-Video (V2V), respectively, taking video or still image as query or target. To the best of our knowledge, few datasets and evaluation protocols have benchmarked for all the three scenarios. In order to facilitate the study of this specific topic, this paper contributes a benchmarking and comparative study based on a newly collected still/video face database, named COX(1) Face DB. Specifically, we make three contributions. First, we collect and release a largescale still/video face database to simulate video surveillance with three different video-based face recognition scenarios (i.e., V2S, S2V, and V2V). Second, for benchmarking the three scenarios designed on our database, we review and experimentally compare a number of existing set-based methods. Third, we further propose a novel Point-to-Set Correlation Learning (PSCL) method, and experimentally show that it can be used as a promising baseline method for V2S/S2V face recognition on COX Face DB. Extensive experimental results clearly demonstrate that video-based face recognition needs more efforts, and our COX Face DB is a good benchmark database for evaluation.

  13. Effects of Music with Video on Responses of Nonmusic Majors: An Exploratory Study.

    Science.gov (United States)

    Geringer, John M.; And Others

    1996-01-01

    Reports on a study that investigated possible effects of visual information on non-music students' cognitive responses to music. One group rated the affective response of musical excerpts from the film "Fantasia" without the accompanying video while another rated the excerpts with the video. Reveals little significant difference between…

  14. Study of job burnout in technical writers and technical illustrators/designers at LLNL

    Energy Technology Data Exchange (ETDEWEB)

    Rice, J A

    1998-06-03

    According to the American Institute of Stress, job stress is estimated to cost American industry more than $200 billion a year. These costs are, in part, related to the estimated 1 million employees that will be absent on an average workday because of stress; 75 percent of visits to primary care physicians are for stress-related problems. California workers' compensation claims for stress cost $1 billion for medical and legal fees alone (Murphy, 1997). But, there is another dimension to stress that needs to be addressed. Job stress can be a precursor to job burnout. Burnout is a loss of motivation, and antidotes for job stress will not necessarily alleviate or stop job burnout. Job burnout is experienced as exhaustion on physical, emotional, and cognitive levels. Burnout can include withdrawal and decreasing involvement on the job, seriously affecting job satisfaction, turnover, absenteeism, and productivity (Dwyer & Ganster, 1991; Erickson & Gunderson, 1972; Spector & Jex, 1991). The research project described in this paper examined whether job burnout exists in the technical writer and technical illustrator/designer occupations in the Technical Information Department at Lawrence Livermore National Laboratory. This study also determined at what age and after how many years of service these employees were most likely to experience job burnout, whether it affects men or women most, and if writers in a technical organization experience job burnout more than illustrators/designers in that organization.

  15. Enhancing Cognition with Video Games: A Multiple Game Training Study

    Science.gov (United States)

    Oei, Adam C.; Patterson, Michael D.

    2013-01-01

    Background Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. Methodology/Principal Findings We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Conclusion/Significance Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be

  16. Enhancing cognition with video games: a multiple game training study.

    Science.gov (United States)

    Oei, Adam C; Patterson, Michael D

    2013-01-01

    Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be attributed to near-transfer effects.

  17. Enhancing cognition with video games: a multiple game training study.

    Directory of Open Access Journals (Sweden)

    Adam C Oei

    Full Text Available BACKGROUND: Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. METHODOLOGY/PRINCIPAL FINDINGS: We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch for one hour a day/five days a week over four weeks (20 hours. Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. CONCLUSION/SIGNIFICANCE: Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to

  18. Case study: student perceptions of video streaming nursing class sessions.

    Science.gov (United States)

    Wall Parilo, Denise M; Parsh, Bridget

    2014-03-01

    Due to space constraints, students in their pediatric and obstetrical nursing courses received lecture in two formats: live lecture and video-streamed lecture. Live lecture is the traditional classroom format of live, in-person lecture without recording archives, whereas video streaming is live (synchronous) online lecture, also recorded for digital archive (asynchronous viewing). At the end of the semester, students (N = 53) responded to a survey about what they liked about both methods of instruction. Results reveal strengths of both methods and suggest ways to make both methods more effective. Copyright 2014, SLACK Incorporated.

  19. Effects of video game playing on cerebral blood flow in young adults: a SPECT study.

    Science.gov (United States)

    Chou, Yuan-Hwa; Yang, Bang-Hung; Hsu, Ju-Wei; Wang, Shyh-Jen; Lin, Chun-Lung; Huang, Kai-Lin; Chien Chang, Alice; Lee, Shin-Min

    2013-04-30

    To study the impact of video game playing on the human brain, the effects of two video games playing on cerebral blood flow (CBF) in young adults were determined. Thirty healthy subjects comprising 18 males and 12 females who were familiar with video game playing were recruited. Each subject underwent three sessions of single photon emission computed tomography (SPECT) with a bolus injection of 20 mCi (99m)Tc ECD IV to measure their CBF. The first measurement was performed as baseline, the second and third measurements were performed after playing two different video games for 30 min, respectively. Statistic parametric mapping (SPM2) with Matlab 6.5 implemented on a personal computer was used for image analysis. CBF was significantly decreased in the prefrontal cortex and significantly increased in the temporal and occipital cortices after both video games playing. Furthermore, decreased CBF in the anterior cingulate cortex (ACC) which was significantly correlated with the number of killed characters was found after the violent game playing. The major finding of hypo-perfusion in prefrontal regions after video game playing is consistent with a previous study showing reduced or abnormal prefrontal cortex functions after video game playing. The second finding of decreased CBF in the ACC after playing the violent video game provides support for a previous hypothesis that the ACC might play a role in regulating violent behavior. Copyright © 2012 Elsevier Ireland Ltd. All rights reserved.

  20. 360° Operative Videos: A Randomised Cross-Over Study Evaluating Attentiveness and Information Retention.

    Science.gov (United States)

    Harrington, Cuan M; Kavanagh, Dara O; Wright Ballester, Gemma; Wright Ballester, Athena; Dicker, Patrick; Traynor, Oscar; Hill, Arnold; Tierney, Sean

    2017-11-06

    Although two-dimensional (2D) and three-dimensional videos have traditionally provided foundations for reviewing operative procedures, the recent 360º format may provide new dimensions to surgical education. This study sought to describe the production of a high quality 360º video for an index-operation (augmented with educational material), while evaluating for variances in attentiveness, information retention, and appraisal compared to 2D. A 6-camera synchronised array (GoPro Omni, [California, United States]) was suspended inverted and recorded an elective laparoscopic cholecystectomy in 2016. A single-blinded randomised cross-over study was performed to evaluate this video in 360º vs 2D formats. Group A experienced the 360º video using Samsung (Suwon, South-Korea) GearVR virtual-reality headsets, followed by the 2D experience on a 75-inch television. Group B were reversed. Each video was probed at designated time points for engagement levels and task-unrelated images or thoughts. Alternating question banks were administered following each video experience. Feedback was obtained via a short survey at study completion. The New Academic and Education Building (NAEB) in Dublin, Royal College of Surgeons in Ireland, July 2017. Preclinical undergraduate students from a medical university in Ireland. Forty students participated with a mean age of 23.2 ± 4.5 years and equal sex involvement. The 360º video demonstrated significantly higher engagement (p video as their learning platform of choice. Mean appraisal levels for the 360º platform were positive with mean responses of >8/10 for the platform for learning, immersion, and entertainment. This study describes the successful development and evaluation of a 360º operative video. This new video format demonstrated significant engagement and attentiveness benefits compared to traditional 2D formats. This requires further evaluation in the field of technology enhanced learning. Copyright © 2017 Association of

  1. Teacher Explanation of Physics Concepts: A Video Study

    Science.gov (United States)

    Geelan, David

    2013-01-01

    Video recordings of Year 11 physics lessons were analyzed to identify key features of teacher explanations. Important features of the explanations used included teachers' ability to move between qualitative and quantitative modes of discussion, attention to what students require to succeed in high stakes examinations, thoughtful use of…

  2. Video game access, parental rules, and problem behavior: a study of boys with autism spectrum disorder.

    Science.gov (United States)

    Engelhardt, Christopher R; Mazurek, Micah O

    2014-07-01

    Environmental correlates of problem behavior among individuals with autism spectrum disorder remain relatively understudied. The current study examined the contribution of in-room (i.e. bedroom) access to a video game console as one potential correlate of problem behavior among a sample of 169 boys with autism spectrum disorder (ranging from 8 to 18 years of age). Parents of these children reported on (1) whether they had specific rules regulating their child's video game use, (2) whether their child had in-room access to a variety of screen-based media devices (television, computer, and video game console), and (3) their child's oppositional behaviors. Multivariate regression models showed that in-room access to a video game console predicted oppositional behavior while controlling for in-room access to other media devices (computer and television) and relevant variables (e.g. average number of video game hours played per day). Additionally, the association between in-room access to a video game console and oppositional behavior was particularly large when parents reported no rules on their child's video game use. The current findings indicate that both access and parental rules regarding video games warrant future experimental and longitudinal research as they relate to problem behavior in boys with autism spectrum disorder. © The Author(s) 2013.

  3. Video Gaming Disorder and Sport and Exercise in Emerging Adulthood: A Longitudinal Study.

    Science.gov (United States)

    Henchoz, Yves; Studer, Joseph; Deline, Stéphane; N'Goran, Alexandra A; Baggio, Stéphanie; Gmel, Gerhard

    2016-01-01

    Among the negative consequences of video gaming disorder, decreased participation in sport and exercise has received little attention. This study aimed to assess the longitudinal association between video gaming disorder and the level of sport and exercise in emerging adult men. A questionnaire was completed at baseline and 15-month follow-up by a representative national sample of 4,933 respondents. The seven items of the Game Addiction Scale were used to construct a latent variable representing video gaming disorder. Level of sport and exercise was also self-reported. Cross-lagged path modeling indicated a reciprocal causality between video gaming disorder and the level of sport and exercise, even after adjusting for a large set of confounders. These findings support the need for better promotion of sport and exercise among emerging adults in order to contribute to the prevention of video gaming disorder, and to raise the level of sport and exercise activity in addicted gamers.

  4. Study of the method of placing technical stations

    Directory of Open Access Journals (Sweden)

    Sattorov S.B.

    2017-12-01

    Full Text Available At present, the organization of transportation by rail is associated with the processing of trains and wagons along the route. Accommodation and equipping of technical stations play a major role in the organization of the transportation process. The uninterrupted operation of the technical stations ensures the stability of the railway transport as a whole. The distance between the technical stations determines the duration of operation of the locomotive crew, the efficient use of the locomotive, the required number of locomotive crews and locomotives for carrying out the transportation plan, and also improves the main indicators of the railway. However, often train locomotives do not fulfill their assigned tasks due to the lack of time for the locomotive crew in order to deliver the train to the nearest technical station, as well as the irrational use of the standard time of the locomotive crew. In connection with the expectation of delivery, the locomotive brigade replacing the locomotive, the idle time of the wagons at the intermediate stations increases. All this makes it difficult to control the movement of trains and reduces the speed of moving cars on the railway transport. The purpose of the study is to develop a method for placing technical stations on a railway test site in the course of an electric traction. To achieve this goal, it will be necessary to solve the following tasks: generalization of the main parameters of the location of technical stations; determination of half-races between technical stations in the operation of one locomotive brigade; search for the required number of change of the locomotive brigade; determination of the distance between technical stations. The methods of research are based on the generalization and analysis of existing results in finding the rational location of technical stations. Results: It is revealed that the first step for the rational placement of technical stations is to determine the

  5. Challenges and opportunities of undertaking a video ethnographic study to understand medication communication.

    Science.gov (United States)

    Liu, Wei; Gerdtz, Marie; Manias, Elizabeth

    2015-12-01

    To examine the challenges and opportunities of undertaking a video ethnographic study on medication communication among nurses, doctors, pharmacists and patients. Video ethnography has proved to be a dynamic and useful method to explore clinical communication activities. This approach involves filming actual behaviours and activities of clinicians to develop new knowledge and to stimulate reflections of clinicians on their behaviours and activities. However, there is limited information about the complex negotiations required to use video ethnography in actual clinical practice. Discursive paper. A video ethnographic approach was used to gain better understanding of medication communication processes in two general medical wards of a metropolitan hospital in Melbourne, Australia. This paper presents the arduous and delicate process of gaining access into hospital wards to video-record actual clinical practice and the methodological and ethical issues associated with video-recording. Obtaining access to clinical settings and clinician consent are the first hurdles of conducting a video ethnographic study. Clinicians may still feel intimidated or self-conscious in being video recorded about their medication communication practices, which they could perceive as judgements being passed about their clinical competence. By thoughtful and strategic planning, video ethnography can provide in-depth understandings of medication communication in acute care hospital settings. Ethical issues of informed consent, patient safety and respect for the confidentiality of patients and clinicians need to be carefully addressed to build up and maintain trusting relationships between researchers and participants in the clinical environment. By prudently considering the complex ethical and methodological concerns of using video ethnography, this approach can help to reveal the unpredictability and messiness of clinical practice. The visual data generated can stimulate clinicians

  6. A randomized comparison of video demonstration versus hands-on training of medical students for vacuum delivery using Objective Structured Assessment of Technical Skills (OSATS).

    Science.gov (United States)

    Hilal, Ziad; Kumpernatz, Anne K; Rezniczek, Günther A; Cetin, Cem; Tempfer-Bentz, Eva-Katrin; Tempfer, Clemens B

    2017-03-01

    To compare medical students' skills for vaginal operative delivery by vacuum extraction (VE) after hands-on training versus video demonstration. We randomized medical students to an expert demonstration (group 1) or a hands-on (group 2) training using a standardized VE algorithm on a pelvic training model. Students were tested with a 40-item Objective Structured Assessment of Technical Skills (OSATS) scoring system after training and 4 days later. OSATS scores were the primary outcome. Performance time, self-assessment, confidence, and global rating scale were secondary outcomes. We assessed the constructive validity of OSATS in this VE model comparing metric scores of experts and students. In all, 137 students were randomized. OSATS scores were higher in group 2 (n = 63) compared with group 1 (n = 74) (32.89 ± 6.39 vs 27.51 ± 10.27, respectively; P video demonstration for teaching VE on a pelvic model.

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

    Science.gov (United States)

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

    2017-01-01

    Video games have been found to have positive influences on executive function in older adults; however, the underlying neural basis of the benefits from video games has been unclear. Adopting a task-based functional magnetic resonance imaging (fMRI) study targeted at the flanker task, the present study aims to explore the neural basis of the improved executive function in older adults with video game experiences. Twenty video game players (VGPs) and twenty non-video game players (NVGPs) of 60 years of age or older participated in the present study, and there are no significant differences in age (t = 0.62, p = 0.536), gender ratio (t = 1.29, p = 0.206) and years of education (t = 1.92, p = 0.062) between VGPs and NVGPs. The results show that older VGPs present significantly better behavioral performance than NVGPs. Older VGPs activate greater than NVGPs in brain regions, mainly in frontal-parietal areas, including the right dorsolateral prefrontal cortex, the left supramarginal gyrus, the right angular gyrus, the right precuneus and the left paracentral lobule. The present study reveals that video game experiences may have positive influences on older adults in behavioral performance and the underlying brain activation. These results imply the potential role that video games can play as an effective tool to improve cognitive ability in older adults.

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

    Directory of Open Access Journals (Sweden)

    Ping Wang

    2017-11-01

    Full Text Available Video games have been found to have positive influences on executive function in older adults; however, the underlying neural basis of the benefits from video games has been unclear. Adopting a task-based functional magnetic resonance imaging (fMRI study targeted at the flanker task, the present study aims to explore the neural basis of the improved executive function in older adults with video game experiences. Twenty video game players (VGPs and twenty non-video game players (NVGPs of 60 years of age or older participated in the present study, and there are no significant differences in age (t = 0.62, p = 0.536, gender ratio (t = 1.29, p = 0.206 and years of education (t = 1.92, p = 0.062 between VGPs and NVGPs. The results show that older VGPs present significantly better behavioral performance than NVGPs. Older VGPs activate greater than NVGPs in brain regions, mainly in frontal-parietal areas, including the right dorsolateral prefrontal cortex, the left supramarginal gyrus, the right angular gyrus, the right precuneus and the left paracentral lobule. The present study reveals that video game experiences may have positive influences on older adults in behavioral performance and the underlying brain activation. These results imply the potential role that video games can play as an effective tool to improve cognitive ability in older adults.

  9. Technical activities report: Mechanical development studies

    Energy Technology Data Exchange (ETDEWEB)

    Alexander, W.K.

    1952-05-01

    This monthly progress report covers activities in the following areas: pile control; shielding studies; process tube assembly; pile operating equipment; power recovery; pile piping; and test laboratory. A detailed discussion is given for each topic.

  10. Video-based multimedia designs: A research study testing learning effectiveness

    OpenAIRE

    David Reiss

    2008-01-01

    This paper summarizes research conducted on three computer-based video models’ effectiveness for learning based on memory and comprehension. In this quantitative study, a two-minute video presentation was created and played back in three different types of media players, for a sample of eighty-seven college freshman. The three players evaluated include a standard QuickTime video/audio player, a QuickTime player with embedded triggers that launched HTML-based study guide pages, and a Macromedi...

  11. Technical feasibility study of Voltage Optimization Unit

    DEFF Research Database (Denmark)

    Hu, Junjie; Marinelli, Mattia; Coppo, Massimiliano

    is performed using the soft-wares DigSilent PowerFactory and Matlab. In this simulation study, a real low voltage network from Dong Eldistribution is modeled in Powerfactory. The measured data of the real low voltage network is analyzed and the resulting loading profiles including active and reactive power...... are used as load basics for the analysis. In term of PV genera-tion profiles, a realistic PV output power is assumed. Four relevant indicies such as phase neutral voltage, netural potential voltage, unbalanced factor (VUF), and power losses are evaluated in the present study. The simulation tests include...

  12. Optimal use of video for teaching the practical implications of studying business information systems

    DEFF Research Database (Denmark)

    Fog, Benedikte; Ulfkjær, Jacob Kanneworff Stigsen; Schlichter, Bjarne Rerup

    not sufficiently reflect the theoretical recommendations of using video optimally in a management education. It did not comply with the video learning sequence as introduced by Marx and Frost (1998). However, it questions if the level of cognitive orientation activities can become too extensive. It finds......The study of business information systems has become increasingly important in the Digital Economy. However, it has been found that students have difficulties understanding the practical implications thereof and this leads to a motivational decreases. This study aims to investigate how to optimize...... the use of video to increase comprehension of the practical implications of studying business information systems. This qualitative study is based on observations and focus group interviews with first semester business students. The findings suggest that the video examined in the case study did...

  13. Teacher Explanation of Physics Concepts: a Video Study

    Science.gov (United States)

    Geelan, David

    2012-11-01

    Video recordings of Year 11 physics lessons were analyzed to identify key features of teacher explanations. Important features of the explanations used included teachers' ability to move between qualitative and quantitative modes of discussion, attention to what students require to succeed in high stakes examinations, thoughtful use of analogies, storytelling and references to the history of science, the use of educational technology, and the use of humor. Considerable scope remains for further research into teacher explanations in physics.

  14. Making Sense of Video Games: An Ethnographic Case Study on the Meaning-Making Practices of Asian Adolescents

    Science.gov (United States)

    Hung, Chia Yuan

    2009-01-01

    Despite the growing number of studies on video games, there are still gaps in video game research, especially when it comes to describing the situated (in situ) actions of gameplay. The study explores the locally-produced meaning-making practices of video game players, and analyzes gameplay as it occurs, not as a post hoc, reconstructed event, but…

  15. Video Gaming and Children's Psychosocial Wellbeing: A Longitudinal Study.

    Science.gov (United States)

    Lobel, Adam; Engels, Rutger C M E; Stone, Lisanne L; Burk, William J; Granic, Isabela

    2017-04-01

    The effects of video games on children's psychosocial development remain the focus of debate. At two timepoints, 1 year apart, 194 children (7.27-11.43 years old; male = 98) reported their gaming frequency, and their tendencies to play violent video games, and to game (a) cooperatively and (b) competitively; likewise, parents reported their children's psychosocial health. Gaming at time one was associated with increases in emotion problems. Violent gaming was not associated with psychosocial changes. Cooperative gaming was not associated with changes in prosocial behavior. Finally, competitive gaming was associated with decreases in prosocial behavior, but only among children who played video games with high frequency. Thus, gaming frequency was related to increases in internalizing but not externalizing, attention, or peer problems, violent gaming was not associated with increases in externalizing problems, and for children playing approximately 8 h or more per week, frequent competitive gaming may be a risk factor for decreasing prosocial behavior. We argue that replication is needed and that future research should better distinguish between different forms of gaming for more nuanced and generalizable insight.

  16. Annual National Vocational-Technical Teacher Education Seminar Proceedings: Micro-Teaching and Video Recording (3rd, Miami Beach, Fla., Oct. 20-23, 1969. Final Report. Leadership Series No. 25.

    Science.gov (United States)

    Cotrell, Calvin J., Ed.; Bice, Gary R., Ed.

    This second of two volumes resulting from a seminar attended by 232 vocational-technical leaders from 34 states and the District of Columbia, covers the general sessions and the sub-seminar on micro-teaching and video recording. General session presentations on teacher education by Martin W. Essex, Virgil S. Lagomarceno, and William G. Loomis are…

  17. Closing the Gender Gap in Technical Disciplines: AN Investigative Study

    Science.gov (United States)

    Gokhale, Anu A.; Stier, Ken

    The goal of this study was to investigate the efficacy of curriculum and instructional techniques in a technical core course to create a more conducive learning environment for women. The technical core course introduced technology majors to mechanical systems, electronics, and fluid power principles through lectures and laboratory work. Female students already enrolled in the department and female alumnae of the program were surveyed. The students' responses to the survey showed that although the female participants in the study were pleased with the instructors, the curriculum, and the instruction they received, they had recommendations for modifying the instruction.

  18. The Challenges of Technical Translation: Case Study

    Directory of Open Access Journals (Sweden)

    Alina Buzarna-Tihenea (Galbeaza

    2016-01-01

    Full Text Available The aim of this paper is to provide an analysis of the textile industry vocabulary, in order tohighlight the variety of the terms used to describe the respective field and to emphasize thedifficulties that hinder the translation of a specialized text. Firstly, this paper briefly tackles severalgeneral elements related to the translation process, such as the definition of translation, thedifference between general and specialized translation, translation methods and techniques. Thesecond part of our study is focused on the difficulties triggered by the specialized translation fromthe field of textile manufacture and industry. For the purpose of our analysis, we tackled the issuesraised by the application of several direct translation techniques, such as, borrowing, calque, andliteral translation, described in the first part of the study.

  19. Technical democracy as a challenge to urban studies

    DEFF Research Database (Denmark)

    Farías, Ignacio; Blok, Anders

    2016-01-01

    What is technical democracy? And why does it matter for urban studies? As an introduction to this special feature, we address these questions by reflecting on To Our Friends, the 2014 manifesto of the Invisible Committee. We engage in particular its provocative diagnosis of the current situation......: power no longer resides in the modern institutions of representative democracy and the market economy; instead, power has become a matter of logistics, infrastructures and expertise. This diagnosis, we suggest, brings into view the challenge of technical democracy, that is, the democratization of techno......-scientific expertise and the instauration of forms of lasting collaboration among experts and laypeople. Urban politics, we claim, increasingly turns around socio-technical controversies and it is in terms of the politics of expertise that we should analyse and engage it. Building on Science and Technology Studies...

  20. Action Video Game Training for Healthy Adults: A Meta-Analytic Study

    National Research Council Canada - National Science Library

    Wang, Ping; Liu, Han-Hui; Zhu, Xing-Ting; Meng, Tian; Li, Hui-Jie; Zuo, Xi-Nian

    2016-01-01

    .... More and more studies found video game training improved a variety of cognitive functions. However, it remains controversial whether healthy adults can benefit from AVG training, and whether young and older adults benefit similarly from AVG training...

  1. Counting Repetitions: An Observational Study of Video Game Play in People With Chronic Poststroke Hemiparesis

    National Research Council Canada - National Science Library

    Peters, Denise M; McPherson, Aaron K; Fletcher, Blake; McClenaghan, Bruce A; Fritz, Stacy L

    2013-01-01

    .... The primary purpose of this study was to document and compare the number of repetitions performed while playing 1 of 2 video gaming systems for a time frame similar to that of a traditional therapy...

  2. Systematic Video Documentation in Laparoscopic Colon Surgery Using a Checklist: A Feasibility and Compliance Pilot Study.

    Science.gov (United States)

    O'Mahoney, Paul R A; Trencheva, Koiana; Zhuo, Changhua; Shukla, Parul J; Lee, Sang W; Sonoda, Toyooki; Milsom, Jeffrey W

    2015-09-01

    High-quality images can be readily captured during laparoscopic colon surgery, but there are no guidelines for documentation of these video data or how to best measure surgical quality from an operative video. This study evaluates the feasibility and compliance in documenting key steps during laparoscopic right hemicolectomy and sigmoid colectomy. A retrospective review of previously recorded videos of patients undergoing laparoscopic right hemicolectomy or sigmoid colectomy from September to December 2011 in a single institution was performed. Patients' demographics, intraoperative features, postoperative complications, and variables for video recording and editing were collected. Compliance of key surgical steps was assessed using a checklist by two independent surgeons. Sixteen laparoscopic operations (seven right hemicolectomies and nine sigmoid colectomies) were recorded. Twelve (75%) were laparoscopic-assisted, and four (25%) were hand-assisted laparoscopic operations. Compliance with key surgical steps in laparoscopic right hemicolectomy and sigmoid colectomy was demonstrated in the majority of patients, with steps ranging in compliance from 42.9% to 100% and from 77.8% to 100%, respectively. The edited video had a median duration of 3 minutes 47 seconds (range, 1 minute 44 seconds-5 minutes 38 seconds) with a production time of nearly 1 hour and a resolution of 1440 × 1080 pixels. Key surgical steps during laparoscopic right hemicolectomy and sigmoid colectomy can be documented and edited into a short representative video. Standardization of this process should allow video documentation to improve quality in laparoscopic colon surgery.

  3. Psycho-linguistic study of interrogation videos: problems and possible solutions

    Directory of Open Access Journals (Sweden)

    Gagina O.V.

    2015-08-01

    Full Text Available The article examines the problems of studying the investigation video to establish credibility of the evidence, to specify emotional state, individual psychological characteristics and the psychological impact on the person being interrogated. These problems are mostly caused by the lack of a single scientifically-based methodological approach while сurrently used approaches are not developed sufficiently. We propose a fundamentally new scientifically-based psycho-linguistic approach to the study of investigation video, including the analysis of voice and sounding speech, linguistic analysis (the content and form of speech and psychological analysis. We considered value, subject, object, and objectives of interrogation videos examination. Study of interrogation videos using the current approach is significant from the point of view of criminal law because of admissibility of evidence by the investigators. The expert concept of suggestive interrogate was operationalized on the basis of linguistic and psychological classifications.

  4. The Effects of the Presence and Contexts of Video Game Violence on Children: A Longitudinal Study in Japan

    Science.gov (United States)

    Shibuya, Akiko; Sakamoto, Akira; Ihori, Nobuko; Yukawa, Shintaro

    2008-01-01

    A 1-year panel study of 591 children in fifth grade explored the accumulative effects of the presence and contexts of video game violence on aggression and the antiviolence norm in Japan, on the basis of a comprehensive content analysis of video game violence. The results suggest that contextual effects of violent video games are quite complex,…

  5. WWC Review of the Report "The Effects of Math Video Games on Learning." What Works Clearinghouse Single Study Review

    Science.gov (United States)

    What Works Clearinghouse, 2015

    2015-01-01

    In the 2014 study, "The Effects of Math Video Games on Learning," researchers examined the impacts of math video games on the fractions knowledge of 1,468 sixth-grade students in 23 schools. The video games focused on fractions concepts including: whole units, numerator and denominator, understanding the number line, fractions…

  6. To play or not to play: leveraging video in medical education.

    Science.gov (United States)

    Hurtubise, Larry; Martin, Bryan; Gilliland, Anne; Mahan, John

    2013-03-01

    While video is a powerful teaching and learning tool because it can influence knowledge, skills, and attitude formation effectively and reach learners with various learning and communication styles, there are pedagogical, technical, and copyright considerations. Instructors must know sources of appropriate videos, select effective video segments, apply various strategies for incorporating video triggers into the overall educational process, refine the message, overcome technological obstacles, and comply with copyright laws. One might ask, "Is using video triggers to improve your teaching worth it?" "Yes!" Numerous studies demonstrate that using video in many medical education settings supports and enhances learning and offers a bigger advantage in contrast with traditional methods.

  7. Transpositions Within User-Posted YouTube Lyric Videos: A Corpus Study

    Directory of Open Access Journals (Sweden)

    Joseph Plazak

    2016-07-01

    Full Text Available There are many practical reasons why experiences of a given musical work tend to be heard repeatedly at the same pitch transposition level, especially recordings of musical works. Yet here, a corpus study is presented that challenges this very basic assumption of music perception. In 2011, an initial corpus of 100 user-posted YouTube videos was collected in order to investigate the prevalence of transposition and tempo alterations within these videos. Results found 42% of these videos contained nominal changes of pitch (36% and/or tempo (22%. Using the same methodology, a follow-up study was performed in 2015 and found only that 24% of user-posted videos contained these same alterations. Implications for these observations are discussed in light of musical communication models, YouTubeology, and absolute pitch memory.

  8. Western Wind and Solar Integration Study Phase 3: Technical Overview

    Energy Technology Data Exchange (ETDEWEB)

    2015-11-01

    Technical fact sheet outlining the key findings of Phase 3 of the Western Wind and Solar Integration Study (WWSIS-3). NREL and GE find that with good system planning, sound engineering practices, and commercially available technologies, the Western grid can maintain reliability and stability during the crucial first minute after grid disturbances with high penetrations of wind and solar power.

  9. Management Studies Educational Knowledge: Technical, Elite or Political?

    Science.gov (United States)

    Hordern, Jim

    2014-01-01

    This paper draws on the technical, elite and political interpretations of the purpose of management, to identify demands for particular forms of educational knowledge in the management studies curriculum. The varied character of this knowledge is discussed using Bernsteinian concepts of verticality, grammaticality, classification and framing, and…

  10. A descriptive study of the interaction behaviors in a language video program and in live elementary language classes using that video program

    OpenAIRE

    Lopes, Solange Aparecida

    1996-01-01

    The primary purpose of this study was to describe: 1) the predominant types of interaction behaviors encountered in a foreign language video program; and 2) the types of teacher-student interaction features that resulted from use of the instructional video in elementary school classrooms. Based on the findings, the second purpose of the study was to examine how these interaction behaviors shaped amount of teacher and student talk in the two sources of data. The researcher exami...

  11. Video Game Playing Effects on Obesity in an Adolescent with Autism Spectrum Disorder: A Case Study

    OpenAIRE

    Strahan, Brandy E.; Jennifer H. Elder

    2015-01-01

    Adolescent obesity has tripled in the past two decades, and adolescents with disabilities, specifically autism spectrum disorders (ASD), may be at greater risk for obesity due to the behavioral, physical, and psychosocial complications related to their disorder. This case study reports the effects of video game playing on an obese adolescent with ASD and illustrates the use of a multiple baseline single subject design. Over 12 weeks, the participant played inactive (6 weeks) and active video ...

  12. Assessing Video Games to Improve Driving Skills: A Literature Review and Observational Study

    OpenAIRE

    Sue, Damian; Ray, Pradeep; Talaei-Khoei, Amir; Jonnagaddala, Jitendra; Vichitvanichphong, Suchada

    2014-01-01

    Background For individuals, especially older adults, playing video games is a promising tool for improving their driving skills. The ease of use, wide availability, and interactivity of gaming consoles make them an attractive simulation tool. Objective The objective of this study was to look at the feasibility and effects of installing video game consoles in the homes of individuals looking to improve their driving skills. Methods A systematic literature review was conducted to assess the eff...

  13. Feasibility Study: Moving Non-Homogeneous Teams in Congested Video Game Environments

    OpenAIRE

    Ma, Hang; Yang, Jingxing; Cohen, Liron; Kumar, T. K. Satish; Koenig, Sven

    2017-01-01

    Multi-agent path finding (MAPF) is a well-studied problem in artificial intelligence, where one needs to find collision-free paths for agents with given start and goal locations. In video games, agents of different types often form teams. In this paper, we demonstrate the usefulness of MAPF algorithms from artificial intelligence for moving such non-homogeneous teams in congested video game environments.

  14. Small power systems study. Volume. Study results. Technical summary report

    Energy Technology Data Exchange (ETDEWEB)

    Sitney, L.R.

    1978-05-31

    The Division of Solar Technology of the Department of Energy is currently examining the market potential of a number of dispersed solar energy systems, including the small (less than or equal to 10 MW/sub e/) solar thermal power system. Small fossil-fueled generating units in the United States utility system, (i.e., investor-owned, municipal, and cooperatives) have a current capacity of approximately 8000 MW/sub e/ or about 1.5 percent of the total US electrical capacity, and provide a large potential market for small solar thermal power systems. The Small Power Systems Study has as its objective the determination of conditions under which small (less than or equal to 10 MW/sub e/) solar thermal power units can provide cost-effective electrical power to a variety of users. Potential users, in addition to the utility systems; include Department of Defense installations and applications, remote mining and/or lumbering operations, and other industrial power systems with and without cogeneration. The first year's results on the Small Power Systems Study are summarized. The data base used and the breakeven cost analysis are discussed. Information on both small (less than or equal to 10 MW/sub e/) generating units and the utility systems using them is presented as well as data on fossil fuel costs, solar plant costs, and solar insolation values. The results of a survey of Department of Defense (DOD) worldwide electrical generating capacity at its military bases and on a potential DOD application are presented. Information on a potential small solar power system experiment in the interior of Alaska is given, and a limited amount of information on a remote application which would provide power or a large open pit copper mine is presented. Volume II of this Technical Summary Report contains an inventory, by state, of the small (less than or equal to 10 MW/sub e/) generating units in the US utility system. (WHK)

  15. 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.

  16. Digital Video Editing

    Science.gov (United States)

    McConnell, Terry

    2004-01-01

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

  17. Amplitude Integrated Electroencephalography Compared With Conventional Video EEG for Neonatal Seizure Detection: A Diagnostic Accuracy Study.

    Science.gov (United States)

    Rakshasbhuvankar, Abhijeet; Rao, Shripada; Palumbo, Linda; Ghosh, Soumya; Nagarajan, Lakshmi

    2017-08-01

    This diagnostic accuracy study compared the accuracy of seizure detection by amplitude-integrated electroencephalography with the criterion standard conventional video EEG in term and near-term infants at risk of seizures. Simultaneous recording of amplitude-integrated EEG (2-channel amplitude-integrated EEG with raw trace) and video EEG was done for 24 hours for each infant. Amplitude-integrated EEG was interpreted by a neonatologist; video EEG was interpreted by a neurologist independently. Thirty-five infants were included in the analysis. In the 7 infants with seizures on video EEG, there were 169 seizure episodes on video EEG, of which only 57 were identified by amplitude-integrated EEG. Amplitude-integrated EEG had a sensitivity of 33.7% for individual seizure detection. Amplitude-integrated EEG had an 86% sensitivity for detection of babies with seizures; however, it was nonspecific, in that 50% of infants with seizures detected by amplitude-integrated EEG did not have true seizures by video EEG. In conclusion, our study suggests that amplitude-integrated EEG is a poor screening tool for neonatal seizures.

  18. STUDY OF BLOCKING EFFECT ELIMINATION METHODS BY MEANS OF INTRAFRAME VIDEO SEQUENCE INTERPOLATION

    Directory of Open Access Journals (Sweden)

    I. S. Rubina

    2015-01-01

    Full Text Available The paper deals with image interpolation methods and their applicability to eliminate some of the artifacts related to both the dynamic properties of objects in video sequences and algorithms used in the order of encoding steps. The main drawback of existing methods is the high computational complexity, unacceptable in video processing. Interpolation of signal samples for blocking - effect elimination at the output of the convertion encoding is proposed as a part of the study. It was necessary to develop methods for improvement of compression ratio and quality of the reconstructed video data by blocking effect elimination on the borders of the segments by intraframe interpolating of video sequence segments. The main point of developed methods is an adaptive recursive algorithm application with adaptive-sized interpolation kernel both with and without the brightness gradient consideration at the boundaries of objects and video sequence blocks. Within theoretical part of the research, methods of information theory (RD-theory and data redundancy elimination, methods of pattern recognition and digital signal processing, as well as methods of probability theory are used. Within experimental part of the research, software implementation of compression algorithms with subsequent comparison of the implemented algorithms with the existing ones was carried out. Proposed methods were compared with the simple averaging algorithm and the adaptive algorithm of central counting interpolation. The advantage of the algorithm based on the adaptive kernel size selection interpolation is in compression ratio increasing by 30%, and the advantage of the modified algorithm based on the adaptive interpolation kernel size selection is in the compression ratio increasing by 35% in comparison with existing algorithms, interpolation and quality of the reconstructed video sequence improving by 3% compared to the one compressed without interpolation. The findings will be

  19. Spreading the cult body on YouTube: A case study of "Telephone" derivative videos

    Directory of Open Access Journals (Sweden)

    Agnese Vellar

    2012-03-01

    Full Text Available This case study of spreadability analyzes the Lady Gaga music video "Telephone," which has been appropriated and reworked by YouTube users sharing derivative works online. What properties of the music video stimulate user appropriation? What hybrid audiovisual forms are emerging from its reworking by users? In order to answer these questions, between January and August 2010, I conducted participant observation on Lady Gaga's official social network profiles and collected 70 "Telephone" derivative videos on YouTube. I identified three main categories of video creativity: (1 music (which includes covers, "me singing" videos, music mashups, and choreography; (2 parody (in which YouTube users and comedians humorously imitate Gaga, creating spoofs; and (3 fashion (in which makeup artists and amateurs appropriate the star's image to create makeup and hair tutorials. "Telephone" has become spreadable because it integrates dance music and choreography, costume changes, cinematic references, and product placements that work as textual hooks meaningful to different target markets: live music, dance, chick, and postmodern cinematic cultures. In particular, Gaga is a cult body that explicitly incorporates previous cinematic and pop music icons. Users are stimulated to reenact Gaga's cult body online. On YouTube, spreadability is thus strictly related to the appropriation of cult bodies. Fans, comedians, independent musicians, fashionistas, and pop stars construct their own cult bodies by deliberately borrowing characteristics from previous media icons and reenacting them in online videos in order to fulfill their expressive and professional needs.

  20. Trajectories of problem video gaming among adult regular gamers: an 18-month longitudinal study.

    Science.gov (United States)

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

    2013-01-01

    A three-wave, longitudinal study examined the long-term trajectory of problem gaming symptoms among adult regular video gamers. Potential changes in problem gaming status were assessed at two intervals using an online survey over an 18-month period. Participants (N=117) were recruited by an advertisement posted on the public forums of multiple Australian video game-related websites. Inclusion criteria were being of adult age and having a video gaming history of at least 1 hour of gaming every week over the past 3 months. Two groups of adult video gamers were identified: those players who did (N=37) and those who did not (N=80) identify as having a serious gaming problem at the initial survey intake. The results showed that regular gamers who self-identified as having a video gaming problem at baseline reported more severe problem gaming symptoms than normal gamers, at all time points. However, both groups experienced a significant decline in problem gaming symptoms over an 18-month period, controlling for age, video gaming activity, and psychopathological symptoms.

  1. Correlation Between Arthroscopy Simulator and Video Game Performance: A Cross-Sectional Study of 30 Volunteers Comparing 2- and 3-Dimensional Video Games.

    Science.gov (United States)

    Jentzsch, Thorsten; Rahm, Stefan; Seifert, Burkhardt; Farei-Campagna, Jan; Werner, Clément M L; Bouaicha, Samy

    2016-07-01

    To investigate the association between arthroscopy simulator performance and video game skills. This study compared the performances of 30 volunteers without experience performing arthroscopies in 3 different tasks of a validated virtual reality knee arthroscopy simulator with the video game experience using a questionnaire and actual performances in 5 different 2- and 3-dimensional (D) video games of varying genres on 2 different platforms. Positive correlations between knee arthroscopy simulator and video game performances (ρ = 0.63, P game and a first-person shooter game, as well as the meniscus resection and a tile-matching puzzle game (all ρ ≥ 0.60, P game. Although knee arthroscopy performances do not correlate with 2-D strategy video game skills, they show a correlation with 2-D tile-matching puzzle games only for easier tasks with a rather limited focus, and highly correlate with 3-D sports and first-person shooter video games. These findings show that experienced and good 3-D gamers are better arthroscopists than nonexperienced and poor 3-D gamers. Level II, observational cross-sectional study. Copyright © 2016 Arthroscopy Association of North America. Published by Elsevier Inc. All rights reserved.

  2. Does rating the operation videos with a checklist score improve the effect of E-learning for bariatric surgical training? Study protocol for a randomized controlled trial.

    Science.gov (United States)

    De La Garza, Javier Rodrigo; Kowalewski, Karl-Friedrich; Friedrich, Mirco; Schmidt, Mona Wanda; Bruckner, Thomas; Kenngott, Hannes Götz; Fischer, Lars; Müller-Stich, Beat-Peter; Nickel, Felix

    2017-03-21

    Laparoscopic training has become an important part of surgical education. Laparoscopic Roux-en-Y gastric bypass (RYGB) is the most common bariatric procedure performed. Surgeons must be well trained prior to operating on a patient. Multimodality training is vital for bariatric surgery. E-learning with videos is a standard approach for training. The present study investigates whether scoring the operation videos with performance checklists improves learning effects and transfer to a simulated operation. This is a monocentric, two-arm, randomized controlled trial. The trainees are medical students from the University of Heidelberg in their clinical years with no prior laparoscopic experience. After a laparoscopic basic virtual reality (VR) training, 80 students are randomized into one of two arms in a 1:1 ratio to the checklist group (group A) and control group without a checklist (group B). After all students are given an introduction of the training center, VR trainer and laparoscopic instruments, they start with E-learning while watching explanations and videos of RYGB. Only group A will perform ratings with a modified Bariatric Objective Structured Assessment of Technical Skill (BOSATS) scale checklist for all videos watched. Group B watches the same videos without rating. Both groups will then perform an RYGB in the VR trainer as a primary endpoint and small bowel suturing as an additional test in the box trainer for evaluation. This study aims to assess if E-learning and rating bariatric surgical videos with a modified BOSATS checklist will improve the learning curve for medical students in an RYGB VR performance. This study may help in future laparoscopic and bariatric training courses. German Clinical Trials Register, DRKS00010493 . Registered on 20 May 2016.

  3. Predictors of valid engagement with a video streaming web study among asian american and non-Hispanic white college students.

    Science.gov (United States)

    Park, Hanjong; Choi, Heeseung; Suarez, Marie L; Zhao, Zhongsheng; Park, Chang; Wilkie, Diana J

    2014-04-01

    The study purpose was to determine the predictors of watching most of a Web-based streaming video and whether data characteristics differed for those watching most or only part of the video. A convenience sample of 650 students (349 Asian Americans and 301 non-Hispanic whites) was recruited from a public university in the United States. Study participants were asked to view a 27-minute suicide awareness streaming video and to complete online questionnaires. Early data monitoring showed many, but not all, watched most of the video. We added software controls to facilitate video completion and defined times for a video completion group (≥26 minutes) and video noncompletion (video noncompletion group, the video completion group included more females, undergraduates, and Asian Americans, and had higher individualistic orientation and more correct manipulation check answers. The video noncompletion group skipped items in a purposeful manner, showed less interest in the video, and spent less time completing questionnaires. The findings suggest that implementing software controls, evaluating missing data patterns, documenting the amount of time spent completing questionnaires, and effective manipulation check questions are essential to control potential bias in Web-based research involving college students.

  4. Assessing video games to improve driving skills: a literature review and observational study.

    Science.gov (United States)

    Sue, Damian; Ray, Pradeep; Talaei-Khoei, Amir; Jonnagaddala, Jitendra; Vichitvanichphong, Suchada

    2014-08-07

    For individuals, especially older adults, playing video games is a promising tool for improving their driving skills. The ease of use, wide availability, and interactivity of gaming consoles make them an attractive simulation tool. The objective of this study was to look at the feasibility and effects of installing video game consoles in the homes of individuals looking to improve their driving skills. A systematic literature review was conducted to assess the effect of playing video games on improving driving skills. An observatory study was performed to evaluate the feasibility of using an Xbox 360 Kinect console for improving driving skills. Twenty-nine articles, which discuss the implementation of video games in improving driving skills were found in literature. On our study, it was found the Xbox 360 with Kinect is capable of improving physical and mental activities. Xbox Video games were introduced to engage players in physical, visual and cognitive activities including endurance, postural sway, reaction time, eyesight, eye movement, attention and concentration, difficulties with orientation, and semantic fluency. However, manual dexterity, visuo-spatial perception and binocular vision could not be addressed by these games. It was observed that Xbox Kinect (by incorporating Kinect sensor facilities) combines physical, visual and cognitive engagement of players. These results were consistent with those from the literature review. From the research that has been carried out, we can conclude that video game consoles are a viable solution for improving user's physical and mental state. In future we propose to carry a thorough evaluation of the effects of video games on driving skills in elderly people.

  5. Determining the Discharge Rate from a Submerged Oil Leaks using ROV Video and CFD study

    Science.gov (United States)

    Saha, Pankaj; Shaffer, Frank; Shahnam, Mehrdad; Savas, Omer; Devites, Dave; Steffeck, Timothy

    2016-11-01

    The current paper reports a technique to measure the discharge rate by analyzing the video from a Remotely Operated Vehicle (ROV). The technique uses instantaneous images from ROV video to measure the velocity of visible features (turbulent eddies) along the boundary of an oil leak jet and subsequently classical theory of turbulent jets is imposed to determine the discharge rate. The Flow Rate Technical Group (FRTG) Plume Team developed this technique that manually tracked the visible features and produced the first accurate government estimates of the oil discharge rate from the Deepwater Horizon (DWH). For practical application this approach needs automated control. Experiments were conducted at UC Berkeley and OHMSETT that recorded high speed, high resolution video of submerged dye-colored water or oil jets and subsequently, measured the velocity data employing LDA and PIV software. Numerical simulation have been carried out using experimental submerged turbulent oil jets flow conditions employing LES turbulence closure and VOF interface capturing technique in OpenFOAM solver. The CFD results captured jet spreading angle and jet structures in close agreement with the experimental observations. The work was funded by NETL and DOI Bureau of Safety and Environmental Enforcement (BSEE).

  6. Technical Feasibility Study for Zero Energy K-12 Schools

    Energy Technology Data Exchange (ETDEWEB)

    Bonnema, Eric [National Renewable Energy Lab. (NREL), Golden, CO (United States); Goldwasser, David [National Renewable Energy Lab. (NREL), Golden, CO (United States); Torcellini, Paul [National Renewable Energy Lab. (NREL), Golden, CO (United States); Pless, Shanti [National Renewable Energy Lab. (NREL), Golden, CO (United States); Studer, Daniel [National Renewable Energy Lab. (NREL), Golden, CO (United States)

    2016-11-01

    This technical feasibility study provides documentation and research results supporting a possible set of strategies to achieve source zero energy K-12 school buildings as defined by the U.S. Department of Energy (DOE) zero energy building (ZEB) definition (DOE 2015a). Under this definition, a ZEB is an energy-efficient building in which, on a source energy basis, the actual annual delivered energy is less than or equal to the on-site renewable exported energy.

  7. Patients' and families' perspectives of patient safety at the end of life: a video-reflexive ethnography study.

    Science.gov (United States)

    Collier, Aileen; Sorensen, Ros; Iedema, Rick

    2016-02-01

    The aim of this study was to investigate patients' and families' perspectives of safety and quality in the setting of a life-limiting illness. Data reported here were generated from a qualitative study using video-reflexive ethnographic methodology. Data were collected over 18 months and generated through participant observation, shadowing of clinicians, field-interviews and semi-structured interviews with patients and families. The study was conducted at two hospital sites in Sydney, Australia and in patients' homes. Patients with an advanced life-limiting illness (n = 29) ranging in age between 27 and 89 years and family members (n = 5) participated in the study. Patient safety remains important to dying patients and families. For dying people, iatrogenic harm is not regarded as 'one off' incidents. Rather, harm is experienced as a result of an unfolding series of negative events. Critically, iatrogenic harm is emotional, social and spiritual and not solely technical-clinical misadventure and is inextricably linked with feeling unsafe. Thus, patient safety extends beyond narrowly defined technical-clinical parameters to include interpersonal safety. Current approaches to patient safety do not address fully the needs of dying patients and their families. Patients and their families regard poor communication with and by health professionals to be harmful in and of itself. © The Author 2015. Published by Oxford University Press in association with the International Society for Quality in Health Care; all rights reserved.

  8. Experimental study of the differential effects of playing versus watching violent video games on children's aggressive behavior.

    Science.gov (United States)

    Polman, Hanneke; de Castro, Bram Orobio; van Aken, Marcel A G

    2008-01-01

    There is great concern about the effects of playing violent video games on aggressive behavior. The present experimental study was aimed at investigating the differential effects of actively playing vs. passively watching the same violent video game on subsequent aggressive behavior. Fifty-seven children aged 10-13 either played a violent video game (active violent condition), watched the same violent video game (passive violent condition), or played a non-violent video game (active non-violent condition). Aggression was measured through peer nominations of real-life aggressive incidents during a free play session at school. After the active participation of actually playing the violent video game, boys behaved more aggressively than did the boys in the passive game condition. For girls, game condition was not related to aggression. These findings indicate that, specifically for boys, playing a violent video game should lead to more aggression than watching television violence. Copyright 2007 Wiley-Liss, Inc.

  9. Economic and technical feasibility study of compressed air storage

    Energy Technology Data Exchange (ETDEWEB)

    1976-03-01

    The results of a study of the economic and technical feasibility of compressed air energy storage (CAES) are presented. The study, which concentrated primarily on the application of underground air storage with combustion turbines, consisted of two phases. In the first phase a general assessment of the technical alternatives, economic characteristics and the institutional constraints associated with underground storage of compressed air for utility peaking application was carried out. The goal of this assessment was to identify potential barrier problems and to define the incentive for the implementation of compressed air storage. In the second phase, the general conclusions of the assessment were tested by carrying out the conceptual design of a CAES plant at two specific sites, and a program of further work indicated by the assessment study was formulated. The conceptual design of a CAES plant employing storage in an aquifer and that of a plant employing storage in a conventionally excavated cavern employing a water leg to maintain constant pressure are shown. Recommendations for further work, as well as directions of future turbo-machinery development, are made. It is concluded that compressed air storage is technically feasible for off-peak energy storage, and, depending on site conditions, CAES plants may be favored over simple cycle turbine plants to meet peak demands. (LCL)

  10. Observing the Testing Effect using Coursera Video-Recorded Lectures: A Preliminary Study.

    Science.gov (United States)

    Yong, Paul Zhihao; Lim, Stephen Wee Hun

    2015-01-01

    We investigated the testing effect in Coursera video-based learning. One hundred and twenty-three participants either (a) studied an instructional video-recorded lecture four times, (b) studied the lecture three times and took one recall test, or (c) studied the lecture once and took three tests. They then took a final recall test, either immediately or a week later, through which their learning was assessed. Whereas repeated studying produced better recall performance than did repeated testing when the final test was administered immediately, testing produced better performance when the final test was delayed until a week after. The testing effect was observed using Coursera lectures. Future directions are documented.

  11. Does video gaming affect orthopaedic skills acquisition? A prospective cohort-study.

    Science.gov (United States)

    Khatri, Chetan; Sugand, Kapil; Anjum, Sharika; Vivekanantham, Sayinthen; Akhtar, Kash; Gupte, Chinmay

    2014-01-01

    Previous studies have suggested that there is a positive correlation between the extent of video gaming and efficiency of surgical skill acquisition on laparoscopic and endovascular surgical simulators amongst trainees. However, the link between video gaming and orthopaedic trauma simulation remains unexamined, in particular dynamic hip screw (DHS) stimulation. To assess effect of prior video gaming experience on virtual-reality (VR) haptic-enabled DHS simulator performance. 38 medical students, naïve to VR surgical simulation, were recruited and stratified relative to their video gaming exposure. Group 1 (n = 19, video-gamers) were defined as those who play more than one hour per day in the last calendar year. Group 2 (n = 19, non-gamers) were defined as those who play video games less than one hour per calendar year. Both cohorts performed five attempts on completing a VR DHS procedure and repeated the task after a week. Metrics assessed included time taken for task, simulated flouroscopy time and screw position. Median and Bonett-Price 95% confidence intervals were calculated for seven real-time objective performance metrics. Data was confirmed as non-parametric by the Kolmogorov-Smirnov test. Analysis was performed using the Mann-Whitney U test for independent data whilst the Wilcoxon signed ranked test was used for paired data. A result was deemed significant when a two-tailed p-value was less than 0.05. All 38 subjects completed the study. The groups were not significantly different at baseline. After ten attempts, there was no difference between Group 1 and Group 2 in any of the metrics tested. These included time taken for task, simulated fluoroscopy time, number of retries, tip-apex distance, percentage cut-out and global score. Contrary to previous literature findings, there was no correlation between video gaming experience and gaining competency on a VR DHS simulator.

  12. Does video gaming affect orthopaedic skills acquisition? A prospective cohort-study.

    Directory of Open Access Journals (Sweden)

    Chetan Khatri

    Full Text Available Previous studies have suggested that there is a positive correlation between the extent of video gaming and efficiency of surgical skill acquisition on laparoscopic and endovascular surgical simulators amongst trainees. However, the link between video gaming and orthopaedic trauma simulation remains unexamined, in particular dynamic hip screw (DHS stimulation.To assess effect of prior video gaming experience on virtual-reality (VR haptic-enabled DHS simulator performance.38 medical students, naïve to VR surgical simulation, were recruited and stratified relative to their video gaming exposure. Group 1 (n = 19, video-gamers were defined as those who play more than one hour per day in the last calendar year. Group 2 (n = 19, non-gamers were defined as those who play video games less than one hour per calendar year. Both cohorts performed five attempts on completing a VR DHS procedure and repeated the task after a week. Metrics assessed included time taken for task, simulated flouroscopy time and screw position. Median and Bonett-Price 95% confidence intervals were calculated for seven real-time objective performance metrics. Data was confirmed as non-parametric by the Kolmogorov-Smirnov test. Analysis was performed using the Mann-Whitney U test for independent data whilst the Wilcoxon signed ranked test was used for paired data. A result was deemed significant when a two-tailed p-value was less than 0.05.All 38 subjects completed the study. The groups were not significantly different at baseline. After ten attempts, there was no difference between Group 1 and Group 2 in any of the metrics tested. These included time taken for task, simulated fluoroscopy time, number of retries, tip-apex distance, percentage cut-out and global score.Contrary to previous literature findings, there was no correlation between video gaming experience and gaining competency on a VR DHS simulator.

  13. The AECL study for an intense neutron - generator (technical details)

    Energy Technology Data Exchange (ETDEWEB)

    Bartholomew, G.A.; Tunnicliffe, P.R

    1966-07-01

    The AECL study for an intense neutron-generator has been in progress for two years. Recently the scientific and technical details and the conceptual designs were compiled in a report supporting proposals addressed to AECL's Board of Directors for further work. The compilation is being issued in this form to permit further discussion of the technical aspects. However readers are asked to appreciate that it was written primarily for an AECL audience, and specifically that those chapters giving tentative information about costs, the rate of investment and similar items have been omitted or modified, many references have been made to interim internal reports in order to complete the local documentation, but these references do not imply that the reports themselves can be made generally available. (author)

  14. Market assessment and technical feasibility study of PFBC ash use

    Energy Technology Data Exchange (ETDEWEB)

    Smith, V.E.; Bland, A.E.; Brown, T.H. [Western Research Inst., Laramie, WY (United States); Georgiou, D.N. [Jacques, Whitford and Associates Ltd., Dartmouth, NS (Canada); Wheeldon, J. [Electric Power Research Inst., Palo Alto, CA (United States)

    1994-10-01

    The overall objectives of this study are to determine the market potential and the technical feasibility of using PFBC ash in high volume ash use applications. The information will be of direct use to the utility industry in assessing the economics of PFBC power generation in light of ash disposal avoidance through ash marketing. In addition, the research is expected to result in the generation of generic data on the use of PFBC ash that could lead to novel processing options and procedures. The specific objectives of the proposed research and demonstration effort are: Define resent and future market potential of PFBC ash for a range of applications (Phase I); assess the technical feasibility of PFBC ash use in construction, civil engineering and agricultural applications (Phase II); and demonstrate the most promising of the market and ash use options in full-scale field demonstrations (Phase III).

  15. Video game training enhances cognition of older adults: a meta-analytic study.

    Science.gov (United States)

    Toril, Pilar; Reales, José M; Ballesteros, Soledad

    2014-09-01

    It has been suggested that video game training enhances cognitive functions in young and older adults. However, effects across studies are mixed. We conducted a meta-analysis to examine the hypothesis that training healthy older adults with video games enhances their cognitive functioning. The studies included in the meta-analysis were video game training interventions with pre- and posttraining measures. Twenty experimental studies published between 1986 and 2013, involving 474 trained and 439 healthy older controls, met the inclusion criteria. The results indicate that video game training produces positive effects on several cognitive functions, including reaction time (RT), attention, memory, and global cognition. The heterogeneity test did not show a significant heterogeneity (I(2) = 20.69%) but this did not preclude a further examination of moderator variables. The magnitude of this effect was moderated by methodological and personal factors, including the age of the trainees and the duration of the intervention. The findings suggest that cognitive and neural plasticity is maintained to a certain extent in old age. Training older adults with video games enhances several aspects of cognition and might be a valuable intervention for cognitive enhancement. PsycINFO Database Record (c) 2014 APA, all rights reserved.

  16. Video Games, Internet and Social Networks: A Study among French School students

    Science.gov (United States)

    Dany, Lionel; Moreau, Laure; Guillet, Clémentine; Franchina, Carmelo

    2016-11-25

    Aim : Screen-based media use is gradually becoming a public health issue, especially among young people.Method : A local descriptive observational study was conducted in 11 colleges of the Bouches-du-Rhône department. All middle high school students were asked to fill in a questionnaire comprising questions about their demographic characteristics, their screen-based media use (Internet, video games, social networks), any problematic use (video games and social networks), self-esteem and quality of life.Results : A total of 950 college students (mean age : 12.96 years) participated in the research. The results show a high level and a very diverse screen-based media use. Boys more frequently played video games and girls go more frequently used social networks. The levels of problematic use were relatively low for all middle high school students. The level of problematic video game use was significantly higher in boys, and the level of problematic social network use was higher in girls.Conclusion : Differences in the use of video games or social networks raise the general issue of gender differences in society. This study indicates the need for more specific preventive interventions for screen-based media use. The addictive “nature” of certain practices needs to be studied in more detail.

  17. Transmission of compressed video

    Science.gov (United States)

    Pasch, H. L.

    1990-09-01

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

  18. The impact of prolonged violent video-gaming on adolescent sleep: an experimental study.

    Science.gov (United States)

    King, Daniel L; Gradisar, Michael; Drummond, Aaron; Lovato, Nicole; Wessel, Jason; Micic, Gorica; Douglas, Paul; Delfabbro, Paul

    2013-04-01

    Video-gaming is an increasingly prevalent activity among children and adolescents that is known to influence several areas of emotional, cognitive and behavioural functioning. Currently there is insufficient experimental evidence about how extended video-game play may affect adolescents' sleep. The aim of this study was to investigate the short-term impact of adolescents' prolonged exposure to violent video-gaming on sleep. Seventeen male adolescents (mean age = 16 ± 1 years) with no current sleep difficulties played a novel, fast-paced, violent video-game (50 or 150 min) before their usual bedtime on two different testing nights in a sleep laboratory. Objective (polysomnography-measured sleep and heart rate) and subjective (single-night sleep diary) measures were obtained to assess the arousing effects of prolonged gaming. Compared with regular gaming, prolonged gaming produced decreases in objective sleep efficiency (by 7 ± 2%, falling below 85%) and total sleep time (by 27 ± 12 min) that was contributed by a near-moderate reduction in rapid eye movement sleep (Cohen's d = 0.48). Subjective sleep-onset latency significantly increased by 17 ± 8 min, and there was a moderate reduction in self-reported sleep quality after prolonged gaming (Cohen's d = 0.53). Heart rate did not differ significantly between video-gaming conditions during pre-sleep game-play or the sleep-onset phase. Results provide evidence that prolonged video-gaming may cause clinically significant disruption to adolescent sleep, even when sleep after video-gaming is initiated at normal bedtime. However, physiological arousal may not necessarily be the mechanism by which technology use affects sleep. © 2012 European Sleep Research Society.

  19. Blending vertical and web results: A case study using video intent

    NARCIS (Netherlands)

    Lefortier, D.; Serdyukov, P.; Romanenko, F.; de Rijke, M.

    2014-01-01

    Modern search engines aggregate results from specialized verticals into the Web search results. We study a setting where vertical and Web results are blended into a single result list, a setting that has not been studied before. We focus on video intent and present a detailed observational study of

  20. Perspectives on Using Video Recordings in Conversation Analytical Studies on Learning in Interaction

    Science.gov (United States)

    Rusk, Fredrik; Pörn, Michaela; Sahlström, Fritjof; Slotte-Lüttge, Anna

    2015-01-01

    Video is currently used in many studies to document the interaction in conversation analytical (CA) studies on learning. The discussion on the method used in these studies has primarily focused on the analysis or the data construction, whereas the relation between data construction and analysis is rarely brought to attention. The aim of this…

  1. EUS needle identification comparison and evaluation (NICE) study (with videos)

    Science.gov (United States)

    Tang, Shou-jiang; Vilmann, Andreas S.; Saftoiu, Adrian; Wang, Wanmei; Streba, Costin; Fink, Peter P.; Griswold, Michael; Wu, Ruonan; Dietrich, Christoph F.; Jenssen, Christian; Hocke, Michael; Kantowski, Marcus; Pohl, Jürgen; Fockens, Paul; Annema, Jouke T.; van der Heijden, Erik H.F.M.; Havre, Roald Flesland; Pham, Khanh Do-Cong; Kunda, Rastislav; Deprez, Pierre H.; Mariana, Jinga; Vazquez-Sequeiros, Enrique; Larghi, Alberto; Buscarini, Elisabetta; Fusaroli, Pietro; Lahav, Maor; Puri, Rajesh; Garg, Pramod Kumar; Sharma, Malay; Maluf-Filho, Fauze; Sahai, Anand; Brugge, William R.; Lee, Linda S.; Aslanian, Harry R.; Wang, Andrew Y.; Shami, Vanessa M.; Markowitz, Arnold; Siddiqui, Ali A.; Mishra, Girish; Scheiman, James M.; Isenberg, Gerard; Siddiqui, Uzma D.; Shah, Raj J.; Buxbaum, James; Watson, Rabindra R.; Willingham, Field F.; Bhutani, Manoop S.; Levy, Michael J.; Harris, Cynthia; Wallace, Michael B.; Nolsøe, Christian Pállson; Lorentzen, Torben; Bang, Niels; Sørensen, Sten Mellerup; Gilja, Odd Helge; D’Onofrio, Mirko; Piscaglia, Fabio; Gritzmann, Norbert; Radzina, Maija; Sparchez, Zeno Adrian; Sidhu, Paul S.; Freeman, Simon; McCowan, Timothy C.; de Araujo, Cyrillo Rodrigues; Patel, Akash; del Ali, Mohammad A; Campbell, Garth; Chen, Edward; Vilmann, Peter

    2017-01-01

    Background and Aims Endoscopic ultrasound (EUS)-guided fine-needle aspiration (FNA) or biopsy is widely practiced. Optimal sonographic visualization of the needle is critical for image guided interventions. There are several commercially available needles but no bench-top testing and direct comparison of these needles to reveal their inherent echogenicity. The aims are to provide bench-top data that can be used to guide clinical applications and to promote future device research and development. Methods Descriptive bench-top testing and comparison. Bench-top testing of 8 commonly used EUS-FNA needles (all of 22 gauge in size): SonoTip Pro Control (Medi-Globe); Expect Slimline (Boston Scientific); EchoTip, EchoTip Ultra, EchoTip ProCore High Definition, (Cook Medical); ClearView (Conmed); EZ Shot2 (Olympus); BNX (Beacon Endoscopic); and 2 new prototype needles that are coated by echogenic polymers by Medi-Globe. Blinded evaluation of standardized and unedited videos by 43 EUS endoscopists and 17 radiologists specialized in gastrointestinal ultrasound examination that is unfamiliar with EUS needle devices. Results There was no significant difference in the ratings and rankings of these needles between endosonographers and radiologists. Overall, one prototype needle was rated as the best, ranking 10% to 40% higher than all other needles (p<0.01). Among the commercially available needles, the EchoTip Ultra needle and the ClearView needle were top choices. The EZ Shot 2 needle was ranked statistically lower than other needles (30%–75% worse, p<0.001). Conclusions All FNA needles have their inherent and different echogenicity, and these differences are similarly recognized by EUS endoscopists and radiologists. Needles with polymeric coating from the entire shaft to the needle tip may offer better echogenicity. PMID:26873530

  2. Prevalence and predictors of Video Game Addiction: A study based on a national sample of Gamers.

    OpenAIRE

    Wittek, CT; Finserås, TR; Pallesen, S; Mentzoni, RA; Hanss, D; Griffiths, MD; Molde, H

    2015-01-01

    Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game addiction in a sample of gamers, randomly selected from the National Population Registry of Norway (N?=?3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 8...

  3. Enhancing Digital Video Analysis of Bar Kinematics in Weightlifting: A Case Study.

    Science.gov (United States)

    Dæhlin, Torstein E; Krosshaug, Tron; Chiu, Loren Z F

    2017-06-01

    Weightlifting technique can be objectively assessed from two-dimensional video recordings. Despite its importance, participants' bar trajectories in research involving the snatch or clean exercises are often not reported, potentially due to the time required to digitize video. The purpose of this investigation was to evaluate the use of a light-emitting diode (LED)-based marker, digital video, and open-source software to automatically track the bar end during weightlifting exercises. A former national-level weightlifter was recorded with a digital video camera performing the snatch, clean and jerk, and squat exercises. An LED-based marker was placed on the right end of the bar. This marker was automatically tracked using 2 open-source software programs to obtain vertical and horizontal position coordinates. The LED-based marker was successfully auto-tracked for all videos over a variety of camera settings. Furthermore, the vertical and horizontal bar displacements and vertical bar velocity were consistent between the 2 software programs. This study demonstrates that an LED-based marker can be automatically tracked using open-source software. This combination of an LED-based marker, consumer camera, and open-source software is an accessible, low-cost method to objectively evaluate weightlifting technique.

  4. Google Glass Video Capture of Cardiopulmonary Resuscitation Events: A Pilot Simulation Study.

    Science.gov (United States)

    Kassutto, Stacey M; Kayser, Joshua B; Kerlin, Meeta P; Upton, Mark; Lipschik, Gregg; Epstein, Andrew J; Dine, C Jessica; Schweickert, William

    2017-12-01

    Video recording of resuscitation from fixed camera locations has been used to assess adherence to guidelines and provide feedback on performance. However, inpatient cardiac arrests often happen in unpredictable locations and crowded rooms, making video recording of these events problematic. We sought to understand the feasibility of Google Glass (GG) as a method for recording inpatient cardiac arrests and capturing salient resuscitation factors for post-event review. This observational study involved recording simulated cardiac arrest events on inpatient medical wards. Each simulation was reviewed by 3 methods: in-room physician direct observation, stationary video camera (SVC), and GG. Nurse and physician specialists analyzed the videos for global visibility and audibility, as well as recording quality of predefined resuscitation events and behaviors. Resident code leaders were surveyed regarding attitudes toward GG use in the clinical emergency setting. Of 11 simulated cardiac arrest events, 9 were successfully recorded by all observation methods (1 GG failure, 1 SVC failure). GG was judged slightly better than SVC recording for average global visualization (3.95 versus 3.15, P = .0003) and average global audibility (4.77 versus 4.42, P = .002). Of the GG videos, 19% had limitations in overall interpretability compared with 35% of SVC recordings (P = .039). All 10 survey respondents agreed that GG was easy to use; however, 2 found it distracting and 3 were uncomfortable with future use during actual resuscitations. GG is a feasible and acceptable method for capturing simulated resuscitation events in the inpatient setting.

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

    Directory of Open Access Journals (Sweden)

    Jean-Marie Muhirwa

    2009-09-01

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

  6. Communication Platform Payload Definition (CPPD) study. Volume 2: Technical report

    Science.gov (United States)

    Hunter, E. M.; Driggers, T.; Jorasch, R.

    1986-01-01

    This is Volume 2 (Technical Report) of the Ford Aerospace & Communications Corporation Final Report for the Communication Platform Payload Definition (CPPD) Study program conducted for NASA Lewis Research Center under contract No. NAS3-24235. This report presents the results of the study effort leading to five potential platform payloads to service CONUS and WARC Region 2 traffic demand as projected to the year 2008. The report addresses establishing the data bases, developing service aggregation scenarios, selecting and developing 5 payload concepts, performing detailed definition of the 5 payloads, costing them, identifying critical technology, and finally comparing the payloads with each other and also with non-aggregated equivalent services.

  7. Research Priorities for YouTube and Video-Sharing Technologies: A Delphi Study

    Science.gov (United States)

    Snelson, Chareen; Rice, Kerry; Wyzard, Constance

    2012-01-01

    Online video-sharing services, particularly YouTube, have gained an audience of billions of users including educators and scholars. While the academic literature provides some evidence that YouTube has been studied and written about, little is known about priorities for YouTube research. The study employed the Delphi method to obtain a consensus…

  8. Video Games vs. Reading and School/Cognitive Performances: A Study on 27000 Middle School Teenagers

    Science.gov (United States)

    Lieury, Alain; Lorant, Sonia; Trosseille, Bruno; Champault, Françoise; Vourc'h, Ronan

    2016-01-01

    Video games are a very common leisure activity among teenagers and the aim of this study is to analyse their relations with cognitive and school performances. This study is part of a broad survey, conducted on 27,000 French teenagers (14.5 years old) in middle school (9th grade). The survey contained both a questionnaire on leisure activities…

  9. Effect of Computer-Based Video Games on Children: An Experimental Study

    Science.gov (United States)

    Chuang, Tsung-Yen; Chen, Wei-Fan

    2009-01-01

    This experimental study investigated whether computer-based video games facilitate children's cognitive learning. In comparison to traditional computer-assisted instruction (CAI), this study explored the impact of the varied types of instructional delivery strategies on children's learning achievement. One major research null hypothesis was…

  10. Estimation of low back moments from video analysis: A validation study

    NARCIS (Netherlands)

    Coenen, P.; Kingma, I.; Boot, C.R.L.; Faber, G.S.; Xu, X.; Bongers, P.M.; Dieën, J.H. van

    2011-01-01

    This study aimed to develop, compare and validate two versions of a video analysis method for assessment of low back moments during occupational lifting tasks since for epidemiological studies and ergonomic practice relatively cheap and easily applicable methods to assess low back loads are needed.

  11. Enhancing Vocabulary Learning through Captioned Video: An Eye-Tracking Study

    Science.gov (United States)

    Perez, Maribel Montero; Peters, Elke; Desmet, Piet

    2015-01-01

    This study investigates the effect of two attention-enhancing techniques on L2 students' learning and processing of novel French words (i.e., target words) through video with L2 subtitles or captions. A combination of eye-movement data and vocabulary tests was gathered to study the effects of Type of Captioning (full or keyword captioning) and…

  12. Assessing neurosurgical non-technical skills: an exploratory study of a new behavioural marker system.

    Science.gov (United States)

    Michinov, Estelle; Jamet, Eric; Dodeler, Virginie; Haegelen, Claire; Jannin, Pierre

    2014-10-01

    The management of non-technical skills is a major factor affecting teamwork quality and patient safety. This article presents a behavioural marker system for assessing neurosurgical non-technical skills (BMS-NNTS). We tested the BMS during deep brain stimulation surgery. We developed the BMS in three stages. First, we drew up a provisional assessment tool based on the literature and observation tools developed for other surgical specialties. We then analysed videos made in an operating room (OR) during deep brain stimulation operations in order to ensure there were no significant omissions from the skills list. Finally, we used five videos of operations to identify the behavioural markers of non-technical skills in verbal communications. Analyses of more than six hours of observations revealed 3515 behaviours from which we determined the neurosurgeon's non-technical skills behaviour pattern. The neurosurgeon frequently engaged in explicit coordination, situation awareness and leadership behaviours. In addition, the neurosurgeon's behaviours differed according to the stage of the operation and the OR staff members with whom she was communicating. Our behavioural marker system provides a structured approach to assessing non-technical skills in the field of neurosurgery. It can also be transferred to other surgical specialties and used in surgeon training curricula. © 2014 John Wiley & Sons, Ltd.

  13. A Study of Vehicle Detection and Counting System Based on Video

    Directory of Open Access Journals (Sweden)

    Shuang XU

    2014-10-01

    Full Text Available About the video image processing's vehicle detection and counting system research, which has video vehicle detection, vehicle targets' image processing, and vehicle counting function. Vehicle detection is the use of inter-frame difference method and vehicle shadow segmentation techniques for vehicle testing. Image processing functions is the use of color image gray processing, image segmentation, mathematical morphology analysis and image fills, etc. on target detection to be processed, and then the target vehicle extraction. Counting function is to count the detected vehicle. The system is the use of inter-frame video difference method to detect vehicle and the use of the method of adding frame to vehicle and boundary comparison method to complete the counting function, with high recognition rate, fast, and easy operation. The purpose of this paper is to enhance traffic management modernization and automation levels. According to this study, it can provide a reference for the future development of related applications.

  14. Prevalence and Correlates of Video and Internet Gaming Addiction among Hong Kong Adolescents: A Pilot Study

    Science.gov (United States)

    Wang, Chong-Wen; Chan, Cecilia L. W.; Mak, Kwok-Kei; Ho, Sai-Yin; Wong, Paul W. C.; Ho, Rainbow T. H.

    2014-01-01

    This pilot study investigated the patterns of video and internet gaming habits and the prevalence and correlates of gaming addiction in Hong Kong adolescents. A total of 503 students were recruited from two secondary schools. Addictive behaviors of video and internet gaming were assessed using the Game Addiction Scale. Risk factors for gaming addiction were examined using logistical regression. An overwhelming majority of the subjects (94%) reported using video or internet games, with one in six (15.6%) identified as having a gaming addiction. The risk for gaming addiction was significantly higher among boys, those with poor academic performance, and those who preferred multiplayer online games. Gaming addiction was significantly associated with the average time spent gaming per week, frequency of spending money on gaming, period of spending money on gaming, perceived family disharmony, and having more close friends. These results suggest that effective educational and preventative programs or strategies are needed. PMID:25032242

  15. Feasibility study of transmission of OTV camera control information in the video vertical blanking interval

    Science.gov (United States)

    White, Preston A., III

    1994-01-01

    The Operational Television system at Kennedy Space Center operates hundreds of video cameras, many remotely controllable, in support of the operations at the center. This study was undertaken to determine if commercial NABTS (North American Basic Teletext System) teletext transmission in the vertical blanking interval of the genlock signals distributed to the cameras could be used to send remote control commands to the cameras and the associated pan and tilt platforms. Wavelength division multiplexed fiberoptic links are being installed in the OTV system to obtain RS-250 short-haul quality. It was demonstrated that the NABTS transmission could be sent over the fiberoptic cable plant without excessive video quality degradation and that video cameras could be controlled using NABTS transmissions over multimode fiberoptic paths as long as 1.2 km.

  16. Automated Video Surveillance for the Study of Marine Mammal Behavior and Cognition

    Directory of Open Access Journals (Sweden)

    Jeremy Karnowski

    2016-11-01

    Full Text Available Systems for detecting and tracking social marine mammals, including dolphins, can provide data to help explain their social dynamics, predict their behavior, and measure the impact of human interference. Data collected from video surveillance methods can be consistently and systematically sampled for studies of behavior, and frame-by-frame analyses can uncover insights impossible to observe from real-time, freely occurring natural behavior. Advances in boat-based, aerial, and underwater recording platforms provide opportunities to document the behavior of marine mammals and create massive datasets. The use of human experts to detect, track, identify individuals, and recognize activity in video demands significant time and financial investment. This paper examines automated methods designed to analyze large video corpora containing marine mammals. While research is converging on best solutions for some automated tasks, particularly detection and classification, many research domains are ripe for exploration.

  17. Prevalence and Correlates of Video and Internet Gaming Addiction among Hong Kong Adolescents: A Pilot Study

    Directory of Open Access Journals (Sweden)

    Chong-Wen Wang

    2014-01-01

    Full Text Available This pilot study investigated the patterns of video and internet gaming habits and the prevalence and correlates of gaming addiction in Hong Kong adolescents. A total of 503 students were recruited from two secondary schools. Addictive behaviors of video and internet gaming were assessed using the Game Addiction Scale. Risk factors for gaming addiction were examined using logistical regression. An overwhelming majority of the subjects (94% reported using video or internet games, with one in six (15.6% identified as having a gaming addiction. The risk for gaming addiction was significantly higher among boys, those with poor academic performance, and those who preferred multiplayer online games. Gaming addiction was significantly associated with the average time spent gaming per week, frequency of spending money on gaming, period of spending money on gaming, perceived family disharmony, and having more close friends. These results suggest that effective educational and preventative programs or strategies are needed.

  18. Prevalence and correlates of video and internet gaming addiction among Hong Kong adolescents: a pilot study.

    Science.gov (United States)

    Wang, Chong-Wen; Chan, Cecilia L W; Mak, Kwok-Kei; Ho, Sai-Yin; Wong, Paul W C; Ho, Rainbow T H

    2014-01-01

    This pilot study investigated the patterns of video and internet gaming habits and the prevalence and correlates of gaming addiction in Hong Kong adolescents. A total of 503 students were recruited from two secondary schools. Addictive behaviors of video and internet gaming were assessed using the Game Addiction Scale. Risk factors for gaming addiction were examined using logistical regression. An overwhelming majority of the subjects (94%) reported using video or internet games, with one in six (15.6%) identified as having a gaming addiction. The risk for gaming addiction was significantly higher among boys, those with poor academic performance, and those who preferred multiplayer online games. Gaming addiction was significantly associated with the average time spent gaming per week, frequency of spending money on gaming, period of spending money on gaming, perceived family disharmony, and having more close friends. These results suggest that effective educational and preventative programs or strategies are needed.

  19. Jihadi video and auto-radicalisation: evidence from an exploratory YouTube study

    OpenAIRE

    Conway, Maura; McInerney, Lisa

    2008-01-01

    Large amounts of jihadi video content on YouTube along with the vast array of relational data that can be gathered opens up innovative avenues for exploration of the support base for political violence. This exploratory study analyses the online supporters of jihad-promoting video content on YouTube, focusing on those posting and commenting upon martyr-promoting material from Iraq. Findings suggest that a majority are under 35 years of age and resident outside the region of the Middle East an...

  20. Small-bowel capsule endoscopy with panoramic view: results of the first multicenter, observational study (with videos).

    Science.gov (United States)

    Tontini, Gian Eugenio; Wiedbrauck, Felix; Cavallaro, Flaminia; Koulaouzidis, Anastasios; Marino, Roberta; Pastorelli, Luca; Spina, Luisa; McAlindon, Mark E; Leoni, Piera; Vitagliano, Pasquale; Cadoni, Sergio; Rondonotti, Emanuele; Vecchi, Maurizio

    2017-02-01

    The first small-bowel video-capsule endoscopy (VCE) with 360° panoramic view has been developed recently. This new capsule has wire-free technology, 4 high-frame-rate cameras, and a long-lasting battery life. The aim of the present study was to assess the performance and safety profile of the 360° panoramic-view capsule in a large series of patients from a multicenter clinical practice setting. Consecutive patients undergoing a 360° panoramic-view capsule procedure in 7 European Institutions between January 2011 and November 2015 were included. Both technical (ie, technical failures, completion rate) and clinical (ie, indication, findings, retention rate) data were collected by means of a structured questionnaire. VCE findings were classified according to the likelihood of explaining the reason for referral: P0, low; P1, intermediate; P2, high. Of the 172 patients (94 men; median age, 68 years; interquartile range, 53-75), 142 underwent VCE for obscure (32 overt, 110 occult) GI bleeding (OGIB), and 28 for suspected (17) or established (2) Crohn's disease (CD). Overall, 560 findings were detected; 252 were classified as P2. The overall diagnostic yield was 40.1%; 42.2% and 30.0% in patients with OGIB and CD, respectively. The rate of complete enteroscopy was 90.2%. All patients but one, who experienced capsule retention (1/172, 0.6%), excreted and retrieved the capsule. VCE failure occurred in 4 of 172 (2.3%) patients because of technical problems. This multicenter study, conducted in the clinical practice setting and based on a large consecutive series of patients, showed that the diagnostic yield and safety profile of the 360° panoramic-view capsule are similar to those of forward-view VCEs. Copyright © 2017 American Society for Gastrointestinal Endoscopy. All rights reserved.

  1. Query-by-Emoji Video Search

    NARCIS (Netherlands)

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

    2015-01-01

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

  2. Development of the technical leadership skills scale in vocational and technical high school administrators: Reliability and validity studies

    Directory of Open Access Journals (Sweden)

    Gökçe ÖZDEMİR

    2016-04-01

    Full Text Available The aim of this study is to develop a scale for the determination technical leadership skills of vocational and technical high school administrators. For the study, the sample was comprised of a total of 236 vocational education teachers working at nine out of 22 technical and vocational high schools located in the Şahinbey and Şehitkamil districts of Gaziantep Province. The criteria for sample selection were twofold: (1 The selected schools are the longest established in the districts, and (2 the participant teachers had been working with the same school administrators at these schools for at least one year. Exploratory Factor Analysis (EFA and Confirmatory Factor Analysis (CFA were performed by the researcher in order to determine the construct validity of the scale. EFA results indicated that the scale had three sub-dimensions. The sub-dimensions were “Pedagogical and Social Skills”, “Managerial Skills”, and “Professional Skills”. The final form of the scale consisted of 40 items. Internal consistency coefficients of the scores taken from the sub-dimensions varied between .94 and .95. Research results concluded that the Technical Leadership Skills Scale (TLSS is a valid and reliable measurement instrument to determine technical leadership skills of vocational and technical high school administrators.

  3. TINJAUAN KRIMINOLOGIS TERHADAP KEJAHATAN PENYEBARAN VIDEO PORNO (Studi Kasus di Kota Makassar Tahun 2010 s/d 2013)

    OpenAIRE

    DEVANI. K, PUTRI

    2014-01-01

    - PUTRI DEVANI. K. (B 111 06 644). Tinjauan Kriminologis Terhadap Kejahatan Penyebaran Video Porno (Studi Kasus di Kota Makassar Tahun 2010 s/d 2013). Penelitian ini bertujuan untuk mengetahui faktor-faktor yang menyebabkan terjadinya penyebaran video porno di kota Makassar serta untuk mengetahui upaya pemberantasan penyebaran video porno di kota Makassar. Pelaksanaan penelitian ini dilaksanakan di Polrestabes Makassar dan Makassar Trade Centre (MTC). Untuk Polrestabes karena pada le...

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

    Science.gov (United States)

    Li, Chen-Hong

    2016-01-01

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

  5. Film Studies in Motion : From Audiovisual Essay to Academic Research Video

    NARCIS (Netherlands)

    Kiss, Miklós; van den Berg, Thomas

    2016-01-01

    Our (co-written with Thomas van den Berg) ‪media rich,‬ ‪‎open access‬ ‪‎Scalar‬ ‪e-book‬ on the ‪‎Audiovisual Essay‬ practice is available online: http://scalar.usc.edu/works/film-studies-in-motion Audiovisual essaying should be more than an appropriation of traditional video artistry, or a mere

  6. Do Children Who Bully Their Peers Also Play Violent Video Games? A Canadian National Study

    Science.gov (United States)

    Dittrick, Crystal J.; Beran, Tanya N.; Mishna, Faye; Hetherington, Ross; Shariff, Shaheen

    2013-01-01

    The study examined whether children who bully others are likely to prefer playing video games that are rated high in maturity and violence. A stratified random sample of Canadian children ages 10 to 17 years from the provinces of Canada was obtained. Parents (n = 397) and their children (n = 492) completed an online survey of children's bullying…

  7. Video Game Access, Parental Rules, and Problem Behavior: A Study of Boys with Autism Spectrum Disorder

    Science.gov (United States)

    Engelhardt, Christopher R.; Mazurek, Micah O.

    2014-01-01

    Environmental correlates of problem behavior among individuals with autism spectrum disorder remain relatively understudied. The current study examined the contribution of in-room (i.e. bedroom) access to a video game console as one potential correlate of problem behavior among a sample of 169 boys with autism spectrum disorder (ranging from 8 to…

  8. Language Learning beyond Japanese University Classrooms: Video Interviewing for Study Abroad

    Science.gov (United States)

    Brine, John; Kaneko, Emiko; Heo, Younghyon; Vazhenin, Alexander; Bateson, Gordon

    2015-01-01

    In 2014, the University of Aizu was accepted for participation in Japan's national TOP Global University (TGU) initiative. In this paper, we describe our use of video interviewing to prepare Japanese students for our Global Experience Gateway study abroad TGU project. Our university specializes in computer science education at undergraduate and…

  9. Aggregation and Breakup of Colloidal Particle Aggregates in Shear Flow, Studied with Video Microscopy

    NARCIS (Netherlands)

    Tolpekin, V.A.; Duits, Michael H.G.; van den Ende, Henricus T.M.; Mellema, J.

    2004-01-01

    We used video microscopy to study the behavior of aggregating suspensions in shear flow. Suspensions consisted of 920 nm diameter silica spheres, dispersed in a methanol/bromoform solvent, to which poly(ethylene glycol) (M = 35.000 g) was added to effect weak particle aggregation. With our solvent

  10. Patients "Embodied" and "As-a-Body" within Bedside Teaching Encounters: A Video Ethnographic Study

    Science.gov (United States)

    Elsey, Christopher; Challinor, Alexander; Monrouxe, Lynn V.

    2017-01-01

    Bedside teaching encounters (BTEs) involve doctor-patient-student interactions, providing opportunities for students to learn with, from and about patients. How the differing concerns of patient care and student education are balanced in situ remains largely unknown and undefined. This video ethnographic study explores "patient…

  11. Development of Comprehensibility and Its Linguistic Correlates: A Longitudinal Study of Video-Mediated Telecollaboration

    Science.gov (United States)

    Akiyama, Yuka; Saito, Kazuyo

    2016-01-01

    This study examined whether 30 learners of Japanese in the United States who engaged in a semester-long video-based eTandem course made gains in global language comprehensibility, that is, ease of understanding (Derwing & Munro, 2009), and what linguistic correlates contributed to these gains. Speech excerpts from Week 2 and 8 of tandem…

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

    Science.gov (United States)

    Saito, Kazuya; Akiyama, Yuka

    2017-01-01

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

  13. Video Lecture Capture Technology Helps Students Study without Affecting Attendance in Large Microbiology Lecture Courses

    Directory of Open Access Journals (Sweden)

    Jennifer Lynn McLean

    2016-12-01

    Full Text Available Recording lectures using video lecture capture software and making them available for students to watch anytime, from anywhere, has become a common practice in many universities across many disciplines. The software has become increasingly easy to use and is commonly provided and maintained by higher education institutions. Several studies have reported that students use lecture capture to enhance their learning and study for assessments, as well as to catch up on material they miss when they cannot attend class due to extenuating circumstances. Furthermore, students with disabilities and students from non-English Speaking Backgrounds (NESB may benefit from being able to watch the video lecture captures at their own pace. Yet, the effect of this technology on class attendance remains a controversial topic and largely unexplored in undergraduate microbiology education. Here, we show that when video lecture captures were available in our large enrollment general microbiology courses, attendance did not decrease. In fact, the majority of students reported that having the videos available did not encourage them to skip class, but rather they used them as a study tool. When we surveyed NESB students and nontraditional students about their attitudes toward this technology, they found it helpful for their learning and for keeping up with the material.

  14. Pathological video-game use among youth ages 8 to 18: a national study.

    Science.gov (United States)

    Gentile, Douglas

    2009-05-01

    Researchers have studied whether some youth are "addicted" to video games, but previous studies have been based on regional convenience samples. Using a national sample, this study gathered information about video-gaming habits and parental involvement in gaming, to determine the percentage of youth who meet clinical-style criteria for pathological gaming. A Harris poll surveyed a randomly selected sample of 1,178 American youth ages 8 to 18. About 8% of video-game players in this sample exhibited pathological patterns of play. Several indicators documented convergent and divergent validity of the results: Pathological gamers spent twice as much time playing as nonpathological gamers and received poorer grades in school; pathological gaming also showed comorbidity with attention problems. Pathological status significantly predicted poorer school performance even after controlling for sex, age, and weekly amount of video-game play. These results confirm that pathological gaming can be measured reliably, that the construct demonstrates validity, and that it is not simply isomorphic with a high amount of play.

  15. Electronic Eye: Streaming Video On-Demand.

    Science.gov (United States)

    Meulen, Kathleen

    2002-01-01

    Discusses the use of on-demand streaming video in school libraries. Explains how streaming works, considers advantages and technical issues, and describes products from three companies that are pioneering streaming in the educational video market. (LRW)

  16. An Exploratory Study on the Reasons and Preferences of Six Malaysian Students on the Video Games Played

    Science.gov (United States)

    Leng, Eow Yee; Baki, Roselan

    2008-01-01

    The purpose of this study was to explore the reasons why six Malaysian students from upper secondary school are playing video games, types of games and the features preferred. A qualitative method was being used in the study. Purposive sampling was conducted in selecting the students. The findings indicated that students played video games for a…

  17. Video Game Playing Effects on Obesity in an Adolescent with Autism Spectrum Disorder: A Case Study

    Directory of Open Access Journals (Sweden)

    Brandy E. Strahan

    2015-01-01

    Full Text Available Adolescent obesity has tripled in the past two decades, and adolescents with disabilities, specifically autism spectrum disorders (ASD, may be at greater risk for obesity due to the behavioral, physical, and psychosocial complications related to their disorder. This case study reports the effects of video game playing on an obese adolescent with ASD and illustrates the use of a multiple baseline single subject design. Over 12 weeks, the participant played inactive (6 weeks and active video games (6 weeks on the Wii console. Physiological data were evaluated weekly at home. Stress and anxiety were measured via the Stress Survey Schedule for Individuals with Autism and Other Pervasive Non-Developmental Disorders (SSS and the Behavior Assessment System for Children Second Edition (BASC-2 pre- and postintervention. The Therapy Attitude Inventory (TAI was used to determine parental perception of video game playing as a socially valid intervention to reduce stress and anxiety. Results demonstrated that active video game playing slowed and/or reduced weight and BMI with minimal changes to waist-to-hip ratios, triceps skinfolds, and stress and anxiety. This study demonstrates how alternative methods for physical activity may be used to improve health outcomes of overweight/obese adolescents with ASD and suggests directions for future research.

  18. Technical Tools for Studying Structure and Dynamics of Water Masses

    Directory of Open Access Journals (Sweden)

    V.Z. Dykman

    2016-12-01

    Full Text Available The article gives a review of the technical tools designed to study structure and dynamics of water masses in the surface, bottom and deep-water sea layers, where the acting processes are not connected with wind waves. The process of adapting the measuring equipment to the requirements resulting from the expanding notions on physics of the marine environment phenomena is shown. Almost all the major designs are patented in the USSR, Ukraine and Russia. The experience in the development of different instruments enable adequately respond to the need for new methods and technical means intended for the organization of operational observations of the marine environment and land and sea interface zone. CTD-system experimental samples having a high degree of miniaturization and extremely low power consumption have already been created. They possess the necessary metrological characteristics and are intended for use in the drifters and lost (disposable probes. According to its metrological and operating characteristics, the autonomous electromagnetic current meter is able to provide reliable data in a variety of conditions (including collapse area of wind waves both being installed on a fixed base and hung on buoy stations. For wide manufacture of the new measurement tools it is necessary to create a complete set of design documentation on the basis of existing sketches, as well as to find the production base, equipped with machine tools of the corresponding class.

  19. A study on the regulatory approach of major technical issues

    Energy Technology Data Exchange (ETDEWEB)

    Chang, Keun Sun; Oh, S. H.; Kang, H. J.; Kim, G. S. [Sunmoon Univ., Asan (Korea, Republic of); Lee, S. H.; Baek, W. P.; Yang, S. H.; Jeong, Y. H. [Korea Association for Nuclear Technology, Taejon (Korea, Republic of)

    1999-02-15

    This project is to provide the regulatory direction of 4 major technical issues for the Korean Next Generation Reactors, which are parts of major technical issues resulted from the safety regulation R and D on the KNGR. The outstanding results are are as follows : related to the classification and acceptance criteria of plant conditions, currently used classification and safety requirement were reviewed and regulatory direction was proposed. Among multiple failures, it is identified that SBO, TLOFW, multiple SGTR and ATWS are basically to be considered for additional requirements for advanced reactors. This study reviewed risk aspects, design consideration, and trends of safety requirements, and proposed fundamental safety requirements to be applied for KNGR. Multiple steam generator tube failure is a significant safety concern because of the possibility of release of radionuclides to the environment through containment bypass. Proposed safety requirement for this event can be categorized mainly as analysis requirement, design evaluation requirement and PSA requirement; For protection of containment failure, a reasonable safety position is necessary through and integrated review of possibility of severe accident occurrence, effects of sever accident mitigation features and cost effects of these design features. With this consideration safety requirements developed are the analysis requirement, provision of protective measures and survivability/availability of protective measures.

  20. Community Partners in Care (CPIC): Video Summary of Rationale, Study Approach / Implementation, and Client 6-month Outcomes.

    Science.gov (United States)

    Mango, Joseph; Cabiling, Eileen; Jones, Loretta; Lucas-Wright, Aziza; Williams, Pluscedia; Wells, Kenneth; Pulido, Esmeralda; Meldrum, Marcia; Ramos, Ana; Chung, Bowen

    2014-02-25

    "Community Partners in Care (CPIC): Video Summary of Rationale, Study Approach / Implementation, and Client 6-month Outcomes" is a 2 minute, 46 second video summarizing the study rationale, study approach, and the 6-month outcomes. The video was produced by four agencies: Healthy African American Families II, a health advocacy organization in South Los Angeles; Behavioral Health Services, the largest substance/alcohol abuse service provider in LA County; UCLA; and RAND Health; contract filmmakers Eileen Cabiling and Joe Mango handled cinematography, editing, and video support. The individuals appearing in the video are key CPIC community and academic partners. The celebratory tone of the video is consistent with a Community Partnered Participatory Research approach, a local variant of participatory action research, where study findings are celebrated by the partners, and dissemination efforts include approaches intended for general audiences, especially from low-income, low-literacy, minority communities, in addition to traditional academic products like peer-reviewed scientific manuscripts. The CPIC video offers a community perspective on the study results to our partners, the general public, other scientists and policy makers. We designed the video to teach community and healthcare partners how to adapt and implement the CPIC depression care model and to offer other community -academic partnerships an example of a non-traditional product developed for dissemination from an NIH-funded research study.

  1. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  2. A combined stereo-photogrammetry and underwater-video system to study group composition of dolphins

    Science.gov (United States)

    Bräger, S.; Chong, A.; Dawson, S.; Slooten, E.; Würsig, B.

    1999-11-01

    One reason for the paucity of knowledge of dolphin social structure is the difficulty of measuring individual dolphins. In Hector's dolphins, Cephalorhynchus hectori, total body length is a function of age, and sex can be determined by individual colouration pattern. We developed a novel system combining stereo-photogrammetry and underwater-video to record dolphin group composition. The system consists of two downward-looking single-lens-reflex (SLR) cameras and a Hi8 video camera in an underwater housing mounted on a small boat. Bow-riding Hector's dolphins were photographed and video-taped at close range in coastal waters around the South Island of New Zealand. Three-dimensional, stereoscopic measurements of the distance between the blowhole and the anterior margin of the dorsal fin (BH-DF) were calibrated by a suspended frame with reference points. Growth functions derived from measurements of 53 dead Hector's dolphins (29 female : 24 male) provided the necessary reference data. For the analysis, the measurements were synchronised with corresponding underwater-video of the genital area. A total of 27 successful measurements (8 with corresponding sex) were obtained, showing how this new system promises to be potentially useful for cetacean studies.

  3. Attention deficit/hyperactivity disorder and video games: a comparative study of hyperactive and control children.

    Science.gov (United States)

    Bioulac, Stéphanie; Arfi, Lisa; Bouvard, Manuel P

    2008-03-01

    This study describes and compares the behavior of hyperactive and control children playing video games. The sample consisted of 29 ADHD children and 21 controls aged between 6 and 16 years playing video games. We used the Child Behavior Checklist and the Problem Videogame Playing scale (PVP scale). This instrument gives objective measures of problem use, which can be considered as an indication of addictive videogame playing. We designed a questionnaire for the parents, eliciting qualitative information about their child's videogame playing. There were no significant differences concerning frequency or duration of play between ADHD children and controls but differences were observed on the PVP scale. None of the controls scored above four whereas 10 hyperactive children answered affirmatively to five or more questions. These children presented a greater intensity of the disorder than the other ADHD children. While no differences concerning video game use were found, ADHD children exhibited more problems associated with videogame playing. It seems that a subgroup of ADHD children could be vulnerable to developing dependence upon video games.

  4. Ethnic Drama: Video-Texts and Study Guides.

    Science.gov (United States)

    Valletta, Clement, Ed.; And Others

    The document contains scripts, study guides, and discussion questions for two ethnic dramas suitable for ethnic studies at the secondary school level. The first, "A Glass Rose," an adaptation of the novel by Richard Bankowsky, depicts the hopes, dreams, and problems of a Polish immigrant family who reside in an ethnic neighborhood in an…

  5. Effects of Video Podcasting on Psychomotor and Cognitive Performance, Attitudes and Study Behaviour of Student Physical Therapists

    Science.gov (United States)

    Moore, W. Allen; Smith, A. Russell

    2012-01-01

    Purpose: Multimedia is an effective tool to teach psychomotor skills to health care students. Video podcasting is a next step as educators seek methods to present psychomotor skills efficiently. The purposes of this pilot study were (1) compare the effectiveness of video podcasting to live demonstration for teaching psychomotor skills to Doctor of…

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

    Science.gov (United States)

    Zerr, Daria M; Pulcher, Karen L

    2008-02-01

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

  7. Promoting Student Progressions in Science Classrooms: A Video Study

    Science.gov (United States)

    Jin, Hui; Johnson, Michele E.; Shin, Hyo Jeong; Anderson, Charles W.

    2017-01-01

    This study was conducted in a large-scale environmental literacy project. In the project, we developed a Learning Progression Framework (LPF) for matter and energy in social-ecological systems; the LPF contains four achievement levels. Based on the LPF, we designed a Plant Unit to help Levels 2 and 3 students advance to Level 4 of the LPF. In the…

  8. Observing the Testing Effect using Coursera Video-recorded Lectures: A Preliminary Study

    Directory of Open Access Journals (Sweden)

    Paul Zhihao eYONG

    2016-01-01

    Full Text Available We investigated the testing effect in Coursera video-based learning. One hundred and twenty-three participants either (a studied an instructional video-recorded lecture four times, (b studied the lecture three times and took one recall test, or (c studied the lecture once and took three tests. They then took a final recall test, either immediately or a week later, through which their learning was assessed. Whereas repeated studying produced better recall performance than did repeated testing when the final test was administered immediately, testing produced better performance when the final test was delayed until a week after. The testing effect was observed using Coursera lectures. Future directions are documented.

  9. Associations between active video gaming and other energy-balance related behaviours in adolescents: a 24-hour recall diary study.

    Science.gov (United States)

    Simons, Monique; Chinapaw, Mai J M; Brug, Johannes; Seidell, Jaap; de Vet, Emely

    2015-03-05

    Active video games may contribute to reducing time spent in sedentary activities, increasing physical activity and preventing excessive weight gain in adolescents. Active video gaming can, however, only be beneficial for weight management when it replaces sedentary activities and not other physical activity, and when it is not associated with a higher energy intake. The current study therefore examines the association between active video gaming and other energy-balance-related behaviours (EBRBs). Adolescents (12-16 years) with access to an active video game and who reported to spend at least one hour per week in active video gaming were invited to participate in the study. They were asked to complete electronic 24-hour recall diaries on five randomly assigned weekdays and two randomly assigned weekend-days in a one-month period, reporting on time spent playing active and non-active video games and on other EBRBs. Findings indicated that adolescents who reported playing active video games on assessed days also reported spending more time playing non-active video games (Median = 23.6, IQR = 56.8 minutes per week) compared to adolescents who did not report playing active video games on assessed days (Median = 10.0, IQR = 51.3 minutes per week, P played active video games on assessed days, active video game time was positively yet weakly associated with TV/DVD time and snack consumption. Active video game time was not significantly associated with other activities and sugar-sweetened beverages intake. The results suggest that it is unlikely that time spent by adolescents in playing active video games replaces time spent in other physically active behaviours or sedentary activities. Spending more time playing active video games does seem to be associated with a small, but significant increase in intake of snacks. This suggests that interventions aimed at increasing time spent on active video gaming, may have unexpected side effects, thus warranting

  10. North American Natural Gas Markets: Selected technical studies

    Energy Technology Data Exchange (ETDEWEB)

    Huntington, H.G.; Schuler, G.E. (eds.)

    1989-04-01

    The Energy Modeling Forum (EMF) was established in 1976 at Stanford University to provide a structural framework within which energy experts, analysts, and policymakers could meet to improve their understanding of critical energy problems. The ninth EMF study, North American Natural Gas Markets, was conducted by a working group comprised of leading natural gas analysts and decision-makers from government, private companies, universities, and research and consulting organizations. The EMF 9 working group met five times from October 1986 through June 1988 to discuss key issues and analyze natural gas markets. This third volume includes technical papers that support many of the conclusions discussed in the EMF 9 summary report (Volume 1) and full working group report (Volume 2). These papers discuss the results from the individual models as well as some nonmodeling analysis related to US natural gas imports and industrial natural gas demand. Individual papers have been processed separately for inclusion in the Energy Science and Technology Database.

  11. North American Natural Gas Markets: Selected technical studies. Volume 3

    Energy Technology Data Exchange (ETDEWEB)

    Huntington, H.G.; Schuler, G.E. [eds.

    1989-04-01

    The Energy Modeling Forum (EMF) was established in 1976 at Stanford University to provide a structural framework within which energy experts, analysts, and policymakers could meet to improve their understanding of critical energy problems. The ninth EMF study, North American Natural Gas Markets, was conducted by a working group comprised of leading natural gas analysts and decision-makers from government, private companies, universities, and research and consulting organizations. The EMF 9 working group met five times from October 1986 through June 1988 to discuss key issues and analyze natural gas markets. This third volume includes technical papers that support many of the conclusions discussed in the EMF 9 summary report (Volume 1) and full working group report (Volume 2). These papers discuss the results from the individual models as well as some nonmodeling analysis related to US natural gas imports and industrial natural gas demand. Individual papers have been processed separately for inclusion in the Energy Science and Technology Database.

  12. Technical Review: Cytogenetic Tools for Studying Mitotic Chromosomes.

    Science.gov (United States)

    Bačovský, Václaclav; Hobza, Roman; Vyskot, Boris

    2018-01-01

    Significant advances in chromosome preparation and other techniques have greatly increased the potential of plant cytogenetics in recent years. Increase in longitudinal resolution using DNA extended fibers as well as new developments in imaging and signal amplification technologies have enhanced the ability of FISH to detect small gene targets. The combination of fluorescence in situ hybridization with immunocytochemistry allows the investigation of cell events, chromosomal rearrangements and chromatin features typical for plant nuclei. Chromosome manipulation techniques using microdissection and flow sorting have accelerated the analysis of complex plant genomes. Together, the different cytogenetic approaches are invaluable for the unravelling of detailed structures of plant chromosomes, which are of utmost importance for the study of genome properties, DNA replication and gene regulation. In this technical review, different cytogenetic approaches are discussed for the analysis of plant chromosomes, with a focus on mitotic chromosomes.

  13. Descriptive analysis of context evaluation instrument for technical oral presentation skills evaluation: A case study in English technical communication course

    Science.gov (United States)

    Mohamed, Abdullah-Adnan; Asmawi, Adelina; Hamid, Mohd Rashid Ab; Mustafa, Zainol bin

    2015-02-01

    This paper reports a pilot study of Context Evaluation using a self-developed questionnaire distributed among engineering undergraduates at a university under study. The study aims to validate the self-developed questionnaires used in the Context evaluation, a component in the CIPP Model. The Context evaluation assesses background information for needs, assets, problems and opportunities relevant to beneficiaries of the study in a defined environment. Through the questionnaire, background information for the assessment of needs, assets and problems related to the engineering undergraduates' perceptions on the teaching and learning of technical oral presentation skills was collected and analysed. The questionnaire was developed using 5-points Likert scale to measure the constructs under study. They were distributed to 100 respondents with 79 returned. The respondents consisted of engineering undergraduates studied at various faculties at one technical university in Malaysia. The descriptive analysis of data for each item which makes up the construct for Context evaluation is found to be high. This implied that engineering undergraduates showed high interest in teaching and learning of technical oral presentation skills, thus their needs are met. Also, they agreed that assets and facilities are conducive to their learning. In conclusion, the context evaluation involving needs and assets factors are both considerably important; their needs are met and the assets and facilities do support their technical oral presentation skills learning experience.

  14. [Safety study of long-term video-electroencephalogram monitoring].

    Science.gov (United States)

    Ley, M; Vivanco, R; Massot, A; Jiménez, J; Roquer, J; Rocamora, R

    2014-01-01

    The increased morbidity and mortality and poorer quality of life associated with drug-resistant epilepsy justify admitting patients to epilepsy monitoring units (EMU). These units employ methods that promote the occurrence of seizures, which involves a risk of secondary adverse events. The aim of our study is to characterise and quantify these adverse events in a Spanish EMU. A descriptive, longitudinal and retrospective study of patients admitted consecutively to our EMU. Patients admitted due to status epilepticus, clusters of seizures, or as participants in a clinical trial were excluded. We included 175 patients, of whom 92.1% (161) did not suffer any adverse events. Status epilepticus was present in 3.4% (6); 1.7% (3) had traumatic injury, 1.7% (3) had interictal or postictal psychosis, and 1.1% (2) had cardiorespiratory impairment. There were no risk factors associated with these adverse events. The most frequently-identified adverse events were status epilepticus, traumatic injury, interictal or postictal psychosis, and cardiorespiratory disorders. The frequency of these adverse events was similar to that seen in international literature. The complications detected do not contraindicate VEEGM. Copyright © 2012 Sociedad Española de Neurología. Published by Elsevier Espana. All rights reserved.

  15. High Dynamic Range Video

    CERN Document Server

    Myszkowski, Karol

    2008-01-01

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

  16. Action Video Game Training for Healthy Adults: A Meta-Analytic Study.

    Science.gov (United States)

    Wang, Ping; Liu, Han-Hui; Zhu, Xing-Ting; Meng, Tian; Li, Hui-Jie; Zuo, Xi-Nian

    2016-01-01

    Action video game (AVG) has attracted increasing attention from both the public and from researchers. More and more studies found video game training improved a variety of cognitive functions. However, it remains controversial whether healthy adults can benefit from AVG training, and whether young and older adults benefit similarly from AVG training. In the present study, we aimed to quantitatively assess the AVG training effect on the cognitive ability of adults and to compare the training effects on young and older adults by conducting a meta-analysis on previous findings. We systematically searched video game training studies published between January 1986 and July 2015. Twenty studies were included in the present meta-analysis, for a total of 313 participants included in the training group and 323 participants in the control group. The results demonstrate that healthy adults achieve moderate benefit from AVG training in overall cognitive ability and moderate to small benefit in specific cognitive domains. In contrast, young adults gain more benefits from AVG training than older adults in both overall cognition and specific cognitive domains. Age, education, and some methodological factors, such as the session duration, session number, total training duration, and control group type, modulated the training effects. These meta-analytic findings provide evidence that AVG training may serve as an efficient way to improve the cognitive performance of healthy adults. We also discussed several directions for future AVG training studies.

  17. Effects of video-game ownership on young boys' academic and behavioral functioning: a randomized, controlled study.

    Science.gov (United States)

    Weis, Robert; Cerankosky, Brittany C

    2010-04-01

    Young boys who did not own video games were promised a video-game system and child-appropriate games in exchange for participating in an "ongoing study of child development." After baseline assessment of boys' academic achievement and parent- and teacher-reported behavior, boys were randomly assigned to receive the video-game system immediately or to receive the video-game system after follow-up assessment, 4 months later. Boys who received the system immediately spent more time playing video games and less time engaged in after-school academic activities than comparison children. Boys who received the system immediately also had lower reading and writing scores and greater teacher-reported academic problems at follow-up than comparison children. Amount of video-game play mediated the relationship between video-game ownership and academic outcomes. Results provide experimental evidence that video games may displace after-school activities that have educational value and may interfere with the development of reading and writing skills in some children.

  18. Video Modeling for Teaching Daily Living Skills to Children with Autism Spectrum Disorder: A Pilot Study

    Science.gov (United States)

    Meister, Christine; Salls, Joyce

    2015-01-01

    This pilot study investigated the efficacy of point-of-view video modeling as an intervention strategy to improve self-help skills in children with autism spectrum disorder (ASD). A single-subject A-B design was implemented with eight school-aged children ages 7.5 years to 13.5 years. Six of the students participated in general education classes…

  19. Exploring survival rates of companies in the UK video-games industry: An empirical study

    OpenAIRE

    Cabras, I.; Goumagias, N. D.; Fernandes, K.; Cowling, P.; Li, F.; Kudenko, D.; Devlin, S.; Nucciarelli, A.

    2016-01-01

    The study presented in this paper investigates companies operating in the UK video-game industry with regard to their levels of survivability. Using a unique dataset of companies founded between 2009 and 2014, and combining elements and theories from the fields of Organisational Ecology and Industrial Organisation, the authors develop a set of hierarchical logistic regressions to explore and examine the effects of a range of variables such as industry concentration, market size and density on...

  20. A database of whole-body action videos for the study of action, emotion, and untrustworthiness

    OpenAIRE

    Keefe, Bruce David; Villing, Matthias; Racey, Chris; Strong, Samantha; Wincenciak, Joanna; Barraclough, Nick E.

    2014-01-01

    We present a database of high-definition (HD) videos for the study of traits inferred from whole-body actions. Twenty-nine actors (19 female) were filmed performing different actions—walking, picking up a box, putting down a box, jumping, sitting down, and standing and acting—while conveying different traits, including four emotions (anger, fear, happiness, sadness), untrustworthiness, and neutral, where no specific trait was conveyed. For the actions conveying the four emotions and untrustwo...

  1. Commentary on "Transpositions within user-posted YouTube lyric videos: A corpus study"

    Directory of Open Access Journals (Sweden)

    Gary K. Yim

    2016-07-01

    Full Text Available Responding to Plazak's corpus study on pitch and tempo transpositions in user-created music videos on YouTube, I suggest that such transpositions may have musically communicative intentions. Besides the nominal changes designed to defeat copyright infringement detection algorithms, I propose that pitch and tempo changes may be used for listener enjoyment. Some comments on the methodology of the experiment are included.

  2. A Longitudinal Study of Risk-Glorifying Video Games and Behavioral Deviance

    OpenAIRE

    Hull, Jay G.; Brunelle, Timothy J.; Prescott, Anna T.; Sargent, James D

    2014-01-01

    Character-based video games do more than allow one to practice various kinds of behaviors in a virtual environment, they allow one to practice being a different kind of person. As such, we propose that games can alter self-perceptions of personal characteristics, attitudes, and values with broad consequences for behavior. In a multiwave, longitudinal study of adolescents, we examined the extent to which play of mature-rated, risk-glorifying (MRRG) games was associated with increases in alcoho...

  3. Examination of mechanisms underlying enhanced memory performance in action video game players: a pilot study.

    Science.gov (United States)

    Li, Xianchun; Cheng, Xiaojun; Li, Jiaying; Pan, Yafeng; Hu, Yi; Ku, Yixuan

    2015-01-01

    Previous studies have shown enhanced memory performance resulting from extensive action video game playing. The mechanisms underlying the cognitive benefit were investigated in the current study. We presented two types of retro-cues, with variable intervals to memory array (Task 1) or test array (Task 2), during the retention interval in a change detection task. In Task 1, action video game players demonstrated steady performance while non-action video game players showed decreased performance as cues occurred later, indicating their performance difference increased as the cue-to-memory-array intervals became longer. In Task 2, both participant groups increased their performance at similar rates as cues presented later, implying the performance difference in two groups were irrespective of the test-array-to-cue intervals. These findings suggested that memory benefit from game plays is not attributable to the higher ability of overcoming interference from the test array, but to the interactions between the two processes of protection from decay and resistance from interference, or from alternative hypotheses. Implications for future studies were discussed.

  4. Evidence of Concussion Signs in National Rugby League Match Play: a Video Review and Validation Study.

    Science.gov (United States)

    Gardner, Andrew J; Howell, David R; Levi, Christopher R; Iverson, Grant L

    2017-08-22

    Many professional sports have introduced sideline video review to help recognise concussions. The reliability and validity of identifying clinical and observable signs of concussion using video analysis has not been extensively explored. This study examined the reliability and validity of clinical signs of concussion using video analysis in the National Rugby League (NRL). All 201 professional NRL matches from the 2014 season were reviewed to document six signs of possible concussion (unresponsiveness, slow to get up, clutching/shaking head, gait ataxia, vacant stare, and seizure). A total of 127,062 tackles were reviewed. Getting up slowly was the most common observable sign (2240 times in the season, 1.8% of all tackles) but only 223 times where it appeared to be a possible concussion (0.2% of all tackles and 10.0% of the times it occurred). Additionally, clutching/shaking the head occurred 361 times (on 212 occasions this sign appeared to be due to a possible concussion), gait ataxia was observed 102 times, a vacant stare was noted 98 times, unresponsiveness 52 times, and a possible seizure 4 times. On 383 occasions, one or more of the observable signs were identified and deemed associated with a possible concussion. There were 175 incidences in which a player appeared to demonstrate two or more concussion signs, and 54 incidences where a player appeared to demonstrate three or more concussion signs. A total of 60 diagnosed concussions occurred, and the concussion interchange rule was activated 167 times. Intra-rater reliability (κ = 0.65-1.00) was moderate to perfect for all six video signs; however, the inter-rater reliability was not as strong (κ = 0.22-0.76). Most of the signs had relatively low sensitivity (0.18-0.75), but high specificity (0.85-1.00). Using video replay, observable signs of concussion appear to be sensitive to concussion diagnoses when reviewing known injuries among professional rugby league players. When reviewing an entire season

  5. The Measurement of Technical Efficiency and Effective Factors in Cucumber Greenhouse (Case Study: Eastern Azarbayjan Province

    Directory of Open Access Journals (Sweden)

    B. Abdollahi

    2010-10-01

    Full Text Available The purpose of this study was to estimate technical efficiency of cucumber greenhouses in Eastern Azarbayjan. In economic literature, it means the ratio of maximum output to the inputs. The objective of this research was to determinate the effective factors influencing it's inefficiency. The method of determination of deterministic and stochastic technical efficiency is corrected ordinary least squares (COLS and maximum likelihood (ML respectively. The average of technical efficiency in province’s cucumber greenhouse is approximately about 57 and 93 percent for deterministic and stochastic frontier method respectively. Production types had positive influence on technical inefficiency whereas experience of manager have negative influence on technical inefficiency.

  6. Patients' statements and experiences concerning receiving mechanical ventilation: a prospective video-recorded study.

    Science.gov (United States)

    Karlsson, Veronika; Lindahl, Berit; Bergbom, Ingegerd

    2012-09-01

    Prospective studies using video-recordings of patients during mechanical ventilator treatment (MVT) while conscious have not previously been published. The aim was to describe patients' statements, communication and facial expressions during a video-recorded interview while undergoing MVT. Content analysis and hermeneutics inspired by the philosophy of Gadamer were used. The patients experienced almost constant difficulties in breathing and lost their voice. The most common types of communication techniques patients used were nodding or shaking the head. Their expressions were interpreted as stiffened facial expression, tense body position and feelings of sadness and sorrow. Nursing care for patients' conscious during MVT is challenging as it creates new demands regarding the content of the care provided. In caring for patients undergoing MVT while conscious, establishing a caring relationship, making patients feel safe and helping them to communicate seem to be most important for alleviating discomfort and instilling hope. © 2011 Blackwell Publishing Ltd.

  7. A novel method to reduce time investment when processing videos from camera trap studies.

    Directory of Open Access Journals (Sweden)

    Kristijn R R Swinnen

    Full Text Available Camera traps have proven very useful in ecological, conservation and behavioral research. Camera traps non-invasively record presence and behavior of animals in their natural environment. Since the introduction of digital cameras, large amounts of data can be stored. Unfortunately, processing protocols did not evolve as fast as the technical capabilities of the cameras. We used camera traps to record videos of Eurasian beavers (Castor fiber. However, a large number of recordings did not contain the target species, but instead empty recordings or other species (together non-target recordings, making the removal of these recordings unacceptably time consuming. In this paper we propose a method to partially eliminate non-target recordings without having to watch the recordings, in order to reduce workload. Discrimination between recordings of target species and non-target recordings was based on detecting variation (changes in pixel values from frame to frame in the recordings. Because of the size of the target species, we supposed that recordings with the target species contain on average much more movements than non-target recordings. Two different filter methods were tested and compared. We show that a partial discrimination can be made between target and non-target recordings based on variation in pixel values and that environmental conditions and filter methods influence the amount of non-target recordings that can be identified and discarded. By allowing a loss of 5% to 20% of recordings containing the target species, in ideal circumstances, 53% to 76% of non-target recordings can be identified and discarded. We conclude that adding an extra processing step in the camera trap protocol can result in large time savings. Since we are convinced that the use of camera traps will become increasingly important in the future, this filter method can benefit many researchers, using it in different contexts across the globe, on both videos and

  8. The importance of video editing in automated image analysis in studies of the cerebral cortex.

    Science.gov (United States)

    Terry, R D; Deteresa, R

    1982-03-01

    Editing of the video image in computerized image analysis is readily accomplished with the appropriate apparatus, but slows the assay very significantly. In dealing with the cerebral cortex, however video editing is of considerable importance in that cells are very often contiguous to one another or are partially superimposed, and this gives an erroneous measurement unless those cells are artificially separated. Also important is elimination of vascular cells from consideration by the automated counting apparatus. A third available mode of editing allows the filling-in of the cytoplasm of cell bodies which are not fully stained with sufficient intensity to be wholly detected. This study, which utilizes 23 samples, demonstrates that, in a given area of a histologic section of cerebral cortex, the number of small cells is greater and the number of large neurons is smaller with editing than without. In that not all cases follow this general pattern, inadequate editing may lead to significant errors on individual specimens as well as to the calculated mean. Video editing is therefore an essential part of the morphometric study of cerebral cortex by means of automated image analysis.

  9. Effects of Action Video Game on Attention Distribution: A Cognitive Study

    Science.gov (United States)

    Zhang, Xuemin; Yan, Bin; Shu, Hua

    Based on the previous researches, Flanker compatibility effect paradigm was applied to explore the degree where people process the visual information presented on to-be-ignored locations. In present study, this paradigm was used to investigate attention distribution of Video Game Players (VGPs) and Non Video Game Players (NVGPs). The results suggested, under low perceptual load, VGPs tried to focus their attention on the task at-hand whereas the NVGPs tried to explore the adjacent locations with the left-over resources from the research task; however, under high perceptual load, the players would process the visual information at the adjacent locations of the target with the left-over resources, because they had comparatively greater attention capability, whereas the non-players focused their attention on the target locations to finish the search task. To conclude, the present study suggested that action video game play could not only enhance the attention capacity but also cause a different way of attention distribution in different perceptual load situations.

  10. Community health workers' experiences of using video teaching tools during home visits-A pilot study.

    Science.gov (United States)

    Coetzee, Bronwyné; Kohrman, Hannah; Tomlinson, Mark; Mbewu, Nokwanele; Le Roux, Ingrid; Adam, Maya

    2017-09-05

    Innovations in health, such as the use of tablet computers, show promise in broadening the scope of work of community health workers (CHWs), and play an important role in keeping CHWs and their clients up to date with advancements in health. While the use of mobile phones and tablets is innovative, the applicability of these technologies in different contexts remains poorly understood. Furthermore, little is known about the acceptability and feasibility of the use of video teaching tools on such devices across diverse contexts. In this study, we aimed to explore the acceptability and feasibility of using tablets with teaching videos (about HIV, alcohol, nutrition and breastfeeding) to support the health promotion efforts of 24 CHWs who work with pregnant mothers and mothers of young children in an urban township in South Africa. Between November 2015 and May 2016, we conducted focus groups and identified four key themes (with several sub-themes) that demonstrated factors related to the acceptability and feasibility of these devices and their content. Focus group transcripts were analysed thematically using qualitative data analysis software. The findings indicated that while the devices contained several supportive features (such as lightening the workload, and stimulating interest in their work), they also contained several restrictive features (safety and confidentiality). CHWs considered the video content an important tool to engage not only their clients but also family members and the community at large. Issues surrounding safety, privacy and confidentiality of using these devices require careful consideration prior to implementation in large-scale studies. Furthermore, stigma associated with household visits by CHWs and the nature of their work also need to be addressed by researchers and programme implementers. Overall, CHWs deemed the devices and the video content an acceptable and feasible means with which to provide health promotion and education among

  11. Comparing the effectiveness of a crowdsourced video and a social marketing video in promoting condom use among Chinese men who have sex with men: a study protocol.

    Science.gov (United States)

    Liu, Chuncheng; Mao, Jessica; Wong, Terrence; Tang, Weiming; Tso, Lai Sze; Tang, Songyuan; Zhang, Ye; Zhang, Wei; Qin, Yilu; Chen, Zihuang; Ma, Wei; Kang, Dianming; Li, Haochu; Liao, Meizhen; Mollan, Katie; Hudgens, Michael; Bayus, Barry; Huang, Shujie; Yang, Bin; Wei, Chongyi; Tucker, Joseph D

    2016-10-03

    Crowdsourcing has been used to spur innovation and increase community engagement in public health programmes. Crowdsourcing is the process of giving individual tasks to a large group, often involving open contests and enabled through multisectoral partnerships. Here we describe one crowdsourced video intervention in which a video promoting condom use is produced through an open contest. The aim of this study is to determine whether a crowdsourced intervention is as effective as a social marketing intervention in promoting condom use among high-risk men who have sex with men (MSM) and transgender male-to-female (TG) in China. We evaluate videos developed by crowdsourcing and social marketing. The crowdsourcing contest involved an open call for videos. Entries were judged on capacity to promote condom use, to be shareable or 'go viral' and to give value to the individual. 1170 participants will be recruited for the randomised controlled trial. Participants need to be MSM age 16 and over who have had condomless anal sex in the last 3 months. Recruitment will be through an online banner ad on a popular MSM web page and other social media platforms. After completing an initial survey, participants will be randomly assigned to view either the social marketing video or the crowdsourcing video. Follow-up surveys will be completed at 3 weeks and 3 months after initial intervention to evaluate condomless sex and related secondary outcomes. Secondary outcomes include condom social norms, condom negotiation, condom self-efficacy, HIV/syphilis testing, frequency of sex acts and incremental cost. Approval was obtained from the ethical review boards of the Guangdong Provincial Center for Skin Diseases and STI Control, UNC and UCSF. The results of this trial will be made available through publication in peer-reviewed journals. NCT02516930. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/.

  12. [Clinical study of SMT-Ⅱ video laryngoscope with difficult airway intubation in emergency department].

    Science.gov (United States)

    Yu, J H; Wang, Y

    2017-07-01

    Objective: To observe the clinical feasibility and security of SMT-Ⅱ video laryngoscope in difficult airway intubation in emergency department. Methods: This study took 90 adults with difficult airway who were admitted to the rescue room of Jingxi court of Beijing Chao-Yang Hospital, Capital Medical University from January 2015 to December 2016.The patients were randomly divided into 2 groups(SMT-Ⅱ video laryngoscope group: n =45, Macintosh direct laryngoscope group: n =45), which were treated with endotracheal intubation and ventilator assisted ventilation.The evaluation of difficult mask ventilation(DMV) independent risk factor score, Wlison score, Cormack-Lehane grade, mouth opening, thyromental distance, visualization of the glottis, time for laryngoscopy, time for tracheal intubation, first-pass success rate of intubation, complications, mean arterial pressure(MAP) and heart rate(HR) before induction, after laryngoscopy, after induction, after intubation 5 minutes, 10 minutes were recorded.ANOVA, t -test, Chi-square test was used to analyze differences data, respectively. Results: There was no significant difference between the two groups in terms of gender, age, height, weight and other general data, mouth opening, DMV independent risk factor score, Wlison score, and thyromental distance(χ(2)=0.045, t =-0.367, t =0.684, t =0.511, t =0.330, t =-0.724, t =1.219, t =1.034, all P >0.05). A Cormack-Lehane grade Ⅰ or Ⅱ view were 44 cases in SMT-Ⅱ video laryngoscope group and 14 cases in Macintosh direct laryngoscope group. It significantly improved with the use of SMT- Ⅱ video laryngoscope, compared with Macintosh direct laryngoscope(χ(2)=52.096, P <0.01). The time to best view was shorter in SMT-Ⅱ video laryngoscope group compared to that in Macintosh direct laryngoscope group with (15.0±1.0) seconds vs . (24.2±3.4) seconds( t =-26.319, P <0.05). The tube passage time was shorter with SMT-Ⅱ video laryngoscope (31.6±4.3) seconds vs . (12.7±0

  13. The effect of an anaesthetic patient information video on perioperative anxiety: A randomised study.

    Science.gov (United States)

    Lin, Shun-Yuan; Huang, Hung-An; Lin, Sung-Chun; Huang, Yuan-Ting; Wang, Kuo-Yang; Shi, Hon-Yi

    2016-02-01

    Despite growing evidence that an educational anaesthesia video can effectively reduce perioperative anxiety, the ideal medium for addressing perioperative anxiety is unclear. The purpose of this study was to investigate the effect of viewing an anaesthetic patient information video on anxiety levels in patients scheduled to undergo surgery. A randomised controlled trial. Pingtung Christian Hospital (PTCH), Taiwan. One hundred patients were randomised to either an experimental group (n = 50) or a control group (n = 50). At the preoperative clinic, the experimental group watched the an 8 minute educational anaesthetic video, whereas the control group received a standard 8-min verbal briefing on anaesthesia after preoperative assessment. The Chinese version of the Spielberger state trait anxiety inventory, which included a state scale (STAI-S) and a trait scale (STAI-T), was performed in the preoperative clinic (T1) before anaesthetic preassessment, at the preoperative holding area just before surgery (T2) and again on the third day after surgery (T3). Scores for overall satisfaction with medical care were obtained on the third day after surgery. For two time interval comparisons, effect size was used to standardise the extent of change as measured by STAI-S. After the educational intervention, state anxiety was lower in the experimental group than in the control group at both T2 (42.9 ± 6.5 vs. 45.0 ± 12.7) and T3 (40.2 ± 5.3 vs. 48.8 ± 8.5). Compared with control group, the experimental group had a larger effect size at T2 and T3 (-0.65 and -0.36, respectively). Overall satisfaction was significantly higher in the experimental group than in the control group (P anxiety was significantly reduced and overall patient satisfaction increased after viewing a preoperative educational anaesthesia video compared with a standard verbal briefing on anaesthesia.

  14. Sex differences in visual attention to sexually explicit videos: a preliminary study.

    Science.gov (United States)

    Tsujimura, Akira; Miyagawa, Yasushi; Takada, Shingo; Matsuoka, Yasuhiro; Takao, Tetsuya; Hirai, Toshiaki; Matsushita, Masateru; Nonomura, Norio; Okuyama, Akihiko

    2009-04-01

    Although men appear to be more interested in sexual stimuli than women, this difference is not completely understood. Eye-tracking technology has been used to investigate visual attention to still sexual images; however, it has not been applied to moving sexual images. To investigate whether sex difference exists in visual attention to sexual videos. Eleven male and 11 female healthy volunteers were studied by our new methodology. The subjects viewed two sexual videos (one depicting sexual intercourse and one not) in which several regions were designated for eye-gaze analysis in each frame. Visual attention was measured across each designated region according to gaze duration. Sex differences, the region attracting the most attention, and visually favored sex were evaluated. In the nonintercourse clip, gaze time for the face and body of the actress was significantly shorter among women than among men. Gaze time for the face and body of the actor and nonhuman regions was significantly longer for women than men. The region attracting the most attention was the face of the actress for both men and women. Men viewed the opposite sex for a significantly longer period than did women, and women viewed their own sex for a significantly longer period than did men. However, gaze times for the clip showing intercourse were not significantly different between sexes. A sex difference existed in visual attention to a sexual video without heterosexual intercourse; men viewed the opposite sex for longer periods than did women, and women viewed the same sex for longer periods than did men. There was no statistically significant sex difference in viewing patterns in a sexual video showing heterosexual intercourse, and we speculate that men and women may have similar visual attention patterns if the sexual stimuli are sufficiently explicit.

  15. Fibromyalgia patients' own experiences of video self-interpretation: a phenomenological-hermeneutic study.

    Science.gov (United States)

    Horwitz, Eva Bojner; Theorell, Töres; Anderberg, Ulla Maria

    2003-09-01

    Fibromyalgia syndrome (FMS) is a disorder with musculoskeletal pain as well as many other psychological and physical symptoms. Up-to-date treatment strategies for this disorder often have only limited effects. In order to develop more effective and adequate treatment tools, a phenomenological-hermeneutic study inspired by Paul Ricoeur was used. FMS patients viewed themselves on videotapes. After the video sessions the FMS patients were interviewed about thoughts that were triggered when they saw themselves on videotape. Video interpretation in combination with interviews facilitated a communication and understanding between the patient and therapist about the patients' body and self-image. The results showed that with the help of video interpretation, the patients' body and self-awareness could be improved, which in turn may help therapists to find better treatment tools for a more directed and individually adapted treatment. This is of importance as this method can be useful to FMS patients for early identification of maladaptive movement patterns and for a better integration their body and self-image. By allowing the FMS patients to interpret themselves from videotape, the FMS patients become more aware of both body and self-signals, which make it easier for the clinician/therapist to know where to start to work with each patients' specific rehabilitation programme.

  16. Individual differences in the processing of smoking-cessation video messages: An imaging genetics study.

    Science.gov (United States)

    Shi, Zhenhao; Wang, An-Li; Aronowitz, Catherine A; Romer, Daniel; Langleben, Daniel D

    2017-09-01

    Studies testing the benefits of enriching smoking-cessation video ads with attention-grabbing sensory features have yielded variable results. Dopamine transporter gene (DAT1) has been implicated in attention deficits. We hypothesized that DAT1 polymorphism is partially responsible for this variability. Using functional magnetic resonance imaging, we examined brain responses to videos high or low in attention-grabbing features, indexed by "message sensation value" (MSV), in 53 smokers genotyped for DAT1. Compared to other smokers, 10/10 homozygotes showed greater neural response to High- vs. Low-MSV smoking-cessation videos in two a priori regions of interest: the right temporoparietal junction and the right ventrolateral prefrontal cortex. These regions are known to underlie stimulus-driven attentional processing. Exploratory analysis showed that the right temporoparietal response positively predicted follow-up smoking behavior indexed by urine cotinine. Our findings suggest that responses to attention-grabbing features in smoking-cessation messages is affected by the DAT1 genotype. Copyright © 2017. Published by Elsevier B.V.

  17. Video game playing time and cardiometabolic risk in adolescents: the AFINOS study.

    Science.gov (United States)

    Martinez-Gómez, David; Gomez-Martinez, Sonia; Ruiz, Jonatan R; Ortega, Francisco B; Marcos, Ascension; Veiga, Oscar L

    2012-09-22

    We aimed to examine the association of video games playing time with cardiometabolic risk biomarkers in adolescents. This study comprised 181 adolescents (88 girls), aged 13- to 17 years old. Moderate-to-vigorous physical activity (MVPA) was measured by accelerometry, and video game playing time in computer and console was self-reported. Waist circumference, systolic blood pressure (BP) and diastolic BP, mean arterial pressure, HDL-cholesterol, LDL-cholesterol, total cholesterol, triglycerides, glucose, insulin, and apolipoproteins A-1 and B-100 were measured. Computer games use was not significantly associated with any biomarker (P>0.1) but the time spent using console games was positively associated with diastolic BP, mean arterial pressure, triglycerides, and a clustered cardiometabolic risk score. These results were independent of age, sex, pubertal stage, MVPA, and WC. These results support some evidence regarding a plausible unfavorable role of playing (console) video games on cardiometabolic health in adolescence. Copyright © 2012 Elsevier España, S.L. All rights reserved.

  18. Additive Manufacturing in Production: A Study Case Applying Technical Requirements

    Science.gov (United States)

    Ituarte, Iñigo Flores; Coatanea, Eric; Salmi, Mika; Tuomi, Jukka; Partanen, Jouni

    Additive manufacturing (AM) is expanding the manufacturing capabilities. However, quality of AM produced parts is dependent on a number of machine, geometry and process parameters. The variability of these parameters affects the manufacturing drastically and therefore standardized processes and harmonized methodologies need to be developed to characterize the technology for end use applications and enable the technology for manufacturing. This research proposes a composite methodology integrating Taguchi Design of Experiments, multi-objective optimization and statistical process control, to optimize the manufacturing process and fulfil multiple requirements imposed to an arbitrary geometry. The proposed methodology aims to characterize AM technology depending upon manufacturing process variables as well as to perform a comparative assessment of three AM technologies (Selective Laser Sintering, Laser Stereolithography and Polyjet). Results indicate that only one machine, laser-based Stereolithography, was feasible to fulfil simultaneously macro and micro level geometrical requirements but mechanical properties were not at required level. Future research will study a single AM system at the time to characterize AM machine technical capabilities and stimulate pre-normative initiatives of the technology for end use applications.

  19. Studying complex decision making in natural settings: using a head-mounted video camera to study competitive orienteering.

    Science.gov (United States)

    Omodei, M M; McLennan, J

    1994-12-01

    Head-mounted video recording is described as a potentially powerful method for studying decision making in natural settings. Most alternative data-collection procedures are intrusive and disruptive of the decision-making processes involved while conventional video-recording procedures are either impractical or impossible. As a severe test of the robustness of the methodology we studied the decision making of 6 experienced orienteers who carried a head-mounted light-weight video camera as they navigated, running as fast as possible, around a set of control points in a forest. Use of the Wilcoxon matched-pairs signed-ranks test indicated that compared with free recall, video-assisted recall evoked (a) significantly greater experiential immersion in the recall, (b) significantly more specific recollections of navigation-related thoughts and feelings, (c) significantly more realizations of map and terrain features and aspects of running speed which were not noticed at the time of actual competition, and (d) significantly greater insight into specific navigational errors and the intrusion of distracting thoughts into the decision-making process. Potential applications of the technique in (a) the environments of emergency services, (b) therapeutic contexts, (c) education and training, and (d) sports psychology are discussed.

  20. Feeding forward to a 'miracle day' – a pilot study of video feedforward in reactive attachment disorder.

    Science.gov (United States)

    Gorski, Charlotta; Minnis, Helen

    2014-07-01

    Video feedforward is a solution-focused intervention used to improve desired behaviour. We present two case studies of using video feedforward in reactive attachment disorder. Children with reactive attachment disorder, their caregivers and their clinician completed storyboards of behaviours desired during a 'miracle day' and filmed the individual scenes. These scenes were edited to a prolonged sequence of successful behaviour which was fed back to the child and their caregiver using principles of video interaction guidance. Families reported major improvements in the targeted behaviours, usually within a week of filming the 'miracle day'. © The Author(s) 2013.

  1. The effect of video games on teenagers’ behavior and performance: A cross-sectional study in Tehran

    Directory of Open Access Journals (Sweden)

    Elham Dirandeh

    2016-08-01

    Full Text Available Background: The novelty of the present study was to interpret the relation of the videogame usage in teenagers’ behaviors and their performance in schools and distinctive environments.Methods: A total of 508 male and female teenage students were randomly selected from secondary schools of Tehran, the Capital of Iran. The designed questionnaire was completed by student’s parents at the end of school year. School performance and students’ behavior and pattern of using videogames were asked. Descriptive statistics, Contingency coefficient and chi-squared tests were used for data analysis.Results: According to the results, almost all the teenagers were interested in video games and 76.8% of students played video games once in a while. Female students whose mothers were older used video games more often than teenagers whose mothers were younger. Also, male students, whose mothers were housewives and had handheld devices in their rooms, were observed to spend more time playing games. The male students who spent more time playing video games showed more aggression than the others. In addition, female students who played video games quite often, showed abnormal behavior and strange mental status. Both genders showed high percentage of shouting and overeating, when they spent more time playing video games. Conclusion: Playing videogames has a significant effect on teenagers’ behaviors but not on their school performance. Social determinants of health also have significant effect on playing videogames.Keywords: Adolescent; Educational Status; Students; Video Games

  2. Celiac disease on YouTube - a study of the Polish content available on the popular video-sharing website.

    Science.gov (United States)

    Kiedrowski, Mirosław; Mróz, Andrzej; Gajewska, Danuta; Nurzyński, Paweł; Deptała, Andrzej

    2017-10-23

    Celiac disease affects about 1% of the population. Since most Polish households have a broadband Internet connection, a lot of people use web resources to learn about health and disease. YouTube service (www.youtube.com) offers a lot of videos concerning celiac disease. However, the credibility of the Polish videos available on YouTube and concerning celiac disease has never been analyzed. The aim of the study was to determine whether the YouTube service offers valuable content for Polish people affected by celiac disease. One hundred and fifty-four unique videos devoted to celiac disease and available in the Polish language were identified and critically assessed. Each video was categorized due to its topic(s), and evaluated for its credibility by two independent researchers. In general, 127 (82.5%) videos were found to be credible. The most credible categories of content presented organizations and events related to celiac disease/celiac society, followed by culinary recipes (100.0, 100.0, and 95.6% of credible videos, respectively). The least trustworthy categories were devoted to pathobiology and advertisements (55.6 and 54.3% of credible videos, respectively). YouTube service can serve as a supplementary source of knowledge for people affected by celiac disease, after careful selection of trustworthy content.

  3. The effects of an informational video on patient knowledge, satisfaction and compliance with venous thromboembolism prophylaxis: a pilot study.

    Science.gov (United States)

    Marini, Bernard L; Funk, Kylee; Kraft, Michael D; Fong, Jessica M; Naanos, Roxanne; Stout, Stephen M; Wagner, Deborah

    2014-08-01

    Venous thromboembolism (VTE) is the leading cause of preventable death in hospitalized patients. Educational videos have been effectively used to increase patient satisfaction and knowledge. This study examined possible benefits of an educational video about VTE. Medical patients receiving VTE prophylaxis were screened within 48 h of admission. Upon enrollment, patients were randomly assigned to either watch a 5 min educational video on VTE or not, in addition to standard VTE education. Within 24-48 h after randomization, all patients completed a survey assessing VTE prophylaxis knowledge and satisfaction. Patients who watched the video averaged 83% correct responses to knowledge-based questions (regarding VTE risk, symptoms, and preventative measures) versus an average score of 62% for patients in the no video group (pPatients who watched the video were more satisfied with their VTE education (4.8 vs. 3.4 out of 5, ppatients about VTE and improved patient satisfaction. A VTE educational video can be an effective tool for improving patient knowledge of the condition. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.

  4. The low interaction of viewers of video clips on the internet The case study of YouTube Spain

    Directory of Open Access Journals (Sweden)

    Ana Jorge-Alonso, Ph.D.

    2010-01-01

    Full Text Available This research study demonstrates that viewers of video clips on the Internet adopt a viewing attitude that is as passive as the one adopted when watching unidirectional and traditional media. Research on the attitude of the viewer of video clips on the Internet is almost non-existent. The authors dispute the widespread myths and the few studies that suggest that most Internet users exercise the interactive potentiality of this medium. The article focuses on Youtube Spain as the main referent of video consumption over the Internet, and demonstrates the initial hypothesis with quantitative data. Their methodology studies the behaviour of Internet users by analysing 278 videos and 650,884,405 visits registered until the end of 2009. These results shed light on many questions, and open other interesting lines of research.

  5. Video Medical Interpretation over 3G Cellular Networks: A Feasibility Study

    Science.gov (United States)

    Williamson, Deborah; Sterrett, James; Detzler, Isabel; Ackerman, Michael

    2011-01-01

    Abstract Objective: To test the feasibility of using cell phone technology to provide video medical interpretation services at a distance. Materials and Methods: Alternative cell phone services were researched and videoconferencing technologies were tried out to identify video products and telecommunication services needed to meet video medical interpretation requirements. The video and telecommunication technologies were tried out in a pharmacy setting and compared with use of the telephone. Results: Outcomes were similar to findings in previous research involving video medical interpretation with higher bandwidth and video quality. Patients appreciated the interpretation service no matter how it is provided, while health providers and interpreters preferred video. Conclusion: It is possible to provide video medical interpretation services via cellular communication using lower bandwidth videoconferencing technology that provides sufficient quality, at least in pharmacy settings. However, a number of issues need to be addressed to ensure quality of service. PMID:22011055

  6. Teaching a "Critical Accessibility Case Study": Developing Disability Studies Curricula for the Technical Communication Classroom

    Science.gov (United States)

    Browning, Ella R.; Cagle, Lauren E.

    2017-01-01

    As technical communication (TC) instructors, it is vital that we continue reimagining our curricula as the field itself is continually reimagined in light of new technologies, genres, workplace practices, and theories--theories such as those from disability studies scholarship. Here, the authors offer an approach to including disability studies in…

  7. Short-Term Effects of Prosocial Video Games on Aggression: An Event-Related Potential Study

    OpenAIRE

    Yanling eLiu; Yanling eLiu; Zhaojun eTeng; Haiying eLan; Xin eZhang; Dezhong eYao

    2015-01-01

    Previous research has shown that exposure to violent video games increases aggression, whereas exposure to prosocial video games can reduce aggressive behavior. However, little is known about the neural correlates of these behavioral effects. This work is the first to investigate the electrophysiological features of the relationship between playing a prosocial video game and inhibition of aggressive behavior. Forty-nine subjects played either a prosocial or a neutral video game for 20 minutes...

  8. Short-term effects of prosocial video games on aggression: an event-related potential study

    OpenAIRE

    Liu, Yanling; Teng, Zhaojun; Lan, Haiying; Zhang, Xin; Yao, Dezhong

    2015-01-01

    Previous research has shown that exposure to violent video games increases aggression, whereas exposure to prosocial video games can reduce aggressive behavior. However, little is known about the neural correlates of these behavioral effects. This work is the first to investigate the electrophysiological features of the relationship between playing a prosocial video game and inhibition of aggressive behavior. Forty-nine subjects played either a prosocial or a neutral video game for 20 min, th...

  9. Video-feedback intervention with maltreating parents and their children: program implementation and case study.

    Science.gov (United States)

    Moss, Ellen; Tarabulsy, George M; St-Georges, Rachèle; Dubois-Comtois, Karine; Cyr, Chantal; Bernier, Annie; St-Laurent, Diane; Pascuzzo, Katherine; Lecompte, Vanessa

    2014-01-01

    This article describes a video-feedback intervention program with maltreating parents and their children aged 1 to 5 years using a case-study approach. The 8-week program is of interest to researchers and clinicians because it is the first short-term attachment-based intervention program to demonstrate efficacy in enhancing parental sensitivity, improving child attachment security, and reducing disorganized attachment for children and parents who have been reported for child abuse and/or neglect. We have previously described the theoretical and empirical basis of the intervention program and evidence for its efficacy. Details of program implementation and a case study are currently presented.

  10. Designing Socially-Aware Video Exploration Interfaces: A Case Study using School Concert Assets

    NARCIS (Netherlands)

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

    2013-01-01

    htmlabstractOnline video sharing systems, such as YouTube, do not provide users enough support to explore community videos that portray people within their social circle. Such services typically consider each video clip as an isolated object, and not as part of a set of related clips. Even though

  11. A Case Study for Teaching Quantitative Biochemical Buffer Problems Using Group Work and "Khan Style" Videos

    Science.gov (United States)

    Barreto, Jose; Reilly, John; Brown, David; Frost. Laura; Coticone, Sulekha Rao; Dubetz, Terry Ann; Beharry, Zanna; Davis-McGibony, C. Michele; Ramoutar, Ria; Rudd, Gillian

    2014-01-01

    New technological developments have minimized training, hardware expense, and distribution problems for the production and use of instructional videos, and any science instructor can now make instructional videos for their classes. We created short "Khan style" videos for the topic of buffers in biochemistry and assigned them as…

  12. Headache as an Aura of Epilepsy: Video-EEG Monitoring Study.

    Science.gov (United States)

    Kim, Dong Wook; Sunwoo, Jun-Sang; Lee, Sang Kun

    2016-04-01

    Headache can be associated with epilepsy as a pre-ictal, ictal, or post-ictal phenomenon; however, studies of patients with headache as an epileptic aura are scarce. We performed the present study to investigate the incidence and characteristics of headache as an epileptic aura, via confirmation of electroencephalography (EEG) changes by video-EEG monitoring. Data of aura and clinical seizure episodes of 831 consecutive patients who undertook video-EEG monitoring were analyzed retrospectively. For patients who had headache as an aura, information on the detailed features of headache was acquired, including location, nature, duration, and the presence of accompanying symptoms. Video-recorded clinical seizures, EEG findings, and neuroimaging data were used to determine the ictal onset areas in the patients. Six out of 831 (0.7%) patients experienced headache as aura (age range, 25-52 years), all of whom had partial seizures. The incidence of pre-ictal headache was 6.3% (25/831), and post-ictal headache was 30.9% (257/831). In patients with headache as aura, five patients described headache as the most frequent aura, and headache was the second most frequent aura in one patient. The characteristics of headache were hemicrania epileptica in two patients, tension-type headache in another two patients, and migraine-like headache in the remaining two patients. No patient met the diagnostic criteria of ictal epileptic headache or migraine aura-triggered seizure. Our study showed that headache as an aura is uncommon in adult patients with epilepsy, and that headache can present as diverse features, including hemicrania epileptica, tension-type headache, and migraine-like headache. Further studies are necessary to characterize the features of headache as an epileptic aura in adult patients with epilepsy. © 2016 American Headache Society.

  13. Digital Video Interactive (DVI) Based Authoring Tools for Unit Level Training. Final Technical Report for Period 27 September 1991 - 27 May 1992.

    Science.gov (United States)

    Hyltin, John P.; And Others

    This report describes DVI (Digital Video Interactive) technology, current authoring languages and tools, and the reasons for developing new tools and applications. The work described was performed by Betac Corporation as part of a Phase II Small Business Innovation Research project. Section I provides background information on DVI. DVI technology…

  14. The Use of a Microprocessor-Controlled, Video Output Atomic Absorption Spectrometer as an Educational Tool in a Two-Year Technical Curriculum.

    Science.gov (United States)

    Kerfoot, Henry B.

    Based on instructional experiences at Charles County Community College, Maryland, this report examines the pedagogical advantage of teaching atomic absorption (AA) spectroscopy with an AA spectrophotometer that is equipped with a microprocessor and video output mechanism. The report first discusses the growing importance of AA spectroscopy in…

  15. A Prospective Study of Loss of Consciousness in Epilepsy Using Virtual Reality Driving Simulation and Other Video Games

    OpenAIRE

    Yang, Li; Morland, Thomas B.; Schmits, Kristen; Rawson, Elizabeth; Narasimhan, Poojitha; Motelow, Joshua E; Purcaro, Michael J.; Peng, Kathy; Raouf, Saned; DeSalvo, Matthew N; Oh, Taemin; Wilkerson, Jerome; Bod, Jessica; Srinivasan, Aditya; Kurashvili, Pimen

    2010-01-01

    Patients with epilepsy are at risk of traffic accidents when they have seizures while driving. However, driving is an essential part of normal daily life in many communities, and depriving patients of driving privileges can have profound consequences for their economic and social well being. In the current study, we collected ictal performance data from a driving simulator and two other video games in patients undergoing continuous video/EEG monitoring. We captured 22 seizures in 13 patients ...

  16. Do Older Adults Hate Video Games until they Play them? A Proof-of-Concept Study

    DEFF Research Database (Denmark)

    Ferguson, Chris; Nielsen, Rune Kristian Lundedal; Maguire, Ryan

    2016-01-01

    The issue of negative video game influences on youth remains contentious in public debate, the scholarly community and among policy makers. Recent research has indicated that negative attitudes toward video games are, in part, generational in nature with older adults more inclined to endorse...... to a particular video game, even an M-rated violent game, expressed fewer concerns about that specific video game. Results support the hypothesis that negative attitudes toward video games exists mainly in the abstract and do not survive direct exposure to individual games. Further, older adults were not uniform...

  17. D. Felini (a cura di, Video game education. Studi e percorsi di formazione

    Directory of Open Access Journals (Sweden)

    Alex Tribelli

    2013-03-01

    Full Text Available Nei confronti di una trattazione scientifica dei videogame c’è tuttora qualche scetticismo. I pregiudizi, più volte denunciati, ancora hanno qualche sussistenza: persiste qualche analisi sociale che considera i videogame oggetti diabolici che provocano isolamento e comportamenti violenti nei teenager. Pur constatando una progressiva inversione di tendenza, Video game education. Studi e percorsi di formazione, curato da Damiano Felini, si propone di sgretolare la concezione che la società contemporanea ha dei videogame, dimostrando come questi oggetti mediali possono addirittura divenire uno strumento di formazione e crescita delle persone.

  18. Who views graphic media and why? A mixed-methods study of the ISIS beheading videos

    OpenAIRE

    Redmond, Sarah Ann

    2017-01-01

    In the wake of large-scale disasters, many individuals seek out graphic news coverage of the event, but prior research has not examined who these individuals are and what motivates them to do so. The present study used a mixed-methods design to identify who seeks out graphic images, the correlates of viewing this coverage, and motivations for doing so by looking at individuals who watched a beheading video created by the terrorist group ISIS (Islamic State of Iraq and Syria). These questions ...

  19. Couch potatoes to jumping beans: A pilot study of the effect of active video games on physical activity in children

    Directory of Open Access Journals (Sweden)

    Jull Andrew

    2008-02-01

    Full Text Available Abstract The primary objective of this pilot study was to evaluate the effect of active video games on children's physical activity levels. Twenty children (mean ± SD age = 12 ± 1.5 years; 40% female were randomised to receive either an active video game upgrade package or to a control group (no intervention. Effects on physical activity over the 12-week intervention period were measured using objective (Actigraph accelerometer and subjective (Physical Activity Questionnaire for Children [PAQ-C] measures. An activity log was used to estimate time spent playing active and non-active video games. Children in the intervention group spent less mean time over the total 12-week intervention period playing all video games compared to those in the control group (54 versus 98 minutes/day [difference = -44 minutes/day, 95% CI [-92, 2

  20. Couch potatoes to jumping beans: a pilot study of the effect of active video games on physical activity in children.

    Science.gov (United States)

    Ni Mhurchu, Cliona; Maddison, Ralph; Jiang, Yannan; Jull, Andrew; Prapavessis, Harry; Rodgers, Anthony

    2008-02-07

    The primary objective of this pilot study was to evaluate the effect of active video games on children's physical activity levels.Twenty children (mean +/- SD age = 12 +/- 1.5 years; 40% female) were randomised to receive either an active video game upgrade package or to a control group (no intervention). Effects on physical activity over the 12-week intervention period were measured using objective (Actigraph accelerometer) and subjective (Physical Activity Questionnaire for Children [PAQ-C]) measures. An activity log was used to estimate time spent playing active and non-active video games.Children in the intervention group spent less mean time over the total 12-week intervention period playing all video games compared to those in the control group (54 versus 98 minutes/day [difference = -44 minutes/day, 95% CI [-92, 2

  1. 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.

  2. Gaze training enhances laparoscopic technical skill acquisition and multi-tasking performance: a randomized, controlled study.

    Science.gov (United States)

    Wilson, Mark R; Vine, Samuel J; Bright, Elizabeth; Masters, Rich S W; Defriend, David; McGrath, John S

    2011-12-01

    The operating room environment is replete with stressors and distractions that increase the attention demands of what are already complex psychomotor procedures. Contemporary research in other fields (e.g., sport) has revealed that gaze training interventions may support the development of robust movement skills. This current study was designed to examine the utility of gaze training for technical laparoscopic skills and to test performance under multitasking conditions. Thirty medical trainees with no laparoscopic experience were divided randomly into one of three treatment groups: gaze trained (GAZE), movement trained (MOVE), and discovery learning/control (DISCOVERY). Participants were fitted with a Mobile Eye gaze registration system, which measures eye-line of gaze at 25 Hz. Training consisted of ten repetitions of the "eye-hand coordination" task from the LAP Mentor VR laparoscopic surgical simulator while receiving instruction and video feedback (specific to each treatment condition). After training, all participants completed a control test (designed to assess learning) and a multitasking transfer test, in which they completed the procedure while performing a concurrent tone counting task. Not only did the GAZE group learn more quickly than the MOVE and DISCOVERY groups (faster completion times in the control test), but the performance difference was even more pronounced when multitasking. Differences in gaze control (target locking fixations), rather than tool movement measures (tool path length), underpinned this performance advantage for GAZE training. These results suggest that although the GAZE intervention focused on training gaze behavior only, there were indirect benefits for movement behaviors and performance efficiency. Additionally, focusing on a single external target when learning, rather than on complex movement patterns, may have freed-up attentional resources that could be applied to concurrent cognitive tasks.

  3. Paroxysmal non-epileptic motor events in childhood: a clinical and video-EEG-polymyographic study.

    Science.gov (United States)

    Canavese, Carlotta; Canafoglia, Laura; Costa, Caterina; Zibordi, Federica; Zorzi, Giovanna; Binelli, Simona; Franceschetti, Silvana; Nardocci, Nardo

    2012-04-01

    The aim of this article was to describe the phenomenology and polymyographic features of paroxysmal non-epileptic motor events (PNMEs) observed in a series of typically developing and children with neurological impairment. We conducted a retrospective evaluation of 63 individuals (29 females; 34 males) affected by PNMEs at the National Neurological Institute 'C. Besta' between 2006 and 2008. Individuals were included in the study if they had PNMEs documented by a video-electroencephalography-polymyographic study and were aged between 1 month and 18 years (mean age at the time of video-electroencephalography-polymyography: 5y 10mo). In 45 of the 63 participants (71%), PNMEs were associated with other neurological conditions (secondary) including epilepsy, whereas in 18 participants PNME was the only neurological symptom (primary). Clinical features allowed classification of the motor disturbance into usual movement disorder categories in 31 individuals (49%); in the remaining 32 (51%), the movement disorder was characterized on the basis of polymyographic pattern of 'jerks' or 'sustained contraction'. The most frequent PNMEs were paroxysmal dyskinesias, followed by startle, stereotypies, shuddering, sleep myoclonus, psychogenic movement disorders, and benign myoclonus of early infancy; the last syndrome was also observed in children with neurological impairment. In eight participants, PNMEs remained unclassified. PNMEs may occur in both healthy and children with neurological impairment and are caused by a wide range of static and progressive conditions. In the majority of children with neurological impairment with associated epilepsy, the PNMEs do not fit into the usual movement disorders categories. A video-electroencephalography-polymyography is therefore useful for characterizing them. © The Authors. Developmental Medicine & Child Neurology © 2012 Mac Keith Press.

  4. An optimized video system for augmented reality in endodontics: a feasibility study.

    Science.gov (United States)

    Bruellmann, D D; Tjaden, H; Schwanecke, U; Barth, P

    2013-03-01

    We propose an augmented reality system for the reliable detection of root canals in video sequences based on a k-nearest neighbor color classification and introduce a simple geometric criterion for teeth. The new software was implemented using C++, Qt, and the image processing library OpenCV. Teeth are detected in video images to restrict the segmentation of the root canal orifices by using a k-nearest neighbor algorithm. The location of the root canal orifices were determined using Euclidean distance-based image segmentation. A set of 126 human teeth with known and verified locations of the root canal orifices was used for evaluation. The software detects root canals orifices for automatic classification of the teeth in video images and stores location and size of the found structures. Overall 287 of 305 root canals were correctly detected. The overall sensitivity was about 94 %. Classification accuracy for molars ranged from 65.0 to 81.2 % and from 85.7 to 96.7 % for premolars. The realized software shows that observations made in anatomical studies can be exploited to automate real-time detection of root canal orifices and tooth classification with a software system. Automatic storage of location, size, and orientation of the found structures with this software can be used for future anatomical studies. Thus, statistical tables with canal locations will be derived, which can improve anatomical knowledge of the teeth to alleviate root canal detection in the future. For this purpose the software is freely available at: http://www.dental-imaging.zahnmedizin.uni-mainz.de/.

  5. Do Older Adults Hate Video Games until they Play them? A Proof-of-Concept Study

    DEFF Research Database (Denmark)

    Ferguson, Chris; Nielsen, Rune Kristian Lundedal; Maguire, Ryan

    2016-01-01

    to a particular video game, even an M-rated violent game, expressed fewer concerns about that specific video game. Results support the hypothesis that negative attitudes toward video games exists mainly in the abstract and do not survive direct exposure to individual games. Further, older adults were not uniform......The issue of negative video game influences on youth remains contentious in public debate, the scholarly community and among policy makers. Recent research has indicated that negative attitudes toward video games are, in part, generational in nature with older adults more inclined to endorse...... in their condemnation of video games with older adults having varying opinions about the harmfulness of video games. Related to specific concerns, older adults tended to worry more about issues such as addiction than they did violent content....

  6. Sexist games=sexist gamers? A longitudinal study on the relationship between video game use and sexist attitudes.

    Science.gov (United States)

    Breuer, Johannes; Kowert, Rachel; Festl, Ruth; Quandt, Thorsten

    2015-04-01

    From the oversexualized characters in fighting games, such as Dead or Alive or Ninja Gaiden, to the overuse of the damsel in distress trope in popular titles, such as the Super Mario series, the under- and misrepresentation of females in video games has been well documented in several content analyses. Cultivation theory suggests that long-term exposure to media content can affect perceptions of social realities in a way that they become more similar to the representations in the media and, in turn, impact one's beliefs and attitudes. Previous studies on video games and cultivation have often been cross-sectional or experimental, and the limited longitudinal work in this area has only considered time intervals of up to 1 month. Additionally, previous work in this area has focused on the effects of violent content and relied on self-selected or convenience samples composed mostly of adolescents or college students. Enlisting a 3 year longitudinal design, the present study assessed the relationship between video game use and sexist attitudes, using data from a representative sample of German players aged 14 and older (N=824). Controlling for age and education, it was found that sexist attitudes--measured with a brief scale assessing beliefs about gender roles in society--were not related to the amount of daily video game use or preference for specific genres for both female and male players. Implications for research on sexism in video games and cultivation effects of video games in general are discussed.

  7. Developing and Testing a Video Tutorial for Software Training

    NARCIS (Netherlands)

    van der Meij, Hans

    2014-01-01

    Purpose: Video tutorials for software training are rapidly becoming popular. A set of dedicated guidelines for the construction of such tutorials was recently advanced in Technical Communication (Van der Meij & Van der Meij, 2013). The present study set out to assess the cognitive and motivational

  8. The Visual Rhetoric of Yoruba Video Films | Faniran | Humanities ...

    African Journals Online (AJOL)

    Although Nigerian video films have been studied mostly from the perspective of their formal, technical qualities (Ogunleye, 2003; Haynes, 2000; Okome and Haynes, 1997), the present investigation endeavours to shift the focus from this perspective to that of the cultural mediations that occur in the process of their production ...

  9. The early electroclinical manifestations of infantile spasms: A video EEG study

    Science.gov (United States)

    Iype, Mary; Kunju, Puthuvathra Abdul Mohammed; Saradakutty, Geetha; Mohan, Devi; Khan, Shahanaz Ahamed Mohammed

    2016-01-01

    Purpose: Infantile spasms are described as flexor extensor and mixed; but more features of their semiology and ictal electroencephalography (EEG) changes are sparse in the literature. The purpose of the study was to describe the clinical and ictal video-EEG characteristics of consecutive cases with infantile spasms and to try to find an association with the etiology. Materials and Methods: The clinical phenomenology and EEG characteristics on video-EEG were analyzed in 16 babies with infantile spasms. Results: A total of 869 spasms were reviewed. Nine (56.3%) showed focal seizures at least once during the recording and 1 (6.3%) had multifocal myoclonus in addition to the spasms. The duration of the cluster and interval between spasms was totally variable in all patients. Lateralizing phenomena were present in at least some of the spasms in all patients. Unilateral manual automatism in the form of holding the pinna was noted in three patients following the spasm. The ictal EEG activity in the majority (75%) was the slow wave. Four (25%) showed fast generalized spindle-like ictal discharges. Spikes, spike and wave activity, or electrodecremental pattern alone during the ictus was seen in none. On bivariate analysis, no factor noted on the video EEG had association with the etiology. Conclusion: Infantile spasms could be associated with focal and other seizures, has unique, non-uniform and variable semiology from patient to patient. The ictal EEG manifestation in the majority (75%) of our patients was the slow wave transient with 25% showing generalized fast spindle-like activity. PMID:27011629

  10. The early electroclinical manifestations of infantile spasms: A video EEG study

    Directory of Open Access Journals (Sweden)

    Mary Iype

    2016-01-01

    Full Text Available Purpose: Infantile spasms are described as flexor extensor and mixed; but more features of their semiology and ictal electroencephalography (EEG changes are sparse in the literature. The purpose of the study was to describe the clinical and ictal video-EEG characteristics of consecutive cases with infantile spasms and to try to find an association with the etiology. Materials and Methods: The clinical phenomenology and EEG characteristics on video-EEG were analyzed in 16 babies with infantile spasms. Results: A total of 869 spasms were reviewed. Nine (56.3% showed focal seizures at least once during the recording and 1 (6.3% had multifocal myoclonus in addition to the spasms. The duration of the cluster and interval between spasms was totally variable in all patients. Lateralizing phenomena were present in at least some of the spasms in all patients. Unilateral manual automatism in the form of holding the pinna was noted in three patients following the spasm. The ictal EEG activity in the majority (75% was the slow wave. Four (25% showed fast generalized spindle-like ictal discharges. Spikes, spike and wave activity, or electrodecremental pattern alone during the ictus was seen in none. On bivariate analysis, no factor noted on the video EEG had association with the etiology. Conclusion: Infantile spasms could be associated with focal and other seizures, has unique, non-uniform and variable semiology from patient to patient. The ictal EEG manifestation in the majority (75% of our patients was the slow wave transient with 25% showing generalized fast spindle-like activity.

  11. METs in adults while playing active video games: a metabolic chamber study.

    Science.gov (United States)

    Miyachi, Motohiko; Yamamoto, Kenta; Ohkawara, Kazunori; Tanaka, Shigeho

    2010-06-01

    Active video game systems controlled through arm gestures and motions (Nintendo Wii Sports) and video games controlled through force plate (Wii Fit Plus) are becoming increasingly popular. This study was performed to determine the energy expenditure (EE) during Wii Fit Plus and Wii Sports game activities. Twelve adult men and women performed all the activities of Wii Sports (five activities: golf, bowling, tennis, baseball, and boxing) and Wii Fit Plus (63 activities classified as yoga, resistance, balance, and aerobic exercises). Each activity was continued for at least 8 min to obtain a steady-state EE. Because EE was assessed in an open-circuit indirect metabolic chamber consisting of an airtight room (20,000 or 15,000 L), subjects were freed of apparatus to collect expired gas while playing the games. MET value was calculated from resting EE and steady-state EE during activity. The mean MET values of all 68 activities were distributed over a wide range from 1.3 METs (Lotus Focus) to 5.6 METs (single-arm stand). The mean MET values in yoga, balance, resistance, and aerobic exercise of Wii Fit Plus and Wii Sports were 2.1, 2.0, 3.2, 3.4, and 3.0 METs, respectively. Forty-six activities (67%) were classified as light intensity (6.0 METs). Time spent playing one-third of the activities supplied by motion- and gesture-controlled video games can count toward the daily amount of exercise required according to the guidelines provided by the American College of Sports Medicine and the American Heart Association, which focus on 30 min of moderate-intensity daily physical activity 5 d x wk(-1).

  12. A Comparative Study of Students’ Track and Field Technical Performance in Sport Education and in a Direct Instruction Approach

    Directory of Open Access Journals (Sweden)

    José Pereira, Peter Hastie, Rui Araújo, Cláudio Farias, Ramiro Rolim

    2015-03-01

    Full Text Available This study examined students’ technical performances improvements in three track and field events (hurdles, shot put, and long jump following either a Sport Education season or a Direct Instruction unit. An experienced Physical Education teacher taught two classes totalling 47 sixth-grade students (25 boys and 22 girls, aged between 10 and 13 years old in 20, 45-minute lessons over 10 weeks. The students’ technical performances were analysed and evaluated through systematic observation of videos. The Wilcoxon signed-rank test was used to compare scores at three time points (pre-test, post-test and retention, and the Mann-Whitney U test was used to examine the differences within each instructional model at each assessment moment, as well as by gender and skill level. The impact of each instructional model in student learning was markedly distinct. While in Sport Education students of both genders and skill levels improved significantly in all events, in Direct Instruction, evidence of significant improvements was limited to boys and students of higher skill level.

  13. The semiology of psychogenic nonepileptic seizures revisited: Can video alone predict the diagnosis? Preliminary data from a prospective feasibility study.

    Science.gov (United States)

    Erba, Giuseppe; Giussani, Giorgia; Juersivich, Adam; Magaudda, Adriana; Chiesa, Valentina; Laganà, Angela; Di Rosa, Gabriella; Bianchi, Elisa; Langfitt, John; Beghi, Ettore

    2016-05-01

    To investigate if, when, and to what extent visual information contained in a video-recorded event allows experienced epileptologists to predict the diagnosis of psychogenic nonepileptic seizures (PNES) without the aid of electroencephalography (EEG). Five neurologists actively practicing in epilepsy centers in Italy and the United States were asked to review 23 videos capturing representative events of 21 unselected consecutive patients admitted for long-term video-EEG monitoring (VEM). Four raters were blind to EEG and clinical information; one rater was not. They were requested to (1) rate the videos for quality and content; (2) choose among four diagnoses: (a) epileptic seizures (ES); (b) PNES; (c) Other nonepileptic seizures (NES; (syncope, movement disorder, migraine, etc.); (d) "Cannot Say"; and (3) explain in their own words the main reasons leading to the diagnosis of choice. All raters predicted the diagnosis correctly in 7 of 23 videos (all ES or PNES) (30.4%), whereas all raters failed in 5 of 23 cases (three Other NES, one PNES, one Cannot Say) (21.7%). The conditions that facilitate, and those that interfere with, a confident diagnosis were predictable. Degree of accuracy among raters was not uniform and was consistently better in three raters. Two among the four blind raters were as accurate as the rater who was not blinded. Interrater agreement was "moderate" (k = 0.52) for the overall group; "moderate" for ES (k = 0.53); "substantial" for PNES (k = 0.63); "fair" for Other NES (k = 0.21)-similar to the results obtained in a previous study evaluating the reliability of combined video-EEG. In about one third of cases, a confident diagnosis of PNES/ES can be established on clinical grounds based on video data alone. Our results benefit all affected patients, particularly those with no access to video-EEG monitoring units. Wiley Periodicals, Inc. © 2016 International League Against Epilepsy.

  14. Video Quality Prediction over Wireless 4G

    KAUST Repository

    Lau, Chun Pong

    2013-04-14

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

  15. Video-Seismic coupling for debris flow study at Merapi Volcano, Indonesia

    Science.gov (United States)

    Budi Wibowo, Sandy; Lavigne, Franck; Mourot, Philippe; Sukatja, Bambang

    2016-04-01

    Previous lahar disasters caused at least 44.252 death toll worldwide from 1600 to 2010 of which 52 % was due to a single event in the late 20th century. The need of a better understanding of lahar flow behavior makes general public and stakeholders much more curious than before. However, the dynamics of lahar in motion is still poorly understood because data acquisition of active flows is difficult. This research presents debris-flow-type lahar on February 28, 2014 at Merapi volcano in Indonesia. The lahar dynamics was studied in the frame of the SEDIMER Project (Sediment-related Disasters following the 2010 centennial eruption of Merapi Volcano, Java, Indonesia) based on coupling between video and seismic data analysis. We installed a seismic station at Gendol river (1090 meters asl, 4.6 km south from the summit) consisting of two geophones placed 76 meters apart parallel to the river, a high definition camera on the edge of the river and two raingauges at east and west side of the river. The results showed that the behavior of this lahar changed continuously during the event. The lahar front moved at an average speed of 4.1 m/s at the observation site. Its maximum velocity reached 14.5 m/s with a peak discharge of 473 m3/s. The maximum depth of the flow reached 7 m. Almost 600 blocks of more than 1 m main axis were identified on the surface of the lahar during 36 minutes, which represents an average block discharge of 17 blocks per minute. Seismic frequency ranged from 10 to 150 Hz. However, there was a clear difference between upstream and downstream seismic characteristics. The interpretation related to this difference could be improved by the results of analysis of video recordings, especially to differentiate the debris flow and hyperconcentrated flow phase. The lahar video is accessible online to the broader community (https://www.youtube.com/watch?v=wlVssRoaPbw). Keywords: lahar, video, seismic signal, debris flow, hyperconcentrated flow, Merapi, Indonesia.

  16. A Comparative Study of Students’ Track and Field Technical Performance in Sport Education and in a Direct Instruction Approach

    Science.gov (United States)

    Pereira, José; Hastie, Peter; Araújo, Rui; Farias, Cláudio; Rolim, Ramiro; Mesquita, Isabel

    2015-01-01

    This study examined students’ technical performances improvements in three track and field events (hurdles, shot put, and long jump) following either a Sport Education season or a Direct Instruction unit. An experienced Physical Education teacher taught two classes totalling 47 sixth-grade students (25 boys and 22 girls, aged between 10 and 13 years old) in 20, 45-minute lessons over 10 weeks. The students’ technical performances were analysed and evaluated through systematic observation of videos. The Wilcoxon signed-rank test was used to compare scores at three time points (pre-test, post-test and retention), and the Mann-Whitney U test was used to examine the differences within each instructional model at each assessment moment, as well as by gender and skill level. The impact of each instructional model in student learning was markedly distinct. While in Sport Education students of both genders and skill levels improved significantly in all events, in Direct Instruction, evidence of significant improvements was limited to boys and students of higher skill level. Key points The impact of each teaching approach in student learning was distinct. While in Sport Education the technical performance improvements spread throughout students of both genders and skill levels, in Direct Instruction significant improvements were exclusive to boys and students of higher skill level. The extended analysis in the current study, taking into account student gender and skill level, permitted a more comprehensive measure of the learning impact of the two approaches. More sophisticated analyses of the tasks and instructional strategies of each approach are encouraged. PMID:25729299

  17. A comparative study of students' track and field technical performance in sport education and in a direct instruction approach.

    Science.gov (United States)

    Pereira, José; Hastie, Peter; Araújo, Rui; Farias, Cláudio; Rolim, Ramiro; Mesquita, Isabel

    2015-03-01

    This study examined students' technical performances improvements in three track and field events (hurdles, shot put, and long jump) following either a Sport Education season or a Direct Instruction unit. An experienced Physical Education teacher taught two classes totalling 47 sixth-grade students (25 boys and 22 girls, aged between 10 and 13 years old) in 20, 45-minute lessons over 10 weeks. The students' technical performances were analysed and evaluated through systematic observation of videos. The Wilcoxon signed-rank test was used to compare scores at three time points (pre-test, post-test and retention), and the Mann-Whitney U test was used to examine the differences within each instructional model at each assessment moment, as well as by gender and skill level. The impact of each instructional model in student learning was markedly distinct. While in Sport Education students of both genders and skill levels improved significantly in all events, in Direct Instruction, evidence of significant improvements was limited to boys and students of higher skill level. Key pointsThe impact of each teaching approach in student learning was distinct. While in Sport Education the technical performance improvements spread throughout students of both genders and skill levels, in Direct Instruction significant improvements were exclusive to boys and students of higher skill level.The extended analysis in the current study, taking into account student gender and skill level, permitted a more comprehensive measure of the learning impact of the two approaches. More sophisticated analyses of the tasks and instructional strategies of each approach are encouraged.

  18. A Study on the Impact of Collective Feedback in the Online Technical and Professional Communication Classroom

    Science.gov (United States)

    Singleton, Meredith

    2016-01-01

    This dissertation study seeks to determine whether feedback in the online Technical and Professional Communication classroom impacts student performance. This dissertation proposes that online Technical and Professional Communication instructors consider adopt such a feedback methodology in order to engage students with writing practices that…

  19. At-Risk Learner Preference in Engineering/Technical Graphics: An Exploratory Study

    Science.gov (United States)

    Ernst, Jeremy V.

    2011-01-01

    This exploratory study investigated learner preferences of secondary Career and Technical Education (CTE) Engineering/Technical Graphics students using the VARK Questionnaire. The VARK Questionnaire is an instrument that assists in determining students' dominant preferred learning styles, whether visual, aural, reading, or kinesthetic. This study…

  20. Pathological video game use among youths: a two-year longitudinal study.

    Science.gov (United States)

    Gentile, Douglas A; Choo, Hyekyung; Liau, Albert; Sim, Timothy; Li, Dongdong; Fung, Daniel; Khoo, Angeline

    2011-02-01

    We aimed to measure the prevalence and length of the problem of pathological video gaming or Internet use, to identify risk and protective factors, to determine whether pathological gaming is a primary or secondary problem, and to identify outcomes for individuals who become or stop being pathological gamers. A 2-year, longitudinal, panel study was performed with a general elementary and secondary school population in Singapore, including 3034 children in grades 3 (N = 743), 4 (N = 711), 7 (N = 916), and 8 (N = 664). Several hypothesized risk and protective factors for developing or overcoming pathological gaming were measured, including weekly amount of game play, impulsivity, social competence, depression, social phobia, anxiety, and school performance. The prevalence of pathological gaming was similar to that in other countries (∼9%). Greater amounts of gaming, lower social competence, and greater impulsivity seemed to act as risk factors for becoming pathological gamers, whereas depression, anxiety, social phobias, and lower school performance seemed to act as outcomes of pathological gaming. This study adds important information to the discussion about whether video game "addiction" is similar to other addictive behaviors, demonstrating that it can last for years and is not solely a symptom of comorbid disorders.

  1. A systematic review of methods for studying consumer health YouTube videos, with implications for systematic reviews.

    Science.gov (United States)

    Sampson, Margaret; Cumber, Jordi; Li, Claudia; Pound, Catherine M; Fuller, Ann; Harrison, Denise

    2013-01-01

    Background. YouTube is an increasingly important medium for consumer health information - with content provided by healthcare professionals, government and non-government organizations, industry, and consumers themselves. It is a rapidly developing area of study for healthcare researchers. We examine the methods used in reviews of YouTube consumer health videos to identify trends and best practices. Methods and Materials. Published reviews of consumer-oriented health-related YouTube videos were identified through PubMed. Data extracted from these studies included type of journal, topic, characteristics of the search, methods of review including number of reviewers and method to achieve consensus between reviewers, inclusion and exclusion criteria, characteristics of the videos reported, ethical oversight, and follow-up. Results. Thirty-three studies were identified. Most were recent and published in specialty journals. Typically, these included more than 100 videos, and were examined by multiple reviewers. Most studies described characteristics of the videos, number of views, and sometime characteristics of the viewers. Accuracy of portrayal of the health issue under consideration was a common focus. Conclusion. Optimal transparency and reproducibility of studies of YouTube health-related videos can be achieved by following guidance designed for systematic review reporting, with attention to several elements specific to the video medium. Particularly when seeking to replicate consumer viewing behavior, investigators should consider the method used to select search terms, and use a snowballing rather than a sequential screening approach. Discontinuation protocols for online screening of relevance ranked search results is an area identified for further development.

  2. A systematic review of methods for studying consumer health YouTube videos, with implications for systematic reviews

    Directory of Open Access Journals (Sweden)

    Margaret Sampson

    2013-09-01

    Full Text Available Background. YouTube is an increasingly important medium for consumer health information – with content provided by healthcare professionals, government and non-government organizations, industry, and consumers themselves. It is a rapidly developing area of study for healthcare researchers. We examine the methods used in reviews of YouTube consumer health videos to identify trends and best practices.Methods and Materials. Published reviews of consumer-oriented health-related YouTube videos were identified through PubMed. Data extracted from these studies included type of journal, topic, characteristics of the search, methods of review including number of reviewers and method to achieve consensus between reviewers, inclusion and exclusion criteria, characteristics of the videos reported, ethical oversight, and follow-up.Results. Thirty-three studies were identified. Most were recent and published in specialty journals. Typically, these included more than 100 videos, and were examined by multiple reviewers. Most studies described characteristics of the videos, number of views, and sometime characteristics of the viewers. Accuracy of portrayal of the health issue under consideration was a common focus.Conclusion. Optimal transparency and reproducibility of studies of YouTube health-related videos can be achieved by following guidance designed for systematic review reporting, with attention to several elements specific to the video medium. Particularly when seeking to replicate consumer viewing behavior, investigators should consider the method used to select search terms, and use a snowballing rather than a sequential screening approach. Discontinuation protocols for online screening of relevance ranked search results is an area identified for further development.

  3. How to freak a Black & Mild: a multi-study analysis of YouTube videos illustrating cigar product modification.

    Science.gov (United States)

    Nasim, Aashir; Blank, Melissa D; Cobb, Caroline O; Berry, Brittany M; Kennedy, May G; Eissenberg, Thomas

    2014-02-01

    Cigar smoking is increasingly common among adolescents who perceive cigars as less harmful than cigarettes. This perception of reduced harm is especially true for cigars that are user-modified by removing the tobacco binder through a process called 'freaking'. Little is known about 'freaking' and this multi-study, mixed-methods analysis sought to understand better the rationale and prevailing beliefs about this smoking practice using YouTube videos. In Study 1, we conducted a descriptive content analysis on the characteristics of 26 randomly sampled cigar product modification (CPM) videos posted during 2006-10. In Study 2, a thematic analysis was performed on the transcripts of commentary associated with each video to characterize viewers' comments about video content. Study 1 results revealed that 90% of videos illustrated a four-step CPM technique: 'Loosening the tobacco'; 'Dumping the tobacco'; 'Removing the cigar binder' and 'Repacking the tobacco'. Four themes related to the purpose of CPM were also derived from video content: 'Easier to smoke' (54%), 'Beliefs in reduction of health risks' (31%), 'Changing the burn rate' (15%) and 'Taste enhancement' (12%). Study 2 results concerning the content characteristics of video comments were categorized into three themes: 'Disseminating information/answering questions' (81%), 'Seeking advice/asking questions' (69%) and 'Learning cigar modification techniques' (35%). Favorable comments were more common (81%) compared to unfavorable (58%) and comment content suggested low-risk perceptions and poor understanding of smoking harms. These findings highlight a novel means for youth to access information concerning CPM that may have important implications for tobacco control policy and prevention.

  4. Impact of sleep on the localizing value of video EEG in patients with refractory focal seizures - a prospective video-EEG with EOG and submental EMG study.

    Science.gov (United States)

    Singh, Shaily; Shukla, Garima; Goyal, Vinay; Srivastava, Achal K; Singh, Mamta B; Vibha, Deepti; Behari, Madhuri

    2014-12-01

    To examine the role of sleep and its stages on the localizing value of video EEG in the evaluation of refractory focal seizures. Video-electroencephalographic (VEEG) evaluation with additional polygraphic recording was carried out for 70 consecutive patients with refractory focal epilepsy, undergoing pre-surgical evaluation, over a two-year period. Localization of video EEG for each seizure was made based on clinical, ictal and interictal data. Seizure localization in each patient was assessed for concordance with MRI and other imaging data (SPECT, PET) for both wake and sleep seizures. Interictal discharges in sleep and wake were similarly compared for concordance with imaging data. A total of 608 seizures were recorded in 70 patients, 289 in sleep. Overall, concordance with imaging data was found in 218 out of 322 wake seizures (67.8%) and in 157 out of 286 sleep seizures (54.8%) (p=0.0314). On analyzing the subset of patients with seizures recorded in both wake and sleep states (total 279 seizures recorded, 113 out of sleep), concordance was observed in 93 out of 166 (56%) wake seizures and in 80 out of 113 (70.7%) sleep seizures (OR 2.03, 95% CI 1.17 to 3.56; p 0.007). Interictal discharges were more common and more precisely localizing in sleep, mostly in stage N2. This prospective VEEG-PSG study demonstrates the role of sleep versus wake state in the localizing value of different components of long-term VEEG recording for patients with medically refractory epilepsy. Our findings show that while wake state ictal EEG has more localizing value in a mixed group of patients, sleep ictal and interictal EEG is significantly more useful in patients who have seizures recorded both during wake and sleep states. In addition, interictal discharges recorded during NREM sleep have high localizing value. This is only the second study elucidating the effect of sleep on the localizing value of video-electroencephalographic evaluation of patients with medically refractory

  5. Socio-technical networks: how a technology studies approach may help to solve problems related to technical change

    NARCIS (Netherlands)

    Elzen, Boelem; Enserink, Bert; Enserink, B.; Smit, Willem A.

    1996-01-01

    This paper is motivated by a desire to deal with the problematic aspects of technical development. To achieve this, we need a new approach to the analysis of socio-technical change. In this paper we develop such an approach, called the `Socio-Technical Networks' (STN) approach. The basic concepts of

  6. A TEACHER’S BELIEFS ON THE INTEGRATION OF VIDEO TECHNOLOGY IN TEACHING SPEAKING: A CASE STUDY

    Directory of Open Access Journals (Sweden)

    Adin Fauzi

    2017-04-01

    Full Text Available This study investigates the teacher’s beliefs on video technology integration in ELT. A case study was employed as the research design to produce an in-depth description of video technology integration that is rich and holistic. An English teacher was purposefully selected as the research subject of the study. The results of the study indicate that the teacher’s beliefs about English, teaching and learning, and video technology are strongly connected with teaching practices. Moreover, the findings show that there is no any discrepancy between beliefs and practices. This study attempts to contribute to the literature on the study of the teachers’ beliefs that underlie teaching practices. Teachers should understand their own beliefs to promote effective teaching practices. Except where otherwise noted, content on this site is licensed under a Creative Commons Attribution 4.0 International License

  7. Video-based multimedia designs: A research study testing learning effectiveness

    Directory of Open Access Journals (Sweden)

    David Reiss

    2008-05-01

    Full Text Available This paper summarizes research conducted on three computer-based video models’ effectiveness for learning based on memory and comprehension. In this quantitative study, a two-minute video presentation was created and played back in three different types of media players, for a sample of eighty-seven college freshman. The three players evaluated include a standard QuickTime video/audio player, a QuickTime player with embedded triggers that launched HTML-based study guide pages, and a Macromedia Flash-based video/audio player with a text field, with user activated links to the study guides as well as other interactive on-line resources. An assumption guiding this study was that the enhanced designs presenting different types of related information would reinforce the material and produce better comprehension and retention. However, findings indicate that the standard video player was the most effective overall, which suggests that media designs able to control the focus of a learner’s attention to one specific stream of information, a single-stream focused approach, may be the most effective way to present media-based content. Résumé: Cet article résume une étude vérifiant l’efficacité de l’apprentissage basé sur la mémorisation et la compréhension, conduite à partir de trois modèles basés sur la vidéo informatisée. Dans cette étude quantitative, une vidéo de deux minutes a été créée et lue sur trois types de lecteurs différents, pour un échantillon de 87 étudiants universitaires de première année. Les trois lecteurs évalués comprenaient un lecteur standard audio/vidéo Quicktime, un lecteur Quicktime avec déclencheurs intégrés qui lançait un guide d’étude en HTML, et un lecteur audio/vidéo Flash Macromedia avec un champ texte, comprenant des liens activés par l’usager vers des guides d’étude et d’autres ressources interactives en ligne. Une supposition guidant cette étude était que les designs

  8. Reflections on academic video

    Directory of Open Access Journals (Sweden)

    Thommy Eriksson

    2012-11-01

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

  9. The FERMI @ Elettra Technical Optimization Study: PreliminaryParameter Set and Initial Studies

    Energy Technology Data Exchange (ETDEWEB)

    Byrd, John; Corlett, John; Doolittle, Larry; Fawley, William; Lidia, Steven; Penn, Gregory; Ratti, Alex; Staples, John; Wilcox,Russell; Wurtele, Jonathan; Zholents, Alexander

    2005-08-01

    The goal of the FERMI {at} Elettra Technical Optimization Study is to produce a machine design and layout consistent with user needs for radiation in the approximate ranges 100 nm to 40 nm, and 40 nm to 10 nm, using seeded FEL's. The Study will involve collaboration between Italian and US physicists and engineers, and will form the basis for the engineering design and the cost estimation.

  10. Utilization of an video camera in study of the goshawk (Accipiter gentilis diet

    Directory of Open Access Journals (Sweden)

    Martin Tomešek

    2011-01-01

    Full Text Available In 2009, research was carried out into the food spectrum of goshawk (Accipiter gentilis by means of automatic digital video cameras with a recoding device in the area of the Chřiby Upland. The monitoring took place at two localities in the vicinity of the village of Buchlovice at the southeastern edge of the Chřiby Upland in a period from hatching the chicks to their flying out from a nest. The unambiguous advantage of using the camera systems at the study of food spectrum is a possibility of the exact determination of brought preys in the majority of cases. As much as possible economic and effective technology prepared according to given conditions was used. Results of using automatic digital video cameras with a recoding device consist in a number of valuable data, which clarify the food spectrum of a given species. The main output of the whole project is determination of the food spectrum of goshawk (Accipiter gentilis from two localities, which showed the following composition: 89 % birds, 9.5 % mammals and 1.5 % other animals or unidentifiable components of food. Birds of the genus Turdus were the most frequent prey in both cases of monitoring. As for mammals, Sciurus vulgaris was most frequent.

  11. Video-EEG recordings in full-term neonates of diabetic mothers: observational study.

    Science.gov (United States)

    Castro Conde, José Ramón; González González, Nieves Luisa; González Barrios, Desiré; González Campo, Candelaria; Suárez Hernández, Yaiza; Sosa Comino, Elena

    2013-11-01

    To determine whether full-term newborn infants of diabetic mothers (IDM) present immature/disorganised EEG patterns in the immediate neonatal period, and whether there was any relationship with maternal glycaemic control. Cohort study with an incidental sample performed in a tertiary hospital neonatal unit. 23 IDM and 22 healthy newborns born between 2010 and 2013. All underwent video-EEG recording lasting >90 min at 48-72 h of life. We analysed the percentage of indeterminate sleep, transient sharp waves per hour and mature-for-gestational age EEG patterns (discontinuity, maximum duration of interburst interval (IBI), asynchrony, asymmetry, δ brushes, encoches frontales and α/θ rolandic activity). The group of IDM was divided into two subgroups according to maternal HbA1c: (1) HbA1c≥6% and (2) HbA1cIDM presented significantly higher percentage of indeterminate sleep (57% vs 25%; pIDM with maternal HbA1c≥6% showed greater percentage of δ brushes in the burst (14% vs 4%; p=0.007). Full-term IDM newborns showed video-EEG features of abnormal development of brain function. Maternal HbA1c levels<6% during pregnancy could minimise the risk of cerebral dysmaturity.

  12. Parietal and temporal activity during a multimodal dance video game: an fNIRS study.

    Science.gov (United States)

    Tachibana, Atsumichi; Noah, J Adam; Bronner, Shaw; Ono, Yumie; Onozuka, Minoru

    2011-10-03

    Using functional near infrared spectroscopy (fNIRS) we studied how playing a dance video game employs coordinated activation of sensory-motor integration centers of the superior parietal lobe (SPL) and superior temporal gyrus (STG). Subjects played a dance video game, in a block design with 30s of activity alternating with 30s of rest, while changes in oxy-hemoglobin (oxy-Hb) levels were continuously measured. The game was modified to compare difficult (4-arrow), simple (2-arrow), and stepping conditions. Oxy-Hb levels were greatest with increased task difficulty. The quick-onset, trapezoidal time-course increase in SPL oxy-Hb levels reflected the on-off neuronal response of spatial orienting and rhythmic motor timing that were required during the activity. Slow-onset, bell-shaped increases in oxy-Hb levels observed in STG suggested the gradually increasing load of directing multisensory information to downstream processing centers associated with motor behavior and control. Differences in temporal relationships of SPL and STG oxy-Hb concentration levels may reflect the functional roles of these brain structures during the task period. NIRS permits insights into temporal relationships of cortical hemodynamics during real motor tasks. Copyright © 2011 Elsevier Ireland Ltd. All rights reserved.

  13. Studies on semi-technical separation of Mung bean starch

    Energy Technology Data Exchange (ETDEWEB)

    Haase, N.U.; Tegge, G.; Thu, N.M. (Bundesforschungsanstalt fuer Getreide- und Kartoffelverarbeitung, Detmold (Germany, F.R.))

    1991-02-01

    Starch of mung beans is the raw material for high grade glass noodles, but until now industrial starch separation is often less efficient. For testing new fields of commercial use it is of benerfit to experiment with very pure starches. Regarding this, possibilities of starch isolation on a semi-technical scale are described, which resulted in most pure starches. Crude protein content could be lowered down to 0.3% and crude fibre content down to 0.5% dry matter base. (orig.).

  14. A clinical pilot study of a modular video-CT augmentation system for image-guided skull base surgery

    Science.gov (United States)

    Liu, Wen P.; Mirota, Daniel J.; Uneri, Ali; Otake, Yoshito; Hager, Gregory; Reh, Douglas D.; Ishii, Masaru; Gallia, Gary L.; Siewerdsen, Jeffrey H.

    2012-02-01

    Augmentation of endoscopic video with preoperative or intraoperative image data [e.g., planning data and/or anatomical segmentations defined in computed tomography (CT) and magnetic resonance (MR)], can improve navigation, spatial orientation, confidence, and tissue resection in skull base surgery, especially with respect to critical neurovascular structures that may be difficult to visualize in the video scene. This paper presents the engineering and evaluation of a video augmentation system for endoscopic skull base surgery translated to use in a clinical study. Extension of previous research yielded a practical system with a modular design that can be applied to other endoscopic surgeries, including orthopedic, abdominal, and thoracic procedures. A clinical pilot study is underway to assess feasibility and benefit to surgical performance by overlaying CT or MR planning data in realtime, high-definition endoscopic video. Preoperative planning included segmentation of the carotid arteries, optic nerves, and surgical target volume (e.g., tumor). An automated camera calibration process was developed that demonstrates mean re-projection accuracy (0.7+/-0.3) pixels and mean target registration error of (2.3+/-1.5) mm. An IRB-approved clinical study involving fifteen patients undergoing skull base tumor surgery is underway in which each surgery includes the experimental video-CT system deployed in parallel to the standard-of-care (unaugmented) video display. Questionnaires distributed to one neurosurgeon and two otolaryngologists are used to assess primary outcome measures regarding the benefit to surgical confidence in localizing critical structures and targets by means of video overlay during surgical approach, resection, and reconstruction.

  15. Does time spent playing video games crowd out time spent studying?

    OpenAIRE

    Ward, Michael R.

    2012-01-01

    As new ICT technologies are developed and adopted, they will be increasingly incorporated into our lifestyles and displacing other activities. Video games, in particular, have greatly risen in popularity and can consume a great deal of time in gamers' lives. I examine the effect of video game time use on the likely activities that it displaces using week-to-week variation in video game popularity to identify causal effects of game quality from selection into gaming. The results indicate that ...

  16. Enhancing digital video analysis of bar kinematics in weightlifting: a case study

    OpenAIRE

    Dæhlin, Torstein Eriksen; Krosshaug, Tron; Chiu, Loren Z.F.

    2017-01-01

    Weightlifting technique can be objectively assessed from two-dimensional video recordings. Despite its importance, participants’ bar trajectories in research involving the snatch or clean exercises are often not reported, potentially due to the time required to digitize video. The purpose of this investigation was to evaluate the use of an LED-based marker, digital video and open source software to automatically track the bar end during weightlifting exercises. A former national-level weightl...

  17. Technical efficiency analysis for oilseed sunflower farms: a case study in Erzurum, Turkey.

    Science.gov (United States)

    Külekçi, Murat

    2010-07-01

    The main purpose of this study was to examine the technical efficiency of farms producing sunflower in Erzurum, Turkey and to identify factors that might be causing inefficiency. Stochastic frontier analysis was used to measure technical efficiency. One hundred and seventeen randomly selected farms were interviewed for farm-level data in the 2004-2005 production period. Results revealed that the mean technical efficiency for the sunflower farms, estimated by the stochastic production frontier, is 64%. At full technical efficiency, on average, the farmers could reduce their inputs by around 56% without reducing their sunflower production, simply by improving technical efficiency. In the inefficiency model the parameter estimates showed that older farmers, higher level of farmer's education, more experienced farmers, larger farm size and higher information score resulted in lower technical inefficiency, while bigger family size and more credit usage resulted in higher technical inefficiency. This study proposes strategies such as providing better extension services and farmer-training programmes, including more educated people in sunflower farming and also expanding the sunflower-growing area through provision of adequate facilities in order to increase technical efficiency.

  18. Problem with multi-video format M-learning applications

    CSIR Research Space (South Africa)

    Adeyeye, MO

    2014-01-01

    Full Text Available in conjunction with the technical aspects of video display in browsers, when varying media formats are used. The <video> tag used in this work renders videos from two sources with different MIME types. Feeds from the video sources, namely YouTube and UCT...

  19. Technical aspects of municipal solid waste collection: case studies from East Africa

    OpenAIRE

    Vaccari, Mentore; Vitali, Francesco

    2015-01-01

    Material complementari del cas estudi "Technical aspects of municipal solid waste collection: case studies from East Africa", part component del llibre "Case studies for developing globally responsible engineers" Peer Reviewed

  20. The role of structural characteristics in video-game play motivation: a Q-methodology study.

    Science.gov (United States)

    Westwood, Dave; Griffiths, Mark D

    2010-10-01

    Until recently, there has been very little naturalistic study of what gaming experiences are like, and how gaming fits into people's lives. Using a recently developed structural characteristic taxonomy of video games, this study examined the psycho-structural elements of computer games that motivate gamers to play them. Using Q-Sort methodology, 40 gamers participated in an online Q-sort task. Results identified six distinct types of gamers based on the factors generated: (a) story-driven solo gamers; (b) social gamers; (c) solo limited gamers; (d) hardcore online gamers; (e) solo control/identity gamers; and (f ) casual gamers. These gaming types are discussed, and a brief evaluation of similar and unique elements of the different types of gamer is also offered. The current study shows Q-methodology to be a relevant and applicable method in the psychological research of gaming.

  1. Excessive users of violent video games do not show emotional desensitization: an fMRI study.

    Science.gov (United States)

    Szycik, Gregor R; Mohammadi, Bahram; Hake, Maria; Kneer, Jonas; Samii, Amir; Münte, Thomas F; Te Wildt, Bert T

    2017-06-01

    Playing violent video games have been linked to long-term emotional desensitization. We hypothesized that desensitization effects in excessive users of violent video games should lead to decreased brain activations to highly salient emotional pictures in emotional sensitivity brain regions. Twenty-eight male adult subjects showing excessive long-term use of violent video games and age and education matched control participants were examined in two experiments using standardized emotional pictures of positive, negative and neutral valence. No group differences were revealed even at reduced statistical thresholds which speaks against desensitization of emotion sensitive brain regions as a result of excessive use of violent video games.

  2. Understanding Video Games

    DEFF Research Database (Denmark)

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

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

  3. Collaborative Video Sketching

    DEFF Research Database (Denmark)

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

    2017-01-01

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

  4. Do mathematics textbooks cultivate shallow teaching? Applying the TIMSS Video Study criteria to Australian eighth-grade mathematics textbooks

    Science.gov (United States)

    Vincent, Jill; Stacey, Kaye

    2008-04-01

    Australian eighth-grade mathematics lessons were shown by the 1999 TIMSS Video Study to use a high proportion of problems of low procedural complexity, with considerable repetition, and an absence of deductive reasoning. Using definitions from the Video Study, this study re-investigated this `shallow teaching syndrome' by examining the problems on three topics in nine eighth-grade textbooks from four Australian states for procedural complexity, type of solving processes, degree of repetition, proportion of `application' problems and proportion of problems requiring deductive reasoning. Overall, there was broad similarity between the characteristics of problems in the textbooks and in the Australian Video Study lessons. There were, however, considerable differences between textbooks and between topics within textbooks. In some books, including the best-selling textbooks in several states, the balance is too far towards repetitive problems of low procedural complexity.

  5. How Career and Technical Education Can Jump-Start a New Industry: Chinese Government Turns to Career-Focused Schools in Maryland for Video Game Industry Training

    Science.gov (United States)

    Glenn, Lawrence M.; Nikirk, F. Martin

    2009-01-01

    While career and technical education (CTE) has been an important part of the U.S. education system for decades, other countries have been slower to adopt and develop similar types of training. Realizing that CTE is crucial to developing homegrown talent capable of competing in a 21st century economy, countries like China are reaching out to…

  6. Digital video.

    Science.gov (United States)

    Johnson, Don; Johnson, Mike

    2004-04-01

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

  7. Student Teachers' Modeling of Acceleration Using a Video-Based Laboratory in Physics Education: A Multimodal Case Study

    Directory of Open Access Journals (Sweden)

    Louis Trudel

    2016-06-01

    Full Text Available This exploratory study intends to model kinematics learning of a pair of student teachers when exposed to prescribed teaching strategies in a video-based laboratory. Two student teachers were chosen from the Francophone B.Ed. program of the Faculty of Education of a Canadian university. The study method consisted of having the participants interact with a video-based laboratory to complete two activities for learning properties of acceleration in rectilinear motion. Time limits were placed on the learning activities during which the researcher collected detailed multimodal information from the student teachers' answers to questions, the graphs they produced from experimental data, and the videos taken during the learning sessions. As a result, we describe the learning approach each one followed, the evidence of conceptual change and the difficulties they face in tackling various aspects of the accelerated motion. We then specify advantages and limits of our research and propose recommendations for further study.

  8. Commingled uranium-tailings study. Volume II. Technical report

    Energy Technology Data Exchange (ETDEWEB)

    None

    1982-06-30

    Public Law 96-540, Section 213, directs the Secretary of Energy to develop a plan for a cooperative program to provide assistance in the stabilization and management of defense-related uranium mill tailings commingled with other tailings. In developing the plan, the Secretary is further directed to: (1) establish the amount and condition of tailings generated under federal contracts; (2) examine appropriate methodologies for establishing the extent of federal assistance; and (3) consult with the owners and operators of each site. This technical report summarizes US Department of Energy (DOE) and contractor activities in pursuit of items (1), (2), and (3) above. Recommendations regarding policy and a cooperative plan for federal assistance are under separate cover as Volume I.

  9. Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study.

    Science.gov (United States)

    Fernández-Aranda, Fernando; Jiménez-Murcia, Susana; Santamaría, Juan J; Gunnard, Katarina; Soto, Antonio; Kalapanidas, Elias; Bults, Richard G A; Davarakis, Costas; Ganchev, Todor; Granero, Roser; Konstantas, Dimitri; Kostoulas, Theodoros P; Lam, Tony; Lucas, Mikkel; Masuet-Aumatell, Cristina; Moussa, Maher H; Nielsen, Jeppe; Penelo, Eva

    2012-08-01

    Previous review studies have suggested that computer games can serve as an alternative or additional form of treatment in several areas (schizophrenia, asthma or motor rehabilitation). Although several naturalistic studies have been conducted showing the usefulness of serious video games in the treatment of some abnormal behaviours, there is a lack of serious games specially designed for treating mental disorders. The purpose of our project was to develop and evaluate a serious video game designed to remediate attitudinal, behavioural and emotional processes of patients with impulse-related disorders. The video game was created and developed within the European research project PlayMancer. It aims to prove potential capacity to change underlying attitudinal, behavioural and emotional processes of patients with impulse-related disorders. New interaction modes were provided by newly developed components, such as emotion recognition from speech, face and physiological reactions, while specific impulsive reactions were elicited. The video game uses biofeedback for helping patients to learn relaxation skills, acquire better self-control strategies and develop new emotional regulation strategies. In this article, we present a description of the video game used, rationale, user requirements, usability and preliminary data, in several mental disorders.

  10. Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study

    Science.gov (United States)

    Fernández-Aranda, Fernando; Jiménez-Murcia, Susana; Santamaría, Juan J.; Gunnard, Katarina; Soto, Antonio; Kalapanidas, Elias; Bults, Richard G. A.; Davarakis, Costas; Ganchev, Todor; Granero, Roser; Konstantas, Dimitri; Kostoulas, Theodoros P.; Lam, Tony; Lucas, Mikkel; Masuet-Aumatell, Cristina; Moussa, Maher H.; Nielsen, Jeppe; Penelo, Eva

    2012-01-01

    Background: Previous review studies have suggested that computer games can serve as an alternative or additional form of treatment in several areas (schizophrenia, asthma or motor rehabilitation). Although several naturalistic studies have been conducted showing the usefulness of serious video games in the treatment of some abnormal behaviours, there is a lack of serious games specially designed for treating mental disorders. Aim: The purpose of our project was to develop and evaluate a serious video game designed to remediate attitudinal, behavioural and emotional processes of patients with impulse-related disorders. Method and results: The video game was created and developed within the European research project PlayMancer. It aims to prove potential capacity to change underlying attitudinal, behavioural and emotional processes of patients with impulse-related disorders. New interaction modes were provided by newly developed components, such as emotion recognition from speech, face and physiological reactions, while specific impulsive reactions were elicited. The video game uses biofeedback for helping patients to learn relaxation skills, acquire better self-control strategies and develop new emotional regulation strategies. In this article, we present a description of the video game used, rationale, user requirements, usability and preliminary data, in several mental disorders. PMID:22548300

  11. The effect of verbal and video feedback on learning direct laryngoscopy among novice laryngoscopists: a randomized pilot study.

    Science.gov (United States)

    Sainsbury, Jennifer E; Telgarsky, Branislav; Parotto, Matteo; Niazi, Ahtsham; Wong, David T; Cooper, Richard M

    2017-03-01

    Skill acquisition in direct laryngoscopy (DL) and tracheal intubation is complex. This pilot study aims to assess feasibility and determine sample size for a subsequent trial comparing DL instruction using a Macintosh-style video laryngoscope (MacVL), with and without video recordings, with conventional DL instruction. Medical students with no prior laryngoscopy experience were recruited during their two-week anesthesia rotation. During the first (TRAINING) week, students were randomized into three groups: Control (Macintosh direct laryngoscope), VL-1 (MacVL with real-time feedback), and VL-2 (MacVL with real-time feedback plus video recordings of laryngoscopies). During the second (TESTING) week, all students were tested using a Macintosh direct laryngoscope. Feasibility objectives were recruitment and attrition rates, ability to time and video record intubations, and the availability of a MacVL. The primary clinical outcome during the TESTING week was total time to intubate, and secondary outcomes included intubation success rate, intubating opportunities, complications, and confidence scores. Sixty-eight of 87 (78%) consecutive medical students approached to participate in the study were recruited over 18 months. Eight (12%) students withdrew from the study, and data are available on the remaining 60 participants. The times to intubate were recorded for 92% of the TESTING intubations, but only 71% of the TRAINING intubations in the VL-2 group were video recorded. The MacVLs were available in 100% of cases. We estimate that 190 participants would be required for a study restricted to a comparison of DL vs video laryngoscopy with real-time feedback. This pilot study establishes feasibility and provides a sample size estimate for a future RCT. Required modifications to the study protocol include wider hospital involvement and consideration regarding standardization of airway education, teaching, feedback, and patient characteristics.

  12. Model New Media/Video Programs in Arts Education: Case Study Research

    Science.gov (United States)

    Black, Joanna

    2014-01-01

    As a result of cheaper, accessible, and user-friendly technologies, there is an increasing volume of videos created by children, yet these works often lack excellence. Strong pedagogical practice is important to nurture excellence in video production, but there is scant literature in this area. In this paper, I examine best practices through a…

  13. Conceptualizing Cognitive Skills Developed during Video Game Play: A Case Study in Teaching Composition

    Science.gov (United States)

    Smith, Sandra Wilson

    2008-01-01

    While video games have been much maligned in the popular press, a number of scholars have begun to explore the positive side of these games, especially in terms of learning. Some critics have analyzed video games and the act of game play as complex, cultural texts. In college courses, such as composition, in which one goal is the development of…

  14. Video study of physician selection: preferences in the face of diversity.

    Science.gov (United States)

    Gerbert, Barbara; Berg-Smith, Steven; Mancuso, Michelle; Caspers, Nona; Danley, Dale; Herzig, Karen; Brand, Richard

    2003-07-01

    To determine whether a diverse group of people would predominantly choose a white male physician regardless of group member's sex and ethnicity when given a choice among 6 actor-portrayed video doctors (males and females of Latino, European, and African descent) and whether further exposure would alter initial selections. Participants selected a video doctor after viewing a brief introduction and again after viewing the delivery of a prevention message. Three hundred ninety-five participants recruited at a shopping mall in the San Francisco Bay Area (61% female, 39% male; 30% Asian American, 29% European American, 26% Latino, 8% African American, and 7% other). Initial and final video doctor selections; ratings of video doctors on interpersonal qualities. Most participants (85% of females and 63% of males) initially chose a female video doctor (Ppreferences.

  15. A comparative study of scalable video coding schemes utilizing wavelet technology

    Science.gov (United States)

    Schelkens, Peter; Andreopoulos, Yiannis; Barbarien, Joeri; Clerckx, Tom; Verdicchio, Fabio; Munteanu, Adrian; van der Schaar, Mihaela

    2004-02-01

    Video transmission over variable-bandwidth networks requires instantaneous bit-rate adaptation at the server site to provide an acceptable decoding quality. For this purpose, recent developments in video coding aim at providing a fully embedded bit-stream with seamless adaptation capabilities in bit-rate, frame-rate and resolution. A new promising technology in this context is wavelet-based video coding. Wavelets have already demonstrated their potential for quality and resolution scalability in still-image coding. This led to the investigation of various schemes for the compression of video, exploiting similar principles to generate embedded bit-streams. In this paper we present scalable wavelet-based video-coding technology with competitive rate-distortion behavior compared to standardized non-scalable technology.

  16. Patients with epilepsy and psychogenic non-epileptic seizures: an inpatient video-EEG monitoring study.

    Science.gov (United States)

    Pillai, Jagan A; Haut, Sheryl R

    2012-01-01

    Seizure and EEG characteristics of patients with epilepsy and concomitant psychogenic non-epileptic seizures (PNES) were compared to age and sex matched controls with epilepsy alone in a retrospective case control study. 39 patients with clearly documented epileptic and non-epileptic events were compared to 78 age and sex matched controls, sequentially admitted for video-EEG monitoring with documentation of epilepsy alone. Frontal seizures were higher in prevalence in patients with PNES who had concomitant epilepsy (Pseizures were higher in prevalence in patients with epilepsy alone (Pseizure was found to be significantly lower in the epilepsy alone group compared to the epilepsy+PNES group (odds ratio 0.13, 95% CI, 0.033-0.51). This significant association between frontal lobe epilepsy and PNES may be related to misattribution of frontal seizures for PNES events, or may reflect frontal lobe cortical dysfunction in this subgroup. Copyright © 2011 British Epilepsy Association. Published by Elsevier Ltd. All rights reserved.

  17. A Video Recall Study of In-session Changes in Sentiment Override.

    Science.gov (United States)

    Johnson, Lee N; Tambling, Rachel B; Anderson, Shayne R

    2015-09-01

    This study examines in-session changes in sentiment override over the first three sessions of couple therapy. Couples viewed a video recording of therapy sessions immediately after each of the first three sessions and continuously rated their level of sentiment override. Ninety-eight changes were randomly chosen for analysis. Three talk turns prior to each change was coded using the Family Relational Communication Control Coding System. Results show that changes in sentiment override occur frequently. Repeated incidents of communication control were related to negative change in sentiment override for females. Repeated incidents of being left out of the conversation were related to negative changes in sentiment override for females and positive changes for males. © 2014 Family Process Institute.

  18. AN EXPLORATORY STUDY INVESTIGATING THE EFFECTS OF A TREATMENT MANUAL FOR VIDEO GAME ADDICTION.

    Science.gov (United States)

    Pallesen, Ståle; Lorvik, Ingjerd Meen; Bu, Eli Hellandsjø; Molde, Helge

    2015-10-01

    This study investigated the effects of a manualized therapy for video game addiction in 12 males, ages 14-18 yr. The manual was based on cognitive-behavioral therapy, short-term strategic family therapy, solution-focused therapy, and motivational interviewing. Treatment response was reported by the patients, their mothers, and the therapists. The patients reported moderate (but statistically non-significant) improvement from pre- to post-treatment. The mothers, however, reported large effects and statistically significant improvement from pre- to post-treatment. The therapists reported marked or moderate treatment response in six of the 12 patients. The ratings of change by mothers converged well with the views of change of both the patients and therapists, whereas the convergence of views on change between the two latter sources was far lower.

  19. The association between chronic exposure to video game violence and affective picture processing: an ERP study.

    Science.gov (United States)

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

    2011-06-01

    Exposure to video game violence (VGV) is known to result in desensitization to violent material and may alter the processing of positive emotion related to facial expressions. The present study was designed to address three questions: (1) Does the association between VGV and positive emotion extend to stimuli other than faces, (2) is the association between VGV and affective picture processing observed with a single presentation of the stimuli, and (3) is the association between VGV and the response to violent stimuli sensitive to the relevance of emotion for task performance? The data revealed that transient modulations of the event-related potentials (ERPs) related to attentional orienting and sustained modulations of the ERPs related to evaluative processing were sensitive to VGV exposure.

  20. A pilot study on pupillary and cardiovascular changes induced by stereoscopic video movies.

    Science.gov (United States)

    Oyamada, Hiroshi; Iijima, Atsuhiko; Tanaka, Akira; Ukai, Kazuhiko; Toda, Haruo; Sugita, Norihiro; Yoshizawa, Makoto; Bando, Takehiko

    2007-10-04

    Taking advantage of developed image technology, it is expected that image presentation would be utilized to promote health in the field of medical care and public health. To accumulate knowledge on biomedical effects induced by image presentation, an essential prerequisite for these purposes, studies on autonomic responses in more than one physiological system would be necessary. In this study, changes in parameters of the pupillary light reflex and cardiovascular reflex evoked by motion pictures were examined, which would be utilized to evaluate the effects of images, and to avoid side effects. Three stereoscopic video movies with different properties were field-sequentially rear-projected through two LCD projectors on an 80-inch screen. Seven healthy young subjects watched movies in a dark room. Pupillary parameters were measured before and after presentation of movies by an infrared pupillometer. ECG and radial blood pressure were continuously monitored. The maximum cross-correlation coefficient between heart rate and blood pressure, rho max, was used as an index to evaluate changes in the cardiovascular reflex. Parameters of pupillary and cardiovascular reflexes changed differently after subjects watched three different video movies. Amplitudes of the pupillary light reflex, CR, increased when subjects watched two CG movies (movies A and D), while they did not change after watching a movie with the real scenery (movie R). The rho max was significantly larger after presentation of the movie D. Scores of the questionnaire for subjective evaluation of physical condition increased after presentation of all movies, but their relationship with changes in CR and rho max was different in three movies. Possible causes of these biomedical differences are discussed. The autonomic responses were effective to monitor biomedical effects induced by image presentation. Further accumulation of data on multiple autonomic functions would contribute to develop the tools which

  1. Enhancing maternal sensitivity and infant attachment security with video feedback: an exploratory study in Italy.

    Science.gov (United States)

    Cassibba, Rosalinda; Castoro, Germana; Costantino, Elisabetta; Sette, Giovanna; Van Ijzendoorn, Marinus H

    2015-01-01

    This study aims to explore whether a short-term and attachment-based video-feedback intervention, the Video-Feedback Intervention to Promote Positive Parenting With Discussions on the Representational Level (VIPP-R; F. Juffer, M.J. Bakermans-Kranenburg, & M.H. van IJzendoorn, 2008), might be effective in enhancing maternal sensitivity and in promoting infants' attachment security in an Italian sample of dyads with primiparous mothers. Moreover, we explore whether the effectiveness of VIPP-R might be different for parents with insecure attachment representations who might be most in need of preventive intervention, as compared to parents who already have a more balanced and secure state of mind. Thirty-two infants (40% female) and their mothers participated in the study. The sample was divided into an intervention group (n = 16) and a comparison group (n = 16). At 6 and 13 months of age, the Adult Attachment Interview (AAI; M. Main, N. Kaplan, & J. Cassidy, 1985) was administered. Moreover, a 30-min mother-infant play situation was videotaped and coded for maternal sensitivity with the Emotional Availability Scales (Z. Biringen, J. Robinson, & R.N. Emde, 2000). At 13 months of age, the Strange Situation Procedure (M.D.S. Ainsworth, M.D. Blehar, E. Waters, & S. Wall, 1978) was used to assess the security of mother-infant attachment. Results revealed a significant interaction effect between intervention and AAI security for infant attachment security; moreover, main effects of AAI security and intervention for maternal sensitivity were found. The VIPP-R appears effective in enhancing maternal sensitivity and infant attachment security, although only mothers with an insecure attachment representation may benefit from the intervention. © 2014 Michigan Association for Infant Mental Health.

  2. A pilot study on pupillary and cardiovascular changes induced by stereoscopic video movies

    Directory of Open Access Journals (Sweden)

    Sugita Norihiro

    2007-10-01

    Full Text Available Abstract Background Taking advantage of developed image technology, it is expected that image presentation would be utilized to promote health in the field of medical care and public health. To accumulate knowledge on biomedical effects induced by image presentation, an essential prerequisite for these purposes, studies on autonomic responses in more than one physiological system would be necessary. In this study, changes in parameters of the pupillary light reflex and cardiovascular reflex evoked by motion pictures were examined, which would be utilized to evaluate the effects of images, and to avoid side effects. Methods Three stereoscopic video movies with different properties were field-sequentially rear-projected through two LCD projectors on an 80-inch screen. Seven healthy young subjects watched movies in a dark room. Pupillary parameters were measured before and after presentation of movies by an infrared pupillometer. ECG and radial blood pressure were continuously monitored. The maximum cross-correlation coefficient between heart rate and blood pressure, ρmax, was used as an index to evaluate changes in the cardiovascular reflex. Results Parameters of pupillary and cardiovascular reflexes changed differently after subjects watched three different video movies. Amplitudes of the pupillary light reflex, CR, increased when subjects watched two CG movies (movies A and D, while they did not change after watching a movie with the real scenery (movie R. The ρmax was significantly larger after presentation of the movie D. Scores of the questionnaire for subjective evaluation of physical condition increased after presentation of all movies, but their relationship with changes in CR and ρmax was different in three movies. Possible causes of these biomedical differences are discussed. Conclusion The autonomic responses were effective to monitor biomedical effects induced by image presentation. Further accumulation of data on multiple autonomic

  3. Enhancing Mother Infant Interactions through Video Feedback Enabled Interventions in Women with Schizophrenia: A Single Subject Research Design Study.

    Science.gov (United States)

    Reddy, Pashapu Dharma; Desai, Geehta; Hamza, Ameer; Karthik, Sheshachala; Ananthanpillai, Supraja Thirumalai; Chandra, Prabha S

    2014-10-01

    It has been shown that mother infant interactions are often impaired in mothers with schizophrenia. Contributory factors include psychotic symptoms, negative symptoms and surrogate parenting by others. This study describes the effectiveness of video feedback in enhancing mother-infant interaction in mothers with schizophrenia who have impaired interaction with their infant. Two women with schizophrenia who were admitted for persistent psychotic symptoms and poor mothering skills, participated in the intervention. Pre intervention parenting assessment was done using video recording of mother infant interaction. Six sessions of mothering intervention were provided using video feedback and a repeat recording was done. Pre-and post-intervention videos were subsequently rated in a blind fashion by an independent expert in perinatal psychiatry using the pediatric infant parent exam (PIPE) scale. Pre and post intervention comparison of PIPE scores indicating significant improvement in several areas of mothering. Video feedback is a simple and inexpensive tool which can be used for improving mothering skills among mothers with postpartum psychosis or schizophrenia even in low resource settings.

  4. Factors that influence the non-technical skills performance of scrub nurses: a prospective study.

    Science.gov (United States)

    Kang, Evelyn; Massey, Debbie; Gillespie, Brigid M

    2015-12-01

    To identify and describe the factors that impact on the performance of scrub nurses' non-technical skills performance during the intra-operative phase of surgery. Non-technical skills have been identified as important precursors to errors in the operating room. However, few studies have investigated factors influencing non-technical skills of scrub nurses. Prospective observational study. Structured observations were performed on a sample of 182 surgical procedures across eight specialities by two trained observers from August 2012-April 2013 at two hospital sites. Participants were purposively selected scrub nurses. Bivariate correlations and a multiple linear regression model were used to identify associations among length of surgery, patients' acuity using the American Society of Anesthesiologists classification system, team familiarity, number of occasions scout nurses leave the operating room, change of scout nurse and the outcome, the non-technical skills performance of scrub nurses. Patient acuity and team familiarity were the strongest predictors of scrub nurses' non-technical skills performance at hospital site A. There were no correlations between the predictors and the performance of scrub nurses at hospital site B. A dedicated surgical team and patient acuity potentially influence the performance of scrub nurses' non-technical skills. Familiarity with team members foster advanced planning, thus minimizing distractions and interruptions that impact on scrub nurses' performance. Development of interventions aimed at improving non-technical skills has the potential to make a substantial difference and enhance patient care. © 2015 John Wiley & Sons Ltd.

  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. Veterinary students' usage and perception of video teaching resources

    Directory of Open Access Journals (Sweden)

    Jones Michael A

    2011-01-01

    Full Text Available Abstract Background The purpose of our study was to use a student-centred approach to develop an online video learning resource (called 'Moo Tube' at the School of Veterinary Medicine and Science, University of Nottingham, UK and also to provide guidance for other academics in the School wishing to develop a similar resource in the future. Methods A focus group in the format of the nominal group technique was used to garner the opinions of 12 undergraduate students (3 from year-1, 4 from year-2 and 5 from year-3. Students generated lists of items in response to key questions, these responses were thematically analysed to generate key themes which were compared between the different year groups. The number of visits to 'Moo Tube' before and after an objective structured practical examination (OSPE was also analysed to provide data on video usage. Results Students highlighted a number of strengths of video resources which can be grouped into four overarching themes: (1 teaching enhancement, (2 accessibility, (3 technical quality and (4 video content. Of these themes, students rated teaching enhancement and accessibility most highly. Video usage was seen to significantly increase (P Conclusions The students had a positive perception of video usage in higher education. Video usage increases prior to practical examinations. Image quality was a greater concern with year-3 students than with either year-1 or 2 students but all groups highlighted the following as important issues: i good sound quality, ii accessibility, including location of videos within electronic libraries, and iii video content. Based on the findings from this study, guidelines are suggested for those developing undergraduate veterinary videos. We believe that many aspects of our list will have resonance in other areas of medicine education and higher education.

  7. Veterinary students' usage and perception of video teaching resources.

    Science.gov (United States)

    Roshier, Amanda L; Foster, Neil; Jones, Michael A

    2011-01-10

    The purpose of our study was to use a student-centred approach to develop an online video learning resource (called 'Moo Tube') at the School of Veterinary Medicine and Science, University of Nottingham, UK and also to provide guidance for other academics in the School wishing to develop a similar resource in the future. A focus group in the format of the nominal group technique was used to garner the opinions of 12 undergraduate students (3 from year-1, 4 from year-2 and 5 from year-3). Students generated lists of items in response to key questions, these responses were thematically analysed to generate key themes which were compared between the different year groups. The number of visits to 'Moo Tube' before and after an objective structured practical examination (OSPE) was also analysed to provide data on video usage. Students highlighted a number of strengths of video resources which can be grouped into four overarching themes: (1) teaching enhancement, (2) accessibility, (3) technical quality and (4) video content. Of these themes, students rated teaching enhancement and accessibility most highly. Video usage was seen to significantly increase (P students had a positive perception of video usage in higher education. Video usage increases prior to practical examinations. Image quality was a greater concern with year-3 students than with either year-1 or 2 students but all groups highlighted the following as important issues: i) good sound quality, ii) accessibility, including location of videos within electronic libraries, and iii) video content. Based on the findings from this study, guidelines are suggested for those developing undergraduate veterinary videos. We believe that many aspects of our list will have resonance in other areas of medicine education and higher education.

  8. ERP Responses of Elementary-Age Children to Video Game Simulations of Two Stimuli Types: Study 1 and 2 Comparisons

    Science.gov (United States)

    Bergen, Doris; Schroer, Joseph E.; Thomas, Robin; Zhang, Xinge; Chou, Michael; Chou, Tricia

    2017-01-01

    The hypothesis that brain activity may differ during varied types of video game play was investigated in two studies of event-related potentials exhibited by children age 7 to 12 when processing game-based stimuli requiring correct/incorrect responses or choices between two imaginative alternative responses. The first study had 22 children of…

  9. Video-based instructions for surgical hand disinfection as a replacement for conventional tuition? A randomised, blind comparative study

    Directory of Open Access Journals (Sweden)

    Weber, Uwe

    2016-08-01

    Full Text Available Introduction: Various different learning methods are available for planning tuition regarding the introduction to surgical hand disinfection. These learning methods should help to organise and deal with this topic. The use of a video film is an alternative to conventional tuition due to the real presentation possibilities of practical demonstration. Objective: This study examines by way of comparison which form of communication is more effective for learning and applying surgical hand disinfection for medical students in their first year of studies: video-based instruction or conventional tuition. Methodology: A total of 50 first-year medical students were randomly allocated either to the “Conventional Instruction” (CI study group or to the “Video-based Instruction” (VI study group. The conventional instruction was carried out by an experienced nurse preceptor/nurse educator for the operating theatre who taught the preparatory measures and the actual procedure in a two-minute lesson. The second group watched a two-minute video sequence with identical content. Afterwards, both groups demonstrated practically the knowledge they had acquired at an individual practical test station. The quality (a of the preparation and (b of the procedure as well as (c the quality of the results was assessed by 6 blind experts using a check list. The acceptability of the respective teaching method was also asked about using a questionnaire.Results: The group performance did not differ either in the preparation (=-78, <0.44 or in the quality (=-99, <0.34. With respect to performance, it was possible to demonstrate a strong treatment effect. In the practical (=-3.33, <0.002, =0.943 and in the total score (=-2.65, <0.011, =0.751, the group with video-based instruction achieved a significantly better result. In response to the question as to which of the two learning methods they would prefer, the significant majority (60.4% of students stated video instruction

  10. A Longitudinal Study of Risk-Glorifying Video Games and Behavioral Deviance

    Science.gov (United States)

    Hull, Jay G.; Brunelle, Timothy J.; Prescott, Anna T.; Sargent, James D.

    2014-01-01

    Character-based video games do more than allow one to practice various kinds of behaviors in a virtual environment, they allow one to practice being a different kind of person. As such, we propose that games can alter self-perceptions of personal characteristics, attitudes, and values with broad consequences for behavior. In a multiwave, longitudinal study of adolescents, we examined the extent to which play of mature-rated, risk-glorifying (MRRG) games was associated with increases in alcohol use, cigarette smoking, aggression, delinquency, and risky sex as a consequence of its effects on personality, attitudes, and affiliations indicative of increased tolerance of deviance. Participants were selected using random digit dial procedures and followed for four years. Data were analyzed using linear mixed modeling to assess change over time and structural equation modeling with latent variables to test hypothesized mediational processes. Among those who play video games, playing MRRG games was associated with increases in all measures of behavioral deviance. Mediational models support the hypothesis that these effects are in part a consequence of the effects of such gameplay on sensation seeking and rebelliousness, attitudes toward deviant behavior in oneself and others, and affiliation with deviant peers. Effects were similar for males and females, and strongest for those who reported heavy play of mature-rated games and games that involved protagonists who represent non-normative and anti-social values. In sum, the current research supports the perspective that MRRG gameplay can have consequences for deviant behavior broadly defined by affecting the personality, attitudes, and values of the player. PMID:25090130

  11. A longitudinal study of risk-glorifying video games and behavioral deviance.

    Science.gov (United States)

    Hull, Jay G; Brunelle, Timothy J; Prescott, Anna T; Sargent, James D

    2014-08-01

    Character-based video games do more than allow one to practice various kinds of behaviors in a virtual environment; they allow one to practice being a different kind of person. As such, we propose that games can alter self-perceptions of personal characteristics, attitudes, and values with broad consequences for behavior. In a multiwave, longitudinal study of adolescents, we examined the extent to which play of mature-rated, risk-glorifying (MRRG) games was associated with increases in alcohol use, cigarette smoking, aggression, delinquency, and risky sex as a consequence of its effects on personality, attitudes, and affiliations indicative of increased tolerance of deviance. Participants were selected with random-digit-dial procedures and followed for 4 years. Data were analyzed with linear mixed modeling to assess change over time and structural equation modeling with latent variables to test hypothesized mediational processes. Among those who play video games, playing MRRG games was associated with increases in all measures of behavioral deviance. Mediational models support the hypothesis that these effects are in part a consequence of the effects of such gameplay on sensation seeking and rebelliousness, attitudes toward deviant behavior in oneself and others, and affiliation with deviant peers. Effects were similar for males and females and were strongest for those who reported heavy play of mature-rated games and games that involved protagonists who represent nonnormative and antisocial values. In sum, the current research supports the perspective that MRRG gameplay can have consequences for deviant behavior broadly defined by affecting the personality, attitudes, and values of the player.

  12. Choice making in Rett syndrome: a descriptive study using video data.

    Science.gov (United States)

    Urbanowicz, Anna; Ciccone, Natalie; Girdler, Sonya; Leonard, Helen; Downs, Jenny

    2018-04-01

    To describe the choice-making abilities of girls and women with Rett syndrome. Females with Rett syndrome registered with the Australian Rett Syndrome Database with a pathogenic MECP2 mutation were included in this study. Video clips showing choice making in 64 females at a median age of 11.6 years (range 2.3-35.6 years) were analysed. Video clips were coded for the location and nature of the choice-making interaction, and the actions of the communication partner and female with Rett syndrome. The majority (82.8%, 53/64) of females made a choice, most using eye gaze. Just under half (24/53) used one modality to communicate their choice, 52.8% used two modalities and one used three modalities. Of those who made a choice, 50% did so within 8 s. The length of time to make a choice did not appear to vary with age. During choice making, 57.8% (37/64) of communication partners used language and gestures, 39.1% (25/64) used only language and two used language, gestures and symbols within the interaction. The provision of adequate time allowing for a response and observation for the use of multiple modalities could promote effective choice making in females with Rett syndrome. Implications for Rehabilitation The provision of adequate time allowing for a response will promote effective choice making in girls and women with Rett syndrome. Although almost all girls and women with Rett syndrome used eye gaze to indicate their choice, communication partners also need to recognise and respond to other communication modalities that are sometimes used like body movements.

  13. Tooth brushing motion patterns with manual and powered toothbrushes-a randomised video observation study.

    Science.gov (United States)

    Ganss, C; Duran, R; Winterfeld, T; Schlueter, N

    2018-03-01

    Systematic reviews have shown that powered toothbrushes (PTs) are more effective than manual toothbrushes (MTs), but with only minor effect sizes. Whether PTs are used adequately, however, has not been investigated so far. The aim of the present study was therefore to analyse motion habits with PT in comparison to MT toothbrushes by video observation. One hundred subjects were enrolled in this observational trial and brushed their teeth in randomised order with a MT and PT while being video-filmed, resulting in 95 analysable sets of recordings. Parameters of interest were brushing duration (s; median (min;max)), type of brushing strokes, area of brushing, changes between areas (n; median (min;max)) and brushing sequence. Brushing duration was 145 s (60;354) and 135 s (48;271) for PT and MT, respectively (p ≤ 0.001). Subjects brushed vestibular surfaces completely, but reached oral surfaces to a much lesser extent, regardless of the toothbrush type. With both toothbrushes, subjects moved frequently between areas (MT 35 (14;79); PT 33 (14;85); n.s.) and brushed predominantly with circling and horizontal strokes; with the PT, 50.5% of the subjects spent only brushing duration with passive brushing (positioning the brush head on the teeth with ≤2 movements/s). Intra-individual motion patterns were similar with both MT and PT, and most subjects persisted in their habitual motion patterns regardless of the toothbrush type. The use of PT and MT may need intensive training and supervision from oral hygiene educators in order to help subjects taking full advantage from these devices.

  14. Moderating factors of video-modeling with other as model: a meta-analysis of single-case studies.

    Science.gov (United States)

    Mason, Rose A; Ganz, Jennifer B; Parker, Richard I; Burke, Mack D; Camargo, Siglia P

    2012-01-01

    Video modeling with other as model (VMO) is a more practical method for implementing video-based modeling techniques, such as video self-modeling, which requires significantly more editing. Despite this, identification of contextual factors such as participant characteristics and targeted outcomes that moderate the effectiveness of VMO has not previously been explored. The purpose of this study was to meta-analytically evaluate the evidence base of VMO with individuals with disabilities to determine if participant characteristics and targeted outcomes moderate the effectiveness of the intervention. Findings indicate that VMO is highly effective for participants with autism spectrum disorder (IRD=.83) and moderately effective for participants with developmental disabilities (IRD=.68). However, differential effects are indicated across levels of moderators for diagnoses and targeted outcomes. Implications for practice and future research are discussed. Copyright © 2012 Elsevier Ltd. All rights reserved.

  15. Reviews in instructional video

    NARCIS (Netherlands)

    van der Meij, Hans

    2017-01-01

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

  16. Short-term effects of prosocial video games on aggression: an event-related potential study

    Science.gov (United States)

    Liu, Yanling; Teng, Zhaojun; Lan, Haiying; Zhang, Xin; Yao, Dezhong

    2015-01-01

    Previous research has shown that exposure to violent video games increases aggression, whereas exposure to prosocial video games can reduce aggressive behavior. However, little is known about the neural correlates of these behavioral effects. This work is the first to investigate the electrophysiological features of the relationship between playing a prosocial video game and inhibition of aggressive behavior. Forty-nine subjects played either a prosocial or a neutral video game for 20 min, then participated in an event-related potential (ERP) experiment based on an oddball paradigm and designed to test electrophysiological responses to prosocial and violent words. Finally, subjects completed a competitive reaction time task (CRTT) which based on Taylor's Aggression Paradigm and contains reaction time and noise intensity chosen as a measure of aggressive behavior. The results show that the prosocial video game group (compared to the neutral video game group) displayed smaller P300 amplitudes, were more accurate in distinguishing violent words, and were less aggressive as evaluated by the CRTT of noise intensity chosen. A mediation analysis shows that the P300 amplitude evoked by violent words partially mediates the relationship between type of video game and subsequent aggressive behavior. The results support theories based on the General Learning Model. We provide converging behavioral and neural evidence that exposure to prosocial media may reduce aggression. PMID:26257620

  17. Short-term effects of prosocial video games on aggression: an event-related potential study.

    Science.gov (United States)

    Liu, Yanling; Teng, Zhaojun; Lan, Haiying; Zhang, Xin; Yao, Dezhong

    2015-01-01

    Previous research has shown that exposure to violent video games increases aggression, whereas exposure to prosocial video games can reduce aggressive behavior. However, little is known about the neural correlates of these behavioral effects. This work is the first to investigate the electrophysiological features of the relationship between playing a prosocial video game and inhibition of aggressive behavior. Forty-nine subjects played either a prosocial or a neutral video game for 20 min, then participated in an event-related potential (ERP) experiment based on an oddball paradigm and designed to test electrophysiological responses to prosocial and violent words. Finally, subjects completed a competitive reaction time task (CRTT) which based on Taylor's Aggression Paradigm and contains reaction time and noise intensity chosen as a measure of aggressive behavior. The results show that the prosocial video game group (compared to the neutral video game group) displayed smaller P300 amplitudes, were more accurate in distinguishing violent words, and were less aggressive as evaluated by the CRTT of noise intensity chosen. A mediation analysis shows that the P300 amplitude evoked by violent words partially mediates the relationship between type of video game and subsequent aggressive behavior. The results support theories based on the General Learning Model. We provide converging behavioral and neural evidence that exposure to prosocial media may reduce aggression.

  18. Enhancing Astronomy Studies by Using IUCAA Video Lectures in the Student Community

    Science.gov (United States)

    Narayanasamy, N.; Bawdekar, N.

    2015-04-01

    IUCAA is one of the premier astronomy and astrophysics research institutions in India. Research at IUCAA spans a wide range of fields. Lectures delivered by eminent faculty as well as senior professors visiting IUCAA are recorded to benefit students pursuing research in astronomy and astrophysics. The recordings of lectures delivered by IUCAA faculty at other institutions are also available at the library. In order to facilitate access to these lectures by the students, both on-campus and off-campus, an effort to upload these videos to the Network Assisted Server (NAS) was taken up by the IUCAA library staff. The IUCAA library initiated this activity in the year 2010. Video production tools such as Open-EyA are used for creating classroom and blackboard lecture videos in real time. These video files are processed and stored on the server and can also be accessed online. The paper showcases the usefulness of these videos among the student community. Statistics show that the majority of IUCAA students accessing the NAS are viewing the lectures and students can view the video lectures at their convenience. Resources such as these are easy to create and can be used to enhance students' understanding of the subject. It has been observed that students all around the globe extensively use the uploaded video lectures.

  19. Short-Term Effects of Prosocial Video Games on Aggression: An Event-Related Potential Study

    Directory of Open Access Journals (Sweden)

    Yanling eLiu

    2015-07-01

    Full Text Available Previous research has shown that exposure to violent video games increases aggression, whereas exposure to prosocial video games can reduce aggressive behavior. However, little is known about the neural correlates of these behavioral effects. This work is the first to investigate the electrophysiological features of the relationship between playing a prosocial video game and inhibition of aggressive behavior. Forty-nine subjects played either a prosocial or a neutral video game for 20 minutes, then participated in an event-related potential (ERP experiment based on an oddball paradigm and designed to test electrophysiological responses to prosocial and violent words. Finally, subjects completed a competitive reaction time task (CRTT, which is based on Taylor’s Aggression Paradigm and measures both reaction time and noise intensity preference as indices of aggressive behavior. The results show that the prosocial video game group (compared to the neutral video game group displayed smaller P300 amplitudes, were more accurate in distinguishing violent words, and were less aggressive as evaluated by the CRTT (noise intensity preference. A mediation analysis shows that the P300 amplitude evoked by violent words partially mediates the relationship between type of video game and subsequent aggressive behavior. The results support theories based on the General Learning Model. We provide converging behavioral and neural evidence that exposure to prosocial media may reduce aggression.

  20. Quality versus intelligibility: studying human preferences for American Sign Language video

    Science.gov (United States)

    Ciaramello, Frank M.; Hemami, Sheila S.

    2011-03-01

    Real-time videoconferencing using cellular devices provides natural communication to the Deaf community. For this application, compressed American Sign Language (ASL) video must be evaluated in terms of the intelligibility of the conversation and not in terms of the overall aesthetic quality of the video. This work presents a paired comparison experiment to determine the subjective preferences of ASL users in terms of the trade-off between intelligibility and quality when varying the proportion of the bitrate allocated explicitly to the regions of the video containing the signer. A rate-distortion optimization technique, which jointly optimizes a quality criteria and an intelligibility criteria according to a user-specified parameter, generates test video pairs for the subjective experiment. Experimental results suggest that at sufficiently high bitrates, all users prefer videos in which the non-signer regions in the video are encoded with some nominal rate. As the total encoding bitrate decreases, users generally prefer video in which a greater proportion of the rate is allocated to the signer. The specific operating points preferred in the quality-intelligibility trade-off vary with the demographics of the users.

  1. EVALUASI PENGGUNAAN VIDEO TUTORIAL SEBAGAI MEDIA PEMBELAJARAN SEMESTER IV PROGRAM STUDI PENDIDIKAN EKONOMI UNIVERSITAS MUHAMMADIYAH METRO

    Directory of Open Access Journals (Sweden)

    Meyta Pritandhari

    2015-11-01

    Full Text Available Proses pembelajaran adalah faktor penting dalam menentukan keberhasilan pembelajaran. Dalam proses pembelajaran dosen harus memberikan penjelasan yang dapat mempermudah mahasiswa dalam memahami materi yang diajarkan. Salah satu cara yang digunakan dalam pembelajaran adalah dengan menggunakan media pembelajaran Media pembelajaran yang digunakan dalam penelitian ini adalah media pembelajaran menggunakan video tutorial. Media pembelajaran yang digunakan dalam mata kuliah pengenalan komputer adalah media video tutorial. Penggunaan video tutorial berdampak positif terhadap mahasiswa. Mahasiswa lebih tertarik terhadap pembelajaran yang langsung di praktekkan. Video tutorial berisi tentang materi yang akan dipelajari. Pemanfaatan video tutorial terhadap pembelajaran bukan hanya memudahkan mahasiswa dalam mendalami materi, tapi memudahkan dosen dalam membimbing mahasiswa secara langsung. Penelitian ini menggunakan metode penelitian deskriptif dengan pendekatan analisis kualitatif dengan model analisis interaktif. Teknik sampling yang digunakan adalah purposive sampling  untuk  mahasiswa.  Teknik  pengumpulan  data yang digunakan yaitu wawancara, observasi dan dokumentasi. Hasil penelitian ini menunjukkan bahwa terdapat beberapa faktor yang mempengaruhi  kualitas belajar mahasiswa. Diantaranya adalah pembelajaran yang monoton, kurangnya fasilitas pembelajaran, dan materi kurang menarik. Oleh karena itu penggunaan media video tutorial sangat bermanfaat bagi pembelajaran. Kurangnya kemandirian belajar dapat diatasi dengan pembelajaran menggunakan media pembelajaran yaitu media video tutorial. Dengan menggunakan media berupa video tutorial mahasiswa sangat antusias dalam mengikuti mata kuliah pengenalan komputer. Minat mahasiswa dalam belajar pun meningkat. Hal ini ditunjukkan oleh tingkat absensi yang hampir selalu terisi penuh. Hasil rekap absen kelas A dan B menunjukkan bahwa rata-rata mahasiswa yang tidak masuk hanya  10 % atau 7 mahasiswa selama

  2. 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...

  3. A Case Study of the In-Class Use of a Video Game for Teaching High School History

    Science.gov (United States)

    Watson, William R.; Mong, Christopher J.; Harris, Constance A.

    2011-01-01

    This study examines the case of a sophomore high school history class where "Making History", a video game designed with educational purposes in mind, is used in the classroom to teach about World War II. Data was gathered using observation, focus group and individual interviews, and document analysis. The high school was a rural school…

  4. Exploring the Use of Video-Conferencing Technology in the Assessment of Spoken Language: A Mixed-Methods Study

    Science.gov (United States)

    Nakatsuhara, Fumiyo; Inoue, Chihiro; Berry, Vivien; Galaczi, Evelina

    2017-01-01

    This research explores how Internet-based video-conferencing technology can be used to deliver and conduct a speaking test, and what similarities and differences can be discerned between the standard and computer-mediated face-to-face modes. The context of the study is a high-stakes speaking test, and the motivation for the research is the need…

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

    Science.gov (United States)

    Prediger, Susanne; Erath, Kirstin

    2014-01-01

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

  6. Assessing problematic video gaming using the theory of planned behavior: a longitudinal study of Dutch young people

    NARCIS (Netherlands)

    Haagsma, M.C.; King, Daniel L.; Pieterse, Marcel E.; Peters, O.

    2013-01-01

    Although excessive video gaming has been linked to a range of psychological problems in young people, there have been few systematic attempts to conceptualize problem gaming using established psychological theory. The aim of this study was to examine problematic game use (PGU) using the Theory of

  7. Studying the Impact of the Lesson Analysis Framework on Preservice Teachers' Abilities to Reflect on Videos of Classroom Teaching

    Science.gov (United States)

    Santagata, Rossella; Angelici, Giulia

    2010-01-01

    This study investigates the impact of an observation framework on preservice teachers' abilities to engage in productive video-based reflections on mathematics teaching. The Lesson Analysis Framework draws from research on expert-novice teacher differences. Its central element is the analysis of the impact of teachers' instructional decisions on…

  8. Using Relevant Video Clips from Popular Media to Enhance Learning in Large Introductory Psychology Classes: A Pilot Study

    Science.gov (United States)

    Rowland-Bryant, Emily; Skinner, Amy L.; Dixon, Lee; Skinner, Christopher H.; Saudargas, Richard

    2011-01-01

    The purpose of this study was to enhance students' learning by supplementing a multimedia lesson with interesting and relevant video clips (VCs). Undergraduate students watched a target material PowerPoint (tmPP) presentation with voice-over lecture covering the Big Five trait theory of personality. Students were randomly assigned to one of four…

  9. Explanation-Construction in Fourth-Grade Classrooms in Germany and the USA: A Cross-National Comparative Video Study

    Science.gov (United States)

    Forbes, Cory; Lange, Kim; Möller, Kornelia; Biggers, Mandy; Laux, Mira; Zangori, Laura

    2014-01-01

    To help explain the differences in students' performance on internationally administered science assessments, cross-national, video-based observational studies have been advocated, but none have yet been conducted at the elementary level for science. The USA and Germany are two countries with large formal education systems whose students…

  10. Assessing problematic video gaming using the Theory of Planned Behavior: A longitudinal study of Dutch young people

    NARCIS (Netherlands)

    Haagsma, M.C.; King, D.L.; Pieterse, M.E.; Peters, O.

    2013-01-01

    Although excessive video gaming has been linked to a range of psychological problems in young people, there have been few systematic attempts to conceptualize problem gaming using established psychological theory. The aim of this study was to examine problematic game use (PGU) using the Theory of

  11. The effects of prosocial video games on prosocial behaviors: International evidence from correlational, longitudinal, and experimental studies

    NARCIS (Netherlands)

    Gentile, D.A.; Anderson, C.A.; Yukawa, S.; Ihori, N.; Saleem, M.; Ming, L.K.; Liau, A.K.; Khoo, A.; Bushman, B.J.; Huesmann, L.R.; Sakamoto, A.

    2009-01-01

    Although dozens of studies have documented a relationship between violent video games and aggressive behaviors, very little attention has been paid to potential effects of prosocial games. Theoretically, games in which game characters help and support each other in nonviolent ways should increase

  12. Sustained decrease in oxygenated hemoglobin during video games in the dorsal prefrontal cortex: a NIRS study of children.

    Science.gov (United States)

    Matsuda, Goh; Hiraki, Kazuo

    2006-02-01

    Traditional neuroimaging studies have mainly focused on brain activity derived from a simple stimulus and task. Therefore, little is known about brain activity during daily operations. In this study, we investigated hemodynamic changes in the dorsal prefrontal cortex (DPFC) during video games as one of daily amusements, using near infrared spectroscopy technique. It was previously reported that oxygenated hemoglobin (oxyHb) in adults' DPFC decreased during prolonged game playing time. In the present study, we examined whether similar changes were observed in children. Twenty children (7-14 years old) participated in our study, but only 13 of them were eventually subject to analysis. They played one or two commercially available video games; namely a fighting and a puzzle game, for 5 min. We used changes in concentration of oxyHb as an indicator of brain activity and consequently, most of the children exhibited a sustained game-related oxyHb decrease in DPFC. Decrease patterns of oxyHb in children during video game playing time did not differ from those in adults. There was no significant correlation between ages or game performances and changes in oxyHb. These findings suggest that game-related oxyHb decrease in DPFC is a common phenomenon to adults and children at least older than 7 years old, and we suggest that this probably results from attention demand from the video games rather than from subject's age and performance.

  13. Video "Reading" and Multimodality: A Study of ESL/Literacy Pupils' Interpretation of "Cinderella" from Their Socio-Historical Perspective

    Science.gov (United States)

    Ajayi, Lasisi

    2012-01-01

    The purpose of this study was to investigate how Hispanic ESL/literacy learners used their socio-historical experiences and multimodal resources to mediate interpretation and representation of "Cinderella". Eighteen third-grade pupils "read" the video and re-created their understandings in pictures and sentences. The findings suggest that (a)…

  14. Assessing Problematic Video Gaming Using the Theory of Planned Behavior: A Longitudinal Study of Dutch Young People

    Science.gov (United States)

    Haagsma, Maria C.; King, Daniel L.; Pieterse, Marcel E.; Peters, Oscar

    2013-01-01

    Although excessive video gaming has been linked to a range of psychological problems in young people, there have been few systematic attempts to conceptualize problem gaming using established psychological theory. The aim of this study was to examine problematic game use (PGU) using the Theory of Planned Behavior (TPB). A two-wave, six-month…

  15. Video systems for alarm assessment

    Energy Technology Data Exchange (ETDEWEB)

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

    1991-09-01

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

  16. Video game playing increases food intake in adolescents: a randomized crossover study

    National Research Council Canada - National Science Library

    Chaput, Jean-Philippe; Visby, Trine; Nyby, Signe; Klingenberg, Lars; Gregersen, Nikolaj T; Tremblay, Angelo; Astrup, Arne; Sjödin, Anders

    2011-01-01

    .... Heart rate, systolic and diastolic blood pressures, sympathetic tone, and mental workload were significantly higher during the video game play condition than during the resting condition (P < 0.05...

  17. A Study of Video Teleconferencing Traffic on a TCP/IP Network

    National Research Council Canada - National Science Library

    Carvey, Harlan

    1997-01-01

    ... of traffic generated by a video teleconferencing application. This information is useful in formulating accurate models to support the various classes of traffic that will dominate the broadband ISDN (B-ISDN or ATM...

  18. The narrative impact of active video games on physical activity among children: A feasibility study

    Science.gov (United States)

    Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children's AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influenc...

  19. THE CASE AGAINST LEARNING IN SCHOOL WITH EVIDENCE FROM VIDEO GAME STUDIES

    National Research Council Canada - National Science Library

    Izabela USCINSKI

    2013-01-01

    .... Then, she demonstrates that learning principles built into the video games as proposed by James Gee, are more effective in engaging players in skills needed in the 21st century than many activities...

  20. "Untitled": Black Sounds and Music Video as an Object of Study

    National Research Council Canada - National Science Library

    Kevin D Ball

    2016-01-01

    ...) employ a Third Cinema model to create a dialogue among spectators in an enclosed space, whereas music video can meet spectators on their own terms-in Facebook timelines, GIF art spinoffs, tweets and iPhone apps...

  1. Video streaming in the Wild West

    Directory of Open Access Journals (Sweden)

    Helen Gail Prosser

    2006-11-01

    Full Text Available Northern Lakes College in north-central Alberta is the first post-secondary institution in Canada to use the Media on Demand digital video system to stream large video files between dispersed locations (Karlsen. Staff and students at distant locations of Northern Lakes College are now viewing more than 350 videos using video streaming technology. This has been made possible by SuperNet, a high capacity broadband network that connects schools, hospitals, libraries and government offices throughout the province of Alberta (Alberta SuperNet. This article describes the technical process of implementing video streaming at Northern Lakes College from March 2005 until March 2006.

  2. Semantic Network-based Approach to Studying the Choice of Lexis in Definitions of Technical Terms

    Directory of Open Access Journals (Sweden)

    Maxim Nikolayevich Latu

    2016-11-01

    Full Text Available This paper is devoted to the study of vocabulary units that are used in definitions of technical terms with the help of semantic network analysis. Since a semantic network represents a model of a definite system of knowledge it is claimed that it may reveal what predetermines the choice of adjacent technical terms as well as words of general vocabulary in definitions of technical terms denoting academic concepts that belong to different categories. The research demonstrates how some prototypic semantic schemes that consist of semantic relations of definite type between the adjacent technical terms of certain categories are reflected in definitions. The examples are mainly drawn from the actively developing terminologies of nanotechnology and space research as well as physics when necessary.

  3. Exploring attitudes towards victims of crime among video game players: a vignette study

    OpenAIRE

    McLean, L; Griffiths, MD

    2013-01-01

    Research on video game playing has focused mainly on the effects of such games in relation to aggression and attitudes towards perpetrators and towards crime. The present research was designed to investigate gamers’ attitudes towards victims of crimes and incidents that were designed to mirror those portrayed in violent video games. Vignettes were used during interviews to explore 50 participants’ attitudes towards different types of victims. The results indicate that long-term playing of vio...

  4. Prefrontal cerebral blood volume patterns while playing video games--a near-infrared spectroscopy study.

    Science.gov (United States)

    Nagamitsu, Shinichiro; Nagano, Miki; Yamashita, Yushiro; Takashima, Sachio; Matsuishi, Toyojiro

    2006-06-01

    Video game playing is an attractive form of entertainment among school-age children. Although this activity reportedly has many adverse effects on child development, these effects remain controversial. To investigate the effect of video game playing on regional cerebral blood volume, we measured cerebral hemoglobin concentrations using near-infrared spectroscopy in 12 normal volunteers consisting of six children and six adults. A Hitachi Optical Topography system was used to measure hemoglobin changes. For all subjects, the video game Donkey Kong was played on a Game Boy device. After spectroscopic probes were positioned on the scalp near the target brain regions, the participants were asked to play the game for nine periods of 15s each, with 15-s rest intervals between these task periods. Significant increases in bilateral prefrontal total-hemoglobin concentrations were observed in four of the adults during video game playing. On the other hand, significant decreases in bilateral prefrontal total-hemoglobin concentrations were seen in two of the children. A significant positive correlation between mean oxy-hemoglobin changes in the prefrontal region and those in the bilateral motor cortex area was seen in adults. Playing video games gave rise to dynamic changes in cerebral blood volume in both age groups, while the difference in the prefrontal oxygenation patterns suggested an age-dependent utilization of different neural circuits during video game tasks.

  5. Video Analysis of Rolling Cylinders

    Science.gov (United States)

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

    2012-01-01

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

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

    Science.gov (United States)

    Terra, Ricardo Mingarini; Kazantzis, Thamara; Pinto-Filho, Darcy Ribeiro; Camargo, Spencer Marcantonio; Martins-Neto, Francisco; Guimarães, Anderson Nassar; Araújo, Carlos Alberto; Losso, Luis Carlos; Ghefter, Mario Claudio; Lima, Nuno Ferreira de; Gomes-Neto, Antero; Brito-Filho, Flávio; Haddad, Rui; Saueressig, Maurício Guidi; Lima, Alexandre Marcelo Rodrigues; Siqueira, Rafael Pontes de; Pinho, Astunaldo Júnior de Macedo E; Vannucci, Fernando

    2016-01-01

    The objective of this study was to describe the results of anatomic pulmonary resections performed by video-assisted thoracoscopy in Brazil. 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. 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. 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. O objetivo deste estudo foi descrever os resultados de ressecções pulmonares anatômicas por videotoracoscopia no Brasil. Cirurgiões torácicos (membros da Sociedade Brasileira de Cirurgia Torácica) foram convidados, por correio eletr

  7. Searching for videos : the structure of video interaction in the framework of information foraging theory

    NARCIS (Netherlands)

    van Houten, Ynze Abe

    2009-01-01

    Video plays an important role in our highly visual culture, and we are confronted with it constantly. Given the overabundance of video available, the attention of someone searching for video needs to be allocated efficiently among the video sources. Searching for Videos studies how to support

  8. A longitudinal test of video game violence influences on dating and aggression: a 3-year longitudinal study of adolescents.

    Science.gov (United States)

    Ferguson, Christopher J; San Miguel, Claudia; Garza, Adolfo; Jerabeck, Jessica M

    2012-02-01

    In 2011 the field of video game violence experienced serious reversals with repudiations of the current research by the US Supreme Court and the Australian Government as non-compelling and fundamentally flawed. Scholars too have been calling for higher quality research on this issue. The current study seeks to answer this call by providing longitudinal data on youth aggression and dating violence as potential consequences of violent video game exposure using well-validated clinical outcome measures and controlling for other relevant predictors of youth aggression. A sample of 165, mainly Hispanic youth, were tested at 3 intervals, an initial interview, and 1-year and 3-year intervals. Results indicated that exposure to video game violence was not related to any of the negative outcomes. Depression, antisocial personality traits, exposure to family violence and peer influences were the best predictors of aggression-related outcomes. The current study supports a growing body of evidence pointing away from video game violence use as a predictor of youth aggression. Public policy efforts, including funding, would best be served by redirecting them toward other prevention programs for youth violence. Copyright © 2011 Elsevier Ltd. All rights reserved.

  9. Prevalence and Predictors of Video Game Addiction: A Study Based on a National Representative Sample of Gamers.

    Science.gov (United States)

    Wittek, Charlotte Thoresen; Finserås, Turi Reiten; Pallesen, Ståle; Mentzoni, Rune Aune; Hanss, Daniel; Griffiths, Mark D; Molde, Helge

    Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game addiction in a sample of gamers, randomly selected from the National Population Registry of Norway (N = 3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 87.4 % normal gamers. Gender (being male) and age group (being young) were positively associated with addicted-, problem-, and engaged gamers. Place of birth (Africa, Asia, South- and Middle America) were positively associated with addicted- and problem gamers. Video game addiction was negatively associated with conscientiousness and positively associated with neuroticism. Poor psychosomatic health was positively associated with problem- and engaged gaming. These factors provide insight into the field of video game addiction, and may help to provide guidance as to how individuals that are at risk of becoming addicted gamers can be identified.

  10. Counter striking psychosis: Commercial video games as potential treatment in schizophrenia? A systematic review of neuroimaging studies.

    Science.gov (United States)

    Suenderhauf, Claudia; Walter, Anna; Lenz, Claudia; Lang, Undine E; Borgwardt, Stefan

    2016-09-01

    Schizophrenia is a severe, chronic, and strongly disabling neuropsychiatric disorder, characterized by cognitive decline, positive and negative symptoms. Positive symptoms respond well to antipsychotic medication and psycho-social interventions, in contrast to negative symptoms and neurocognitive impairments. Cognitive deficits have been linked to a poorer outcome and hence specific cognitive remediation therapies have been proposed. Their effectiveness is nowadays approved and neurobiological correlates have been reconfirmed by brain imaging studies. Interestingly, recent MRI work showed that commercial video games modified similar brain areas as these specialized training programs. If gray matter increases and functional brain modulations would translate in better cognitive and every day functioning, commercial video game training could be an enjoyable and economically interesting treatment option for patients with neuropsychiatric disorders. This systematic review summarizes advances in the area with emphasis on imaging studies dealing with brain changes upon video game training and contrasts them to conventional cognitive remediation. Moreover, we discuss potential challenges therapeutic video game development and research would have to face in future treatment of schizophrenia. Copyright © 2016. Published by Elsevier Ltd.

  11. Accuracy Combination Test of Classical and Modern Technical Analysis: a Case Study in Stock of PT Wijaya Karya Tbk

    OpenAIRE

    Hamid, Agustini

    2016-01-01

    The research aimed to measure the accuracy and combination of Classic and Modern Technical Analysis. PT Wijaya Karya Tbk (WIKA)’s stock in two periods is the sample of research. Technical analysis was used to predict stock prices by observing changes in historical share price. Practically, technical analysis is divided into Classic Technical and Modern. Research was conducted by library study and using a computer software. Microsft Excel was used for the simulation and Chart Nexus for analyzi...

  12. Reduction in posterior semicircular canal gain by age in video head impulse testing. Observational study.

    Science.gov (United States)

    Guerra Jiménez, Gloria; Pérez Fernández, Nicolás

    2016-01-01

    and objectives: In-depth assessment of the vestibulo-ocular reflex with the new video systems available provides information on various previously-unidentified characteristics in patients with peripheral vestibular disorder. The aim of this work is to quantify how often pathological gain (uni- or bilateral) in the posterior semicircular canal (PSC) gain appears in video head-impulse testing (vHIT) with preservation of the gain in the rest of the semicircular canals, and to analyse the relation of this frequency with patient age and/or diagnosis. This was a prospective observational study on adults referred to our unit between June 2012 and February 2014. Age, sex, pathological antecedents, prior history of vestibular pathology, diagnosis and time of evolution of the clinical picture and its characteristics were recorded. Each patient underwent a complete otoneurological examination, including vHIT (Otometrics®). Depending on suspected diagnosis, patients also received cervical vestibular evoked myogenic potential (VEMP) testing, tonal audiometry and speech test, as well as assessment by Neurology and/or nuclear magnetic resonance or computed axial tomography scan imaging study. In all, 363 patients were assessed; 57 (16%) patients (33 males and 24 females; mean age, 57 ± 15 years) showed pathological PSC gains, 46 (81%) unilateral and 11 (19%) bilateral. Ménière's Disease was the most frequent diagnosis, followed by benign paroxysmal positional vertigo (27%). Patients with unilateral involvement were younger than those with bilateral (55 vs. 68 years; p=0.03). In the patients with bilateral involvement, PSC gain and age were related (-0.7; 0.04) and the gain value was symmetrical in both ears (0.7; p=0.05). The gain in the anterior and horizontal canals tended to decrease with age, but without statistical significance in our sample. Of the patients referred for an otoneurological consultation, 16% showed pathological PSC gain (unilateral in 81% and bilateral in

  13. 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.

  14. Thinking ahead of the surgeon. An interview study to identify scrub nurses' non-technical skills.

    Science.gov (United States)

    Mitchell, Lucy; Flin, Rhona; Yule, Steven; Mitchell, Janet; Coutts, Kathy; Youngson, George

    2011-07-01

    Efforts to reduce adverse event rates in healthcare have revealed the importance of identifying the essential non-technical (cognitive and social) skills for safe and effective performance. Previous research on non-technical skills for operating theatre staff has concentrated on doctors rather than nursing professionals. The aim of the study was to identify the critical non-technical skills that are essential for safe and effective performance as an operating theatre scrub nurse. Experienced scrub nurses (n = 25) and consultant surgeons (n = 9) from four Scottish hospitals were interviewed using a semi-structured format. The protocols were designed to identify the main social and cognitive skills required by scrub nurses. Interviews were digitally recorded, transcribed verbatim and independently coded to extract behaviours in order to produce a list of the main non-technical skills for safe and effective scrub nurse performance. The non-technical skills of situation awareness, communication, teamwork, task management and coping with stress were identified as key to successful scrub nurse task performance. Component sets of behaviours for each of these categories were also noted. The interviews with subject matter experts from scrub nursing and surgery produced preliminary evidence that situation awareness, communication, teamwork and coping with stress are the principal non-technical skills required for effective performance as a scrub nurse. Copyright © 2010 Elsevier Ltd. All rights reserved.

  15. Parents' and children's perceptions of active video games: a focus group study.

    Science.gov (United States)

    Dixon, Robyn; Maddison, Ralph; Ni Mhurchu, Cliona; Jull, Andrew; Meagher-Lundberg, Patricia; Widdowson, Deborah

    2010-06-01

    Energy expenditure studies have shown that playing Active Video Games (AVGs) is positively associated with increases in heart rate and oxygen consumption. It is proposed that playing AVGs may be a useful means of addressing inactivity and obesity in children. This study explored children's and parents' perceptions of AVGs and the likely facilitators and barriers to sustained use of AVGs. Data were gathered using focus group interviews: seven with children, four with adults. Both children and parents reported that AVGs offered a way to increase activity and improve fitness. Barriers to sustained engagement, according to parents, were the cost of AVGs and lack of space in the home to play the games. According to children, the likelihood of long-term engagement with AVGs depended on game content and child age, with AVGs being seen as more appropriate for younger children than teenagers. It would appear that there is potential for AVGs to reduce inactivity in young people. However, barriers to widespread, sustainable adoption would need to be addressed if this potential is to be realized.

  16. The Narrative Impact of Active Video Games on Physical Activity Among Children: A Feasibility Study.

    Science.gov (United States)

    Lu, Amy Shirong; Baranowski, Tom; Hong, S Lee; Buday, Richard; Thompson, Debbe; Beltran, Alicia; Dadabhoy, Hafza Razak; Chen, Tzu-An

    2016-10-14

    Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children's AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influence behaviors. The objective of this study was to test the hypothesis that a narrative would motivate increased AVG play, though a feasibility study that investigated the motivational effect of adding a previously developed narrative cutscene to an originally nonnarrative AVG, Nintendo Wii Sports Resort: Swordplay Showdown. A total of 40 overweight and obese 8- to 11-year-olds equally divided by sex played the AVG. Half (n=20) were randomly assigned to a narrative group that watched the narrative cutscene before game play. The other half played the game without watching it. Children in the narrative group had significantly (Pgame play compared with the nonnarrative group (10-second period: mean 2.7, SD 0.7; overall: mean 366, SD 172). The AVG with narrative induced increased physical activity. Additional research is needed to understand the mechanisms through which narrative increases physical activity during AVG game play.

  17. The Narrative Impact of Active Video Games on Physical Activity Among Children: A Feasibility Study

    Science.gov (United States)

    Baranowski, Tom; Hong, S Lee; Buday, Richard; Thompson, Debbe; Beltran, Alicia; Dadabhoy, Hafza Razak; Chen, Tzu-An

    2016-01-01

    Background Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children’s AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influence behaviors. Objective The objective of this study was to test the hypothesis that a narrative would motivate increased AVG play, though a feasibility study that investigated the motivational effect of adding a previously developed narrative cutscene to an originally nonnarrative AVG, Nintendo Wii Sports Resort: Swordplay Showdown. Methods A total of 40 overweight and obese 8- to 11-year-olds equally divided by sex played the AVG. Half (n=20) were randomly assigned to a narrative group that watched the narrative cutscene before game play. The other half played the game without watching it. Results Children in the narrative group had significantly (Pnarrative induced increased physical activity. Additional research is needed to understand the mechanisms through which narrative increases physical activity during AVG game play. PMID:27742605

  18. Use of technical skills and medical devices among new registered nurses: A questionnaire study.

    Science.gov (United States)

    Ewertsson, Mona; Gustafsson, Margareta; Blomberg, Karin; Holmström, Inger K; Allvin, Renée

    2015-12-01

    One comprehensive part of nursing practice is performing technical skills and handling of medical equipment. This might be challenging for new registered nurses (RNs) to do in patient-safe way. The aim of this study was to describe and compare the extent to which new RNs perform various technical skills and handle medical devices in different settings, and to investigate their possibility for continued learning in this respect. A further aim was to describe their perceptions of incident reporting related to technical skills and medical devices. A cross-sectional study with descriptive and comparative design. RNs who recently graduated from a nursing programme at three Swedish universities and had worked as a RN for up to 1 year were included in the study (n=113, response rate 57%). Data were collected by means of a postal questionnaire. Half of the RNs reported that they performed several of the listed tasks every day or every week, regardless of workplace. These tasks were most frequently performed in surgical departments. The majority of the participants (76%) stated a need of continued practical training. However, less than half of them (48%) had access to a training environment. Several participants (43%) had been involved in incidents related to technical skills or medical devices, which were not always reported. Nearly a third of the participants (31%) did not use the existing guidelines when performing technical skills, and reflection on performance was uncommon. This study highlights the importance of shared responsibilities between nurse educators and health care employers to provide learning opportunities for new RNs in technical skills, to maintain patient safety. To increase the safety culture where nursing students and new RNs understand the importance of using evidence-based guidelines and taking a reflective approach in the performance of technical tasks is needed. Copyright © 2015 Elsevier Ltd. All rights reserved.

  19. STUDY OF TECHNICAL AND TECHNOLOGICAL PROPERTIES STIROTEP-65

    Directory of Open Access Journals (Sweden)

    V. A. Sedyh

    2013-01-01

    Full Text Available Elastic-strength properties and rheology of the styrene-butadiene block copolymer StiroTEP-65 were studied. In order to expand the sphere of application StiroTEP-65 studied its compatibility with PMMA.

  20. Comparison of the GlideScope Cobalt® and Storz DCI® Video Laryngoscopes in Children Younger Than 2 Years of Age During Manual In-Line Stabilization: A Randomized Trainee Evaluation Study.

    Science.gov (United States)

    Vadi, Marissa G; Roddy, Katie J; Ghazal, Elizabeth A; Um, Michael; Neiheisel, Andrew J; Applegate, Richard L

    2017-07-01

    Video laryngoscopy facilitates tracheal intubation during manual in-line stabilization in adults, but it is not clear whether these findings translate to children. We compared trainee intubation times obtained using the GlideScope Cobalt® and Storz DCI® video laryngoscopes versus direct laryngoscopy in young children with immobilized cervical spines. Ninety-three children younger than 2 years underwent laryngoscopy with manual in-line stabilization using direct laryngoscopy, GlideScope Cobalt® video laryngoscopy, or Storz DCI® video laryngoscopy. Laryngoscopists were anesthesiology trainees in postgraduate training year of 3 or more. Total time to successful intubation (TTSI), best glottic view, and maximum degrees of neck deviation were recorded. An intubation time difference longer than 10 seconds was defined as clinically significant. Data are reported as median; 95% confidence interval. The TTSI was similar among groups although Storz times were longer (median, 33.3 seconds; 95% confidence interval, 26.2-43.3 seconds) when compared to direct laryngoscopy (median, 23.3 seconds; 95% confidence interval, 20.7-26.5 seconds; P = 0.02). Obtaining a grade 1 Cormack-Lehane glottic view was less likely with direct laryngoscopy (P = 0.002). Maximum degrees of neck deviation were: Storz (median, 2.0; 95% confidence interval, 1.2-2.8), GlideScope (median, 2.0; 95% confidence interval, 1.4-2.6), and direct laryngoscopy (median, 1.9; 95% confidence interval, 1.2-2.1; P = 0.48). Trainees were able to safely perform tracheal intubation in children younger than 2 years using any of the studied laryngoscopes, although Storz use resulted in a longer TTSI when compared to direct laryngoscopy. Video laryngoscopy may enhance best Cormack-Lehane glottic view during manual in-line cervical spine immobilization, but additional technical skills are needed to successfully complete tracheal intubation.

  1. An observational clinical and video-polysomnographic study of the effects of rotigotine in sleep disorder in Parkinson's disease.

    Science.gov (United States)

    Wang, Yan; Yang, Yue-Chang; Lan, Dan-Mei; Wu, Hui -Juan; Zhao, Zhong-Xin

    2017-05-01

    Sleep disturbance is common in Parkinson's disease (PD) and negatively impacts quality of life. There is little data on how dopamine agonists influence nocturnal sleep in PD, particularly in sleep laboratory data to measure sleep parameters and their changes objectively. The goal of this open-label study was to objectively evaluate the effect of rotigotine on sleep in PD patients by video-polysomnographic methods. A total of 25 PD patients with complaints of nocturnal sleep impairment were enrolled. The sleep quality before and after stable rotigotine therapy was evaluated subjectively through questionnaire assessments and objectively measured by video-polysomnographic methods. The Parkinsonism, depression, anxiety, and quality of life of PD patients were also evaluated through questionnaire assessments. At the end of rotigotine treatment, the PD daytime functioning, motor performance, depression, subjective quality of sleep, and the quality of life improved. Video-polysomnographic analysis showed that the sleep efficiency and stage N1% were increased, while the sleep latency, wake after sleep onset, and the periodic leg movements in sleep index were decreased after rotigotine treatment. Video-polysomnographic analysis confirmed the subjective improvement of sleep after rotigotine treatment. This observation suggests that in PD rotigotine is a treatment option for patients complaining from sleep disturbances.

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

    Science.gov (United States)

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

    2014-09-01

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

  3. Pilot study on real-time motion detection in UAS video data by human observer and image exploitation algorithm

    Science.gov (United States)

    Hild, Jutta; Krüger, Wolfgang; Brüstle, Stefan; Trantelle, Patrick; Unmüßig, Gabriel; Voit, Michael; Heinze, Norbert; Peinsipp-Byma, Elisabeth; Beyerer, Jürgen

    2017-05-01

    Real-time motion video analysis is a challenging and exhausting task for the human observer, particularly in safety and security critical domains. Hence, customized video analysis systems providing functions for the analysis of subtasks like motion detection or target tracking are welcome. While such automated algorithms relieve the human operators from performing basic subtasks, they impose additional interaction duties on them. Prior work shows that, e.g., for interaction with target tracking algorithms, a gaze-enhanced user interface is beneficial. In this contribution, we present an investigation on interaction with an independent motion detection (IDM) algorithm. Besides identifying an appropriate interaction technique for the user interface - again, we compare gaze-based and traditional mouse-based interaction - we focus on the benefit an IDM algorithm might provide for an UAS video analyst. In a pilot study, we exposed ten subjects to the task of moving target detection in UAS video data twice, once performing with automatic support, once performing without it. We compare the two conditions considering performance in terms of effectiveness (correct target selections). Additionally, we report perceived workload (measured using the NASA-TLX questionnaire) and user satisfaction (measured using the ISO 9241-411 questionnaire). The results show that a combination of gaze input and automated IDM algorithm provides valuable support for the human observer, increasing the number of correct target selections up to 62% and reducing workload at the same time.

  4. Attitudes of older adults toward shooter video games: An initial study to select an acceptable game for training visual processing.

    Science.gov (United States)

    McKay, Sandra M; Maki, Brian E

    2010-01-01

    A computer-based 'Useful Field of View' (UFOV) training program has been shown to be effective in improving visual processing in older adults. Studies of young adults have shown that playing video games can have similar benefits; however, these studies involved realistic and violent 'first-person shooter' (FPS) games. The willingness of older adults to play such games has not been established. OBJECTIVES: To determine the degree to which older adults would accept playing a realistic, violent FPS-game, compared to video games not involving realistic depiction of violence. METHODS: Sixteen older adults (ages 64-77) viewed and rated video-clip demonstrations of the UFOV program and three video-game genres (realistic-FPS, cartoon-FPS, fixed-shooter), and were then given an opportunity to try them out (30 minutes per game) and rate various features. RESULTS: The results supported a hypothesis that the participants would be less willing to play the realistic-FPS game in comparison to the less violent alternatives (p'svideo-clip demonstrations, 10 of 16 participants indicated they would be unwilling to try out the realistic-FPS game. Of the six who were willing, three did not enjoy the experience and were not interested in playing again. In contrast, all 12 subjects who were willing to try the cartoon-FPS game reported that they enjoyed it and would be willing to play again. A high proportion also tried and enjoyed the UFOV training (15/16) and the fixed-shooter game (12/15). DISCUSSION: A realistic, violent FPS video game is unlikely to be an appropriate choice for older adults. Cartoon-FPS and fixed-shooter games are more viable options. Although most subjects also enjoyed UFOV training, a video-game approach has a number of potential advantages (for instance, 'addictive' properties, low cost, self-administration at home). We therefore conclude that non-violent cartoon-FPS and fixed-shooter video games warrant further investigation as an alternative to the UFOV program

  5. An evaluation of selected NASA scientific and technical information products: Results of a pilot study

    Science.gov (United States)

    Pinelli, Thomas E.; Glassman, Myron

    1989-01-01

    A pilot study was conducted to evaluate selected NASA scientific and technical information (STI) products. The study, which utilized survey research in the form of a self-administered mail questionnaire, had a two-fold purpose -- to gather baseline data regarding the use and perceived usefulness of selected NASA STI products and to develop/validate questions that could be used in a future study concerned with the role of the U.S. government technical report in aeronautics. The sample frame consisted of 25,000 members of the American Institute of Aeronautics and Astronautics in the U.S. with academic, government or industrial affiliation. Simple random sampling was used to select 2000 individuals to participate in the study. Three hundred fifty-three usable questionnaires (17 percent response rate) were received by the established cutoff date. The findings indicate that: (1) NASA STI is used and is generally perceived as being important; (2) the use rate for NASA-authored conference/meeting papers, journal articles, and technical reports is fairly uniform; (3) a considerable number of respondents are unfamiliar with STAR (Scientific and Technical Aerospace Reports), IAA (International Aerospace Abstracts), SCAN (Selected Current Aerospace Notices), and the RECON on-line retrieval system; (4) a considerable number of respondents who are familiar with these media do not use them; and (5) the perceived quality of NASA-authored journal articles and technical reports is very good.

  6. The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence from Correlational, Longitudinal, and Experimental Studies

    OpenAIRE

    Gentile, Douglas A.; Anderson, Craig A.; Yukawa, Shintaro; Ihori, Nobuko; Saleem, Muniba; Ming, Lim Kam; Shibuya, Akiko; Liau, Albert K.; Khoo, Angeline; Bushman, Brad J.; Huesmann, L. Rowell; Sakamoto, Akira

    2009-01-01

    Although dozens of studies have documented a relation between violent video games and aggressive behaviors, very little attention has been paid to potential effects of prosocial games. Theoretically, games in which game characters help and support each other in nonviolent ways should increase both short-term and long-term prosocial behaviors. We report three studies conducted in three countries with three age groups to test this hypothesis. In the correlational study, Singaporean middle-schoo...

  7. Theology Lectures as Lexical Environments: A Case Study of Technical Vocabulary Use

    Science.gov (United States)

    Lessard-Clouston, Michael

    2010-01-01

    This article presents a descriptive case study on the use of technical vocabulary in the lectures of a first-year graduate theology course in Canada. It first contextualizes this research by noting four kinds of English vocabulary and the study of classrooms as lexical environments. Next it outlines the study's methodology, including the…

  8. Summer Leadership Study. Part 1. Technical Reports 1-3

    Science.gov (United States)

    1979-01-01

    interaction of leader gender and follower gender. A serious limitation of a prior laboratory study of gender and leadership at West Point was that all... gender and leadership success at West Point (Rice, Bender and Vitters, 1980; Rice, Yoder, Adams, Priest and Prince, 1980). The first of these studies

  9. Hydrogen production by supercritical water gasification of biomass. Phase 1 -- Technical and business feasibility study, technical progress report

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1997-12-01

    The nine-month Phase 1 feasibility study was directed toward the application of supercritical water gasification (SCWG) for the economical production and end use of hydrogen from renewable energy sources such as sewage sludge, pulp waste, agricultural wastes, and ultimately the combustible portion of municipal solid waste. Unique in comparison to other gasifier systems, the properties of supercritical water (SCW) are ideal for processing biowastes with high moisture content or contain toxic or hazardous contaminants. During Phase I, an end-to-end SCWG system was evaluated. A range of process options was initially considered for each of the key subsystems. This was followed by tests of sewage sludge feed preparation, pumping and gasification in the SCW pilot plant facility. Based on the initial process review and successful pilot-scale testing, engineering evaluations were performed that defined a baseline system for the production, storage and end use of hydrogen. The results compare favorably with alternative biomass gasifiers currently being developed. The results were then discussed with regional wastewater treatment facility operators to gain their perspective on the proposed commercial SCWG systems and to help define the potential market. Finally, the technical and business plans were developed based on perceived market needs and the projected capital and operating costs of SCWG units. The result is a three-year plan for further development, culminating in a follow-on demonstration test of a 5 MT/day system at a local wastewater treatment plant.

  10. Video conferencing versus telephone calls for team work across hospitals: a qualitative study on simulated emergencies

    Directory of Open Access Journals (Sweden)

    Hagen Oddvar

    2009-11-01

    Full Text Available Abstract Background Teamwork is important for patient care and outcome in emergencies. In rural areas, efficient communication between rural hospitals and regional trauma centers optimise decisions and treatment of trauma patients. Little is known on potentials and effects of virtual team to team cooperation between rural and regional trauma teams. Methods We adapted a video conferencing (VC system to the work process between multidisciplinary teams responsible for trauma as well as medical emergencies between one rural and one regional (university hospital. We studied how the teams cooperated during simulated critical scenarios, and compared VC with standard telephone communication. We used qualitative observations and interviews to evaluate results. Results The team members found VC to be a useful tool during emergencies and for building "virtual emergency teams" across distant hospitals. Visual communication combined with visual patient information is superior to information gained during ordinary telephone calls, but VC may also cause interruptions in the local teamwork. Conclusion VC can improve clinical cooperation and decision processes in virtual teams during critical patient care. Such team interaction requires thoughtful organisation, training, and new rules for communication.

  11. Problematic Use of Video Games and Substance Abuse in Early Adolescence: A Cross-sectional Study.

    Science.gov (United States)

    Gallimberti, Luigi; Buja, Alessandra; Chindamo, Sonia; Rabensteiner, Andrea; Terraneo, Alberto; Marini, Elena; Pérez, Luis Javier Gómez; Baldo, Vincenzo

    2016-09-01

    Problematic use of video games (PUVG) is associated with substance use in middle school students. The aim of our study was to examine the association between PUVG and substance abuse in children and young adolescents. A survey was conducted during the 2014-2015 school year in Padua (northeastern Italy). The sample consisted of 1156 students in grades 6 to 8. A multivariate logistic regression model was applied to seek associations between PUVG (dependent variable) and independent variables. Logistic regression showed that lifetime drunkenness, combined energy drink and alcohol consumption (lifetime), reading comics, and disrespect for rules increased the odds of PUVG, whereas playing competitive sport, eating fruit and/or vegetables daily, finding it easy to talk with fathers and being female lowered the odds of PUVG in early adolescence. Our findings show that PUVG is more likely in young adolescents at risk of substance abuse. Prevention schemes focusing on early adolescence should be based on a multicomponent intervention strategy that takes PUVG into account.

  12. Video gaming and gaming addiction in transgender people: An exploratory study.

    Science.gov (United States)

    Arcelus, Jon; Bouman, Walter Pierre; Jones, Bethany Alice; Richards, Christina; Jimenez-Murcia, Susana; Griffiths, Mark D

    2017-03-01

    Background There is anecdotal clinical evidence that transgender people use the online world - such as forums and online video gaming - for the purpose of experiencing their gender identity in a safe, non-threatening, non-alienating, non-stigmatizing, and non-critical environment. Aims To describe gaming behavior, degree of problematic gaming behavior and associated factors with problematic gaming in a comparatively large group of transgender people accessing transgender health services. Methods Every individual referred to a national transgender health service in the United Kingdom during a 12-month period was invited to complete a series of questionnaires to measure gaming behavior, interpersonal functioning, severity of autistic features, and anxiety and depressive symptoms. Results A total of 245 people agreed to participate in the study with 154 (62.9%) describing themselves as current gamers. Gaming behavior in the transgender population attending transgender health services was prevalent, but less than 1% of them presented with clinical scores for Internet Gaming Disorder, with no differences according to gender. Problematic gaming behavior was associated with general interpersonal problems, depression, and young age. Discussion and conclusions Transgender people who engage in problematic gaming behavior are younger, and present with high interpersonal problems, and depression, which can affect a successful transition. In view of the high levels of gaming activity in this population games that are designed to address these psychological problems may be well received by transgender people.

  13. Video gaming and gaming addiction in transgender people: An exploratory study

    Science.gov (United States)

    Arcelus, Jon; Bouman, Walter Pierre; Jones, Bethany Alice; Richards, Christina; Jimenez-Murcia, Susana; Griffiths, Mark D.

    2017-01-01

    Background There is anecdotal clinical evidence that transgender people use the online world – such as forums and online video gaming – for the purpose of experiencing their gender identity in a safe, non-threatening, non-alienating, non-stigmatizing, and non-critical environment. Aims To describe gaming behavior, degree of problematic gaming behavior and associated factors with problematic gaming in a comparatively large group of transgender people accessing transgender health services. Methods Every individual referred to a national transgender health service in the United Kingdom during a 12-month period was invited to complete a series of questionnaires to measure gaming behavior, interpersonal functioning, severity of autistic features, and anxiety and depressive symptoms. Results A total of 245 people agreed to participate in the study with 154 (62.9%) describing themselves as current gamers. Gaming behavior in the transgender population attending transgender health services was prevalent, but less than 1% of them presented with clinical scores for Internet Gaming Disorder, with no differences according to gender. Problematic gaming behavior was associated with general interpersonal problems, depression, and young age. Discussion and conclusions Transgender people who engage in problematic gaming behavior are younger, and present with high interpersonal problems, and depression, which can affect a successful transition. In view of the high levels of gaming activity in this population games that are designed to address these psychological problems may be well received by transgender people. PMID:28198637

  14. The Role of Focus Group Venue: A Comparative Study of Face-to-Face, Telephone, and Internet Video-Based Venues

    Science.gov (United States)

    Gothberg, June E.

    2012-01-01

    The purpose of this study was to examine the equivalence or non-inferiority for comparisons of telephone focus group venue to face-to-face focus group venue, Internet video-based focus group venue to face-to-face focus group venue, and Internet video-based focus group venue to telephone focus group venue. Research questions examined the…

  15. Video-Stimulated Recall as a Facilitator of a Pre-Service Teacher's Reflection on Teaching and Post-Teaching Supervision Discussion--"A Case Study from Finland"

    Science.gov (United States)

    Lutovac, Sonja; Kaasila, Raimo; Juuso, Hannu

    2015-01-01

    The use of video in learning to teach is not new. The vast body of research shows that both pre-service and in-service teachers benefit from analyzing video lessons conducted by experienced teachers, their peers, or themselves. In this narrative case study, we analyze one post-teaching supervision discussion about a mathematics lesson. The study…

  16. A model study of bridge hydraulics : technical summary.

    Science.gov (United States)

    2010-08-01

    Most flood studies in the United States use the Army Corps of Engineers Hydrologic Engineering Centers River Analysis System (HEC-RAS) computer program. This report is the second edition. The first edition of the report considered the laboratory m...

  17. 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...

  18. A Bilingual Child Learns Social Communication Skills through Video Modeling-A Single Case Study in a Norwegian School Setting

    Directory of Open Access Journals (Sweden)

    Meral Özerk

    2015-09-01

    Full Text Available Video modeling is one of the recognized methods used in the training and teaching of children with Autism Spectrum Disorders (ASD. The model’s theoretical base stems from Albert Bandura's (1977; 1986 social learning theory in which he asserts that children can learn many skills and behaviors observationally through modeling. One can assume that by observing others, a child with ASD can construct an idea of how new behaviors are performed, and on later occasions this mentally and visually constructed information will serve as a guide for his/her way of behaving. There are two types of methods for model learning: 1 In Vivo Modeling and 2 Video Modeling. These can be used a to teach children with ASD skills that are not yet in their behavioral repertoire and / or b to improve the children's emerging behaviors or skills. In the case of linguistic minority children at any stage of their bilingual development, it has been presumed that some of their behaviors that can be interpreted as attitude or culture-related actions. This approach, however, can sometimes delay referral, diagnosis, and intervention. In our project, we used Video Modeling and positive targeted results with regard to teaching social communication skills and target behavior to an eleven year-old bilingual boy with ASD. Our study also reveals that through Video Modeling, children with ASD can learn desirable behavioral skills as by-products. Video Modeling can also contribute positively to the social inclusion of bilingual children with ASD in school settings. In other words, bilingual children with ASD can transfer the social communication skills and targeted behaviors they learn through second-language at school to a first-language milieu.

  19. A bilingual child learns social communication skills through video modeling-a single case study in a norwegian school setting

    Directory of Open Access Journals (Sweden)

    Meral Özerk

    2015-09-01

    Full Text Available Video modeling is one of the recognized methods used in the training and teaching of children with Autism Spectrum Disorders (ASD. The model’s theoretical base stems from Albert Bandura's (1977; 1986 social learning theory in which he asserts that children can learn many skills and behaviors observationally through modeling. One can assume that by observing others, a child with ASD can construct an idea of how new behaviors are performed, and on later occasions this mentally and visually constructed information will serve as a guide for his/her way of behaving. There are two types of methods for model learning: 1 In Vivo Modeling and 2 Video Modeling. These can be used a to teach children with ASD skills that are not yet in their behavioral repertoire and / or b to improve the children's emerging behaviors or skills. In the case of linguistic minority children at any stage of their bilingual development, it has been presumed that some of their behaviors that can be interpreted as attitude or culture-related actions. This approach, however, can sometimes delay referral, diagnosis, and intervention. In our project, we used Video Modeling and achieved positive results with regard to teaching social communication skills and target behavior to an eleven year-old bilingual boy with ASD. Our study also reveals that through Video Modeling, children with ASD can learn desirable behavioral skills as by-products. Video Modeling can also contribute positively to the social inclusion of bilingual children with ASD in school settings. In other words, bilingual children with ASD can transfer the social communication skills and targeted behaviors they learn through second-language at school to a first-language milieu.

  20. Making sense with multimedia. A text theoretical study of a digital format integrating writing and video

    Directory of Open Access Journals (Sweden)

    Martin Engebretsen

    2006-03-01

    Full Text Available Digital text formats that allow a close interaction between writing and video represent new possibilities and challenges for the communication of educational content. What are the premises for functional and appropriate communication through web-based, multimedial text formats?This article explores the digital writing-video format from a structural, theoretical perspective. To begin with, the two media’s respective characteristics are discussed and compared as carriers of complex signs. Thereafter, the focus is upon how writing and video elements can be accommodated to web media. Finally, the article discusses the conditions for optimal co-ordination and interaction between the two media types within the framework of an integrated design. A design example is presented.

  1. Vessel Monitoring Systems Study. Volume I - Technical Analysis.

    Science.gov (United States)

    1980-09-01

    In the Port and Tanker Safety Act of 1978 the U.S. Conress directed the Department of Transportation to performa a study on the desirability and feasibility of a shore-station system for monitoring vessels (including fishing vessels)offshore within t...

  2. Fluoride removal studies in water using natural materials : technical ...

    African Journals Online (AJOL)

    Excess fluoride in water causes health hazards to the natural environment. The removal of fluoride was attempted using natural materials such as red soil, charcoal, brick, fly-ash and serpentine. Each material was set up in a column for a known volume and the defluoridation capacities of these materials were studied with ...

  3. Final Technical Report: Renewable Energy Feasibility Study and Resources Assessment

    Energy Technology Data Exchange (ETDEWEB)

    Rivero, Mariah [BEC Environmental, Inc., Las Vegas, NV (United States)

    2016-02-28

    In March 2011, the U.S. Department of Energy (DOE) awarded White Pine County, Nevada, a grant to assess the feasibility of renewable resource-related economic development activities in the area. The grant project included a public outreach and training component and was to include a demonstration project; however, the demonstration project was not completed due to lack of identification of an entity willing to locate a project in White Pine County. White Pine County completed the assessment of renewable resources and a feasibility study on the potential for a renewable energy-focused economic sector within the County. The feasibility study concluded "all resources studied were present and in sufficient quantity and quality to warrant consideration for development" and there were varying degrees of potential economic impact based on the resource type and project size. The feasibility study and its components were to be used as tools to attract potential developers and other business ventures to the local market. White Pine County also marketed the County’s resources to the renewable energy business community in an effort to develop contracts for demonstration projects. The County also worked to develop partnerships with local educational institutions, including the White Pine County School District, conducted outreach and training for the local community.

  4. Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study

    OpenAIRE

    Konstantas, Dimitri; Fernández-Aranda, Fernando; Jiménez-Murcia, Susana; Santamaría, Juan José; Gunnard, Katarina; Soto, Antonio; Kalapanidas, Elías; Bults, Richard; Davarakis, Costas; Ganchev, Todor; Granero, Roser; Kostoulas, Theodoros; Lam, Tony; Lucas, Mikkel; Masuet-Aumatell, Cristina

    2012-01-01

    Background: Previous review studies have suggested that computer games can serve as an alternative or additional form of treatment in several areas (schizophrenia, asthma or motor rehabilitation). Although several naturalistic studies have been conducted showing the usefulness of serious video games in the treatment of some abnormal behaviours, there is a lack of serious games specially designed for treating mental disorders. Aim: The purpose of our project was to develop and evaluate a serio...

  5. A phenomenographic study of the ability to address complex socio-technical systems via variation theory

    Science.gov (United States)

    Mendoza Garcia, John A.

    Sometimes engineers fail when addressing the inherent complexity of socio-technical systems because they lack the ability to address the complexity of socio-technical systems. Teaching undergraduate engineering students how to address complex socio-technical systems, has been an educational endeavor at different levels ranging from kindergarten to post-graduate education. The literature presents different pedagogical strategies and content to reach this goal. However, there are no existing empirically-based assessments guided by a learning theory. This may be because at the same time explanations of how the skill is developed are scarce. My study bridges this gap, and I propose a developmental path for the ability to address the complex socio-technical systems via Variation Theory, and according to the conceptual framework provided by Variation Theory, my research question was "What are the various ways in which engineers address complex socio-technical systems?" I chose the research approach of phenomenography to answer my research question. I also chose to use a blended approach, Marton's approach for finding the dimensions of variation, and the developmental approach (Australian) for finding a hierarchical relationship between the dimensions. Accordingly, I recruited 25 participants with different levels of experience with addressing complex socio-technical systems and asked them all to address the same two tasks: A design of a system for a county, and a case study in a manufacturing firm. My outcome space is a nona-dimensional (nine) developmental path for the ability to address the complexity in socio-technical systems, and I propose 9 different ways of experiencing the complexity of a socio-technical system. The findings of this study suggest that the critical aspects that are needed to address the complexity of socio-technical systems are: being aware of the use of models, the ecosystem around, start recognizing different boundaries, being aware of time as a

  6. Understanding the Characteristics of Internet Short Video Sharing: YouTube as a Case Study

    OpenAIRE

    Cheng, Xu; Dale, Cameron; Liu, Jiangchuan

    2007-01-01

    Established in 2005, YouTube has become the most successful Internet site providing a new generation of short video sharing service. Today, YouTube alone comprises approximately 20% of all HTTP traffic, or nearly 10% of all traffic on the Internet. Understanding the features of YouTube and similar video sharing sites is thus crucial to their sustainable development and to network traffic engineering. In this paper, using traces crawled in a 3-month period, we present an in-depth and systemati...

  7. Superconducting gravity gradiometer mission. Volume 2: Study team technical report

    Science.gov (United States)

    Morgan, Samuel H. (Editor); Paik, Ho Jung (Editor)

    1988-01-01

    Scientific and engineering studies and developments performed or directed by a Study Team composed of various Federal and University activities involved with the development of a three-axis superconducting gravity gradiometer integrated with a six-axis superconducting accelerometer are examined. This instrument is being developed for a future orbital mission to make precise global gravity measurements. The scientific justification and requirements for such a mission are discussed. This includes geophysics, the primary mission objective, as well as secondary objective, such as navigation and feats of fundamental laws of physics, i.e., a null test of the inverse square law of gravitation and tests of general relativity. The instrument design and status along with mission analysis, engineering assessments, and preliminary spacecraft concepts are discussed. In addition, critical spacecraft systems and required technology advancements are examined. The mission requirements and an engineering assessment of a precursor flight test of the instrument are discussed.

  8. Role of intraoperative indocyanine green video-angiography to identify small, posterior fossa arteriovenous malformations mimicking cavernous angiomas. Technical report and review of the literature on common features of these cerebral vascular malformations.

    Science.gov (United States)

    Barbagallo, Giuseppe M V; Certo, Francesco; Caltabiano, Rosario; Chiaramonte, Ignazio; Albanese, Vincenzo; Visocchi, Massimiliano

    2015-11-01

    To illustrate the usefulness of intraoperative indocyanine green videoangiography (ICG-VA) to identify the nidus and feeders of a small cerebellar AVM resembling a cavernous hemangioma. To review the unique features regarding the overlay between these two vascular malformations and to highlight the importance to identify with ICG-VA, and treat accordingly, the arterial and venous vessels of the AVM. A 36-year old man presented with bilateral cerebellar hemorrhage. MRI was equivocal in showing an underlying vascular malformation but angiography demonstrated a small, Spetzler-Martin grade I AVM. Surgical resection of the AVM with the aid of intraoperative ICG-VA was performed. After hematoma evacuation, pre-resection ICG-VA did not reveal tortuous arterial and venous vessels in keeping with a typical AVM but rather an unusual blackberry-like image resembling a cavernous hemangioma, with tiny surrounding vessels. Such intraoperative appearance, which could also be the consequence of a "leakage" of fluorescent dye from the nidal pathological vessels, with absent blood-brain barrier, into the surrounding parenchymal pathological capillary network, is important to be recognized as an unusual AVM appearance. Post-resection ICG-VA confirmed the AVM removal, as also shown by postoperative and 3-month follow-up DSAs. Despite technical limitations associated with ICG-VA in post-hemorrhage AVMs, this case together with the intraoperative video, demonstrates the useful role of ICG-VA in identifying small AVMs with peculiar features. Copyright © 2015 Elsevier B.V. All rights reserved.

  9. A socio-technical analysis of work with ideas in NPD: an industrial case study

    DEFF Research Database (Denmark)

    Gish, Liv; Hansen, Claus Thorp

    2013-01-01

    on piecing together a number of ideas that were developed and disseminated in a large industrial company. We do this through an in-depth case study of the development of the energy-labeled circulation pump Alpha Pro, developed by one of the world’s leading pump manufacturers, Grundfos. Using a socio-technical...... approach, we focus especially on the actors involved and the contextual factors, and less on the detailed development of technical ideas. In our study, we observe that (1) ideas are pieced together from previous ideas and results; (2) ideas are implemented through continuous mobilization of support...... and development of legitimate arguments; and (3) idea work is also a socio-technical process, because contextual factors matter. We observe that idea work is an ongoing process undertaken across different projects, actors, departments, strategies, and visions within Grundfos, while also involving external actors...

  10. Care Networking: A Study of Technical Mediations in a Home Telecare Service

    Directory of Open Access Journals (Sweden)

    Miquel Domènech

    2013-07-01

    Full Text Available This article examines the processes of technical mediation within familial care networks based on a study of home telecare targeted at older people. Supported by contributions from the actor—network theory as part of the social psychology of science and technology, these processes of technical mediation are analyzed using a qualitative approach. The data were gathered through six focus groups and four in-depth interviews; the participants in the study included users, relatives and formal carers. Thematic analysis techniques encompassing the information were used, revealing the effects on the patterns of caring relationships. The results show the interplay between presence-absence made possible by the devices; the two-way direction of care between the older people and the artifacts; and the process of sustaining care using the technology. We conclude that care should be seen as a socio-technical network where technology plays an active role in sustaining family relationships.

  11. Care Networking: A Study of Technical Mediations in a Home Telecare Service

    Science.gov (United States)

    Correa, Gonzalo; Domènech, Miquel

    2013-01-01

    This article examines the processes of technical mediation within familial care networks based on a study of home telecare targeted at older people. Supported by contributions from the actor—network theory as part of the social psychology of science and technology, these processes of technical mediation are analyzed using a qualitative approach. The data were gathered through six focus groups and four in-depth interviews; the participants in the study included users, relatives and formal carers. Thematic analysis techniques encompassing the information were used, revealing the effects on the patterns of caring relationships. The results show the interplay between presence-absence made possible by the devices; the two-way direction of care between the older people and the artifacts; and the process of sustaining care using the technology. We conclude that care should be seen as a socio-technical network where technology plays an active role in sustaining family relationships. PMID:23880730

  12. Expanding Student International Awareness Through Short-Term Study Abroad Courses With Substantial Engineering Technical Content

    Science.gov (United States)

    Jacobitz, Frank; Schubert, Thomas

    2012-11-01

    The efficacy of Compact International Experience (CIE) courses is assessed in this study. These courses were developed with the aim to raise student international awareness while retaining substantial engineering technical content. The courses were motivated by a strong student desire for engineering international studies as well as a drive by the home institution for internationalization of the curriculum. The experiences gained from delivering two distinct three-semester-unit engineering elective courses in three-week time frames in France and Australia are discussed. While the two courses, Topics in Fluid Mechanics and Advanced Electronic Circuit Design, focused on their technical content, the desire for student understanding of the cultural environment and the impact of engineering solutions from a global and societal viewpoint were strong driving factors for each. Assessment validates the hypothesis that CIE courses can successfully deliver substantial engineering technical content while providing an enriching international experience to students.

  13. Patients embodied and as-a-body within bedside teaching encounters: a video ethnographic study.

    Science.gov (United States)

    Elsey, Christopher; Challinor, Alexander; Monrouxe, Lynn V

    2017-03-01

    Bedside teaching encounters (BTEs) involve doctor-patient-student interactions, providing opportunities for students to learn with, from and about patients. How the differing concerns of patient care and student education are balanced in situ remains largely unknown and undefined. This video ethnographic study explores patient involvement during a largely student-centric activity: 'feedback sequences' where students learn clinical and practical skills. Drawing on a data subset from a multi-site study, we used Conversation Analysis to investigate verbal and non-verbal interactional practices to examine patients' inclusion and exclusion from teaching activities across 25 BTEs in General Practice and General Surgery and Medicine with 50 participants. Through analysis, we identified two representations of the patient: the patient embodied (where patients are actively involved) and the patient as-a-body (when they are used primarily as a prop for learning). Overall, patients were excluded more during physical examination than talk-based activities. Exclusion occurred through physical positioning of doctor-patient-student, and through doctors and students talking about, rather than to, patients using medical jargon and online commentaries. Patients' exclusion was visibly noticeable through eye gaze: patients' middle-distance gaze coincided with medical terminology or complex wording. Inclusory activities maintained the patient embodied during teaching activities through doctors' skilful embedding of teaching within their care: including vocalising clinical reasoning processes through students, providing patients with a 'warrant to listen', allocating turns-at-talk for them and eye-contact. This study uniquely demonstrates the visible nature patient exclusion, providing firm evidence of how this affects patient empowerment and engagement within educational activities for tomorrow's doctors.

  14. Exploring Technical Vocational Education and Training Systems in Emerging Markets. A Case Study on Ghana

    Science.gov (United States)

    Arthur-Mensah, Nana; Alagaraja, Meera

    2013-01-01

    Purpose: The purpose of this study was to explore trends and changes in technical vocational education and training (TVET) in emerging economies as a national human resource development (NHRD) approach and its practical applications using Ghana as an example. Design/methodology/approach: A case study approach was used to develop an in-depth…

  15. Categorizing Video Game Audio

    DEFF Research Database (Denmark)

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

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

  16. Brains on video games

    OpenAIRE

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

    2011-01-01

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

  17. A Prospective Study of Loss of Consciousness in Epilepsy Using Virtual Reality Driving Simulation and Other Video Games

    Science.gov (United States)

    Yang, Li; Morland, Thomas B.; Schmits, Kristen; Rawson, Elizabeth; Narasimhan, Poojitha; Motelow, Joshua E.; Purcaro, Michael J.; Peng, Kathy; Raouf, Saned; DeSalvo, Matthew N.; Oh, Taemin; Wilkerson, Jerome; Bod, Jessica; Srinivasan, Aditya; Kurashvili, Pimen; Anaya, Joseph; Manza, Peter; Danielson, Nathan; Ransom, Christopher B.; Huh, Linda; Elrich, Susan; Padin-Rosado, Jose; Naidu, Yamini; Detyniecki, Kamil; Hamid, Hamada; Fattahi, Pooia; Astur, Robert; Xiao, Bo; Duckrow, Robert B.; Blumenfeld, Hal

    2010-01-01

    Patients with epilepsy are at risk of traffic accidents when they have seizures while driving. However, driving is an essential part of normal daily life in many communities, and depriving patients of driving privileges can have profound consequences for their economic and social well being. In the current study, we collected ictal performance data from a driving simulator and two other video games in patients undergoing continuous video/EEG monitoring. We captured 22 seizures in 13 patients and found that driving impairment during seizures differed both in terms of magnitude and character, depending on the seizure type. Our study documents the feasibility of the prospective study of driving and other behaviors during seizures through the use of computer-based tasks. This methodology may be applied to further describe differential driving impairment in specific types of seizures and to gain data on anatomical networks disrupted in seizures that impair consciousness and driving safety. PMID:20537593

  18. A prospective study of loss of consciousness in epilepsy using virtual reality driving simulation and other video games.

    Science.gov (United States)

    Yang, Li; Morland, Thomas B; Schmits, Kristen; Rawson, Elizabeth; Narasimhan, Poojitha; Motelow, Joshua E; Purcaro, Michael J; Peng, Kathy; Raouf, Saned; Desalvo, Matthew N; Oh, Taemin; Wilkerson, Jerome; Bod, Jessica; Srinivasan, Aditya; Kurashvili, Pimen; Anaya, Joseph; Manza, Peter; Danielson, Nathan; Ransom, Christopher B; Huh, Linda; Elrich, Susan; Padin-Rosado, Jose; Naidu, Yamini; Detyniecki, Kamil; Hamid, Hamada; Farooque, Pue; Astur, Robert; Xiao, Bo; Duckrow, Robert B; Blumenfeld, Hal

    2010-07-01

    Patients with epilepsy are at risk of traffic accidents when they have seizures while driving. However, driving is an essential part of normal daily life in many communities, and depriving patients of driving privileges can have profound consequences for their economic and social well-being. In the current study, we collected ictal performance data from a driving simulator and two other video games in patients undergoing continuous video/EEG monitoring. We captured 22 seizures in 13 patients and found that driving impairment during seizures differed in terms of both magnitude and character, depending on the seizure type. Our study documents the feasibility of a prospective study of driving and other behaviors during seizures through the use of computer-based tasks. This methodology may be applied to further describe differential driving impairment in specific types of seizures and to gain data on anatomical networks disrupted in seizures that impair consciousness and driving safety. Copyright 2010 Elsevier Inc. All rights reserved.

  19. Design and Technical Study of Neutrino Detector Spacecraft

    Science.gov (United States)

    Solomey, Niclolas

    2017-01-01

    A neutrino detector is proposed to be developed for use on a space probe in close orbit of the Sun. The detector will also be protected from radiation by a tungsten shield Sun shade, active veto array and passive cosmic shielding. With the intensity of solar neutrinos substantially greater in a close solar orbit than on the Earth only a small 250 kg detector is needed. It is expected that this detector and space probe studying the core of the Sun, its nuclear furnace and particle physics basic properties will bring new knowledge beyond what is currently possible for Earth bound solar neutrino detectors.

  20. The effect of music video exposure on students' perceived clinical applications of popular music in the field of music therapy: a pilot study.

    Science.gov (United States)

    Gooding, Lori F; Mori-Inoue, Satoko

    2011-01-01

    The purpose of this study was to examine the effect of video exposure on music therapy students' perceptions of clinical applications of popular music in the field of music therapy. Fifty-one participants were randomly divided into two groups and exposed to a popular song in either audio-only or music video format. Participants were asked to indicate clinical applications; specifically, participants chose: (a) possible population(s), (b) most appropriate population(s), (c) possible age range(s), (d) most appropriate age ranges, (e) possible goal area(s) and (f) most appropriate goal area. Data for each of these categories were compiled and analyzed, with no significant differences found in the choices made by the audio-only and video groups. Three items, (a) selection of the bereavement population, (b) selection of bereavement as the most appropriate population and (c) selection of the age ranges of pre teen/mature adult, were additionally selected for further analysis due to their relationship to the video content. Analysis results revealed a significant difference between the video and audio-only groups for the selection of these specific items, with the video group's selections more closely aligned to the video content. Results of this pilot study suggest that music video exposure to popular music can impact how students choose to implement popular songs in the field of music therapy.

  1. Technical study of Germolles’ wall paintings: the inputof imaging technique

    Directory of Open Access Journals (Sweden)

    Christian Degrigny

    2016-11-01

    Full Text Available The Château de Germolles is one of the rare palace in France dating from the 14th century. The noble floor is decorated with wall paintings that are a unique example of courtly love spirit that infused the princely courts of the time. After being concealed sometime in the 19th century, the paintings were rediscovered and uncovered in the middle of the 20th century and partly restored at the end of the 1990s. No scientific documentation accompanied these interventions and important questions, such as the level of authenticity of the mural decorations and the original painting technique(s used in the medieval times remained unanswered. The combined scientific and financial supports of COSCH Cost Action and DRAC-Burgundy enabled to study Germolles’ wall paintings using some of the most innovative imaging and analytical techniques and to address some of the questions raised. The study provided significant information on the material used in the medieval times and on the conservation condition of the paintings. The data collected is vast and varied and exposed the owners of the property to the challenges of data management.

  2. A feasibility study of the provision of a personalized interdisciplinary audiovisual summary to facilitate care transfer care at hospital discharge: Care Transfer Video (CareTV).

    Science.gov (United States)

    Newnham, Harvey H; Gibbs, Harry H; Ritchie, Edward S; Hitchcock, Karen I; Nagalingam, Vathy; Hoiles, Andrew; Wallace, Ed; Georgeson, Elizabeth; Holton, Sara

    2015-04-01

    To assess the feasibility and patient acceptance of a personalized interdisciplinary audiovisual record to facilitate effective communication with patients, family, carers and other healthcare workers at hospital discharge. Descriptive pilot study utilizing a study-specific patient feedback questionnaire conducted from October 2013 to June 2014. Twenty General Medical inpatients being discharged from an Acute General Medical Ward in a metropolitan teaching hospital. Audiovisual record of a CareTV filmed at the patient's bedside by a consultant-led interdisciplinary team, within 24 h prior to discharge from the ward, provided immediately for the patient to take home. Patient surveys were completed within 2 weeks of discharge. Technical quality, utilization, acceptability, patient satisfaction and recall of diagnosis, medication changes and post-discharge review arrangements. All patients had watched their CareTV either alone or in the presence of a variety of others: close family, their GP, a medical specialist, friends or other health personnel. Participating patients had good understanding of the video content and recall of their diagnosis, medication changes and post-discharge plans. Patient feedback was overwhelmingly positive. In the context of a General Medical Unit with extensive experience in interdisciplinary bedside rounding and teamwork, CareTV is simple to implement, inexpensive, technically feasible, requires minimal staff training and is acceptable to patients. The results of this pilot study will inform and indicate the feasibility of conducting a larger randomized control trial of the impact of CareTV on patient satisfaction, medication adherence and recall of key information, and primary healthcare provider satisfaction. © The Author 2015. Published by Oxford University Press in association with the International Society for Quality in Health Care; all rights reserved.

  3. Impact of video game genre on surgical skills development: a feasibility study.

    Science.gov (United States)

    de Araujo, Thiago Bozzi; Silveira, Filipe Rodrigues; Souza, Dante Lucas Santos; Strey, Yuri Thomé Machado; Flores, Cecilia Dias; Webster, Ronaldo Scholze

    2016-03-01

    The playing of video games (VGs) was previously shown to improve surgical skills. This is the first randomized, controlled study to assess the impact of VG genre on the development of basic surgical skills. Twenty first-year, surgically inexperienced medical students attended a practical course on surgical knots, suturing, and skin-flap technique. Later, they were randomized into four groups: control and/or nongaming (ContG), first-person-shooter game (ShotG), racing game (RaceG), and surgery game (SurgG). All participants had 3 wk of Nintendo Wii training. Surgical and VG performances were assessed by two independent, blinded surgeons who evaluated basal performance (time 0) and performance after 1 wk (time 1) and 3 wk (time 2) of training. The training time of RaceG was longer than that of ShotG and SurgG (P = 0.045). Compared to SurgG and RaceG, VG scores for ShotG improved less between times 0 and 1 (P = 0.010) but more between times 1 and 2 (P = 0.004). Improvement in mean surgical performance scores versus time differed in each VG group (P = 0.011). At time 2, surgical performance scores were significantly higher in ShotG (P = 0.002) and SurgG (P = 0.022) than in ContG. The surgical performance scores of RaceG were not significantly different from the score achieved by ContG (P = 0.279). Different VG genres may differentially impact the development of surgical skills by medical students. More complex games seem to improve performance even if played less. Although further studies are needed, surgery-related VGs with sufficient complexity and playability could be a feasible adjuvant to improving surgical skills. Copyright © 2016 Elsevier Inc. All rights reserved.

  4. FaceTime validation study: Low-cost streaming video for cytology adequacy assessment.

    Science.gov (United States)

    Agarwal, Shweta; Zhao, Lichao; Zhang, Roy; Hassell, Lewis

    2016-03-01

    Adequacy assessment for fine-needle aspiration procedures is a standard of care in large medical centers. Although the benefits of this approach include higher adequacy rates with fewer passes, it costs cytopathologist time and affects other clinical responsibilities. The objective of the current study was to evaluate the use of mobile video streaming (FaceTime) technology with the help of smartphone adapters attached to microscopes for remote adequacy assessment of cytologic samples. The study consisted of 2 phases: Phase 1 was a retrospective assessment of 25 samples by a primary pathologist with simultaneous streaming to a second pathologist using a smartphone (iPhone/iPad) FaceTime connection. Data on the adequacy of each sample and preliminary diagnoses were recorded. In phase 2, live cases were assessed prospectively by an onsite primary pathologist and by a remote pathologist using an iPhone/iPad-FaceTime connection. The testing phase involved prospective assessment of additional samples with a resident or cytotechnologist as the slide driver. In phase 1, retrospective evaluation of 25 samples yielded considerable agreement (22 of 25 samples; 88%) between onsite and remote adequacy assessments. Three samples (12%) yielded results that did not agree, including 2 samples that were read as adequate in the onsite evaluation that were assessed as indeterminate using FaceTime. In phase 2 and in the testing phase, 14 samples exhibited considerable agreement on both adequacy and preliminary diagnosis (6 samples in phase 2 and 8 samples in the testing phase) and are currently available for reporting. Problems encountered include software version standardization, camera alignment, and (rarely) comprehension of the audio stream. The current data indicate that iPhone/iPad FaceTime technology can be used to perform remote adequacy assessments of fine-needle aspirations and can help save valuable time for pathologists. © 2015 American Cancer Society.

  5. NGNP Composites R&D Technical Issues Study

    Energy Technology Data Exchange (ETDEWEB)

    AREVA Federal Services

    2008-09-01

    This study identifies potential applications and design requirements for ceramic materials (CMs) and ceramic composite materials (CCMs) in the NGNP hightemperature gas-cooled reactor (HTGR) primary circuit. Components anticipated for fabrication from non-graphite CMs and CCMs are identified along with recommended normal and off-normal operating conditions. The evaluation defines required dimensions and material properties of the candidate materials for normal operating conditions (NOC), anticipated transients, abnormal events, and design basis events. The report also identifies additional activities required for codifying the selected materials. The activities include ASTM Standard and ASME Code development and other work to support NRC licensing of the plant. Evaluation of the NGNP baseline design indicates components requiring either CMs or CCMs depend upon the reactor operating temperatures. For a reactor outlet temperature of 900 oC, four of the five evaluated components would benefit from either CMs or CCMs. Although some thermal and mechanical data exist for most of the candidate materials, they all need additional irradiation, thermal, and mechanical testing. The codification process must take into account the type of material and the geometry of components using either CMs or CCMs. The process requires close integration of the design and the research and development (R&D) program, which has already started by using preliminary control rod component designs as the basis for establishing specimen geometry and test conditions. The remaining time and budget for completing the R&D program need further assessment.

  6. Gender in Engineering Studies at Brazilian Technical University

    Directory of Open Access Journals (Sweden)

    de Lima Sobreira, Josimeire

    2008-10-01

    Full Text Available The research on a Technological University of Brazil, among students in Engineering, revealed that women occupy no more than 12 % (in general of the places at the Institution. The university study that the girls most prefer is the Engineering of Buildings and the other one, where there are the least number of women, is Mechanics Engineering. The qualitative research with the students, made by interviews, showed that there is a gender discrimination among them. The boys do not consider their schoolmates competents for the exact sciences. The girls have to do a greater effort than the boys to success and to be respected by them. But even so they recognize that will not have the same opportunities of work that the men will. However, gender changes among the students are evidences that women have reached important places at the technological field.La investigación en una Universidad Tecnológica de Brasil entre estudiantes de los cursos de ingeniería ha mostrado que las mujeres no ocupan más que 12 % (en general de las plazas de la Institución. El curso con más estudiantes es el de Ingeniería Civil, mientras el curso con el más pequeño número de mujeres es el de Mecánica. La metodología de la investigación ha sido cualitativa. Las entrevistas con chicas-chicos de los cursos investigados revelaron que hay discriminación entre los estudiantes que no consideran a sus compañeras de curso competentes para los estudios de ciencias exactas. Para que sean respetadas ellas tienen que estudiar mucho más que ellos, pero, aunque logren muy buenas evaluaciones, reconocen que en el mercado laboral tendrán menos oportunidades de trabajo que sus colegas. Entretanto, los cambios de género entre los y las estudiantes evidencian que las mujeres están conquistando espacios importantes.

  7. Video game playing increases food intake in adolescents: a randomized crossover study

    National Research Council Canada - National Science Library

    Chaput, Jean-Philippe; Visby, Trine; Nyby, Signe; Klingenberg, Lars; Gregersen, Nikolaj T; Tremblay, Angelo; Astrup, Arne; Sjödin, Anders

    2011-01-01

    .... With the use of a randomized crossover design, 22 healthy, normal-weight, male adolescents (mean ± SD age: 16.7 ± 1.1 y) completed two 1-h experimental conditions, namely video game play and rest in a sitting position, followed by an ad libitum lunch...

  8. "Primärerfahrung" with Living Animals in Contrast to Educational Videos: A Comparative Intervention Study

    Science.gov (United States)

    Klingenberg, Konstantin

    2014-01-01

    "Primärerfahrung" (PE) describes direct contact with learning objects; in biological education with plants or animals in particular. Visualising these objects using videos, books, etc, can be classified as "Sekundärerfahrung" (SE) because the information is not presented in the "original" way. In this intervention…

  9. A procurement decision model for a video rental store — A case study

    African Journals Online (AJOL)

    inappropriate since the commodities (movie titles) are removed from, and after a certain time period, returned to inventory. The commodities also have a decaying demand in general; hence the video rental store owner (the decision maker) is required to procure new titles periodically. The question addressed in this paper is ...

  10. A procurement decision model for a video rental store — A case study

    African Journals Online (AJOL)

    eral; hence the video rental store owner (the decision maker) is required to procure new titles periodically. The question addressed in this paper is how to determine which movie titles to acquire, and how many copies of each in order to best maximise profit. An approx- imated demand function is presented, and attributes of ...

  11. An Exploratory Study of Digital Video Editing as a Tool for Teacher Preparation

    Science.gov (United States)

    Calandra, Brendan; Gurvitch, Rachel; Lund, Jacalyn

    2008-01-01

    The authors' purpose was to examine teacher candidates' perspectives of successful teaching through personalized video vignettes. Furthermore, the authors were interested in how participants' written reflections might change as a result of creating these vignettes. This research used mixed-methods within the context of an exploratory multi-case…

  12. Using Video Case Studies for the Professional Development of Teachers in China.

    Science.gov (United States)

    Chan, Yee Kong Peter

    The purposes of this project are to: (1) develop an ethnographic video case (EVC) CD-ROM of three Chinese teachers teaching the Chinese language in secondary school classrooms in China according to a thinking-skill model developed by Dr. Lin Chongde called "Five Traits of Thinking"; (2) obtain formative data for fixing the improving the…

  13. Methodological Contributions to Video-Based Studies of Classroom Teaching and Learning: A Commentary

    Science.gov (United States)

    Borko, Hilda

    2016-01-01

    In the past decade, there has been important progress in the development and validation of video-based instruments that enable the systematic assessment of teaching competence with large samples of teachers, across multiple settings and populations, and by researchers other than the developers. This commentary focuses on the methodological…

  14. Peer teaching in medical sciences through video clips – a case study

    African Journals Online (AJOL)

    Background. Anecdotally, 2015 was declared the year of the selfie. The theme of selfies is used as an opportunity to engage neuroanatomy students by drawing from it as a newly created art form by means of models and video clips. Objectives. To provide a synopsis of student perceptions of a team project to inform further ...

  15. Mapping to Support Fine Scale Epidemiological Cholera Investigations: A Case Study of Spatial Video in Haiti

    Directory of Open Access Journals (Sweden)

    Andrew Curtis

    2016-02-01

    Full Text Available The cartographic challenge in many developing world environments suffering a high disease burden is a lack of granular environmental covariates suitable for modeling disease outcomes. As a result, epidemiological questions, such as how disease diffuses at intra urban scales are extremely difficult to answer. This paper presents a novel geospatial methodology, spatial video, which can be used to collect and map environmental covariates, while also supporting field epidemiology. An example of epidemic cholera in a coastal town of Haiti is used to illustrate the potential of this new method. Water risks from a 2012 spatial video collection are used to guide a 2014 survey, which concurrently included the collection of water samples, two of which resulted in positive lab results “of interest” (bacteriophage specific for clinical cholera strains to the current cholera situation. By overlaying sample sites on 2012 water risk maps, a further fifteen proposed water sample locations are suggested. These resulted in a third spatial video survey and an additional “of interest” positive water sample. A potential spatial connection between the “of interest” water samples is suggested. The paper concludes with how spatial video can be an integral part of future fine-scale epidemiological investigations for different pathogens.

  16. Technical efficiency and technology adoption: a study of organic farming in the French dairy sector

    OpenAIRE

    Latruffe, Laure; Nauges, Celine; Desjeux, Yann

    2014-01-01

    AgriBio3 PEPP « Rôle de la Performance Economique des exploitations et des filières, et des Politiques Publiques, dans le développement de l’AB »; Using original survey data from France we study the importance of technical efficiency as a potential determinant of farm conversion to organic farming in the dairy sector. We run a two-stage analysis. In the first stage we calculate technical efficiency of farms when they were conventional (including organic farms before they convert) as well as t...

  17. Some Sociological, Medical and Legislative Views on Video Game Addiction (A Slovenian Case Study

    Directory of Open Access Journals (Sweden)

    Goriup Jana

    2014-06-01

    Full Text Available Millions of people worldwide play video games; also in Slovenian post-modern society. Most of them do it for enjoyment, yet a small number of individuals show traits associated with addictive behaviour when interacting with their games. The authors in the article point out that, compared to drug abuse, there exist some more approachable life-related activities that can lead to addiction. They stimulate the excretion of endorphins and lead to the transformation of consciousness. Addiction to video games is an ostensible attempt to satisfy the immanent human need for meaning. The economy of the Slovenian young consumer society inspires it and is based on “learning” of these alienated needs. The modern hyperpragmatic society makes it possible for young people to have a fragmented identity and places them under the pressure of constant choice of (formally open opportunities. The purpose of this paper is to familiarize the reader with possible causes, clinical signs and methods of treatment of this disorder in Slovenian postmodern society, and explain the reasons why currently no medical textbook in the world contains any information regarding video game addiction. We intend, further, to demonstrate that gaming has become a type of “sport” in certain countries and demonstrate how potentially devastating even this type of addiction can be. The authors present the results of a research, which was undertaken on a sample of 350 individuals, to determine the appearance of indicators of behavioural addiction to video games and their connection with some family factors. They determine that through addiction to video games, post-modern societies have developed an addictive identity.

  18. [Commercial video games in the rehabilitation of patients with sub-acute stroke: a pilot study].

    Science.gov (United States)

    Cano-Manas, M J; Collado-Vazquez, S; Cano-de-la-Cuerda, R

    2017-10-16

    Stroke generates dependence on the patients due to the various impairments associated. The use of low-cost technologies for neurological rehabilitation may be beneficial for the treatment of these patients. To determine whether combined treatment using a semi-immersive virtual reality protocol to an interdisciplinary rehabilitation approach, improve balance and postural control, functional independence, quality of life, motivation, self-esteem and adherence to intervention in stroke patients in subacute stage. A longitudinal prospective study with pre and post-intervention evaluation was carried out. Fourteen were recruited at La Fuenfria Hospital (Spain) and completed the intervention. Experimental intervention was performed during eight weeks in combination with conventional treatment of physiotherapy and occupational therapy. Each session was increased in time and intensity, using commercial video games linked to Xbox 360° videoconsole and Kinect sensor. There were statistical significant improvements in modified Rankin scale (p = 0.04), baropodometry (load distribution, p = 0.03; support surface, p = 0.01), Barthel Index (p = 0.01), EQ-5D Questionnaire (p = 0.01), motivation (p = 0.02), self-esteem (p = 0.01) and adherence to the intervention (p = 0.02). An interdisciplinary rehabilitation approach supplemented with semi-immersive virtual reality seems to be useful for improving balance and postural control, functional independence in basic activities of daily living, quality of life, as well as motivation and self-esteem, with excellent adherence. This intervention modality could be adopted as a therapeutic tool in neurological rehabilitation of stroke patients in subacute stage.

  19. Video Movement Analysis Using Smartphones (ViMAS): A Pilot Study.

    Science.gov (United States)

    Finkbiner, Monica J; Gaina, Kira M; McRandall, Marie C; Wolf, Megan M; Pardo, Vicky M; Reid, Kristina; Adams, Brian; Galen, Sujay S

    2017-03-14

    The use of smartphones in clinical practice is steadily increasing with the availability of low cost/freely available "apps" that could be used to assess human gait. The primary aim of this manuscript is to test the concurrent validity of kinematic measures recorded by a smartphone application in comparison to a 3D motion capture system in the sagittal plane. The secondary aim was to develop a protocol for clinicians on the set up of the smartphone camera for video movement analysis. The sagittal plane knee angle was measured during heel strike and toe off events using the smart phone app and a 3D motion-capture system in 32 healthy subjects. Three trials were performed at near (2-m) and far (4-m) smartphone camera distances. The order of the distances was randomized. Regression analysis was performed to estimate the height of the camera based on either the subject's height or leg length. Absolute measurement errors were least during toe off (3.12 ± 5.44 degrees) compared to heel strike (5.81 ± 5.26 degrees). There were significant (p 0.05) differences between the absolute measurement errors between the two camera positions. The measurement errors averaged between 3 - 5 degrees during toe off and heel strike events of the gait cycle. The use of smartphone apps can be a useful tool in the clinic for performing gait or human movement analysis. Further studies are needed to establish the accuracy in measuring movements of the upper extremity and trunk.

  20. The meaning of home at the end of life: A video-reflexive ethnography study.

    Science.gov (United States)

    Collier, Aileen; Phillips, Jane L; Iedema, Rick

    2015-09-01

    While 'home' is cited most frequently as being the preferred place of death, most people will die in institutions. Yet, the meaning and significance of home for people nearing the end of life has not been fully explored. The aim of this article is to critically examine the meaning of home for dying patients and their families. The qualitative study used video-reflexive ethnography methods. Data were collected and analysed over an 18-month period. Participants were recruited from two Australian sites: a palliative care day hospital and an acute hospital. Participants included patients with a prognosis of 6 months or less (n = 29), their nominated family member(s) (n = 5) and clinicians (n = 36) caring for them. Patients and families were 'followed' through care settings including the palliative care unit and into their own homes. Whether or not participants deemed space(s) safe or unsafe was closely related to the notion of home. Six themes emerged concerning this relationship: 'No place like home'; 'Safety, home and the hospital'; 'Hospital "becomes" home'; 'Home "becomes" hospital'; 'Hospital and "connections with home"'; and 'The built environment'. Home is a dynamic concept for people nearing the end of life and is concerned with expression of social and cultural identity including symbolic and affective connections, as opposed to being merely a physical dwelling place or street address. Clinicians caring for people nearing the end of life can foster linkages with home by facilitating connections with loved ones and meaningful artefacts. © The Author(s) 2015.

  1. Technical Note: Surface water velocity observations from a camera: a case study on the Tiber River

    Science.gov (United States)

    Tauro, F.; Olivieri, G.; Petroselli, A.; Porfiri, M.; Grimaldi, S.

    2014-10-01

    Monitoring surface water velocity during flood events is a challenging task. Techniques based on deploying instruments in the flow are often unfeasible due to high velocity and abundant sediment transport. A low-cost and versatile technology that provides continuous and automatic observations is still not available. LSPIV (large scale particle imaging velocimetry) is a promising approach to tackle these issues. Such technique consists of developing surface water velocity maps analyzing video frame sequences recorded with a camera. In this technical brief, we implement a novel LSPIV experimental apparatus to observe a flood event in the Tiber river at a cross-section located in the center of Rome, Italy. We illustrate results from three tests performed during the hydrograph flood peak and recession limb for different illumination and weather conditions. The obtained surface velocity maps are compared to the rating curve velocity and to benchmark velocity values. Experimental findings confirm the potential of the proposed LSPIV implementation in aiding research in natural flow monitoring.

  2. Challenge Study: A Project-Based Learning on a Wireless Communication System at Technical High School

    Science.gov (United States)

    Terasawa, Ikuo

    2016-01-01

    The challenge study is a project based learning curriculum at Technical High School aimed at the construction of a wireless communication system. The first period was engineering issues in the construction of an artificial satellite and the second period was a positional locating system based on the general purpose wire-less device--ZigBee device.…

  3. 1993 Pacific Northwest Loads and Resources Study, Technical Appendix: Volume 2, Book 1, Energy.

    Energy Technology Data Exchange (ETDEWEB)

    United States. Bonneville Power Administration.

    1993-12-01

    The 1993 Pacific Northwest Loads and Resources Study establishes the Bonneville Power Administration`s (BPA) planning basis for supplying electricity to BPA customers. The Loads and Resources Study is presented in three documents: (1) this technical appendix detailing loads and resources for each major Pacific and Northwest generating utility, (2) a summary of Federal system and Pacific Northwest region loads and resources, and (3) a technical appendix detailing forecasted Pacific Northwest economic trends and loads. This analysis updates the 1992 Pacific Northwest Loads and Resources Study Technical Appendix published in December 1992. This technical appendix provides utility-specific information that BPA uses in its long-range planning. It incorporates the following for each utility (1) Electrical demand firm loads; (2) Generating resources; and (3) Contracts both inside and outside the region. This document should be used in combination with the 1993 Pacific Northwest Loads and Resources Study, published in December 1993, because much of the information in that document is not duplicated here.

  4. "Type Ia Supernovae: Tools for Studying Dark Energy" Final Technical Report

    Energy Technology Data Exchange (ETDEWEB)

    Woosley, Stan [Lick Observatory, San Jose, CA (United States); Kasen, Dan [Univ. of California, Berkeley, CA (United States)

    2017-05-10

    Final technical report for project "Type Ia Supernovae: Tools for the Study of Dark Energy" awarded jointly to scientists at the University of California, Santa Cruz and Berkeley, for computer modeling, theory and data analysis relevant to the use of Type Ia supernovae as standard candles for cosmology.

  5. Technical Training in the MNCs in Malaysia: A Case Study Analysis of the Petrochemical Industry

    Science.gov (United States)

    Hooi, Lai Wan

    2010-01-01

    Purpose: The aim of this paper is to gain insight into some of the types of training and development practices that are carried out in the chemical industry for technical workers. A salient focus of the study is to make a comparative analysis of four MNCs, which were selected based on equity ownership, to ascertain whether T&D practices are…

  6. Methodology in Seeking Stakeholder Perceptions of Effective Technical Oral Presentations: An Exploratory Pilot Study

    Science.gov (United States)

    Bhattacharyya, Ena; Patil, Arun; Sargunan, Rajeswary Appacutty

    2010-01-01

    Engineering communication studies indicate the importance of oral presentations as an indispensable component of workplace oral communication activities; however, since there is limited literature regarding stakeholder perceptions of effective presentation skills and attributes in technical oral presentations or final year engineering project…

  7. Organising, Providing and Evaluating Technical Training for Early Career Researchers: A Case Study

    Science.gov (United States)

    van Besouw, Rachel M.; Rogers, Katrine S.; Powles, Christopher J.; Papadopoulos, Timos; Ku, Emery M.

    2013-01-01

    This paper considers the importance of providing technical training opportunities for Early Career Researchers (ECRs) worldwide through the case study of a MATLAB training programme, which was proposed, organised, managed and evaluated by a team of five ECRs at the University of Southampton. The effectiveness of the programme in terms of the…

  8. Predisposition Factors of Career and Technical Education Transfer Students: A Hermeneutic Phenomenology Study

    Science.gov (United States)

    Hioki, Warren; Lester, Derek; Martinez, Mario

    2015-01-01

    Six college students, who were career and technical education (CTE) transfer students in the state of Nevada, were interviewed Spring Semester of 2009. The study used a hermeneutic phenomenology framework as the method to identify those predisposition variables that heavily influenced the students in their decision to transfer to a senior…

  9. Video Games and Citizenship

    OpenAIRE

    Bourgonjon, Jeroen; Soetaert, Ronald

    2013-01-01

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

  10. Imagining Technicities

    DEFF Research Database (Denmark)

    Liboriussen, Bjarke; Plesner, Ursula

    2011-01-01

    to the elements of taste and skill. In the final analysis those references were synthesized as five imagined technicities: the architect, the engineer, the client, the Chinese, and the Virtual World native. Because technicities are often assumed and rarely discussed as actants who influence practice, their role......, this article focuses on innovative uses of virtual worlds in architecture. We interviewed architects, industrial designers and other practitioners. Conceptually supported by an understanding of technicity found in Cultural Studies, the interviews were then coded with a focus on interviewees’ references...

  11. Early prediction of cerebral palsy by computer-based video analysis of general movements: a feasibility study.

    Science.gov (United States)

    Adde, Lars; Helbostad, Jorunn L; Jensenius, Alexander R; Taraldsen, Gunnar; Grunewaldt, Kristine H; Støen, Ragnhild

    2010-08-01

    The aim of this study was to investigate the predictive value of a computer-based video analysis of the development of cerebral palsy (CP) in young infants. A prospective study of general movements used recordings from 30 high-risk infants (13 males, 17 females; mean gestational age 31wks, SD 6wks; range 23-42wks) between 10 and 15 weeks post term when fidgety movements should be present. Recordings were analysed using computer vision software. Movement variables, derived from differences between subsequent video frames, were used for quantitative analyses. CP status was reported at 5 years. Thirteen infants developed CP (eight hemiparetic, four quadriparetic, one dyskinetic; seven ambulatory, three non-ambulatory, and three unknown function), of whom one had fidgety movements. Variability of the centroid of motion had a sensitivity of 85% and a specificity of 71% in identifying CP. By combining this with variables reflecting the amount of motion, specificity increased to 88%. Nine out of 10 children with CP, and for whom information about functional level was available, were correctly predicted with regard to ambulatory and non-ambulatory function. Prediction of CP can be provided by computer-based video analysis in young infants. The method may serve as an objective and feasible tool for early prediction of CP in high-risk infants.

  12. The video violence debate.

    Science.gov (United States)

    Lande, R G

    1993-04-01

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

  13. Intellectual Video Filming

    DEFF Research Database (Denmark)

    Juel, Henrik

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

  14. Integrating technical and non-technical skills coaching in an acute trauma surgery team training: Is it too much?

    Science.gov (United States)

    Alken, Alexander; Luursema, Jan-Maarten; Weenk, Mariska; Yauw, Simon; Fluit, Cornelia; van Goor, Harry

    2017-08-25

    Research on effective integration of technical and non-technical skills in surgery team training is sparse. In a previous study we found that surgical teachers predominantly coached on technical and hardly on non-technical skills during the Definitive Surgical and Anesthetic Trauma Care (DSATC) integrated acute trauma surgery team training. This study aims to investigate whether the priming of teachers could increase the amount of non-technical skills coaching during such a training. Coaching activities of 12 surgical teachers were recorded on audio and video. Six teachers were primed on non-technical skills coaching prior to the training. Six others received no priming and served as controls. Blind observers reviewed the recordings of 2 training scenario's and scored whether the observed behaviors were directed on technical or non-technical skills. We compared the frequency of the non-technical skills coaching between the primed and the non-primed teachers and analyzed for differences according to the trainees' level of experience. Surgical teachers coached trainees during the highly realistic DSATC integrated acute trauma surgery team training. Trainees performed damage control surgery in operating teams on anesthetized porcine models during 6 training scenario's. Twelve experienced surgical teachers participated in this study. Coaching on non-technical skills was limited to about 5%. The primed teachers did not coach more often on non-technical skills than the non-primed teachers. We found no differences in the frequency of non-technical skills coaching based on the trainees' level of experience. Priming experienced surgical teachers does not increase the coaching on non-technical skills. The current DSATC acute trauma surgery team training seems too complex for integrating training on technical and non-technical skills. Patient care, Practice based learning and improvement. Copyright © 2017 Elsevier Inc. All rights reserved.

  15. 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...

  16. De-framing video games from the light of cinema

    Directory of Open Access Journals (Sweden)

    Bernard Perron

    2015-09-01

    Full Text Available In this essay, we shall try to step back from a blinding cinema-centric approach in order to examine the impact such a framing has caused, to question its limitations, and to reflect on the interpretive communities that have relied on film (communities we are part of, due to our film studies background to position video games as an important cultural phenomenon as well as an object worthy of scholarly attention. Using Gaudreault and Marion’s notion of cultural series and wishing to spread a French theoretical approach we find very relevant to the discussion, we will question the bases on which we frame video games as cinema. This inquiry will focus on the audiovisual nature of both media and highlight their differing technical and aesthetic aspects, which will lead us to consider video games as being closer to other forms of audiovisual media.

  17. Anticipatory Eye Movements While Watching Continuous Action Across Shots in Video Sequences: A Developmental Study.

    Science.gov (United States)

    Kirkorian, Heather L; Anderson, Daniel R

    2017-07-01

    Eye movements were recorded as 12-month-olds (n = 15), 4-year-olds (n = 17), and adults (n = 19) watched a 15-min video with sequences of shots conveying continuous motion. The central question was whether, and at what age, viewers anticipate the reappearance of objects following cuts to new shots. Adults were more likely than younger viewers to make anticipatory eye movements. Four-year-olds responded to transitions more slowly and tended to fixate the center of the screen. Infants' eye movement patterns reflected a tendency to react rather than anticipate. Findings are consistent with the hypothesis that adults integrate content across shots and understand how space is represented in edited video. Results are interpreted with respect to a developing understanding of film editing due to experience and cognitive maturation. © 2016 The Authors. Child Development © 2016 Society for Research in Child Development, Inc.

  18. Video Analysis: Lessons from Professional Video Editing Practice

    Directory of Open Access Journals (Sweden)

    Eric Laurier

    2008-09-01

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

  19. Parental influences on adolescent video game play: a study of accessibility, rules, limit setting, monitoring, and cybersafety.

    Science.gov (United States)

    Smith, Lisa J; Gradisar, Michael; King, Daniel L

    2015-05-01

    Adolescents' video gaming is increasing at a rapid rate. Yet, little is known about what factors contribute toward more hours of gaming per week, as well as what factors may limit or protect adolescents from excessive gaming. The aim of the present study was to examine associations between adolescents' accessibility to video gaming devices, the locations played (i.e., bedroom, shared rooms), parental regulation of technology use, and the amount of hours spent video gaming during the week (weekdays vs. weekends). Adolescents (N=422; age 16.3±2.0 years, 41% male) completed an online questionnaire battery, including demographics, video gaming behaviors (e.g., hours played weekdays/weekends, time of day played, devices owned, locations played, etc.), and a questionnaire measuring aspects of parents' regulation of game playing (e.g., rules, limit setting, co-gaming). Accessibility to the adolescents' own devices, but not shared devices or device portability, was predictive of hours gaming on weekdays and weekends. Location (i.e., bedroom) was associated with increased gaming across the week. Parents discussing cybersafety was predictive of lower hours of gaming (weekdays and weekends). However, limit setting, monitoring, and co-gaming showed no significant effects. Adolescents' access to their own gaming equipped devices, as well as gaming in their bedrooms, were linked to increased hours of gaming. The findings suggest that in order to curb the increase in hours gaming, parents are advised to delay the ownership of adolescents' devices, encourage use in shared rooms, and discuss aspects of cybersafety with their teenage children.

  20. Video gaming and gaming addiction in transgender people: An exploratory study

    OpenAIRE

    Arcelus, Jon; Bouman, Walter Pierre; Richards, Christina; Jimenez-Murcia, Susana; Griffiths, Mark

    2017-01-01

    Background: There is anecdotal clinical evidence that transgender people use the online world – such as forums and online video gaming – for the purpose of experiencing their gender identity in a safe, non-threatening, non alienating, nonstigmatizing, and non-critical environment.\\ud Aims: To describe the type and degree of gaming behaviour in a comparatively large group of transgender people accessing transgender health services, and to investigate the main predictors of problematic gaming b...

  1. Some Sociological, Medical and Legislative Views on Video Game Addiction (A Slovenian Case Study)

    OpenAIRE

    Goriup Jana; Arnuš Alexander

    2014-01-01

    Millions of people worldwide play video games; also in Slovenian post-modern society. Most of them do it for enjoyment, yet a small number of individuals show traits associated with addictive behaviour when interacting with their games. The authors in the article point out that, compared to drug abuse, there exist some more approachable life-related activities that can lead to addiction. They stimulate the excretion of endorphins and lead to the transformation of consciousness. Addiction to v...

  2. Effects of a Video Lottery Terminal (VLT) Banner on Gambling: A Field Study

    Science.gov (United States)

    Gallagher, Timothy; Nicki, Richard; Otteson, Amy; Elliott, Heather

    2011-01-01

    The effects of a warning banner, informing patrons of the randomness of Video Lottery Terminal (VLT) outcomes, on gambling behaviour and beliefs were tested in a field setting using a mixed-model 2 x 3 design over a six-week period with 27 problem and 27 non-problem gamblers recruited from bars in a Canadian city with a population of 85,000.…

  3. Akademisk video

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2017-01-01

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

  4. Tracking of TV and video gaming during childhood: Iowa Bone Development Study.

    Science.gov (United States)

    Francis, Shelby L; Stancel, Matthew J; Sernulka-George, Frances D; Broffitt, Barbara; Levy, Steven M; Janz, Kathleen F

    2011-09-24

    Tracking studies determine the stability and predictability of specific phenomena. This study examined tracking of TV viewing (TV) and video game use (VG) from middle childhood through early adolescence after adjusting for moderate and vigorous physical activity (MVPA), percentage of body fat (% BF), and maturity. TV viewing and VG use were measured at ages 5, 8, 11, and 13 (n = 434) via parental- and self-report. MVPA was measured using the Actigraph, % BF using dual-energy x-ray absorptiometry, and maturity via Mirwald predictive equations. Generalized Estimating Equations (GEE) were used to assess stability and logistic regression was used to predict children "at risk" for maintaining sedentary behaviors. Additional models examined tracking only in overfat children (boys ≥ 25% BF; girls ≥ 32% BF). Data were collected from 1998 to 2007 and analyzed in 2010. The adjusted stability coefficients (GEE) for TV viewing were 0.35 (95% CI = 0.26, 0.44) for boys, 0.32 (0.23, 0.40) for girls, and 0.45 (0.27, 0.64) for overfat. For VG use, the adjusted stability coefficients were 0.14 (0.05, 0.24) for boys, 0.24 (0.10, 0.38) for girls, and 0.29 (0.08, 0.50) for overfat. The adjusted odds ratios (OR) for TV viewing were 3.2 (2.0, 5.2) for boys, 2.9 (1.9, 4.6) for girls, and 6.2 (2.2, 17.2) for overfat. For VG use, the OR were 1.8 (1.1, 3.1) for boys, 3.5 (2.1, 5.8) for girls, and 1.9 (0.6, 6.1) for overfat. TV viewing and VG use are moderately stable throughout childhood and predictive of later behavior. TV viewing appears to be more stable in younger children than VG use and more predictive of later behavior. Since habitual patterns of sedentarism in young children tend to continue to adolescence, early intervention strategies, particularly to reduce TV viewing, are warranted.

  5. Tracking of TV and video gaming during childhood: Iowa Bone Development Study

    Directory of Open Access Journals (Sweden)

    Broffitt Barbara

    2011-09-01

    Full Text Available Abstract Background Tracking studies determine the stability and predictability of specific phenomena. This study examined tracking of TV viewing (TV and video game use (VG from middle childhood through early adolescence after adjusting for moderate and vigorous physical activity (MVPA, percentage of body fat (% BF, and maturity. Methods TV viewing and VG use were measured at ages 5, 8, 11, and 13 (n = 434 via parental- and self-report. MVPA was measured using the Actigraph, % BF using dual-energy x-ray absorptiometry, and maturity via Mirwald predictive equations. Generalized Estimating Equations (GEE were used to assess stability and logistic regression was used to predict children "at risk" for maintaining sedentary behaviors. Additional models examined tracking only in overfat children (boys ≥ 25% BF; girls ≥ 32% BF. Data were collected from 1998 to 2007 and analyzed in 2010. Results The adjusted stability coefficients (GEE for TV viewing were 0.35 (95% CI = 0.26, 0.44 for boys, 0.32 (0.23, 0.40 for girls, and 0.45 (0.27, 0.64 for overfat. For VG use, the adjusted stability coefficients were 0.14 (0.05, 0.24 for boys, 0.24 (0.10, 0.38 for girls, and 0.29 (0.08, 0.50 for overfat. The adjusted odds ratios (OR for TV viewing were 3.2 (2.0, 5.2 for boys, 2.9 (1.9, 4.6 for girls, and 6.2 (2.2, 17.2 for overfat. For VG use, the OR were 1.8 (1.1, 3.1 for boys, 3.5 (2.1, 5.8 for girls, and 1.9 (0.6, 6.1 for overfat. Conclusions TV viewing and VG use are moderately stable throughout childhood and predictive of later behavior. TV viewing appears to be more stable in younger children than VG use and more predictive of later behavior. Since habitual patterns of sedentarism in young children tend to continue to adolescence, early intervention strategies, particularly to reduce TV viewing, are warranted.

  6. Gap study on technical standards and quality assurance between ITER and Korean regulation

    Energy Technology Data Exchange (ETDEWEB)

    Kang, Myoung-suk [Kyung Hee University, Yongin-si 446-701, Gyeonggi-do (Korea, Republic of); Lee, Sangil; Lee, Hyoen Gon [National Fusion Research Institute, Daejeon-si 305-333 (Korea, Republic of); Heo, Gyunyoung, E-mail: gheo@khu.ac.kr [Kyung Hee University, Yongin-si 446-701, Gyeonggi-do (Korea, Republic of)

    2016-11-01

    Highlights: • This paper is to secure knowledge and expand domestic specialists for license and regulation of future fusion facilities including K-DEMO. - Abstract: Currently, Korea Domestic Agency (KODA) for the International Thermonuclear Experimental Reactor (ITER) project or the ITER Korea has been conducting follow-up surveys and development researches for the core technologies of its non-procurement items. This eventually aims to secure implicit as well as explicit knowledge and expand domestic specialists for future fusion facilities including K-DEMO. As a part of the project, the comparative analysis and gap study of technical standards and Quality Assurance (QA) system between ITER and Korean nuclear facilities are being performed. The goal of this study is to present a roadmap re-systematizing current safety-related standards for the fission-based facilities into fusion-based facilities in Republic of Korea. The research is considering two different tracks. First one is to secure the state-of-the-art of the fusion technical standards continually updated. For its investigation, we organized the Korean fusion safety advisory group that consists of experts from institutes, industries, and universities. The latest information of technical standards have been gathered and updated from each area of expert in periodic manner. The information is classified into Product Breakdown Structure (PBS) including safety classification, major safety issues, analysis computer codes, etc. This task will be re-organized this year such that the technical standards for procurement as well as non-procurement items can be accumulated in systematic and sustainable manner. Second one, called “Gap Study,” is to compare the requirements for domestic nuclear facilities and the results from the first track on the basis of experts’ opinion from the national and private sectors and to recommend the approaches to overcome technical and administrative barriers. The result is

  7. Video quality assessment for web content mirroring

    Science.gov (United States)

    He, Ye; Fei, Kevin; Fernandez, Gustavo A.; Delp, Edward J.

    2014-03-01

    Due to the increasing user expectation on watching experience, moving web high quality video streaming content from the small screen in mobile devices to the larger TV screen has become popular. It is crucial to develop video quality metrics to measure the quality change for various devices or network conditions. In this paper, we propose an automated scoring system to quantify user satisfaction. We compare the quality of local videos with the videos transmitted to a TV. Four video quality metrics, namely Image Quality, Rendering Quality, Freeze Time Ratio and Rate of Freeze Events are used to measure video quality change during web content mirroring. To measure image quality and rendering quality, we compare the matched frames between the source video and the destination video using barcode tools. Freeze time ratio and rate of freeze events are measured after extracting video timestamps. Several user studies are conducted to evaluate the impact of each objective video quality metric on the subjective user watching experience.

  8. Video Analytics

    DEFF Research Database (Denmark)

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

  9. Evaluation of the educational value of YouTube videos about physical examination of the cardiovascular and respiratory systems.

    Science.gov (United States)

    Azer, Samy A; Algrain, Hala A; AlKhelaif, Rana A; AlEshaiwi, Sarah M

    2013-11-13

    A number of studies have evaluated the educational contents of videos on YouTube. However, little analysis has been done on videos about physical examination. This study aimed to analyze YouTube videos about physical examination of the cardiovascular and respiratory systems. It was hypothesized that the educational standards of videos on YouTube would vary significantly. During the period from November 2, 2011 to December 2, 2011, YouTube was searched by three assessors for videos covering the clinical examination of the cardiovascular and respiratory systems. For each video, the following information was collected: title, authors, duration, number of viewers, and total number of days on YouTube. Using criteria comprising content, technical authority, and pedagogy parameters, videos were rated independently by three assessors and grouped into educationally useful and non-useful videos. A total of 1920 videos were screened. Only relevant videos covering the examination of adults in the English language were identified (n=56). Of these, 20 were found to be relevant to cardiovascular examinations and 36 to respiratory examinations. Further analysis revealed that 9 provided useful information on cardiovascular examinations and 7 on respiratory examinations: scoring mean 14.9 (SD 0.33) and mean 15.0 (SD 0.00), respectively. The other videos, 11 covering cardiovascular and 29 on respiratory examinations, were not useful educationally, scoring mean 11.1 (SD 1.08) and mean 11.2 (SD 1.29), respectively. The differences between these two categories were significant (P.86. A small number of videos about physical examination of the cardiovascular and respiratory systems were identified as educationally useful; these videos can be used by medical students for independent learning and by clinical teachers as learning resources. The scoring system utilized by this study is simple, easy to apply, and could be used by other researchers on similar topics.

  10. Technical Agency in Practice

    DEFF Research Database (Denmark)

    Krummheuer, Antonia Lina

    2015-01-01

    ) description of hybrid networks in which human and non-human actants are granted agency without differentiating different kinds of agency, EMCA focuses on the member's perspectives and the situated construction of technical agency that is made relevant within an ongoing interaction. Based on an EMCA analysis......The paper combines the discussion of technical agency and hybrid networks of Actor-Network Theory (ANT) with an ethnomethodological/conversation analytical (EMCA) perspective on situated practices in which participants ascribe agency to technical artefacts. While ANT works with (ethnographic...... of three video recordings of situations in which technical agency is made relevant by the human participants, the paper demonstrates different ways in which agency is granted to technical artefacts. Human participants can treat a technology as communication partner, as an active part (and actant...

  11. The role of taxonomies in social media and the semantic web for health education. A study of SNOMED CT terms in YouTube health video tags.

    Science.gov (United States)

    Konstantinidis, S; Fernandez-Luque, L; Bamidis, P; Karlsen, R

    2013-01-01

    the case of exact match. Retrieved videos were then linked further to other resources by using LOD compliant systems. Such results were exemplified in the case of systems and technologies used in the mEducator EC funded project. YouTube Health videos can be searched for and retrieved using SNOMED CT terms with a high possibility of identifying health videos that users want based on their search criteria. Despite the fact that tagging of this information with SNOMED CT terms may vary, its availability and linked data capacity opens the door to new studies for personalized retrieval of content and linking with other knowledge through linked medical data and semantic advances in (learning) content management systems.

  12. Video raster stereography back shape reconstruction: a reliability study for sagittal, frontal, and transversal plane parameters.

    Science.gov (United States)

    Schroeder, J; Reer, R; Braumann, K M

    2015-02-01

    As reliability of raster stereography was proved only for sagittal plane parameters with repeated measures on the same day, the present study was aiming at investigating variability and reliability of back shape reconstruction for all dimensions (sagittal, frontal, transversal) and for different intervals. For a sample of 20 healthy volunteers, intra-individual variability (SEM and CV%) and reliability (ICC ± 95% CI) were proved for sagittal (thoracic kyphosis, lumbar lordosis, pelvis tilt angle, and trunk inclination), frontal (pelvis torsion, pelvis and trunk imbalance, vertebral side deviation, and scoliosis angle), transversal (vertebral rotation), and functional (hyperextension) spine shape reconstruction parameters for different test-retest intervals (on the same day, between-day, between-week) by means of video raster stereography. Reliability was high for the sagittal plane (pelvis tilt, kyphosis and lordosis angle, and trunk inclination: ICC > 0.90), and good to high for lumbar mobility (0.86 < ICC < 0.97). Apart from sagittal plane spinal alignment, there was a lack of certainty for a high reproducibility indicated by wider ICC confidence intervals. So, reliability was fair to high for vertebral side deviation and the scoliosis angle (0.71 < ICC < 0.95), and poor to good for vertebral rotation values as well as for frontal plane upper body and pelvis position parameters (0.65 < ICC < 0.92). Coefficients for the between-day and between-week interval were a little lower than for repeated measures on the same day. Variability (SEM) was less than 1.5° or 1.5 mm, except for trunk inclination. Relative variability (CV) was greater in global trunk position and pelvis parameters (35-98%) than in scoliosis (14-20%) or sagittal sway parameters (4-8 %). Although we found a lower reproducibility for the frontal plane, raster stereography is considered to be a reliable method for the non-invasive, three-dimensional assessment of spinal alignment in normal non

  13. Video Games and Adolescent Fighting

    OpenAIRE

    Ward, Michael R.

    2010-01-01

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

  14. Women as Video Game Consumers

    OpenAIRE

    Kiviranta, Hanna

    2017-01-01

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

  15. Learning health 'safety' within non-technical skills interprofessional simulation education: a qualitative study.

    Science.gov (United States)

    Gordon, Morris; Fell, Christopher W R; Box, Helen; Farrell, Michael; Stewart, Alison

    2017-01-01

    Healthcare increasingly recognises and focusses on the phenomena of 'safe practice' and 'patient safety.' Success with non-technical skills (NTS) training in other industries has led to widespread transposition to healthcare education, with communication and teamwork skills central to NTS frameworks. This study set out to identify how the context of interprofessional simulation learning influences NTS acquisition and development of 'safety' amongst learners. Participants receiving a non-technical skills (NTS) safety focussed training package were invited to take part in a focus group interview which set out to explore communication, teamwork, and the phenomenon of safety in the context of the learning experiences they had within the training programme. The analysis was aligned with a constructivist paradigm and took an interactive methodological approach. The analysis proceeded through three stages, consisting of open, axial, and selective coding, with constant comparisons taking place throughout each phase. Each stage provided categories that could be used to explore the themes of the data. Additionally, to ensure thematic saturation, transcripts of observed simulated learning encounters were then analysed. Six themes were established at the axial coding level, i.e., analytical skills, personal behaviours, communication, teamwork, context, and pedagogy. Underlying these themes, two principal concepts emerged, namely: intergroup contact anxiety - as both a result of and determinant of communication - and teamwork, both of which must be considered in relation to context. These concepts have subsequently been used to propose a framework for NTS learning. This study highlights the role of intergroup contact anxiety and teamwork as factors in NTS behaviour and its dissipation through interprofessional simulation learning. Therefore, this should be a key consideration in NTS education. Future research is needed to consider the role of the affective non-technical

  16. Musculo-skeletal Disorders among Video Display Terminal Users: A Cross-Sectional Study in a Software Company, Kolkata.

    Science.gov (United States)

    Basu, Rivu; Dasgupta, Aparajita; Ghosal, Gautam

    2014-12-01

    IT has revolutionized economies throughout the world, more so in India. West Bengal has also got its share of IT boom. But with this, it has brought in the class of human resource of Video Display Terminal workers operators that and along with that can cause a host of occupational problems in them namely musculoskeletal, ocular and psychological systems. The current study had assessed some of the musculoskeletal disorders occurring due to VIDEO DISPLAY TERMINAL use. An analytical cross-sectional study was done in a Software Company of Sector V, Kolkata, the IT hub of West Bengal. Of all the employees, required sample size of 206 was selected by Simple Random Sampling. After proper permissions and consent, socio-demographic variables were collected by standardized instruments, musculoskeletal morbidity was collected by Nordic questionnaire, and ergonomic practices were obtained by checklists. 90.78% of population showed some form of musculo skeletal symptoms. They were highest in fingers, elbows, wrist, shoulder, upper, while legs and lower back showed low morbidities. Increasing age, female sex, increasing years of work, repetition of work, poorer ergonomic scores all showed to have increased the symptoms. The regionwise ergonomic scores revealed how the poorer scores affected the musculo skeletal systems adversely. Several individual adverse ergonomic practices were also elicited. The study goes hand to hand with many other studies throughout the world and also in India. However, a much higher morbidity has been found in this study probably due to a symptom based questionnaire. The adverse practices obtained here goes well with other relevant studies. This study puts occupational health problems of VIDEO DISPLAY TERMINAL users, and upholds the need of future multicentric cohort studies along with implementation of proper measures to ameliorate the effects of this occupational hazard.

  17. Musculo-skeletal Disorders among Video Display Terminal Users: A Cross-Sectional Study in a Software Company, Kolkata

    Science.gov (United States)

    Dasgupta, Aparajita; Ghosal, Gautam

    2014-01-01

    Introduction: IT has revolutionized economies throughout the world, more so in India. West Bengal has also got its share of IT boom. But with this, it has brought in the class of human resource of Video Display Terminal workers operators that and along with that can cause a host of occupational problems in them namely musculoskeletal, ocular and psychological systems. The current study had assessed some of the musculoskeletal disorders occurring due to VIDEO DISPLAY TERMINAL use. Materials and Methods: An analytical cross-sectional study was done in a Software Company of Sector V, Kolkata, the IT hub of West Bengal. Of all the employees, required sample size of 206 was selected by Simple Random Sampling. After proper permissions and consent, socio-demographic variables were collected by standardized instruments, musculoskeletal morbidity was collected by Nordic questionnaire, and ergonomic practices were obtained by checklists. Results: 90.78% of population showed some form of musculo skeletal symptoms. They were highest in fingers, elbows, wrist, shoulder, upper, while legs and lower back showed low morbidities. Increasing age, female sex, increasing years of work, repetition of work, poorer ergonomic scores all showed to have increased the symptoms. The regionwise ergonomic scores revealed how the poorer scores affected the musculo skeletal systems adversely. Several individual adverse ergonomic practices were also elicited. Discussion: The study goes hand to hand with many other studies throughout the world and also in India. However, a much higher morbidity has been found in this study probably due to a symptom based questionnaire. The adverse practices obtained here goes well with other relevant studies. Conclusion: This study puts occupational health problems of VIDEO DISPLAY TERMINAL users, and upholds the need of future multicentric cohort studies along with implementation of proper measures to ameliorate the effects of this occupational hazard. PMID

  18. Mindfulness training for smokers via web-based video instruction with phone support: a prospective observational study.

    Science.gov (United States)

    Davis, James M; Manley, Alison R; Goldberg, Simon B; Stankevitz, Kristin A; Smith, Stevens S

    2015-03-29

    Many smokers are unable to access effective behavioral smoking cessation therapies due to location, financial limitations, schedule, transportation issues or other reasons. We report results from a prospective observational study in which a promising novel behavioral intervention, Mindfulness Training for Smokers was provided via web-based video instruction with telephone-based counseling support. Data were collected on 26 low socioeconomic status smokers. Participants were asked to watch eight video-based classes describing mindfulness skills and how to use these skills to overcome various core challenges in tobacco dependence. Participants received eight weekly phone calls from a smoking cessation coach who provided general support and answered questions about the videos. On the quit day, participants received two weeks of nicotine patches. Participants were a mean of 40.5 years of age, smoked 16.31 cigarettes per day for 21.88 years, with a mean of 6.81 prior failed quit attempts. Participants completed a mean of 5.55 of 8 online video classes with a mean of 23.33 minutes per login, completed a mean of 3.19 of 8 phone coach calls, and reported a mean meditation practice time of 12.17 minutes per day. Smoking abstinence was defined as self-reported abstinence on a smoking calendar with biochemical confirmation via carbon monoxide breath-test under 7 parts per million. Intent-to-treat analysis demonstrated 7-day point prevalence smoking abstinence at 4 and 6-months post-quit of 23.1% and 15.4% respectively. Participants showed a significant pre- to post-intervention increase in mindfulness as measured by the Five-Factor Mindfulness Questionnaire, and a significant pre- to post-intervention decrease in the Anxiety Sub-scale of the Depression Anxiety and Stress Scale. Results suggest that Mindfulness Training for Smokers can be provided via web-based video instruction with phone support and yield reasonable participant engagement on intervention practices and that

  19. Bridging analog and digital video in the surgical setting.

    Science.gov (United States)

    Miron, Hagai; Blumenthal, Eytan Z

    2003-10-01

    Editing surgical videos requires a basic understanding of key technical issues, especially when transforming from analog to digital media. These issues include an understanding of compression-decompression (eg, MPEGs), generation quality loss, video formats, and compression ratios. We introduce basic terminology and concepts related to analog and digital video, emphasizing the process of converting analog video to digital files. The choice of hardware, software, and formats is discussed, including advantages and drawbacks. Last, we provide an inexpensive hardware-software solution.

  20. Psycho-physiological reactions to violent video gaming : Experimental studies of heart rate variability, cortisol, sleep and emotional reactions in teenage boys

    OpenAIRE

    Ivarsson, Malena

    2014-01-01

    Playing violent video games may provoke aggression. Psycho-physiological methods may provide knowledge about the underlying psychological processes. Most previous studies have been performed in laboratory settings at daytime with adults. Thus the aim of this thesis was to investigate psycho-physiological (autonomic and HPA related reactions), sleep-related and emotional responses in teenage boys to playing a violent and a non-violent video game at home before going to sleep. In Study I the au...

  1. Transgastric ventral hernia repair: a controlled study in a live porcine model (with videos).

    Science.gov (United States)

    Kantsevoy, Sergey V; Dray, Xavier; Shin, Eun Ji; Buscaglia, Jonathan M; Magno, Priscilla; Assumpcao, Lia; Marohn, Michael R; Redan, Jay; Giday, Samuel A; Schweitzer, Michael A

    2009-01-01

    Ventral hernia repair is currently performed via open surgery or laparoscopic approach. To develop an alternative ventral hernia repair technique. Acute and survival experiments on twelve 50-kg pigs. An endoscope was introduced transgastrically into the peritoneal cavity. An abdominal wall hernia was created through a 5-mm skin incision followed by a 5-cm-long incision of the abdominal wall muscles and aponeurosis. A hernia repair technique was developed in 3 acute experiments. Then animals were randomized into 2 groups. In the experimental group (5 animals) Gore-Tex mesh was transgastrically attached to the abdominal wall, repairing the previously created abdominal wall hernia. In the control group (4 animals), the hernia was not repaired. In both groups, the endoscope was then withdrawn into the stomach, and the gastric wall incision was closed with T-bars. The animals survived for 2 weeks and were then euthanized. The presence of ventral hernia on necropsy. In the control group, the ventral hernia was present on necropsy in all animals. In the experimental group, the ventral hernia was easily repaired, with no evidence of hernia on necropsy. In the first animal in the experimental group, necropsy revealed infected mesh. After this discovery, we used sterilized cover for mesh delivery and did not find any signs of infection in 4 subsequent study animals. The study was performed in a porcine model. Transgastric ventral hernia repair is feasible, technically easy, and effective. It can become a less invasive alternative to the currently used laparoscopic and surgical ventral hernia repair.

  2. Realizing Sustainability in Facilities Management: a pilot study at the Technical University of Denmark

    DEFF Research Database (Denmark)

    Nielsen, Susanne Balslev; Møller, Jacob Steen; Jäschke, Stefan

    2012-01-01

    , qualitative research and the preliminary analysis of a single, pilot case study of The Technical University of Denmark. Progress with the other complementary cases will be included in the presentation. The cases should be supplemented by more research on sustainable facilities management. Originality......, stakeholder interviews, focus groups, usability evaluations and practice-research workshops. The Technical University of Denmark (DTU) is the pilot case of an international collaboration, and more studies are planned to follow. Findings: The paper presents a framework for qualitative research on Sustainable...... Facilities Management (SFM), which can guide future research on Sustainability in FM and increase comparability between case studies. The research identifies the challenges and opportunities for integrating ecological, social and economical sustainability in university FM. The paper presents the analysis...

  3. Video Analytics

    DEFF Research Database (Denmark)

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

  4. Video-microscopic observation of ionic liquid/alcohol interface and the corresponding molecular simulation study

    Science.gov (United States)

    Zhu, Peixi

    This research is aimed at studying the ionic liquid/n-pentanol interface via video-microscopy and molecular dynamic simulations. Understanding the interfacial phenomena and interfacial transport between ionic liquids and other liquids is of interest to the development and application of ionic liquids in a number of areas. One such area is the biphasic hydroformylation of alkenes to obtain alcohol and aldehyde, in which case ionic liquid is the reaction medium where a catalyst resides. The dissolution of an ionic liquid into an alcohol was studied by microscopically observing and measuring the shrinking of a micropipette-produced droplet in real time. Although microscopic investigation of droplet dissolution has been studied before, no attempt had been made to measure the diffusion coefficient D of the droplet species in the surrounding medium. A key finding of this work is that the Epstein-Plesset mathematical model, which describes the dissolution of a droplet/bubble in another fluid medium, can be used to measure D. Other experimental studies of the ionic liquid/alcohol system include electrical conductivity and UV-visible spectroscopy measurements of solutions of 1-hexyl-3-methylimidazolium tetrafluoroborate in n-pentanol. Those experiments were done in order to understand the molecular state of the particular ionic liquid in n-pentanol, as well as obtaining the dissociation constant K of such weak electrolyte solution. The experimental results provide an entry to the assessment of ionic liquid interaction with n-pentanol at molecular scale. Subsequently, molecular dynamics simulation was implemented for the investigation of such interaction. The computation started with simulation of the bulk phase of 1-butyl-3-methylimidazolium tetrafluoroborate, an affine ionic liquid on which molecular simulations had already been reported. A generalized probability based on Fuoss approximation for the closest ion to a distinguished countercharge ion was developed. In

  5. Iranian nurses' experience of essential technical competences in disaster response: A qualitative content analysis study.

    Science.gov (United States)

    Aliakbari, Fatemeh; Bahrami, Masoud; Aein, Fereshteh; Khankeh, Hamidreza

    2014-11-01

    Today disasters are a part of many people's lives. Iran has a long history of disaster events and nurses are one of the most significant groups within the Iranian disaster relief operations, providing immediate and long-term care for those affected by the disaster. However, the technical competence of Iranian nurses and their training for this work has received little attention. This article presents the results of a study that aims to explore this context. A qualitative study was conducted using in-depth interviews to collect data from 30 nurses, who were deliberately selected from the health centers affiliated to the Isfahan University of Medical Sciences. Themes were identified using the conventional qualitative content analysis. The trustworthiness of the study was supported by considering the auditability, neutrality, consistency, and transferability. The study lasted from 2011 to 2012. Data analysis undertaken for the qualitative study resulted in the identification of five main themes, which included: (1) Management competences, (2) ethical and legal competences, (3) team working, and (4) personal abilities and the specific technical competences presented in this report. This report presents an overview of the nursing technical capabilities required for Iranian nurses during disaster relief. It is argued that additional competencies are required for nurses who care in high-risk situations, including disasters. Nurses need to prepare themselves more effectively to be responsible and effective in nursing care.

  6. The art of digital video

    CERN Document Server

    Watkinson, John

    2013-01-01

    The industry ""bible"" is back and it's better than ever. The Art of Digital Video has served as the ultimate reference guide for those working with digital video for generations. Now this classic has been revised and re-written by international consultant and industry leader John Watkinson to include important technical updates on this ever-evolving topic. The format has also been improved to include optional sections that provide additional information that you can choose to skip or investigate further, depending on your interests and comfort level with the s

  7. Recognizing problem video game use.

    Science.gov (United States)

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

    2010-02-01

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

  8. The use of telehealth (text messaging and video communications) in patients with cystic fibrosis: A pilot study.

    Science.gov (United States)

    Gur, Michal; Nir, Vered; Teleshov, Anna; Bar-Yoseph, Ronen; Manor, Eynav; Diab, Gizelle; Bentur, Lea

    2017-05-01

    Background Poor communications between cystic fibrosis (CF) patients and health-care providers may result in gaps in knowledge and misconceptions about medication usage, and can lead to poor adherence. We aimed to assess the feasibility of using WhatsApp and Skype to improve communications. Methods This single-centre pilot study included CF patients who were older than eight years of age assigned to two groups: one without intervention (control group), and one with intervention. Each patient from the intervention group received Skype-based online video chats and WhatsApp messages from members of the multidisciplinary CF team. CF questionnaires, revised (CFQ-R) scores, knowledge and adherence based on CF My Way and patients satisfaction were evaluated before and after three months. Feasibility was assessed by session attendance, acceptability and satisfaction survey. Descriptive analysis and paired and non-paired t-tests were used as applicable. Results Eighteen patients were recruited to this feasibility study (nine in each group). Each intervention group participant had between four and six Skype video chats and received 22-45 WhatsApp messages. In this small study, CFQ-R scores, knowledge, adherence and patient satisfaction were similar in both groups before and after the three-month intervention. Conclusions A telehealth-based approach, using Skype video chats and WhatsApp messages, was feasible and acceptable in this pilot study. A larger and longer multi-centre study is warranted to examine the efficacy of these interventions to improve knowledge, adherence and communication.

  9. Video Simulations to Develop Preservice Mathematics Teachers' Discourse Practices

    Science.gov (United States)

    Amador, Julie M.

    2018-01-01

    The incorporation of video technology in teacher education programmes is increasingly prevalent, with teacher educators commonly using three traditional forms of videos: published video, preservice teachers' own videos and colleagues' videos. This study explored a fourth type of video, self-created scripted video simulations in which preservice…

  10. ABOUT SOUNDS IN VIDEO GAMES

    Directory of Open Access Journals (Sweden)

    Denikin Anton A.

    2012-12-01

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

  11. Moderating Factors of Video-Modeling with Other as Model: A Meta-Analysis of Single-Case Studies

    Science.gov (United States)

    Mason, Rose A.; Ganz, Jennifer B.; Parker, Richard I.; Burke, Mack D.; Camargo, Siglia P.

    2012-01-01

    Video modeling with other as model (VMO) is a more practical method for implementing video-based modeling techniques, such as video self-modeling, which requires significantly more editing. Despite this, identification of contextual factors such as participant characteristics and targeted outcomes that moderate the effectiveness of VMO has not…

  12. Enhancing digital video analysis of bar kinematics in weightlifting: a case study

    OpenAIRE

    Dæhlin, Torstein Eriksen; Krosshaug, Tron; Chiu, Loren Z. F.

    2017-01-01

    I Brage finner du siste tekst-versjon av artikkelen, og den kan inneholde ubetydelige forskjeller fra forlagets pdf-versjon. Forlagets pdf-versjon finner du på www.nsca.com / In Brage you'll find the final text version of the article, and it may contain insignificant differences from the journal's pdf version. The definitive version is available at www.nsca.com Weightlifting technique can be objectively assessed from two-dimensional video recordings. Despite its importance, participants’ b...

  13. Fast vergence eye movements are disrupted in Parkinson's disease: A video-oculography study.

    Science.gov (United States)

    Hanuška, Jaromír; Bonnet, Cecilia; Rusz, Jan; Sieger, Tomáš; Jech, Robert; Rivaud-Péchoux, Sophie; Vidailhet, Marie; Gaymard, Bertrand; Růžička, Evžen

    2015-07-01

    Blurred near vision is a common non-motor symptom in patients with Parkinson's disease (PD), however detailed characterization of vergence eye movements (VEM) is lacking. Convergence and divergence were examined in 18 patients with PD and 18 control subjects using infrared video-oculography. VEM metrics analyzed included latency, velocity and accuracy, in vertical and horizontal planes. The latency of convergence and divergence was significantly increased in PD subjects. Additionally, divergence was slow and hypometric, while other convergence metrics were similar to controls. We provide evidence in favor of disrupted VEM in PD. Copyright © 2015 Elsevier Ltd. All rights reserved.

  14. The Case Against Learning In School With Evidence From Video Game Studies

    Directory of Open Access Journals (Sweden)

    Izabela USCINSKI

    2013-12-01

    Full Text Available The author of this article argues that learning in school is an outmoded practice that needs to be reevaluated in light of current practices that children engage in outside of school as well as skills needed for the future. She draws on the philosophy of learning proposed by John Holt and researchers who have carried over his philosophy to demonstrate the qualities of real learning. Then, she demonstrates that learning principles built into the video games as proposed by James Gee, are more effective in engaging players in skills needed in the 21st century than many activities students perform in school.

  15. THE CASE AGAINST LEARNING IN SCHOOL WITH EVIDENCE FROM VIDEO GAME STUDIES

    Directory of Open Access Journals (Sweden)

    Izabela USCINSKI

    2013-03-01

    Full Text Available The author of this article argues that learning in school is an outmoded practice that needs to be reevaluated in light of current practices that children engage in outside of school as well as skills needed for the future. She draws on the philosophy of learning proposed by John Holt and researchers who have carried over his philosophy to demonstrate the qualities of real learning. Then, she demonstrates that learning principles built into the video games as proposed by James Gee, are more effective in engaging players in skills needed in the 21st century than many activities students perform in school.

  16. Technical efficiency of public district hospitals and health centres in Ghana: a pilot study

    Directory of Open Access Journals (Sweden)

    Kirigia Joses M

    2005-09-01

    Full Text Available Abstract Background The Government of Ghana has been implementing various health sector reforms (e.g. user fees in public health facilities, decentralization, sector-wide approaches to donor coordination in a bid to improve efficiency in health care. However, to date, except for the pilot study reported in this paper, no attempt has been made to make an estimate of the efficiency of hospitals and/or health centres in Ghana. The objectives of this study, based on data collected in 2000, were: (i to estimate the relative technical efficiency (TE and scale efficiency (SE of a sample of public hospitals and health centres in Ghana; and (ii to demonstrate policy implications for health sector policy-makers. Methods The Data Envelopment Analysis (DEA approach was used to estimate the efficiency of 17 district hospitals and 17 health centres. This was an exploratory study. Results Eight (47% hospitals were technically inefficient, with an average TE score of 61% and a standard deviation (STD of 12%. Ten (59% hospitals were scale inefficient, manifesting an average SE of 81% (STD = 25%. Out of the 17 health centres, 3 (18% were technically inefficient, with a mean TE score of 49% (STD = 27%. Eight health centres (47% were scale inefficient, with an average SE score of 84% (STD = 16%. Conclusion This pilot study demonstrated to policy-makers the versatility of DEA in measuring inefficiencies among individual facilities and inputs. There is a need for the Planning and Budgeting Unit of the Ghana Health Services to continually monitor the productivity growth, allocative efficiency and technical efficiency of all its health facilities (hospitals and health centres in the course of the implementation of health sector reforms.

  17. Investigating the Usability and Acute Effects of a Bedside Video Console to Prefrontal Cortical Activity Alterations: A Preclinical Study in Healthy Elderly

    OpenAIRE

    Ruud H. Knols; Jaap Swanenburg; Jaap Swanenburg; Dino De Bon; Dino De Bon; Federico Gennaro; Martin Wolf; Bernard Krüger; Dominique Bettex; Eling D. de Bruin

    2017-01-01

    Elderly people at risk of developing cognitive decline; e.g., following surgery, may benefit from structured, challenging, and repetitive cognitive video training. This study assessed usability and acute effects of a newly developed bedside console (COPHYCON). Fifteen healthy elderly individuals performed a one-time 80-min intervention, including cognitive video games aimed at improving awareness and selective attention. Perceived usefulness and perceived ease of use (Technology Acceptance Mo...

  18. Investigating the usability and acute effects of a bedside video console to prefrontal cortical activity alterations: A preclinical study in healthy elderly

    OpenAIRE

    Knols, Ruud H.; Swanenburg, Jaap; De Bon, Dino; Gennaro, Federico; Wolf, Martin; Krüger, Bernard; Bettex, Dominique; de Bruin, Eling D.

    2017-01-01

    Elderly people at risk of developing cognitive decline; e.g., following surgery, may benefit from structured, challenging, and repetitive cognitive video training. This study assessed usability and acute effects of a newly developed bedside console (COPHYCON). Fifteen healthy elderly individuals performed a one-time 80-min intervention, including cognitive video games aimed at improving awareness and selective attention. Perceived usefulness and perceived ease of use (Technology Acceptance Mo...

  19. Relational Study of Technical Education in Scotland and Nigeria for Sustainable Skill Development

    Science.gov (United States)

    Umunadi, E. Kennedy

    2014-01-01

    This paper was designed to look at technical education curriculum and mode of implementation in Scotland in order to adopt the advantageous attributes of the Scottish technical education in Nigeria. The paper x-rayed the staff perceptions of technical education and its roles in Scotland; history of technical education before the advent of British…

  20. Global Spent Fuel Logistics Systems Study (GSFLS). Volume 3A. GSFLS technical analysis (appendix). Interim report

    Energy Technology Data Exchange (ETDEWEB)

    Kriger, A.

    1978-01-31

    This report is a part of the interim report documentation for the Global Spent Fuel Logistics System (GSFLS) study. The technical and financial considerations underlying a global spent fuel logistics systems have been studied and are reported. The Pacific Basin is used as a model throughout this report; however the stated methodology and, in many cases, considerations and conclusions are applicable to other global regions. Spent fuel discharge profiles for Pacific Basin Countries were used to determine the technical systems requirements for alternative concepts. Functional analyses and flows were generated to define both system design requirements and logistics parameters. A technology review was made to ascertain the state-of-the-art of relevant GSFLS technical systems. Modular GSFLS facility designs were developed using the information generated from the functional analysis and technology review. The modular facility designs were used as a basis for siting and cost estimates for various GSFLS alternatives. Various GSFLS concepts were analyzed from a financial and economic perspective in order to provide total concepts costs and ascertain financial and economic sensitivities to key GSFLS variations. Results of the study include quantification of GSFLS facility and hardware requirements; drawings of relevant GSFLS facility designs; system cost estimates; financial reports - including user service charges; and comparative analyses of various GSFLS alternatives.