WorldWideScience

Sample records for video technology audio

  1. Current Events and Technology: Video and Audio on the Internet.

    Science.gov (United States)

    Laposata, Matthew M.; Howick, Tom; Dias, Michael J.

    2002-01-01

    Explains the effectiveness of visual aids compared to written materials in teaching and recommends using television segments for teaching purposes. Introduces digitized clips provided by major television news organizations through the Internet and describes the technology requirements for successful viewing of streaming videos and audios. (YDS)

  2. Digital video and audio broadcasting technology a practical engineering guide

    CERN Document Server

    Fischer, Walter

    2010-01-01

    Digital Video and Audio Broadcasting Technology - A Practical Engineering Guide' deals with all the most important digital television, sound radio and multimedia standards such as MPEG, DVB, DVD, DAB, ATSC, T-DMB, DMB-T, DRM and ISDB-T. The book provides an in-depth look at these subjects in terms of practical experience. In addition it contains chapters on the basics of technologies such as analog television, digital modulation, COFDM or mathematical transformations between time and frequency domains. The attention in the respective field under discussion is focussed on aspects of measuring t

  3. 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....

  4. ENERGY STAR Certified Audio Video

    Data.gov (United States)

    U.S. Environmental Protection Agency — Certified models meet all ENERGY STAR requirements as listed in the Version 3.0 ENERGY STAR Program Requirements for Audio Video Equipment that are effective as of...

  5. AudioMove Video

    DEFF Research Database (Denmark)

    2012-01-01

    Live drawing video experimenting with low tech techniques in the field of sketching and visual sense making. In collaboration with Rune Wehner and Teater Katapult.......Live drawing video experimenting with low tech techniques in the field of sketching and visual sense making. In collaboration with Rune Wehner and Teater Katapult....

  6. Web Audio/Video Streaming Tool

    Science.gov (United States)

    Guruvadoo, Eranna K.

    2003-01-01

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

  7. Non Audio-Video gesture recognition system

    DEFF Research Database (Denmark)

    Craciunescu, Razvan; Mihovska, Albena Dimitrova; Kyriazakos, Sofoklis

    2016-01-01

    Gesture recognition is a topic in computer science and language technology with the goal of interpreting human gestures via mathematical algorithms. Gestures can originate from any bodily motion or state but commonly originate from the face or hand. Current research focus includes on the emotion...... recognition from the face and hand gesture recognition. Gesture recognition enables humans to communicate with the machine and interact naturally without any mechanical devices. This paper investigates the possibility to use non-audio/video sensors in order to design a low-cost gesture recognition device...

  8. Agency Video, Audio and Imagery Library

    Science.gov (United States)

    Grubbs, Rodney

    2015-01-01

    The purpose of this presentation was to inform the ISS International Partners of the new NASA Agency Video, Audio and Imagery Library (AVAIL) website. AVAIL is a new resource for the public to search for and download NASA-related imagery, and is not intended to replace the current process by which the International Partners receive their Space Station imagery products.

  9. Interactive video algorithms and technologies

    CERN Document Server

    Hammoud, Riad

    2006-01-01

    This book covers both algorithms and technologies of interactive videos, so that businesses in IT and data managements, scientists and software engineers in video processing and computer vision, coaches and instructors that use video technology in teaching, and finally end-users will greatly benefit from it. This book contains excellent scientific contributions made by a number of pioneering scientists and experts from around the globe. It consists of five parts. The first part introduces the reader to interactive video and video summarization and presents effective methodologies for automatic abstraction of a single video sequence, a set of video sequences, and a combined audio-video sequence. In the second part, a list of advanced algorithms and methodologies for automatic and semi-automatic analysis and editing of audio-video documents are presented. The third part tackles a more challenging level of automatic video re-structuring, filtering of video stream by extracting of highlights, events, and meaningf...

  10. Highlight summarization in golf videos using audio signals

    Science.gov (United States)

    Kim, Hyoung-Gook; Kim, Jin Young

    2008-01-01

    In this paper, we present an automatic summarization of highlights in golf videos based on audio information alone without video information. The proposed highlight summarization system is carried out based on semantic audio segmentation and detection on action units from audio signals. Studio speech, field speech, music, and applause are segmented by means of sound classification. Swing is detected by the methods of impulse onset detection. Sounds like swing and applause form a complete action unit, while studio speech and music parts are used to anchor the program structure. With the advantage of highly precise detection of applause, highlights are extracted effectively. Our experimental results obtain high classification precision on 18 golf games. It proves that the proposed system is very effective and computationally efficient to apply the technology to embedded consumer electronic devices.

  11. Reasons to Rethink the Use of Audio and Video Lectures in Online Courses

    Science.gov (United States)

    Stetz, Thomas A.; Bauman, Antonina A.

    2013-01-01

    Recent technological developments allow any instructor to create audio and video lectures for the use in online classes. However, it is questionable if it is worth the time and effort that faculty put into preparing those lectures. This paper presents thirteen factors that should be considered before preparing and using audio and video lectures in…

  12. WLAN Technologies for Audio Delivery

    Directory of Open Access Journals (Sweden)

    Nicolas-Alexander Tatlas

    2007-01-01

    Full Text Available Audio delivery and reproduction for home or professional applications may greatly benefit from the adoption of digital wireless local area network (WLAN technologies. The most challenging aspect of such integration relates the synchronized and robust real-time streaming of multiple audio channels to multipoint receivers, for example, wireless active speakers. Here, it is shown that current WLAN solutions are susceptible to transmission errors. A detailed study of the IEEE802.11e protocol (currently under ratification is also presented and all relevant distortions are assessed via an analytical and experimental methodology. A novel synchronization scheme is also introduced, allowing optimized playback for multiple receivers. The perceptual audio performance is assessed for both stereo and 5-channel applications based on either PCM or compressed audio signals.

  13. Introducing VAST: a Video-Audio Streaming Tester

    Directory of Open Access Journals (Sweden)

    Adrian Sterca

    2010-09-01

    Full Text Available We present a testing package aimed at video and audio streaming across best-effort networks like the Internet. VAST is intended to be a testing framework for protocols transporting audio-video streams across IP networks. It offers the simplicity and predictability of deterministic simulators like ns-2 combined with the testing power of real-world experiments.

  14. Effect of Audio vs. Video on Aural Discrimination of Vowels

    Science.gov (United States)

    McCrocklin, Shannon

    2012-01-01

    Despite the growing use of media in the classroom, the effects of using of audio versus video in pronunciation teaching has been largely ignored. To analyze the impact of the use of audio or video training on aural discrimination of vowels, 61 participants (all students at a large American university) took a pre-test followed by two training…

  15. NFL Films audio, video, and film production facilities

    Science.gov (United States)

    Berger, Russ; Schrag, Richard C.; Ridings, Jason J.

    2003-04-01

    The new NFL Films 200,000 sq. ft. headquarters is home for the critically acclaimed film production that preserves the NFL's visual legacy week-to-week during the football season, and is also the technical plant that processes and archives football footage from the earliest recorded media to the current network broadcasts. No other company in the country shoots more film than NFL Films, and the inclusion of cutting-edge video and audio formats demands that their technical spaces continually integrate the latest in the ever-changing world of technology. This facility houses a staggering array of acoustically sensitive spaces where music and sound are equal partners with the visual medium. Over 90,000 sq. ft. of sound critical technical space is comprised of an array of sound stages, music scoring stages, audio control rooms, music writing rooms, recording studios, mixing theaters, video production control rooms, editing suites, and a screening theater. Every production control space in the building is designed to monitor and produce multi channel surround sound audio. An overview of the architectural and acoustical design challenges encountered for each sophisticated listening, recording, viewing, editing, and sound critical environment will be discussed.

  16. Video-assisted segmentation of speech and audio track

    Science.gov (United States)

    Pandit, Medha; Yusoff, Yusseri; Kittler, Josef; Christmas, William J.; Chilton, E. H. S.

    1999-08-01

    Video database research is commonly concerned with the storage and retrieval of visual information invovling sequence segmentation, shot representation and video clip retrieval. In multimedia applications, video sequences are usually accompanied by a sound track. The sound track contains potential cues to aid shot segmentation such as different speakers, background music, singing and distinctive sounds. These different acoustic categories can be modeled to allow for an effective database retrieval. In this paper, we address the problem of automatic segmentation of audio track of multimedia material. This audio based segmentation can be combined with video scene shot detection in order to achieve partitioning of the multimedia material into semantically significant segments.

  17. TNO at TRECVID 2008, Combining Audio and Video Fingerprinting for Robust Copy Detection

    NARCIS (Netherlands)

    Doets, P.J.; Eendebak, P.T.; Ranguelova, E.; Kraaij, W.

    2009-01-01

    TNO has evaluated a baseline audio and a video fingerprinting system based on robust hashing for the TRECVID 2008 copy detection task. We participated in the audio, the video and the combined audio-video copy detection task. The audio fingerprinting implementation clearly outperformed the video

  18. Automated processing of massive audio/video content using FFmpeg

    Directory of Open Access Journals (Sweden)

    Kia Siang Hock

    2014-01-01

    Full Text Available Audio and video content forms an integral, important and expanding part of the digital collections in libraries and archives world-wide. While these memory institutions are familiar and well-versed in the management of more conventional materials such as books, periodicals, ephemera and images, the handling of audio (e.g., oral history recordings and video content (e.g., audio-visual recordings, broadcast content requires additional toolkits. In particular, a robust and comprehensive tool that provides a programmable interface is indispensable when dealing with tens of thousands of hours of audio and video content. FFmpeg is comprehensive and well-established open source software that is capable of the full-range of audio/video processing tasks (such as encode, decode, transcode, mux, demux, stream and filter. It is also capable of handling a wide-range of audio and video formats, a unique challenge in memory institutions. It comes with a command line interface, as well as a set of developer libraries that can be incorporated into applications.

  19. MedlinePlus FAQ: Is audio description available for videos on MedlinePlus?

    Science.gov (United States)

    ... audiodescription.html Question: Is audio description available for videos on MedlinePlus? To use the sharing features on ... page, please enable JavaScript. Answer: Audio description of videos helps make the content of videos accessible to ...

  20. Random Numbers Generated from Audio and Video Sources

    Directory of Open Access Journals (Sweden)

    I-Te Chen

    2013-01-01

    Full Text Available Random numbers are very useful in simulation, chaos theory, game theory, information theory, pattern recognition, probability theory, quantum mechanics, statistics, and statistical mechanics. The random numbers are especially helpful in cryptography. In this work, the proposed random number generators come from white noise of audio and video (A/V sources which are extracted from high-resolution IPCAM, WEBCAM, and MPEG-1 video files. The proposed generator applied on video sources from IPCAM and WEBCAM with microphone would be the true random number generator and the pseudorandom number generator when applied on video sources from MPEG-1 video file. In addition, when applying NIST SP 800-22 Rev.1a 15 statistics tests on the random numbers generated from the proposed generator, around 98% random numbers can pass 15 statistical tests. Furthermore, the audio and video sources can be found easily; hence, the proposed generator is a qualified, convenient, and efficient random number generator.

  1. Audio scene segmentation for video with generic content

    Science.gov (United States)

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

    2008-01-01

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

  2. Using content models to build audio-video summaries

    Science.gov (United States)

    Saarela, Janne; Merialdo, Bernard

    1998-12-01

    The amount of digitized video in archives is becoming so huge, that easier access and content browsing tools are desperately needed. Also, video is no longer one big piece of data, but a collection of useful smaller building blocks, which can be accessed and used independently from the original context of presentation. In this paper, we demonstrate a content model for audio video sequences, with the purpose of enabling the automatic generation of video summaries. The model is based on descriptors, which indicate various properties and relations of audio and video segments. In practice, these descriptors could either be generated automatically by methods of analysis, or produced manually (or computer-assisted) by the content provider. We analyze the requirements and characteristics of the different data segments, with respect to the problem of summarization, and we define our model as a set of constraints, which allow to produce good quality summaries.

  3. Say What? The Role of Audio in Multimedia Video

    Science.gov (United States)

    Linder, C. A.; Holmes, R. M.

    2011-12-01

    Audio, including interviews, ambient sounds, and music, is a critical-yet often overlooked-part of an effective multimedia video. In February 2010, Linder joined scientists working on the Global Rivers Observatory Project for two weeks of intensive fieldwork in the Congo River watershed. The team's goal was to learn more about how climate change and deforestation are impacting the river system and coastal ocean. Using stills and video shot with a lightweight digital SLR outfit and audio recorded with a pocket-sized sound recorder, Linder documented the trials and triumphs of working in the heart of Africa. Using excerpts from the six-minute Congo multimedia video, this presentation will illustrate how to record and edit an engaging audio track. Topics include interview technique, collecting ambient sounds, choosing and using music, and editing it all together to educate and entertain the viewer.

  4. On the definition of adapted audio/video profiles for high-quality video calling services over LTE/4G

    Science.gov (United States)

    Ndiaye, Maty; Quinquis, Catherine; Larabi, Mohamed Chaker; Le Lay, Gwenael; Saadane, Hakim; Perrine, Clency

    2014-01-01

    During the last decade, the important advances and widespread availability of mobile technology (operating systems, GPUs, terminal resolution and so on) have encouraged a fast development of voice and video services like video-calling. While multimedia services have largely grown on mobile devices, the generated increase of data consumption is leading to the saturation of mobile networks. In order to provide data with high bit-rates and maintain performance as close as possible to traditional networks, the 3GPP (The 3rd Generation Partnership Project) worked on a high performance standard for mobile called Long Term Evolution (LTE). In this paper, we aim at expressing recommendations related to audio and video media profiles (selection of audio and video codecs, bit-rates, frame-rates, audio and video formats) for a typical video-calling services held over LTE/4G mobile networks. These profiles are defined according to targeted devices (smartphones, tablets), so as to ensure the best possible quality of experience (QoE). Obtained results indicate that for a CIF format (352 x 288 pixels) which is usually used for smartphones, the VP8 codec provides a better image quality than the H.264 codec for low bitrates (from 128 to 384 kbps). However sequences with high motion, H.264 in slow mode is preferred. Regarding audio, better results are globally achieved using wideband codecs offering good quality except for opus codec (at 12.2 kbps).

  5. Audio-video feature correlation: faces and speech

    Science.gov (United States)

    Durand, Gwenael; Montacie, Claude; Caraty, Marie-Jose; Faudemay, Pascal

    1999-08-01

    This paper presents a study of the correlation of features automatically extracted from the audio stream and the video stream of audiovisual documents. In particular, we were interested in finding out whether speech analysis tools could be combined with face detection methods, and to what extend they should be combined. A generic audio signal partitioning algorithm as first used to detect Silence/Noise/Music/Speech segments in a full length movie. A generic object detection method was applied to the keyframes extracted from the movie in order to detect the presence or absence of faces. The correlation between the presence of a face in the keyframes and of the corresponding voice in the audio stream was studied. A third stream, which is the script of the movie, is warped on the speech channel in order to automatically label faces appearing in the keyframes with the name of the corresponding character. We naturally found that extracted audio and video features were related in many cases, and that significant benefits can be obtained from the joint use of audio and video analysis methods.

  6. Add Audio and Video to Your Site

    CERN Document Server

    MacDonald, Matthew

    2010-01-01

    Nothing spices up websites like cool sound effects (think ker-thunk as visitors press a button) or embedded videos. Think you need a programmer to add sizzle to your site? Think again. This hands-on guide gives you the techniques you need to add video, music, animated GIFs, and sound effects to your site. This Mini Missing Manual is excerpted from Creating a Web Site: The Missing Manual.

  7. Reasons to rethink the use of audio and video lectures in online courses

    Directory of Open Access Journals (Sweden)

    Thomas A. Stetz

    2013-11-01

    Full Text Available Recent technological developments allow any instructor to create audio and video lectures for the use in online classes. However, it is questionable if it is worth the time and effort that faculty put into preparing those lectures. This paper presents thirteen factors that should be considered before preparing and using audio and video lectures in online classes. In addition, recommendations for when and how to use lectures in online classes are presented.   DOI: 10.18870/hlrc.v3i4.168

  8. A Comparison of Vocabulary Acquisition in Audio and Video Contexts.

    Science.gov (United States)

    Duquette, Lise; Painchaud, Gisele

    1996-01-01

    Examines the effects of different kinds of rich contexts for vocabulary learning based on second language oral input. The article compares the number and kinds of words learned through exposure to a dialogue or video, or by first listening to an oral account of the dialogue situation and then hearing the audio soundtrack without visual support.…

  9. The Use of Video as an Audio-visual Material in Foreign Language Teaching Classroom

    Science.gov (United States)

    Cakir, Ismail

    2006-01-01

    In recent years, a great tendency towards the use of technology and its integration into the curriculum has gained a great importance. Particularly, the use of video as an audio-visual material in foreign language teaching classrooms has grown rapidly because of the increasing emphasis on communicative techniques, and it is obvious that the use of…

  10. A method to synchronise video cameras using the audio band.

    Science.gov (United States)

    Leite de Barros, Ricardo Machado; Guedes Russomanno, Tiago; Brenzikofer, René; Jovino Figueroa, Pascual

    2006-01-01

    This paper proposes and evaluates a novel method for synchronisation of video cameras using the audio band. The method consists in generating and transmitting an audio signal through radio frequency for receivers connected to the microphone input of the cameras and inserting the signal in the audio band. In a software environment, the phase differences among the video signals are calculated and used to interpolate the synchronous 2D projections of the trajectories. The validation of the method was based on: (1) Analysis of the phase difference changes as a function of time of two video signals. (2) Comparison between the values measured with an oscilloscope and by the proposed method. (3) Estimation of the improvement in the accuracy in the measurements of the distance between two markers mounted on a rigid body during movement applying the method. The results showed that the phase difference changes in time slowly (0.150 ms/min) and linearly, even when the same model of cameras are used. The values measured by the proposed method and by oscilloscope showed equivalence (R2=0.998), the root mean square of the difference between the measurements was 0.10 ms and the maximum difference found was 0.31 ms. Applying the new method, the accuracy of the 3D reconstruction had a statistically significant improvement. The accuracy, simplicity and wide applicability of the proposed method constitute the main contributions of this work.

  11. Audio Technology and Mobile Human Computer Interaction

    DEFF Research Database (Denmark)

    Chamberlain, Alan; Bødker, Mads; Hazzard, Adrian

    2017-01-01

    Audio-based mobile technology is opening up a range of new interactive possibilities. This paper brings some of those possibilities to light by offering a range of perspectives based in this area. It is not only the technical systems that are developing, but novel approaches to the design and und...... and understanding of audio-based mobile systems are evolving to offer new perspectives on interaction and design and support such systems to be applied in areas, such as the humanities.......Audio-based mobile technology is opening up a range of new interactive possibilities. This paper brings some of those possibilities to light by offering a range of perspectives based in this area. It is not only the technical systems that are developing, but novel approaches to the design...

  12. Audio Technology and Mobile Human Computer Interaction

    DEFF Research Database (Denmark)

    Chamberlain, Alan; Bødker, Mads; Hazzard, Adrian

    2017-01-01

    Audio-based mobile technology is opening up a range of new interactive possibilities. This paper brings some of those possibilities to light by offering a range of perspectives based in this area. It is not only the technical systems that are developing, but novel approaches to the design and und...

  13. Biochemistry on the Media: daily science in audio and video

    Directory of Open Access Journals (Sweden)

    B. P. Melo et al

    2014-08-01

    (1996, science popularization can be done by a lot of communication vehicles. Corroborating, MEDEIROS (2005 tells that “the science makes knowledge and the journalism strives in disseminate it”. RESULTS AND DISCUSSION: In the end of courses, questionary has been applied to evaluate the material's quality and the applicability to students, showing that 83,3% of teachers thought excelent the quality of the material offered and 73,3% thought the content applicable or partially applicable. CONCLUSION: The box is a good material and its content is aplicable to high school. We can offer a vehicle for science popularization, and we can rouse curiosity and critical sense on the public, making it an effective way to divulge the Biochemistry. Thus, the album allows that the educational process can be done in a playful manner. Key-words: radio, television, spots, audio, video. Biochemistry Education. Sponsors: FAPEMIG and National Institute of Science and Technology in Plant-Pest Interactions (NISTPPI   (* Espaço Ciência is a project developed by Journalism’s students from UFV. In this project, they have done television and radio programs with scientific themes to divulgate on College’s Radio and TV.     ANNEXES:     Visual Elements:   Below, the art made to illustrate the book and the cover’s box.

  14. On the relative importance of audio and video in the presence of packet losses

    DEFF Research Database (Denmark)

    Korhonen, Jari; Reiter, Ulrich; Myakotnykh, Eugene

    2010-01-01

    In streaming applications, unequal protection of audio and video tracks may be necessary to maintain the optimal perceived overall quality. For this purpose, the application should be aware of the relative importance of audio and video in an audiovisual sequence. In this paper, we propose a subje...... and video quality, but also that the currently used classification criteria for content are not sufficient to predict the users’ preference...... a subjective test arrangement for finding the optimal tradeoff between subjective audio and video qualities in situations when it is not possible to have perfect quality for both modalities concurrently. Our results show that content poses a significant impact on the preferred compromise between audio...

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

    Science.gov (United States)

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

    2014-05-01

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

  16. Automatic processing of CERN video, audio and photo archives

    Science.gov (United States)

    Kwiatek, M.

    2008-07-01

    The digitalization of CERN audio-visual archives, a major task currently in progress, will generate over 40 TB of video, audio and photo files. Storing these files is one issue, but a far more important challenge is to provide long-time coherence of the archive and to make these files available on-line with minimum manpower investment. An infrastructure, based on standard CERN services, has been implemented, whereby master files, stored in the CERN Distributed File System (DFS), are discovered and scheduled for encoding into lightweight web formats based on predefined profiles. Changes in master files, conversion profiles or in the metadata database (read from CDS, the CERN Document Server) are automatically detected and the media re-encoded whenever necessary. The encoding processes are run on virtual servers provided on-demand by the CERN Server Self Service Centre, so that new servers can be easily configured to adapt to higher load. Finally, the generated files are made available from the CERN standard web servers with streaming implemented using Windows Media Services.

  17. Biochemistry on the Media: daily science in audio and video

    OpenAIRE

    B. P. Melo et al

    2014-01-01

    Biochemistry on the Media: daily science in audio and video Melo,B. P1; Henriques, L. R1; Júnior, H. G2; Galvão, G. R2; Costa, M. M2; Silva, A. S3; Costa, M. P3; Barreto, L. P3; Almeida, A. A3; Fontes, P. P3; Meireles, L. M3; Costa, P. A3; Costa, C. B3; Monteiro, L. M. O3 Konig, I. M3; Dias, B. K. M1; Santos, R. C. V1; Bagno, F. F1; Fernandes, L1; Alves, P. R1; Sales, F. M1; Martins, T. C. N1; Moreira, V. J. V1; Marchiori, J. M1; Medeiros, L.4; Leite, J. P. V5; Moraes, G. H. K6.   1 Members o...

  18. Digital video technology - today and tomorrow: 11th office information technology conference

    Energy Technology Data Exchange (ETDEWEB)

    Liberman, J.

    1994-10-01

    Digital video is probably computing`s fastest moving technology today. Just three years ago, the zenith of digital video technology on the PC was the successful marriage of digital text and graphics with analog audio and video by means of expensive analog laser disc players and video overlay boards. The state of the art involves two different approaches to fully digital video on computers: hardware-assisted and software-only solutions.

  19. Transana Qualitative Video and Audio Analysis Software as a Tool for Teaching Intellectual Assessment Skills to Graduate Psychology Students

    Science.gov (United States)

    Rush, S. Craig

    2014-01-01

    This article draws on the author's experience using qualitative video and audio analysis, most notably through use of the Transana qualitative video and audio analysis software program, as an alternative method for teaching IQ administration skills to students in a graduate psychology program. Qualitative video and audio analysis may be useful for…

  20. Multi-modal gesture recognition using integrated model of motion, audio and video

    Science.gov (United States)

    Goutsu, Yusuke; Kobayashi, Takaki; Obara, Junya; Kusajima, Ikuo; Takeichi, Kazunari; Takano, Wataru; Nakamura, Yoshihiko

    2015-07-01

    Gesture recognition is used in many practical applications such as human-robot interaction, medical rehabilitation and sign language. With increasing motion sensor development, multiple data sources have become available, which leads to the rise of multi-modal gesture recognition. Since our previous approach to gesture recognition depends on a unimodal system, it is difficult to classify similar motion patterns. In order to solve this problem, a novel approach which integrates motion, audio and video models is proposed by using dataset captured by Kinect. The proposed system can recognize observed gestures by using three models. Recognition results of three models are integrated by using the proposed framework and the output becomes the final result. The motion and audio models are learned by using Hidden Markov Model. Random Forest which is the video classifier is used to learn the video model. In the experiments to test the performances of the proposed system, the motion and audio models most suitable for gesture recognition are chosen by varying feature vectors and learning methods. Additionally, the unimodal and multi-modal models are compared with respect to recognition accuracy. All the experiments are conducted on dataset provided by the competition organizer of MMGRC, which is a workshop for Multi-Modal Gesture Recognition Challenge. The comparison results show that the multi-modal model composed of three models scores the highest recognition rate. This improvement of recognition accuracy means that the complementary relationship among three models improves the accuracy of gesture recognition. The proposed system provides the application technology to understand human actions of daily life more precisely.

  1. 17 CFR 232.304 - Graphic, image, audio and video material.

    Science.gov (United States)

    2010-04-01

    ... delivered to investors and others is deemed part of the electronic filing and subject to the civil liability..., image, audio or video material, they are not subject to the civil liability and anti-fraud provisions of...

  2. Audio wiring guide how to wire the most popular audio and video connectors

    CERN Document Server

    Hechtman, John

    2012-01-01

    Whether you're a pro or an amateur, a musician or into multimedia, you can't afford to guess about audio wiring. The Audio Wiring Guide is a comprehensive, easy-to-use guide that explains exactly what you need to know. No matter the size of your wiring project or installation, this handy tool provides you with the essential information you need and the techniques to use it. Using The Audio Wiring Guide is like having an expert at your side. By following the clear, step-by-step directions, you can do professional-level work at a fraction of the cost.

  3. Analysis of simulated angiographic procedures: part 1--capture and presentation of audio and video recordings.

    Science.gov (United States)

    Duncan, James R; Glaiberman, Craig B

    2006-12-01

    To assess different methods of recording angiographic simulations and to determine how such recordings might be used for training and research. Two commercially available high-fidelity angiography simulations, the Mentice Vascular Interventional Simulation Trainer and the Simbionix AngioMentor, were used for data collection. Video and audio records of simulated procedures were created by different methods, including software-based screen capture, video splitters and converters, and external cameras. Recording parameters were varied, and the recordings were transferred to computer workstations for postprocessing and presentation. The information displayed on the simulators' computer screens could be captured by each method. Although screen-capture software provided the highest resolution, workflow considerations favored a hardware-based solution that duplicated the video signal and recorded the data stream(s) at lower resolutions. Additional video and audio recording devices were used to monitor the angiographer's actions during the simulated procedures. The multiple audio and video files were synchronized and composited with personal computers equipped with commercially available video editing software. Depending on the needs of the intended audience, the resulting files could be distributed and displayed at full or reduced resolutions. The capture, editing, presentation, and distribution of synchronized multichannel audio and video recordings holds great promise for angiography training and simulation research. To achieve this potential, technical challenges will need to be met, and content will need to be tailored to suit the needs of trainees and researchers.

  4. Filtering Video Noise as Audio with Motion Detection to Form a Musical Instrument

    OpenAIRE

    Thomé, Carl

    2016-01-01

    Even though they differ in the physical domain, digital video and audio share many characteristics. Both are temporal data streams often stored in buffers with 8-bit values. This paper investigates a method for creating harmonic sounds with a video signal as input. A musical instrument is proposed, that utilizes video in both a sound synthesis method, and in a controller interface for selecting musical notes at specific velocities. The resulting instrument was informally determined by the aut...

  5. Real-Time Transmission and Storage of Video, Audio, and Health Data in Emergency and Home Care Situations

    Directory of Open Access Journals (Sweden)

    Barbieri Ivano

    2007-01-01

    Full Text Available The increase in the availability of bandwidth for wireless links, network integration, and the computational power on fixed and mobile platforms at affordable costs allows nowadays for the handling of audio and video data, their quality making them suitable for medical application. These information streams can support both continuous monitoring and emergency situations. According to this scenario, the authors have developed and implemented the mobile communication system which is described in this paper. The system is based on ITU-T H.323 multimedia terminal recommendation, suitable for real-time data/video/audio and telemedical applications. The audio and video codecs, respectively, H.264 and G723.1, were implemented and optimized in order to obtain high performance on the system target processors. Offline media streaming storage and retrieval functionalities were supported by integrating a relational database in the hospital central system. The system is based on low-cost consumer technologies such as general packet radio service (GPRS and wireless local area network (WLAN or WiFi for lowband data/video transmission. Implementation and testing were carried out for medical emergency and telemedicine application. In this paper, the emergency case study is described.

  6. Real-Time Transmission and Storage of Video, Audio, and Health Data in Emergency and Home Care Situations

    Science.gov (United States)

    Barbieri, Ivano; Lambruschini, Paolo; Raggio, Marco; Stagnaro, Riccardo

    2007-12-01

    The increase in the availability of bandwidth for wireless links, network integration, and the computational power on fixed and mobile platforms at affordable costs allows nowadays for the handling of audio and video data, their quality making them suitable for medical application. These information streams can support both continuous monitoring and emergency situations. According to this scenario, the authors have developed and implemented the mobile communication system which is described in this paper. The system is based on ITU-T H.323 multimedia terminal recommendation, suitable for real-time data/video/audio and telemedical applications. The audio and video codecs, respectively, H.264 and G723.1, were implemented and optimized in order to obtain high performance on the system target processors. Offline media streaming storage and retrieval functionalities were supported by integrating a relational database in the hospital central system. The system is based on low-cost consumer technologies such as general packet radio service (GPRS) and wireless local area network (WLAN or WiFi) for lowband data/video transmission. Implementation and testing were carried out for medical emergency and telemedicine application. In this paper, the emergency case study is described.

  7. PENGEMBANGAN MEDIA AJAR PERAWATAN DAN PERBAIKAN SISTEM AUDIO PADA MATAKULIAH WORKSHOP AUDIO VIDEO UNTUK MAHASISWA PROGRAM STUDI PENDIDIKAN TEKNIK ELEKTRO UNIVERSITAS NEGERI MALANG

    Directory of Open Access Journals (Sweden)

    Suwasono Suwasono

    2017-01-01

    Full Text Available This research addresses jobsheet and trainer learning media development for maintenance and repairment of Audio System in Audio Video Workshop Course (PTEL65 for Electrical Engineering Education student Universitas Negeri Malang. This development research was refered to Development Model suggested by Sugiyono. The result of this research were jobsheet and trainer for maintenance and repairment of Audio System supplemented with test point to measure and determine input and output of signal forms in each audio systme diagram block. The product then were set on trial within Electrical Engineering Education students Universitas Negeri Malang who have enrolled Audio Video Workshop Course year 2012/2013 and 2013/2014. The result of product trial accomplished 88.30% and categorized as appropriate. Validity examination was also cinducted. The results were 92.80% from material expertise, 91.60% from media expertise. Hence, jobsheet and trainer learning media development for maintenance and repairment of Audio System in Audio Video Workshop Course (PTEL65 is appropriate to be used in Electrical Engineering Education Department Universitas Negeri Malang= Penelitian ini bertujuan untuk mengembangkan media ajar berupa jobsheet dan trainer perawatan dan perbaikan Sistem Audio pada matakuliah Workshop Audio Video (PTEL665 untuk mahasiswa program studi Pendidikan Teknik Elektro Universitas Negeri Malang. Penelitian pengembangan ini mengacu model pengembangan Sugiyono. Hasil pengembangan media ajar berupa jobsheet dan trainer perawatan dan perbaikan Sistem Audio, yang dilengkapi dengan test point untuk mengukur dan mengetahui bentuk sinyal input dan output pada masing-masing blok diagram Sistem Audio dan saklar kesalahan untuk mengetahui kesalahan, dan menentukan langkah perbaikan Sistem Audio. Produk diujicobakan pada mahasiswa Pendidikan Teknik Elektro yang sudah menempuh matakuliah Workshop Audio Video angkatan 2012/2013 dan 2013/2014. Hasil uji coba pada

  8. Digital Audio/Video for Computer- and Web-Based Instruction for Training Rural Special Education Personnel.

    Science.gov (United States)

    Ludlow, Barbara L.; Foshay, John B.; Duff, Michael C.

    Video presentations of teaching episodes in home, school, and community settings and audio recordings of parents' and professionals' views can be important adjuncts to personnel preparation in special education. This paper describes instructional applications of digital media and outlines steps in producing audio and video segments. Digital audio…

  9. Multidimensional QoE of Multiview Video and Selectable Audio IP Transmission.

    Science.gov (United States)

    Nunome, Toshiro; Ishida, Takuya

    2015-01-01

    We evaluate QoE of multiview video and selectable audio (MVV-SA), in which users can switch not only video but also audio according to a viewpoint change request, transmitted over IP networks by a subjective experiment. The evaluation is performed by the semantic differential (SD) method with 13 adjective pairs. In the subjective experiment, we ask assessors to evaluate 40 stimuli which consist of two kinds of UDP load traffic, two kinds of fixed additional delay, five kinds of playout buffering time, and selectable or unselectable audio (i.e., MVV-SA or the previous MVV-A). As a result, MVV-SA gives higher presence to the user than MVV-A and then enhances QoE. In addition, we employ factor analysis for subjective assessment results to clarify the component factors of QoE. We then find that three major factors affect QoE in MVV-SA.

  10. Multidimensional QoE of Multiview Video and Selectable Audio IP Transmission

    Directory of Open Access Journals (Sweden)

    Toshiro Nunome

    2015-01-01

    Full Text Available We evaluate QoE of multiview video and selectable audio (MVV-SA, in which users can switch not only video but also audio according to a viewpoint change request, transmitted over IP networks by a subjective experiment. The evaluation is performed by the semantic differential (SD method with 13 adjective pairs. In the subjective experiment, we ask assessors to evaluate 40 stimuli which consist of two kinds of UDP load traffic, two kinds of fixed additional delay, five kinds of playout buffering time, and selectable or unselectable audio (i.e., MVV-SA or the previous MVV-A. As a result, MVV-SA gives higher presence to the user than MVV-A and then enhances QoE. In addition, we employ factor analysis for subjective assessment results to clarify the component factors of QoE. We then find that three major factors affect QoE in MVV-SA.

  11. A Comparison of Students' Performances Using Audio Only and Video Media Methods

    Science.gov (United States)

    Sulaiman, Norazean; Muhammad, Ahmad Mazli; Ganapathy, Nurul Nadiah Dewi Faizul; Khairuddin, Zulaikha; Othman, Salwa

    2017-01-01

    Listening is a very crucial skill to be learnt in second language classroom because it is essential for the development of spoken language proficiency (Hamouda, 2013). The aim of this study is to investigate the significant differences in terms of students' performance when using traditional (audio-only) method and video media method. The data of…

  12. Exploring Meaning Negotiation Patterns in Synchronous Audio and Video Conferencing English Classes in China

    Science.gov (United States)

    Li, Chenxi; Wu, Ligao; Li, Chen; Tang, Jinlan

    2017-01-01

    This work-in-progress doctoral research project aims to identify meaning negotiation patterns in synchronous audio and video Computer-Mediated Communication (CMC) environments based on the model of CMC text chat proposed by Smith (2003). The study was conducted in the Institute of Online Education at Beijing Foreign Studies University. Four dyads…

  13. PENGEMBANGAN MULTIMEDIA PEMBELAJARAN FISIKA BERBASIS AUDIO-VIDEO EKSPERIMEN LISTRIK DINAMIS DI SMP

    Directory of Open Access Journals (Sweden)

    P. Rante

    2013-10-01

    Full Text Available Penelitian pengembangan ini dilakukan dengan tujuan untuk melihat profil pengembangan multimedia pembelajaran fisika berbasis audio-video eksperimen listrik dinamis yang dapat menjadi solusi ketidakterlaksanaan praktikum di sekolah. Hasil penelitian menunjukkan bahwa propil multimedia berbasis audio-video eksperimen dari segi tampilan menarik, fasilitas runtut, sistematis dan praktis digunakan serta menjadi solusi ketidakterlaksanaan praktikum di sekolah. Produk akhir adalah sebuah paket CD autorun multimedia pembelajaran interaktif sebagai media pembelajaran mandiri dan sebagai media presentase yang dilengkapi perangkat pembelajaran untuk guru. This research aims to see the profile of multimedia learning development on physics based audio-video on the topic dynamic electricity experiment that may become a solution of practicum that not mastered well in the school. The result shows that the profile of develop multimedia based audio-video experiment has interesting display, harmonious facilities, systematic and practical in used as well as become a solution of the practicum that not mastered yet. The final product produced an auto run CD package of interactive learning multimedia as a self learning media and as a representation of media that equipped with teaching and learning media for teacher.

  14. [Evaluation of the attention shift effect of a video-audio eyewear in pediatric dental treatment].

    Science.gov (United States)

    Jing, Quan; Wan, Kuo; Ma, Lin

    2010-06-01

    To evaluate the attention shift effect produced by a video-audio eyewear in pediatric dentistry. Totally 40 children aged 4-7 years were equally randomized into fissure sealant group(group S) and caries filling group(group F). A self-control comparison method was used in each group: each child took two visits to finish the whole study, they received the dental treatment either with normal method(SC, FC) or with attention shift by wearing the video-audio eyewear (SI, FI) for each visit. The degree of pain, accomplishment of treatment, and co-operation were analyzed and compared. All children were successfully managed in the whole course. The pain scores were not significantly different between SC group and SI group or between FC group and FI group (P0.05), while the Frankl scores were significantly different between SC group and SI group (P=0.04) and between FC group and FI group (P=0.03). Houpt scores were significantly different between SC group and SI group (P=0.04), but not between FC group and FI group (P=0.85). Most children (90% in group S) and (85% in group F) expressed the willingness to receive the video-audio eyewear if they were asked to do so again. The video-audio eyewear provides satisfactory attention shift for children during dental treatment and increases their cooperation. However, it has little effect on pain relieving.

  15. Managing exam stress using UMTS phones: the advantage of portable audio/video support.

    Science.gov (United States)

    Riva, Giuseppe; Grassi, Alessandra; Villani, Daniela; Gaggioli, Andrea; Preziosa, Alessandra

    2007-01-01

    Test-taking anxiety or stress is very common among university students. It can be very distressing and sometimes debilitating. Exam anxiety involves physical components and emotional components that may be taken into account for managing and reducing anxiety. An approach to control exam anxiety is to learn how to regulate emotions. To help students in managing exam stress we developed a specific protocol based on mobile narratives--multimedia narratives experienced on UMTS/3G phones. 30 female university students (M=23.48; sd=1.24) who were going to perform an exam within a week were included in the trial. They were randomly divided in five groups according to the type and mobility of the medium used: (1) audio only narrative (CD at home); (2) audio only narrative (portable MP3); (3) audio and video narrative (DVD at home); (4) audio and video narrative (UMTS based); (5) control group. Audio/video narratives induced a reduction in exam anxiety in more than 80% of the sample vs 50% of the MP3 sample and 0% of the CD sample. Further, all the users who experienced mobile narratives on UMTS phones were able to relax before the exam, against 50% of DVD users and 33% of audio-only users. The trial showed a better efficacy of mobile narratives experienced on UMTS phones in reducing the level of exam stress and in helping the student to relax. These results suggest that for the specific sample considered--Italian university students--the media used for providing an anti-stress protocol has a clear impact on its efficacy.

  16. Tunneling Horizontal IEC 61850 Traffic through Audio Video Bridging Streams for Flexible Microgrid Control and Protection

    Directory of Open Access Journals (Sweden)

    Michael Short

    2016-03-01

    Full Text Available In this paper, it is argued that some low-level aspects of the usual IEC 61850 mapping to Ethernet are not well suited to microgrids due to their dynamic nature and geographical distribution as compared to substations. It is proposed that the integration of IEEE time-sensitive networking (TSN concepts (which are currently implemented as audio video bridging (AVB technologies within an IEC 61850 / Manufacturing Message Specification framework provides a flexible and reconfigurable platform capable of overcoming such issues. A prototype test platform and bump-in-the-wire device for tunneling horizontal traffic through AVB are described. Experimental results are presented for sending IEC 61850 GOOSE (generic object oriented substation events and SV (sampled values messages through AVB tunnels. The obtained results verify that IEC 61850 event and sampled data may be reliably transported within the proposed framework with very low latency, even over a congested network. It is argued that since AVB streams can be flexibly configured from one or more central locations, and bandwidth reserved for their data ensuring predictability of delivery, this gives a solution which seems significantly more reliable than a pure MMS-based solution.

  17. Synergy effects with mobile (audio and) video telephony

    NARCIS (Netherlands)

    van Drunen, Annemiek; van der Sluis, Frans; van den Broek, Egon; Beintema, J.; Drullman, R.; van Erp, J.

    2008-01-01

    Multimodal percepts as compared to unimodal (e.g., visual, auditive) percepts contain more information and as such can advance various processes; e.g., communication. Despite, on the one hand, the vast amount of studies that illustrate this and, on the other hand, the progress in technology,

  18. Video as a technology for interpersonal communications: a new perspective

    Science.gov (United States)

    Whittaker, Steve

    1995-03-01

    Some of the most challenging multimedia applications have involved real- time conferencing, using audio and video to support interpersonal communication. Here we re-examine assumptions about the role, importance and implementation of video information in such systems. Rather than focussing on novel technologies, we present evaluation data relevant to both the classes of real-time multimedia applications we should develop and their design and implementation. Evaluations of videoconferencing systems show that previous work has overestimated the importance of video at the expense of audio. This has strong implications for the implementation of bandwidth allocation and synchronization. Furthermore our recent studies of workplace interaction show that prior work has neglected another potentially vital function of visual information: in assessing the communication availability of others. In this new class of application, rather than providing a supplement to audio information, visual information is used to promote the opportunistic communications that are prevalent in face-to-face settings. We discuss early experiments with such connection applications and identify outstanding design and implementation issues. Finally we examine a different class of application 'video-as-data', where the video image is used to transmit information about the work objects themselves, rather than information about interactants.

  19. Low Latency Audio Video: Potentials for Collaborative Music Making through Distance Learning

    Science.gov (United States)

    Riley, Holly; MacLeod, Rebecca B.; Libera, Matthew

    2016-01-01

    The primary purpose of this study was to examine the potential of LOw LAtency (LOLA), a low latency audio visual technology designed to allow simultaneous music performance, as a distance learning tool for musical styles in which synchronous playing is an integral aspect of the learning process (e.g., jazz, folk styles). The secondary purpose was…

  20. Mobile Access to Audio and Video Collections in Libraries and Other Cultural Institutions

    Directory of Open Access Journals (Sweden)

    Carolyn Doi

    2011-05-01

    Full Text Available Mobile devices have become commonplace, and are increasingly capable of accessing multi-media resources such as audio and video. Many libraries maintain multi-media digital collections that could be accessed on mobile devices. Mobile devices, however, offer unique display and technical challenges that need to be addressed. The benefits of mobile access to library collections include the promise of increased use and an enhanced user experience. In this article we provide a detailed discussion of the issues related to mobile delivery of digital media, including a literature review, an overview of significant technical issues, and three case studies.

  1. Fusion of visual and audio features for person identification in real video

    Science.gov (United States)

    Li, Dongge; Wei, Gang; Sethi, Ishwar K.; Dimitrova, Nevenka

    2001-01-01

    In this research, we studied the joint use of visual and audio information for the problem of identifying persons in real video. A person identification system, which is able to identify characters in TV shows by the fusion of audio and visual information, is constructed based on two different fusion strategies. In the first strategy, speaker identification is used to verify the face recognition result. The second strategy consists of using face recognition and tracking to supplement speaker identification results. To evaluate our system's performance, an information database was generated by manually labeling the speaker and the main person's face in every I-frame of a video segment of the TV show 'Seinfeld'. By comparing the output form our system with our information database, we evaluated the performance of each of the analysis channels and their fusion. The results show that while the first fusion strategy is suitable for applications where precision is much more critical than recall. The second fusion strategy, on the other hand, generates the best overall identification performance. It outperforms either of the analysis channels greatly in both precision an recall and is applicable to more general applications, such as, in our case, to identify persons in TV programs.

  2. BDVC (Bimodal Database of Violent Content): A database of violent audio and video

    Science.gov (United States)

    Rivera Martínez, Jose Luis; Mijes Cruz, Mario Humberto; Rodríguez Vázqu, Manuel Antonio; Rodríguez Espejo, Luis; Montoya Obeso, Abraham; García Vázquez, Mireya Saraí; Ramírez Acosta, Alejandro Álvaro

    2017-09-01

    Nowadays there is a trend towards the use of unimodal databases for multimedia content description, organization and retrieval applications of a single type of content like text, voice and images, instead bimodal databases allow to associate semantically two different types of content like audio-video, image-text, among others. The generation of a bimodal database of audio-video implies the creation of a connection between the multimedia content through the semantic relation that associates the actions of both types of information. This paper describes in detail the used characteristics and methodology for the creation of the bimodal database of violent content; the semantic relationship is stablished by the proposed concepts that describe the audiovisual information. The use of bimodal databases in applications related to the audiovisual content processing allows an increase in the semantic performance only and only if these applications process both type of content. This bimodal database counts with 580 audiovisual annotated segments, with a duration of 28 minutes, divided in 41 classes. Bimodal databases are a tool in the generation of applications for the semantic web.

  3. Unsupervised decoding of long-term, naturalistic human neural recordings with automated video and audio annotations

    Directory of Open Access Journals (Sweden)

    Nancy X.R. Wang

    2016-04-01

    Full Text Available Fully automated decoding of human activities and intentions from direct neural recordings is a tantalizing challenge in brain-computer interfacing. Implementing Brain Computer Interfaces (BCIs outside carefully controlled experiments in laboratory settings requires adaptive and scalable strategies with minimal supervision. Here we describe an unsupervised approach to decoding neural states from naturalistic human brain recordings. We analyzed continuous, long-term electrocorticography (ECoG data recorded over many days from the brain of subjects in a hospital room, with simultaneous audio and video recordings. We discovered coherent clusters in high-dimensional ECoG recordings using hierarchical clustering and automatically annotated them using speech and movement labels extracted from audio and video. To our knowledge, this represents the first time techniques from computer vision and speech processing have been used for natural ECoG decoding. Interpretable behaviors were decoded from ECoG data, including moving, speaking and resting; the results were assessed by comparison with manual annotation. Discovered clusters were projected back onto the brain revealing features consistent with known functional areas, opening the door to automated functional brain mapping in natural settings.

  4. Localization of dolphin whistles through frequency domain beamforming using a narrow aperture audio/video array

    Science.gov (United States)

    Ball, Keenan R.; Buck, John R.

    2003-04-01

    Correlating the acoustic and physical behavior of marine mammals is an ongoing challenge for scientists studying the links between acoustic communication and social behavior of these animals. This talk describes a system to record and correlate the physical and acoustical behavior of dolphins. A sparse, short baseline audio/video array consisting of 16 hydrophones and an underwater camera was constructed in a cross configuration to measure the acoustic signals of vocalizing dolphins. The bearings of vocalizing dolphins were estimated using the broadband frequency domain beamforming algorithm for sparse arrays to suppress grating lobes of Thode et al. [J. Acoust. Soc. Am. 107 (2000)]. The estimated bearings from the acoustic signals were then converted to video image coordinates and a marker was placed on the video image. The system was calibrated both at an indoor tank and from an outdoor dock at UMass Dartmouth prior to field tests in a natural lagoon at the Dolphin Connection on Duck Key, FL. These tests confirmed that the system worked well within the limits of underwater visibility by consistently placing the marker on or near the whistling or echolocating dolphin. [Work supported by NSF Ocean Sciences.

  5. Search the Audio, Browse the Video—A Generic Paradigm for Video Collections

    Directory of Open Access Journals (Sweden)

    Efrat Alon

    2003-01-01

    Full Text Available The amount of digital video being shot, captured, and stored is growing at a rate faster than ever before. The large amount of stored video is not penetrable without efficient video indexing, retrieval, and browsing technology. Most prior work in the field can be roughly categorized into two classes. One class is based on image processing techniques, often called content-based image and video retrieval, in which video frames are indexed and searched for visual content. The other class is based on spoken document retrieval, which relies on automatic speech recognition and text queries. Both approaches have major limitations. In the first approach, semantic queries pose a great challenge, while the second, speech-based approach, does not support efficient video browsing. This paper describes a system where speech is used for efficient searching and visual data for efficient browsing, a combination that takes advantage of both approaches. A fully automatic indexing and retrieval system has been developed and tested. Automated speech recognition and phonetic speech indexing support text-to-speech queries. New browsable views are generated from the original video. A special synchronized browser allows instantaneous, context-preserving switching from one view to another. The system was successfully used to produce searchable-browsable video proceedings for three local conferences.

  6. Search the Audio, Browse the Video—A Generic Paradigm for Video Collections

    Science.gov (United States)

    Amir, Arnon; Srinivasan, Savitha; Efrat, Alon

    2003-12-01

    The amount of digital video being shot, captured, and stored is growing at a rate faster than ever before. The large amount of stored video is not penetrable without efficient video indexing, retrieval, and browsing technology. Most prior work in the field can be roughly categorized into two classes. One class is based on image processing techniques, often called content-based image and video retrieval, in which video frames are indexed and searched for visual content. The other class is based on spoken document retrieval, which relies on automatic speech recognition and text queries. Both approaches have major limitations. In the first approach, semantic queries pose a great challenge, while the second, speech-based approach, does not support efficient video browsing. This paper describes a system where speech is used for efficient searching and visual data for efficient browsing, a combination that takes advantage of both approaches. A fully automatic indexing and retrieval system has been developed and tested. Automated speech recognition and phonetic speech indexing support text-to-speech queries. New browsable views are generated from the original video. A special synchronized browser allows instantaneous, context-preserving switching from one view to another. The system was successfully used to produce searchable-browsable video proceedings for three local conferences.

  7. TEACHING LEARNING MATERIALS: THE REVIEWS COURSEBOOKS, GAMES, WORKSHEETS, AUDIO VIDEO FILES

    Directory of Open Access Journals (Sweden)

    Anak Agung Sagung Shanti Sari Dewi

    2016-11-01

    Full Text Available Teaching learning materials (TLM has been widely recognised as one of most important components in language teaching to support the success of language learning. TLM is essential for teachers in planning their lessons, assisting them in their professional duty, and use them as rosources to describe instructions. This writing reviews 10 (ten teaching learning materials in the form of cousebooks, games, worksheets, and audio video files. The materials were chosen randomly and were analysed qualitatively. The discussion of the materials is done individually by presenting their target learners, how they are applied by teachers and students, the aims of the use of the materials, and the role of teachers and learners in different kind of TLM.

  8. Dynamically-Loaded Hardware Libraries (HLL) Technology for Audio Applications

    DEFF Research Database (Denmark)

    Esposito, A.; Lomuscio, A.; Nunzio, L. Di

    2016-01-01

    , we load on-the-fly the specific processor in the FPGA, and we transfer the execution from the CPU to the FPGA-based accelerator. The proposed architecture provides excellent flexibility with respect to the different audio applications implemented, high quality audio, and an energy efficient solution....

  9. Temporal Bayesian Fusion for Affect Sensing: Combining Video, Audio, and Lexical Modalities.

    Science.gov (United States)

    Savran, Arman; Cao, Houwei; Nenkova, Ani; Verma, Ragini

    2015-09-01

    The affective state of people changes in the course of conversations and these changes are expressed externally in a variety of channels, including facial expressions, voice, and spoken words. Recent advances in automatic sensing of affect, through cues in individual modalities, have been remarkable; yet emotion recognition is far from a solved problem. Recently, researchers have turned their attention to the problem of multimodal affect sensing in the hope that combining different information sources would provide great improvements. However, reported results fall short of the expectations, indicating only modest benefits and occasionally even degradation in performance. We develop temporal Bayesian fusion for continuous real-value estimation of valence, arousal, power, and expectancy dimensions of affect by combining video, audio, and lexical modalities. Our approach provides substantial gains in recognition performance compared to previous work. This is achieved by the use of a powerful temporal prediction model as prior in Bayesian fusion as well as by incorporating uncertainties about the unimodal predictions. The temporal prediction model makes use of time correlations on the affect sequences and employs estimated temporal biases to control the affect estimations at the beginning of conversations. In contrast to other recent methods for combination of modalities our model is simpler, since it does not model relationships between modalities and involves only a few interpretable parameters to be estimated from the training data.

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

    Science.gov (United States)

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

    2017-12-19

    In this paper, we present a method for synchronizing high-speed audio and video recordings of bio-acoustic experiments. By embedding a random signal into the recorded video and audio data, robust synchronization of a diverse set of sensor streams can be performed without the need to keep detailed records. The synchronization can be performed using recording devices without dedicated synchronization inputs. We demonstrate the efficacy of the approach in two sets of experiments: behavioral experiments on different species of echolocating bats and the recordings of field crickets. We present the general operating principle of the synchronization method, discuss its synchronization strength and provide insights in how to construct such a device using off-the-shelf components. © 2017. Published by The Company of Biologists Ltd.

  11. 77 FR 42764 - Distribution of the 2005, 2006, 2007 and 2008 Digital Audio Recording Technology Royalty Funds...

    Science.gov (United States)

    2012-07-20

    ... Copyright Royalty Board Distribution of the 2005, 2006, 2007 and 2008 Digital Audio Recording Technology... the digital audio recording technology royalty fees in the 2005, 2006, 2007 and 2008 Musical Works... royalties on digital audio recording devices and media that are distributed in the United States. 17 U.S.C...

  12. Intelligent video surveillance systems and technology

    CERN Document Server

    Ma, Yunqian

    2009-01-01

    From the streets of London to subway stations in New York City, hundreds of thousands of surveillance cameras ubiquitously collect hundreds of thousands of videos, often running 24/7. How can such vast volumes of video data be stored, analyzed, indexed, and searched? How can advanced video analysis and systems autonomously recognize people and detect targeted activities real-time? Collating and presenting the latest information Intelligent Video Surveillance: Systems and Technology explores these issues, from fundamentals principle to algorithmic design and system implementation.An Integrated

  13. Audio-video decision support for patients: the documentary genre as a basis for decision aids

    NARCIS (Netherlands)

    Volandes, A.E.; Barry, M.J.; Wood, F.; Elwyn, G.

    2013-01-01

    Objective Decision support tools are increasingly using audio-visual materials. However, disagreement exists about the use of audio-visual materials as they may be subjective and biased. Methods This is a literature review of the major texts for documentary film studies to extrapolate issues of

  14. Building real-time audio applications with component technology

    OpenAIRE

    Mork, Eivind

    2005-01-01

    The thesis looks at how QoS-aware applications (QSAs), with an Internet phone as a case, can be built from components (with Enterprise Java Beans (EJB) as the chosen component model). It also identifies limitations of the EJB standard that cause problems implementing real-time audio applications. The requirements to the EJB platform are identified by analyzing a generic design which is made from common components. These components are found by inspecting existing applicat...

  15. Promoting Independence through Assistive Technology: Evaluating Audio Recorders to Support Grocery Shopping

    Science.gov (United States)

    Bouck, Emily C.; Satsangi, Rajiv; Bartlett, Whitney; Weng, Pei-Lin

    2012-01-01

    In light of a positive research base regarding technology-based self-operating prompting systems (e.g., iPods), yet a concern about the sustainability of such technologies after a research project is completed, this study sought to explore the effectiveness and efficiency of an audio recorder, a low-cost, more commonly accessible technology to…

  16. Laboratory and in-flight experiments to evaluate 3-D audio display technology

    Science.gov (United States)

    Ericson, Mark; Mckinley, Richard; Kibbe, Marion; Francis, Daniel

    1994-01-01

    Laboratory and in-flight experiments were conducted to evaluate 3-D audio display technology for cockpit applications. A 3-D audio display generator was developed which digitally encodes naturally occurring direction information onto any audio signal and presents the binaural sound over headphones. The acoustic image is stabilized for head movement by use of an electromagnetic head-tracking device. In the laboratory, a 3-D audio display generator was used to spatially separate competing speech messages to improve the intelligibility of each message. Up to a 25 percent improvement in intelligibility was measured for spatially separated speech at high ambient noise levels (115 dB SPL). During the in-flight experiments, pilots reported that spatial separation of speech communications provided a noticeable improvement in intelligibility. The use of 3-D audio for target acquisition was also investigated. In the laboratory, 3-D audio enabled the acquisition of visual targets in about two seconds average response time at 17 degrees accuracy. During the in-flight experiments, pilots correctly identified ground targets 50, 75, and 100 percent of the time at separation angles of 12, 20, and 35 degrees, respectively. In general, pilot performance in the field with the 3-D audio display generator was as expected, based on data from laboratory experiments.

  17. Inconspicuous portable audio/visual recording: transforming an IV pole into a mobile video capture stand.

    Science.gov (United States)

    Pettineo, Christopher M; Vozenilek, John A; Kharasch, Morris; Wang, Ernest; Aitchison, Pam; Arreguin, Andrew

    2008-01-01

    Although a traditional simulation laboratory may have excellent installed audio/visual capabilities, often large classes overwhelm the limited space in the laboratory. With minimal monetary investment, it is possible to create a portable audio/visual stand from an old IV pole. An IV pole was transformed into an audio/visual stand to overcome the burden of transporting individual electronic components during a patient safety research project conducted in an empty patient room with a standardized patient. The materials and methods for making the modified IV pole are outlined in this article. The limiting factor of production is access to an old IV pole; otherwise a few purchases from an electronics store complete the audio/visual IV pole. The modified IV pole is a cost-effective and portable solution to limited space or the need for audio/visual capabilities outside of a simulation laboratory. The familiarity of an IV pole in a clinical setting reduces the visual disturbance of relocated audio/visual equipment in a room previously void of such instrumentation.

  18. General Considerations Regarding the Interceptions and Audio-video Registrations Related to the Judicial Practice and Present Legislation

    Directory of Open Access Journals (Sweden)

    Sandra Gradinaru

    2011-05-01

    Full Text Available The present paper tries to analyze the controversy of the admissibility of theinterceptions and audio-video registrations in the phase of the precursory documentscannot be admitted. The fact that interceptions and registrations can be disposed evenbefore starting the criminal prosecution, respectively before starting the criminal processor even before committing an offence is to bring severe prejudices to the right of a fairprocess and the right to a private life in the way in which these are stipulated in theConstitution and in the European Convention of the Human rights.

  19. Procedure for audio-assisted browsing of news video using generalized sound recognition

    Science.gov (United States)

    Divakaran, Ajay; Radhakrishnan, Regunathan; Xiong, Ziyou; Casey, Michael

    2003-01-01

    In Casey describes a generalized sound recognition framework based on reduced rank spectra and Minimum-Entropy Priors. This approach enables successful recognition of a wide variety of sounds such as male speech, female speech, music, animal sounds etc. In this work, we apply this recognition framework to news video to enable quick video browsing. We identify speaker change positions in the broadcast news using the sound recognition framework. We combine the speaker change position with color & motion cues from video and are able to locate the beginning of each of the topics covered by the news video. We can thus skim the video by merely playing a small portion starting from each of the locations where one of the principal cast begins to speak. In combination with our motion-based video browsing approach, our technique provides simple automatic news video browsing. While similar work has been done before, our approach is simpler and faster than competing techniques, and provides a rich framework for further analysis and description of content.

  20. Detection and Separation of Speech Event Using Audio and Video Information Fusion and Its Application to Robust Speech Interface

    Directory of Open Access Journals (Sweden)

    Futoshi Asano

    2004-09-01

    Full Text Available A method of detecting speech events in a multiple-sound-source condition using audio and video information is proposed. For detecting speech events, sound localization using a microphone array and human tracking by stereo vision is combined by a Bayesian network. From the inference results of the Bayesian network, information on the time and location of speech events can be known. The information on the detected speech events is then utilized in the robust speech interface. A maximum likelihood adaptive beamformer is employed as a preprocessor of the speech recognizer to separate the speech signal from environmental noise. The coefficients of the beamformer are kept updated based on the information of the speech events. The information on the speech events is also used by the speech recognizer for extracting the speech segment.

  1. Use of Effective Audio in E-learning Courseware

    OpenAIRE

    Ray, Kisor

    2015-01-01

    E-Learning uses electronic media, information & communication technologies to provide education to the masses. E-learning deliver hypertext, text, audio, images, animation and videos using desktop standalone computer, local area network based intranet and internet based contents. While producing an e-learning content or course-ware, a major decision making factor is whether to use audio for the benefit of the end users. Generally, three types of audio can be used in e-learning: narration, mus...

  2. Applications of Scalable Multipoint Video and Audio Using the Public Internet

    Directory of Open Access Journals (Sweden)

    Robert D. Gaglianello

    2000-01-01

    Full Text Available This paper describes a scalable multipoint video system, designed for efficient generation and display of high quality, multiple resolution, multiple compressed video streams over IP-based networks. We present our experiences using the system over the public Internet for several “real-world” applications, including distance learning, virtual theater, and virtual collaboration. The trials were a combined effort of Bell Laboratories and the Gertrude Stein Repertory Theatre (TGSRT. We also present current advances in the conferencing system since the trials, new areas for application and future applications.

  3. Research on key technologies in multiview video and interactive multiview video streaming

    OpenAIRE

    Xiu, Xiaoyu

    2011-01-01

    Emerging video applications are being developed where multiple views of a scene are captured. Two central issues in the deployment of future multiview video (MVV) systems are compression efficiency and interactive video experience, which makes it necessary to develop advanced technologies on multiview video coding (MVC) and interactive multiview video streaming (IMVS). The former aims at efficient compression of all MVV data in a ratedistortion (RD) optimal manner by exploiting both temporal ...

  4. Students' Perceptions on Using Different Listening Assessment Methods: Audio-Only and Video Media

    Science.gov (United States)

    Sulaiman, Norazean; Muhammad, Ahmad Mazli; Ganapathy, Nurul Nadiah Dewi Faizul; Khairuddin, Zulaikha; Othman, Salwa

    2017-01-01

    The importance and usefulness of incorporating video media elements to teach listening have become part of the general understanding and commonplace in the academia nowadays (Alonso, 2013; Macwan, 2015; Garcia, 2012). Hence, it is of vital importance that students are taught effectively and assessed accordingly on their listening skills. The…

  5. High Resolution, High Frame Rate Video Technology

    Science.gov (United States)

    1990-01-01

    Papers and working group summaries presented at the High Resolution, High Frame Rate Video (HHV) Workshop are compiled. HHV system is intended for future use on the Space Shuttle and Space Station Freedom. The Workshop was held for the dual purpose of: (1) allowing potential scientific users to assess the utility of the proposed system for monitoring microgravity science experiments; and (2) letting technical experts from industry recommend improvements to the proposed near-term HHV system. The following topics are covered: (1) State of the art in the video system performance; (2) Development plan for the HHV system; (3) Advanced technology for image gathering, coding, and processing; (4) Data compression applied to HHV; (5) Data transmission networks; and (6) Results of the users' requirements survey conducted by NASA.

  6. Implementing Audio-CASI on Windows' Platforms.

    Science.gov (United States)

    Cooley, Philip C; Turner, Charles F

    1998-01-01

    Audio computer-assisted self interviewing (Audio-CASI) technologies have recently been shown to provide important and sometimes dramatic improvements in the quality of survey measurements. This is particularly true for measurements requiring respondents to divulge highly sensitive information such as their sexual, drug use, or other sensitive behaviors. However, DOS-based Audio-CASI systems that were designed and adopted in the early 1990s have important limitations. Most salient is the poor control they provide for manipulating the video presentation of survey questions. This article reports our experiences adapting Audio-CASI to Microsoft Windows 3.1 and Windows 95 platforms. Overall, our Windows-based system provided the desired control over video presentation and afforded other advantages including compatibility with a much wider array of audio devices than our DOS-based Audio-CASI technologies. These advantages came at the cost of increased system requirements --including the need for both more RAM and larger hard disks. While these costs will be an issue for organizations converting large inventories of PCS to Windows Audio-CASI today, this will not be a serious constraint for organizations and individuals with small inventories of machines to upgrade or those purchasing new machines today.

  7. Implementing Audio-CASI on Windows’ Platforms

    Science.gov (United States)

    Cooley, Philip C.; Turner, Charles F.

    2011-01-01

    Audio computer-assisted self interviewing (Audio-CASI) technologies have recently been shown to provide important and sometimes dramatic improvements in the quality of survey measurements. This is particularly true for measurements requiring respondents to divulge highly sensitive information such as their sexual, drug use, or other sensitive behaviors. However, DOS-based Audio-CASI systems that were designed and adopted in the early 1990s have important limitations. Most salient is the poor control they provide for manipulating the video presentation of survey questions. This article reports our experiences adapting Audio-CASI to Microsoft Windows 3.1 and Windows 95 platforms. Overall, our Windows-based system provided the desired control over video presentation and afforded other advantages including compatibility with a much wider array of audio devices than our DOS-based Audio-CASI technologies. These advantages came at the cost of increased system requirements --including the need for both more RAM and larger hard disks. While these costs will be an issue for organizations converting large inventories of PCS to Windows Audio-CASI today, this will not be a serious constraint for organizations and individuals with small inventories of machines to upgrade or those purchasing new machines today. PMID:22081743

  8. Creating Micro-Videos to Demonstrate Technology Learning

    Science.gov (United States)

    Frydenberg, Mark; Andone, Diana

    2016-01-01

    Short videos, also known as micro-videos, have emerged as a platform for sharing ideas, experiences, and life events on online social networks. This paper shares preliminary results of a study involving students from two universities who created six-second videos using the Vine mobile app to explain or illustrate technology concepts. An analysis…

  9. New Ways of Using Video Technology in English Language Teaching.

    Science.gov (United States)

    Migliacci, Naomi

    2002-01-01

    Examines the different uses of video technologies in English language teaching, including content and instructional presentation, planning for instruction, designing tasks for students, assessment, and using new technologies. (Author/VWL)

  10. Audio-video decision support for patients: the documentary genré as a basis for decision aids.

    Science.gov (United States)

    Volandes, Angelo E; Barry, Michael J; Wood, Fiona; Elwyn, Glyn

    2013-09-01

    Decision support tools are increasingly using audio-visual materials. However, disagreement exists about the use of audio-visual materials as they may be subjective and biased. This is a literature review of the major texts for documentary film studies to extrapolate issues of objectivity and bias from film to decision support tools. The key features of documentary films are that they attempt to portray real events and that the attempted reality is always filtered through the lens of the filmmaker. The same key features can be said of decision support tools that use audio-visual materials. Three concerns arising from documentary film studies as they apply to the use of audio-visual materials in decision support tools include whose perspective matters (stakeholder bias), how to choose among audio-visual materials (selection bias) and how to ensure objectivity (editorial bias). Decision science needs to start a debate about how audio-visual materials are to be used in decision support tools. Simply because audio-visual materials may be subjective and open to bias does not mean that we should not use them. Methods need to be found to ensure consensus around balance and editorial control, such that audio-visual materials can be used. © 2011 John Wiley & Sons Ltd.

  11. Students’ Perception on Teaching Practicum Evaluation using Video Technology

    Science.gov (United States)

    Chee Sern, Lai; ‘Ain Helan Nor, Nurul; Foong, Lee Ming; Hassan, Razali

    2017-08-01

    Video technology has been widely used in education especially in teaching and learning. However, the use of video technology for evaluation purpose especially in teaching practicum is extremely scarce and the benefits of video technology in teaching practicum evaluation have not yet been fully discovered. For that reason, this quantitative research aimed at identifying the perceptions of trainee teachers towards teaching practicum evaluation via video technology. A total of 260 students of Teacher Certification Programme (Program Pensiswazahan Guru - PPG) from the Faculty of Technical and Vocational Education (FPTV) of Universiti Tun Hussein Onn Malaysia (UTHM) had been randomly selected as respondents. A set of questionnaire was developed to assess the suitability, effectiveness and satisfaction of using video technology for teaching practicum. Conclusively, this research showed that the trainee teachers have positive perceptions in all three aspects related teaching practicum evaluation using video technology. Apart from that, no significant racial difference was found in the measured aspects. In addition, the trainee teachers also showed an understanding of the vast importance of teaching practicum evaluation via video. These research findings suggest that video technology can be a feasible and practical means of teaching practicum evaluation especially for distance learning program.

  12. High Frequency Antennas for Wireless Transmissions of Audio and Video Signals Using Threads Spun From Long Multi-Wall Carbon Nanotubes.

    Science.gov (United States)

    Mast, David; Jayasinghe, Chaminda; Schulz, Mark; Shanov, Vesselin

    2009-03-01

    We have used threads spun from long multiwall carbon nanotubes (MWCNT) to make antennas for audio and video broadcasts (transmission and reception) at GHz frequencies. The MWCNT used to make the threads have outer diameters from about 6 nm to 30 nm. These MWCNT's have been grown in lengths up to 18 mm. The diameter of the CNT threads used to fabricate the high frequency antennas was 25 microns. Initial measurements consist of 1) transmission and reception of a CW signals at f= 694 MHz and 1388MHz , 2) the transmission and detection of a CW signal plus sidebands at ± 100kHz, 3) the broadcast and reception of an AM modulated audio signal, 4) the broadcast and reception of composite video images, 5) the simultaneous broadcast and reception of audio signals from a single CNT antenna, and 6) the simultaneous transmission and/or reception at multiple frequencies from a single CNT thread antenna. The results of using the CNT thread antenna for these transmissions will be discussed.

  13. EXPERIMENTAL STUDIES FOR DEVELOPMENT HIGH-POWER AUDIO SPEAKER DEVICES PERFORMANCE USING PERMANENT NdFeB MAGNETS SPECIAL TECHNOLOGY

    Directory of Open Access Journals (Sweden)

    Constantin D. STĂNESCU

    2013-05-01

    Full Text Available In this paper the authors shows the research made for improving high-power audio speaker devices performance using permanent NdFeB magnets special technology. Magnetic losses inside these audio devices are due to mechanical system frictions and to thermal effect of Joules eddy currents. In this regard, by special technology, were made conical surfaces at top plate and center pin. Analysing results obtained by modelling the magnetic circuit finite element method using electronic software package,was measured increase efficiency by over 10 %, from 1,136T to13T.

  14. Internet and video technology in psychotherapy supervision and training.

    Science.gov (United States)

    Wolf, Abraham W

    2011-06-01

    The seven articles in this special section on the use of Internet and video technology represent the latest growth on one branch of the increasingly prolific and differentiated work in the technology of psychotherapy. In addition to the work presented here on video and the Internet applications to supervision and training, information technology is changing the field of psychotherapy through computer assisted therapies and virtual reality interventions.

  15. Classification of dual language audio-visual content: Introduction to the VideoCLEF 2008 pilot benchmark evaluation task

    NARCIS (Netherlands)

    Larson, M.; Newman, E.; Jones, G.J.F.; Köhler, J.; Larson, M.; de Jong, F.M.G.; Kraaij, W.; Ordelman, R.J.F.

    2008-01-01

    VideoCLEF is a new track for the CLEF 2008 campaign. This track aims to develop and evaluate tasks in analyzing multilingual video content. A pilot of a Vid2RSS task involving assigning thematic class labels to video kicks off the VideoCLEF track in 2008. Task participants deliver classification

  16. Real-time medical control using a wireless audio-video transmission device in a pre-hospital emergency service in Korea.

    Science.gov (United States)

    Kwak, Min Ji; Kim, Ji Man; Shin, Il Hyung; Shin, Sang Do; Song, Kyoung Jun; Suh, Gil Joon; Kim, Hee Chan

    2009-01-01

    We developed a hands-free portable device which can provide two-way, real-time audio and video communication between hospital doctors and emergency medical technicians (EMTs) providing pre-hospital care. The device was based on an ultra mobile PC with a camera, a microphone/earphone set and a WIBRO modem for wireless Internet connection at an average data transmission rate of 1 Mbit/s. Feasibility tests were conducted in 55 real emergency situations over a period of three months at five different Rescue Centres in Seoul. Successful communication between an EMT and a doctor was achieved in 46 cases (84%). The device showed acceptable performance in terms of audio/video transmission time delays and maximum transmitted video frame rates, both outdoors, inside a building and in a moving vehicle at 70 km/h. Eight control centre staff and 11 EMTs who used the device completed a questionnaire. Despite acceptable basic performance, the device was found to be limited in terms of the contribution it made to the medical control of EMTs. However, improvements in device performance should produce higher quality pre-hospital emergency medical care in the future.

  17. Robust AVS Audio Watermarking

    Science.gov (United States)

    Wang, Yong; Huang, Jiwu

    Part III of AVS(China Audio and Video Coding Standard) is the first standard for Hi-Fi audio proposed in China and is becoming more popular in some IT industries. For MP3 audio, some efforts have been made to solve the problems such as copyright pirating and malicious modifications by the way of watermarking. But till now little efforts have been made to solve the same problems for AVS audio. In this paper, we present a novel robust watermarking algorithm which can protect the AVS audio from the above problems. The watermark is embedded into the AVS compressed bit stream. At the extracting end, the watermark bits can be extracted from the compressed bit stream directly without any computation. This algorithm achieves robustness to decoding/recoding attacks, and low complexity of both embedding and extracting while preserves the quality of the audio signals.

  18. The effects of audio-video instruction in brushing teeth on the knowledge and attitude of young slow learners in Cirebon regency

    Directory of Open Access Journals (Sweden)

    Yayah Sopianah

    2017-06-01

    Full Text Available Background: Young slow learners are children with special needs who require special attention to satisfy their personal hygiene needs, especially those of dental hygiene since they are particularly susceptible to tooth decay. Changing the knowledge and attitudes of those slow learners can be achieved by a proper method. Purpose: This study aimed to analyze the effects of teaching effective methods of brushing teeth by means of an audio video approach on the knowledge and attitude of young slow learners in Cirebon regency. Methods: This study was quasi-experimental in nature using pre test-post test methods within a two-group design. The sampling technique employed was purposive in nature. The number of young slow learners as respondents in this research totalled 31 individuals. Those children were, subsequently, divided into two groups; Group I containing 16 children, instructed in tooth brushing techniques by means of an audio video method and Group II composed of 15 children who were taught tooth brushing techniques manually. The variables measured consisted of subjects’ knowledge of and attitude towards how to brush teeth most effectively identified by means of a questionnaire, in order that the interval data could be collected. Results: The results of an independent T-test showed there to be significant differences in the mean scores of the knowledge variable and the attitude variable (p = 0.003 and p = 0.000 respectively between Groups I and II, at that stage of the investigation. Conclusion: It can be concluded that instructional audio-videos on how to brush teeth most effectively can improve both the knowledge and attitude of children with slow learning problems.

  19. An Audio-Lexicon Spanish-Nahuatl: Using Technology to Promote and Disseminate a Native Mexican Language

    Science.gov (United States)

    García-Mencía, Rafael; López-López, Aurelio; Muñoz Meléndez, Angélica

    2016-01-01

    This research focuses on the design of resources for both reappraising the knowledge of a native language for those who speak or have notions of Nahuatl, and getting familiar with terms for those who do not speak this language. An audio-lexicon Spanish-Nahuatl, ALEN, was developed taking advantage of new technologies, especially mobile devices and…

  20. Developing a Consensus-Driven, Core Competency Model to Shape Future Audio Engineering Technology Curriculum: A Web-Based Modified Delphi Study

    Science.gov (United States)

    Tough, David T.

    2009-01-01

    The purpose of this online study was to create a ranking of essential core competencies and technologies required by AET (audio engineering technology) programs 10 years in the future. The study was designed to facilitate curriculum development and improvement in the rapidly expanding number of small to medium sized audio engineering technology…

  1. Overview of VideoCLEF 2008: Automatic Generation of Topic-based Feeds for Dual Language Audio-Visual Content

    NARCIS (Netherlands)

    Larson, M.; Newman, E.; Jones, G.J.F.

    2009-01-01

    The VideoCLEF track, introduced in 2008, aims to develop and evaluate tasks related to analysis of and access to multilingual multimedia content. In its first year, VideoCLEF piloted the Vid2RSS task, whose main subtask was the classification of dual language video (Dutch-language television content

  2. Overview of VideoCLEF 2008: Automatic generation of topic-based feeds for dual language audio-visual content

    NARCIS (Netherlands)

    Larson, M.; Newman, E.; Jones, G.

    2008-01-01

    The VideoCLEF track, introduced in 2008, aims to develop and evaluate tasks related to analysis of and access to multilingual multimedia content. In its first year, VideoCLEF piloted the Vid2RSS task, whose main subtask was the classification of dual language video (Dutch-language television content

  3. Video Streaming in Online Learning

    Science.gov (United States)

    Hartsell, Taralynn; Yuen, Steve Chi-Yin

    2006-01-01

    The use of video in teaching and learning is a common practice in education today. As learning online becomes more of a common practice in education, streaming video and audio will play a bigger role in delivering course materials to online learners. This form of technology brings courses alive by allowing online learners to use their visual and…

  4. Roundtable Audio Discussion

    Directory of Open Access Journals (Sweden)

    Chris Bigum

    2007-01-01

    Full Text Available RoundTable on Technology, Teaching and Tools. This is a roundtable audio interview conducted by James Farmer, founder of Edublogs, with Anne Bartlett-Bragg (University of Technology Sydney and Chris Bigum (Deakin University. Skype was used to make and record the audio conference and the resulting sound file was edited by Andrew McLauchlan.

  5. Multimedia Effects on Processing and Perception of Online News: A Study of Picture, Audio, and Video Downloads.

    Science.gov (United States)

    Sundar, S. Shyam

    2000-01-01

    Considers how multimedia enhancements affect how much individuals learn from online news websites. Suggests that picture and audio are particularly powerful psychological cues. Finds that multimedia tends to hinder memory for story content and leads to negative evaluations of the site and its content, but improves memory for advertisements.…

  6. Research on defogging technology of video image based on FPGA

    Science.gov (United States)

    Liu, Shuo; Piao, Yan

    2015-03-01

    As the effect of atmospheric particles scattering, the video image captured by outdoor surveillance system has low contrast and brightness, which directly affects the application value of the system. The traditional defogging technology is mostly studied by software for the defogging algorithms of the single frame image. Moreover, the algorithms have large computation and high time complexity. Then, the defogging technology of video image based on Digital Signal Processing (DSP) has the problem of complex peripheral circuit. It can't be realized in real-time processing, and it's hard to debug and upgrade. In this paper, with the improved dark channel prior algorithm, we propose a kind of defogging technology of video image based on Field Programmable Gate Array (FPGA). Compared to the traditional defogging methods, the video image with high resolution can be processed in real-time. Furthermore, the function modules of the system have been designed by hardware description language. At last, the results show that the defogging system based on FPGA can process the video image with minimum resolution of 640×480 in real-time. After defogging, the brightness and contrast of video image are improved effectively. Therefore, the defogging technology proposed in the paper has a great variety of applications including aviation, forest fire prevention, national security and other important surveillance.

  7. Digital video technologies and their network requirements

    Energy Technology Data Exchange (ETDEWEB)

    R. P. Tsang; H. Y. Chen; J. M. Brandt; J. A. Hutchins

    1999-11-01

    Coded digital video signals are considered to be one of the most difficult data types to transport due to their real-time requirements and high bit rate variability. In this study, the authors discuss the coding mechanisms incorporated by the major compression standards bodies, i.e., JPEG and MPEG, as well as more advanced coding mechanisms such as wavelet and fractal techniques. The relationship between the applications which use these coding schemes and their network requirements are the major focus of this study. Specifically, the authors relate network latency, channel transmission reliability, random access speed, buffering and network bandwidth with the various coding techniques as a function of the applications which use them. Such applications include High-Definition Television, Video Conferencing, Computer-Supported Collaborative Work (CSCW), and Medical Imaging.

  8. A technology prototype system for rating therapist empathy from audio recordings in addiction counseling

    Directory of Open Access Journals (Sweden)

    Bo Xiao

    2016-04-01

    Full Text Available Scaling up psychotherapy services such as for addiction counseling is a critical societal need. One challenge is ensuring quality of therapy, due to the heavy cost of manual observational assessment. This work proposes a speech technology-based system to automate the assessment of therapist empathy—a key therapy quality index—from audio recordings of the psychotherapy interactions. We designed a speech processing system that includes voice activity detection and diarization modules, and an automatic speech recognizer plus a speaker role matching module to extract the therapist’s language cues. We employed Maximum Entropy models, Maximum Likelihood language models, and a Lattice Rescoring method to characterize high vs. low empathic language. We estimated therapy-session level empathy codes using utterance level evidence obtained from these models. Our experiments showed that the fully automated system achieved a correlation of 0.643 between expert annotated empathy codes and machine-derived estimations, and an accuracy of 81% in classifying high vs. low empathy, in comparison to a 0.721 correlation and 86% accuracy in the oracle setting using manual transcripts. The results show that the system provides useful information that can contribute to automatic quality insurance and therapist training.

  9. Using Computer and Video Technologies to Develop Interpersonal Skills.

    Science.gov (United States)

    Campbell, J. Olin; And Others

    1995-01-01

    Two studies investigated ways in which computer and video technology can support expert human coaches in order to reduce instructor time and increase learner-centered environments; the goal was to train undergraduate students to facilitate others' interpersonal problem solving. Results indicate that the technology-supported methods can decrease…

  10. Application of EPON Technology in Transmission Line Video Monitoring

    Directory of Open Access Journals (Sweden)

    Xia Zongze

    2015-01-01

    Full Text Available The operating condition of transmission lines directly determines the efficiency of the power system. Therefore, faced with a complex operating environment, it is extremely important to protect transmission line video monitoring. At present, the technology widely used in the power distribution and network communication in domestic power industry is EPON technology. This technology has a broad application prospect on the transmission of electrical circuit video monitoring information. On this basis, this paper carries out a further research on the application of EPON technology in transmission line video monitoring. This paper firstly proposes the design principle of transmission line video monitoring, and on this basis, it carries out a comparative analysis of merits and demerits of different types of EPON networking schemes. In addition, quantification is given for the EPON networking power consumption, so as to obtain a complete EPON combining scheme which is combined with specific examples to validate, and finally realize that the EPON technology has a certain application value because it is in line with various indicators after application in transmission line video monitoring.

  11. Video-based self-review: comparing Google Glass and GoPro technologies.

    Science.gov (United States)

    Paro, John A M; Nazareli, Rahim; Gurjala, Anadev; Berger, Aaron; Lee, Gordon K

    2015-05-01

    Professionals in a variety of specialties use video-based review as a method of constant self-evaluation. We believe critical self-reflection will allow a surgical trainee to identify methods for improvement throughout residency and beyond. We have used 2 new popular technologies to evaluate their role in accomplishing the previously mentioned objectives. Our group investigated Google Glass and GoPro cameras. Medical students, residents, and faculty were invited to wear each of the devices during a scheduled operation. After the case, each participant was asked to comment on a number of features of the device including comfort, level of distraction/interference with operating, ease of video acquisition, and battery life. Software and hardware specifications were compiled and compared by the authors. A "proof-of-concept" was also performed using the video-conferencing abilities of Google Glass to perform a simulated flap check. The technical specifications of the 2 cameras favor GoPro over Google Glass. Glass records in 720p with 5-MP still shots, and the GoPro records in 1080p with 12-MP still shots. Our tests of battery life showed more than 2 hours of continuous video with GoPro, and less than 1 hour for Glass. Favorable features of Google Glass included comfort and relative ease of use; they could not comfortably wear loupes while operating, and would have preferred longer hands-free video recording. The GoPro was slightly more cumbersome and required a nonsterile team member to activate all pictures or video; however, loupes could be worn. Google Glass was successfully used in the hospital for a simulated flap check, with overall audio and video being transmitted--fine detail was lost, however. There are benefits and limitations to each of the devices tested. Google Glass is in its infancy and may gain a larger intraoperative role in the future. We plan to use Glass as a way for trainees to easily acquire intraoperative footage as a means to "review tape" and

  12. Tecnologia de áudio na etnomusicologia Audio Technology in Ethnomusicology

    Directory of Open Access Journals (Sweden)

    André Vieira Sonoda

    2010-01-01

    Full Text Available Estudo sobre a relação da etnomusicologia com a tecnologia de áudio adentrando nos principais desenvolvimentos tecnológicos e conceituais dessas duas áreas desde o final do século XIX. Objetiva resumir a história da primeira área, desde a musicologia sistemática até hoje com base na tecnologia que permeou seu percurso, chamando atenção para questões pouco contempladas. Foram subsídios metodológicos: a pesquisa bibliográfica e de campo, análises de documentos e comportamentos em estúdio de gravação e análises acústicas. Verificou-se a existência de marcos delineadores do processo histórico ocorrido. Sugere que qualquer fator relacionado com um processo de produção fonográfica pode influenciar o resultado acústico de uma manifestação musical gravada. Sugere também uma maior atenção em pesquisas frente à influência de elementos técnicos e conceituais de produção fonográfica em manifestações de transmissão oral.Study about the relation of the ethnomusicology with the audio technology covering the main technological and conceptual developments of these two areas since the late nineteenth century. It aims at covering the history of the former since the systematic musicology until the present centering on the technology that characterized the way, calling attention to less covered questions. The methodological procedures were: bibliographic and field research, document and behavior analysis in recording studio and acoustic analysis. It suggests the existence of some landmarks in the historical process and that any factor related with the phonographic production process may exert influence on the acoustic result of a recorded musical manifestation. It also calls attention to the need of more research on the influence of technical and conceptual elements of phonographic production on oral transmission manifestations.

  13. Video conference teaching at an Open Distance Learning (ODL ...

    African Journals Online (AJOL)

    Video conference-based education is the use of communication technology to provide education from a central site to remote distant education sites using live interactive audio-video communication. The purpose of the study was to describe the factors that influenced attendance of the Health Services Management's video ...

  14. Hiding Data in Audio Signal

    Science.gov (United States)

    Bhattacharyya, Debnath; Dutta, Poulami; Balitanas, Maricel O.; Kim, Tai-Hoon; Das, Purnendu

    This paper describes the LSB technique for secure data transfer. Secret information can be hidden inside all sorts of cover information: text, images, audio, video and more. Embedding secret messages in digital sound is usually a more difficult process. Varieties of techniques for embedding information in digital audio have been established. These are parity coding, phase coding, spread spectrum, echo hiding, LSB. Least significant bits (LSB) insertion is one of the simplest approaches to embedding information in audio file.

  15. Watermarking-Based Digital Audio Data Authentication

    Directory of Open Access Journals (Sweden)

    Jana Dittmann

    2003-09-01

    Full Text Available Digital watermarking has become an accepted technology for enabling multimedia protection schemes. While most efforts concentrate on user authentication, recently interest in data authentication to ensure data integrity has been increasing. Existing concepts address mainly image data. Depending on the necessary security level and the sensitivity to detect changes in the media, we differentiate between fragile, semifragile, and content-fragile watermarking approaches for media authentication. Furthermore, invertible watermarking schemes exist while each bit change can be recognized by the watermark which can be extracted and the original data can be reproduced for high-security applications. Later approaches can be extended with cryptographic approaches like digital signatures. As we see from the literature, only few audio approaches exist and the audio domain requires additional strategies for time flow protection and resynchronization. To allow different security levels, we have to identify relevant audio features that can be used to determine content manipulations. Furthermore, in the field of invertible schemes, there are a bunch of publications for image and video data but no approaches for digital audio to ensure data authentication for high-security applications. In this paper, we introduce and evaluate two watermarking algorithms for digital audio data, addressing content integrity protection. In our first approach, we discuss possible features for a content-fragile watermarking scheme to allow several postproduction modifications. The second approach is designed for high-security applications to detect each bit change and reconstruct the original audio by introducing an invertible audio watermarking concept. Based on the invertible audio scheme, we combine digital signature schemes and digital watermarking to provide a public verifiable data authentication and a reproduction of the original, protected with a secret key.

  16. PhD students at Science & Technology exploring student learning in a collaborative video-circle

    DEFF Research Database (Denmark)

    Nielsen, Birgitte Lund; Hougaard, Rikke F.

    to facilitate students' exploratory talk in small class teaching, lab exercises etc. A potential third module organized as a video-circle with collaborative analysis of the TAs teaching based on observation and video has therefore been tested. The TAs reflections and their enactments in own teaching have been...... examined using video, audio and questionnaires. The TAs reported a high level of outcomes and referred to the importance of the video as evidence supporting the discussions. The importance of the collaboration between peers and staff (educational developers) was emphasized: highlighting the benefit...

  17. Composing with New Technology: Teacher Reflections on Learning Digital Video

    Science.gov (United States)

    Bruce, David L.; Chiu, Ming Ming

    2015-01-01

    This study explores teachers' reflections on their learning to compose with new technologies in the context of teacher education and/or teacher professional development. English language arts (ELA) teachers (n = 240) in 15 courses learned to use digital video (DV), completed at least one DV group project, and responded to open-ended survey…

  18. Multimedia in the Counselor Education Classroom: Transforming Learning with Video Technology.

    Science.gov (United States)

    Baltimore, Michael L.

    This document addresses video production as it relates to counselor education. Groundwork for infusing video production technology is covered, including the video production process, equipment, computer technology that assists in production, video editing, and final production. In addition, three important formats will be discussed. First is the…

  19. From computer images to video presentation: Enhancing technology transfer

    Science.gov (United States)

    Beam, Sherilee F.

    1994-01-01

    With NASA placing increased emphasis on transferring technology to outside industry, NASA researchers need to evaluate many aspects of their efforts in this regard. Often it may seem like too much self-promotion to many researchers. However, industry's use of video presentations in sales, advertising, public relations and training should be considered. Today, the most typical presentation at NASA is through the use of vu-graphs (overhead transparencies) which can be effective for text or static presentations. For full blown color and sound presentations, however, the best method is videotape. In fact, it is frequently more convenient due to its portability and the availability of viewing equipment. This talk describes techniques for creating a video presentation through the use of a combined researcher and video professional team.

  20. Audio Restoration

    Science.gov (United States)

    Esquef, Paulo A. A.

    The first reproducible recording of human voice was made in 1877 on a tinfoil cylinder phonograph devised by Thomas A. Edison. Since then, much effort has been expended to find better ways to record and reproduce sounds. By the mid-1920s, the first electrical recordings appeared and gradually took over purely acoustic recordings. The development of electronic computers, in conjunction with the ability to record data onto magnetic or optical media, culminated in the standardization of compact disc format in 1980. Nowadays, digital technology is applied to several audio applications, not only to improve the quality of modern and old recording/reproduction techniques, but also to trade off sound quality for less storage space and less taxing transmission capacity requirements.

  1. A scale-up field experiment for the monitoring of a burning process using chemical, audio, and video sensors.

    Science.gov (United States)

    Stavrakakis, P; Agapiou, A; Mikedi, K; Karma, S; Statheropoulos, M; Pallis, G C; Pappa, A

    2014-01-01

    Fires are becoming more violent and frequent resulting in major economic losses and long-lasting effects on communities and ecosystems; thus, efficient fire monitoring is becoming a necessity. A novel triple multi-sensor approach was developed for monitoring and studying the burning of dry forest fuel in an open field scheduled experiment; chemical, optical, and acoustical sensors were combined to record the fire spread. The results of this integrated field campaign for real-time monitoring of the fire event are presented and discussed. Chemical analysis, despite its limitations, corresponded to the burning process with a minor time delay. Nevertheless, the evolution profile of CO2, CO, NO, and O2 were detected and monitored. The chemical monitoring of smoke components enabled the observing of the different fire phases (flaming, smoldering) based on the emissions identified in each phase. The analysis of fire acoustical signals presented accurate and timely response to the fire event. In the same content, the use of a thermographic camera, for monitoring the biomass burning, was also considerable (both profiles of the intensities of average gray and red component greater than 230) and presented similar promising potentials to audio results. Further work is needed towards integrating sensors signals for automation purposes leading to potential applications in real situations.

  2. Application-Level and User-Level QoS Assessment of Audio-Video IP Transmission over Cross-Layer Designed Wireless Ad Hoc Networks

    Science.gov (United States)

    Nunome, Toshiro; Tasaka, Shuji; Nakaoka, Ken

    This paper performs application-level QoS and user-level QoS assessment of audio-video streaming in cross-layer designed wireless ad hoc networks. In order to achieve high QoS at the user-level, we employ link quality-based routing in the network layer and media synchronization control in the application layer. We adopt three link quality-based routing protocols: OLSR-SS (Signal Strength), AODV-SS, and LQHR (Link Quality-Based Hybrid Routing). OLSR-SS is a proactive routing protocol, while AODV-SS is a reactive one. LQHR is a hybrid protocol, which is a combination of proactive and reactive routing protocols. For applicationlevel QoS assessment, we performed computer simulation with ns-2 where an IEEE 802.11b mesh topology network with 24 nodes was assumed. We also assessed user-level QoS by a subjective experiment with 30 assessors. From the assessment results, we find AODV-SS the best for networks with long inter-node distances, while LQHR outperforms AODV-SS for short inter-node distances. In addition, we also examine characteristics of the three schemes with respect to the application-level QoS in random topology networks.

  3. Initial utilization of the CVIRB video production facility

    Science.gov (United States)

    Parrish, Russell V.; Busquets, Anthony M.; Hogge, Thomas W.

    1987-02-01

    Video disk technology is one of the central themes of a technology demonstrator workstation being assembled as a man/machine interface for the Space Station Data Management Test Bed at Johnson Space Center. Langley Research Center personnel involved in the conception and implementation of this workstation have assembled a video production facility to allow production of video disk material for this propose. This paper documents the initial familiarization efforts in the field of video production for those personnel and that facility. Although the entire video disk production cycle was not operational for this initial effort, the production of a simulated disk on video tape did acquaint the personnel with the processes involved and with the operation of the hardware. Invaluable experience in storyboarding, script writing, audio and video recording, and audio and video editing was gained in the production process.

  4. Audio Twister

    DEFF Research Database (Denmark)

    Cermak, Daniel; Moreno Garcia, Rodrigo; Monastiridis, Stefanos

    2015-01-01

    Daniel Cermak-Sassenrath, Rodrigo Moreno Garcia, Stefanos Monastiridis. Audio Twister. Installation. P-Hack Copenhagen 2015, Copenhagen, DK, Apr 24, 2015.......Daniel Cermak-Sassenrath, Rodrigo Moreno Garcia, Stefanos Monastiridis. Audio Twister. Installation. P-Hack Copenhagen 2015, Copenhagen, DK, Apr 24, 2015....

  5. Emerging technologies for 3D video creation, coding, transmission and rendering

    CERN Document Server

    Dufaux, Frederic; Cagnazzo, Marco

    2013-01-01

    With the expectation of greatly enhanced user experience, 3D video is widely perceived as the next major advancement in video technology. In order to fulfil the expectation of enhanced user experience, 3D video calls for new technologies addressing efficient content creation, representation/coding, transmission and display. Emerging Technologies for 3D Video will deal with all aspects involved in 3D video systems and services, including content acquisition and creation, data representation and coding, transmission, view synthesis, rendering, display technologies, human percepti

  6. Potential Pedagogical Benefits and Limitations of Multimedia Integrated Desktop Video Conferencing Technology for Synchronous Learning

    NARCIS (Netherlands)

    drs Maurice Schols

    2009-01-01

    As multimedia gradually becomes more and more an integrated part of video conferencing systems, the use of multimedia integrated desktop video conferencing technology (MIDVCT) will open up new educational possibilities for synchronous learning. However, the possibilities and limitations of this

  7. Public Education and Outreach Through Full-Dome Video Technology

    Science.gov (United States)

    Pollock, John

    2009-03-01

    My long-term goal is to enhance public understanding of complex systems that can be best demonstrated through richly detailed computer graphic animation displayed with full-dome video technology. My current focus is on health science advances that focus on regenerative medicine, which helps the body heal itself. Such topics facilitate science learning and health literacy. My team develops multi-media presentations that bring the scientific and medical advances to the public through immersive high-definition video animation. Implicit in treating the topics of regenerative medicine will be the need to address stem cell biology. The topics are clarified and presented from a platform of facts and balanced ethical consideration. The production process includes communicating scientific information about the excitement and importance of stem cell research. Principles of function are emphasized over specific facts or terminology by focusing on a limited, but fundamental set of concepts. To achieve this, visually rich, biologically accurate 3D computer graphic environments are created to illustrate the cells, tissues and organs of interest. A suite of films are produced, and evaluated in pre- post-surveys assessing attitudes, knowledge and learning. Each film uses engaging interactive demonstrations to illustrate biological functions, the things that go wrong due to disease and disability, and the remedy provided by regenerative medicine. While the images are rich and detailed, the language is accessible and appropriate to the audience. The digital, high-definition video is also re-edited for presentation in other ``flat screen'' formats, increasing our distribution potential. Show content is also presented in an interactive web space (www.sepa.duq.edu) with complementing teacher resource guides and student workbooks and companion video games.

  8. Internet-based dissemination of educational video presentations: a primer in video podcasting.

    Science.gov (United States)

    Corl, Frank M; Johnson, Pamela T; Rowell, Melissa R; Fishman, Elliot K

    2008-07-01

    Video "podcasting" is an Internet-based publication and syndication technology that is defined as the process of capturing, editing, distributing, and downloading audio, video, and general multimedia productions. The expanded capacity for visual components allows radiologists to view still and animated media. These image-viewing characteristics and the ease of widespread delivery are well suited for radiologic education. This article presents detailed information about how to generate and distribute a video podcast using a Macintosh platform.

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

    Science.gov (United States)

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

    2007-01-01

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

  10. Comparative study of digital audio steganography techniques

    National Research Council Canada - National Science Library

    Djebbar, Fatiha; Ayad, Beghdad; Meraim, Karim Abed; Hamam, Habib

    2012-01-01

    .... We focus in this paper on digital audio steganography, which has emerged as a prominent source of data hiding across novel telecommunication technologies such as covered voice-over-IP, audio conferencing, etc...

  11. Web-based remote video monitoring system implemented using Java technology

    Science.gov (United States)

    Li, Xiaoming

    2012-04-01

    A HTTP based video transmission system has been built upon the p2p(peer to peer) network structure utilizing the Java technologies. This makes the video monitoring available to any host which has been connected to the World Wide Web in any method, including those hosts behind firewalls or in isolated sub-networking. In order to achieve this, a video source peer has been developed, together with the client video playback peer. The video source peer can respond to the video stream request in HTTP protocol. HTTP based pipe communication model is developed to speeding the transmission of video stream data, which has been encoded into fragments using the JPEG codec. To make the system feasible in conveying video streams between arbitrary peers on the web, a HTTP protocol based relay peer is implemented as well. This video monitoring system has been applied in a tele-robotic system as a visual feedback to the operator.

  12. Comparative analysis of video processing and 3D rendering for cloud video games using different virtualization technologies

    Science.gov (United States)

    Bada, Adedayo; Alcaraz-Calero, Jose M.; Wang, Qi; Grecos, Christos

    2014-05-01

    This paper describes a comprehensive empirical performance evaluation of 3D video processing employing the physical/virtual architecture implemented in a cloud environment. Different virtualization technologies, virtual video cards and various 3D benchmarks tools have been utilized in order to analyse the optimal performance in the context of 3D online gaming applications. This study highlights 3D video rendering performance under each type of hypervisors, and other factors including network I/O, disk I/O and memory usage. Comparisons of these factors under well-known virtual display technologies such as VNC, Spice and Virtual 3D adaptors reveal the strengths and weaknesses of the various hypervisors with respect to 3D video rendering and streaming.

  13. A video event trigger for high frame rate, high resolution video technology

    Science.gov (United States)

    Williams, Glenn L.

    1991-01-01

    When video replaces film the digitized video data accumulates very rapidly, leading to a difficult and costly data storage problem. One solution exists for cases when the video images represent continuously repetitive 'static scenes' containing negligible activity, occasionally interrupted by short events of interest. Minutes or hours of redundant video frames can be ignored, and not stored, until activity begins. A new, highly parallel digital state machine generates a digital trigger signal at the onset of a video event. High capacity random access memory storage coupled with newly available fuzzy logic devices permits the monitoring of a video image stream for long term or short term changes caused by spatial translation, dilation, appearance, disappearance, or color change in a video object. Pretrigger and post-trigger storage techniques are then adaptable for archiving the digital stream from only the significant video images.

  14. Comparing video and avatar technology for a health education application for deaf people.

    Science.gov (United States)

    Chiriac, Ionuţ Adrian; Stoicu-Tivadar, Lăcrămioara; Podoleanu, Elena

    2015-01-01

    The article describes the steps and results of a parallel research investigating e-health systems design and implementation for deaf people both in avatar and video technology. The application translates medical knowledge and concepts in deaf sign language for impaired users through an avatar. Two types of avatar technologies are taken into consideration: Video Avatar with recorded humans interface and Animated Avatar with animated figure interface. The comparative study investigates the data collection, design, implementation and the impact study. The comparative analysis of video and animated technology for data collection shows that the video format editing requires fewer skills and results are obtained easier, quicker and less expensive. The video technology supports an easier to design and implement architecture. The impact study for 2 deaf students communities is under development and for the time being the video avatar is better perceived.

  15. Technological innovation in video-assisted thoracic surgery.

    Science.gov (United States)

    Özyurtkan, Mehmet Oğuzhan; Kaba, Erkan; Toker, Alper

    2017-01-01

    The popularity of video-assisted thoracic surgery (VATS) which increased worldwide due to the recent innovations in thoracic surgical technics, equipment, electronic devices that carry light and vision and high definition monitors. Uniportal VATS (UVATS) is disseminated widely, creating a drive to develop new techniques and instruments, including new graspers and special staplers with more angulation capacities. During the history of VATS, the classical 10 mm 0° or 30° rigid rod lens system, has been replaced by new thoracoscopes providing a variable angle technology and allowing 0° and 120° range of vision. Besides, the tip of these novel thoracoscopes can be positioned away from the operating side minimize fencing with other thoracoscopic instruments. The curved-tip stapler technology, and better designed endostaplers helped better dissection, precision of control, more secure staple lines. UVATS also contributed to the development of embryonic natural orifice transluminal endoscopic surgery. Three-dimensional VATS systems facilitated faster and more accurate grasping, suturing, and dissection of the tissues by restoring natural 3D vision and the perception of depth. Another innovation in VATS is the energy-based coagulative and tissue fusion technology which may be an alternative to endostaplers.

  16. Tech Tips: Using Video Management/ Analysis Technology in Qualitative Research

    Directory of Open Access Journals (Sweden)

    J.A. Spiers

    2004-03-01

    Full Text Available This article presents tips on how to use video in qualitative research. The author states that, though there many complex and powerful computer programs for working with video, the work done in qualitative research does not require those programs. For this work, simple editing software is sufficient. Also presented is an easy and efficient method of transcribing video clips.

  17. Tech Tips: Using Video Management/ Analysis Technology in Qualitative Research

    OpenAIRE

    J.A. Spiers

    2004-01-01

    This article presents tips on how to use video in qualitative research. The author states that, though there many complex and powerful computer programs for working with video, the work done in qualitative research does not require those programs. For this work, simple editing software is sufficient. Also presented is an easy and efficient method of transcribing video clips.

  18. Data compression techniques applied to high resolution high frame rate video technology

    Science.gov (United States)

    Hartz, William G.; Alexovich, Robert E.; Neustadter, Marc S.

    1989-01-01

    An investigation is presented of video data compression applied to microgravity space experiments using High Resolution High Frame Rate Video Technology (HHVT). An extensive survey of methods of video data compression, described in the open literature, was conducted. The survey examines compression methods employing digital computing. The results of the survey are presented. They include a description of each method and assessment of image degradation and video data parameters. An assessment is made of present and near term future technology for implementation of video data compression in high speed imaging system. Results of the assessment are discussed and summarized. The results of a study of a baseline HHVT video system, and approaches for implementation of video data compression, are presented. Case studies of three microgravity experiments are presented and specific compression techniques and implementations are recommended.

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

    Science.gov (United States)

    Russell, William D.; Newton, Mark

    2008-01-01

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

  20. Effects of Commercial Web Videos on Students' Attitude toward Learning Technology

    Science.gov (United States)

    Tai, Yaming; Ting, Yu-Liang

    2015-01-01

    This study values the broad range of web videos produced by businesses to introduce new technologies while also promoting their products. When the promoted technology is related to the topic taught in a school course, it may be beneficial for students to watch such videos. However, most students view the web as a source for entertainment, and may…

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

    National Research Council Canada - National Science Library

    William D Russell; Mark Newton

    2008-01-01

      Recent interest in interactive video game technology (IVGT) has spurred the notion that exercise from this technology may have meaningful physiological and psychological benefits for children and adolescents...

  2. Consumer-based technology for distribution of surgical videos for objective evaluation.

    Science.gov (United States)

    Gonzalez, Ray; Martinez, Jose M; Lo Menzo, Emanuele; Iglesias, Alberto R; Ro, Charles Y; Madan, Atul K

    2012-08-01

    The Global Operative Assessment of Laparoscopic Skill (GOALS) is one validated metric utilized to grade laparoscopic skills and has been utilized to score recorded operative videos. To facilitate easier viewing of these recorded videos, we are developing novel techniques to enable surgeons to view these videos. The objective of this study is to determine the feasibility of utilizing widespread current consumer-based technology to assist in distributing appropriate videos for objective evaluation. Videos from residents were recorded via a direct connection from the camera processor via an S-video output via a cable into a hub to connect to a standard laptop computer via a universal serial bus (USB) port. A standard consumer-based video editing program was utilized to capture the video and record in appropriate format. We utilized mp4 format, and depending on the size of the file, the videos were scaled down (compressed), their format changed (using a standard video editing program), or sliced into multiple videos. Standard available consumer-based programs were utilized to convert the video into a more appropriate format for handheld personal digital assistants. In addition, the videos were uploaded to a social networking website and video sharing websites. Recorded cases of laparoscopic cholecystectomy in a porcine model were utilized. Compression was required for all formats. All formats were accessed from home computers, work computers, and iPhones without difficulty. Qualitative analyses by four surgeons demonstrated appropriate quality to grade for these formats. Our preliminary results show promise that, utilizing consumer-based technology, videos can be easily distributed to surgeons to grade via GOALS via various methods. Easy accessibility may help make evaluation of resident videos less complicated and cumbersome.

  3. Audio-Visual Materials Catalog.

    Science.gov (United States)

    Anderson (M.D.) Hospital and Tumor Inst., Houston, TX.

    This catalog lists 27 audiovisual programs produced by the Department of Medical Communications of the University of Texas M. D. Anderson Hospital and Tumor Institute for public distribution. Video tapes, 16 mm. motion pictures and slide/audio series are presented dealing mostly with cancer and related subjects. The programs are intended for…

  4. Asynchronous Video Interviewing as a New Technology in Personnel Selection: The Applicant's Point of View.

    Science.gov (United States)

    Brenner, Falko S; Ortner, Tuulia M; Fay, Doris

    2016-01-01

    The present study aimed to integrate findings from technology acceptance research with research on applicant reactions to new technology for the emerging selection procedure of asynchronous video interviewing. One hundred six volunteers experienced asynchronous video interviewing and filled out several questionnaires including one on the applicants' personalities. In line with previous technology acceptance research, the data revealed that perceived usefulness and perceived ease of use predicted attitudes toward asynchronous video interviewing. Furthermore, openness revealed to moderate the relation between perceived usefulness and attitudes toward this particular selection technology. No significant effects emerged for computer self-efficacy, job interview self-efficacy, extraversion, neuroticism, and conscientiousness. Theoretical and practical implications are discussed.

  5. Mediatheque - digitization and preservation of audio content in RTV Slovenia

    Directory of Open Access Journals (Sweden)

    Martin Žvelc

    2011-01-01

    Full Text Available RTV Slovenia’s archives contain large amounts of audio and video materials, various documents and music scores, and most of them are still in the analogue format. Widespread digitization has revolutionized the processes and ways of creating content in the digital format, recorded on different media. Such records also require new ways of preservation. In the article the development and structure of the Mediateque department at RTV Slovenia is presented. Also an overview to the preservation model of audio content is given. Due to rapid technological changes the audio content was the most critical and the first to be digitized. The intensive work in Mediatheque began in 2008 and after two years Radio Slovenia has developed modern system of permanent storage of audio content. Radio Slovenia’s Digital Archive meets all the standards and regulations applicable to modern archival systems. In the article the application of Mediarc software is also presented, which as it could be used for digitizing and permanent storage of TV Slovenia’s video archives.

  6. Digital video technology and production 101: lights, camera, action.

    Science.gov (United States)

    Elliot, Diane L; Goldberg, Linn; Goldberg, Michael J

    2014-01-01

    Videos are powerful tools for enhancing the reach and effectiveness of health promotion programs. They can be used for program promotion and recruitment, for training program implementation staff/volunteers, and as elements of an intervention. Although certain brief videos may be produced without technical assistance, others often require collaboration and contracting with professional videographers. To get practitioners started and to facilitate interactions with professional videographers, this Tool includes a guide to the jargon of video production and suggestions for how to integrate videos into health education and promotion work. For each type of video, production principles and issues to consider when working with a professional videographer are provided. The Tool also includes links to examples in each category of video applications to health promotion.

  7. pyAudioAnalysis: An Open-Source Python Library for Audio Signal Analysis.

    Science.gov (United States)

    Giannakopoulos, Theodoros

    2015-01-01

    Audio information plays a rather important role in the increasing digital content that is available today, resulting in a need for methodologies that automatically analyze such content: audio event recognition for home automations and surveillance systems, speech recognition, music information retrieval, multimodal analysis (e.g. audio-visual analysis of online videos for content-based recommendation), etc. This paper presents pyAudioAnalysis, an open-source Python library that provides a wide range of audio analysis procedures including: feature extraction, classification of audio signals, supervised and unsupervised segmentation and content visualization. pyAudioAnalysis is licensed under the Apache License and is available at GitHub (https://github.com/tyiannak/pyAudioAnalysis/). Here we present the theoretical background behind the wide range of the implemented methodologies, along with evaluation metrics for some of the methods. pyAudioAnalysis has been already used in several audio analysis research applications: smart-home functionalities through audio event detection, speech emotion recognition, depression classification based on audio-visual features, music segmentation, multimodal content-based movie recommendation and health applications (e.g. monitoring eating habits). The feedback provided from all these particular audio applications has led to practical enhancement of the library.

  8. pyAudioAnalysis: An Open-Source Python Library for Audio Signal Analysis.

    Directory of Open Access Journals (Sweden)

    Theodoros Giannakopoulos

    Full Text Available Audio information plays a rather important role in the increasing digital content that is available today, resulting in a need for methodologies that automatically analyze such content: audio event recognition for home automations and surveillance systems, speech recognition, music information retrieval, multimodal analysis (e.g. audio-visual analysis of online videos for content-based recommendation, etc. This paper presents pyAudioAnalysis, an open-source Python library that provides a wide range of audio analysis procedures including: feature extraction, classification of audio signals, supervised and unsupervised segmentation and content visualization. pyAudioAnalysis is licensed under the Apache License and is available at GitHub (https://github.com/tyiannak/pyAudioAnalysis/. Here we present the theoretical background behind the wide range of the implemented methodologies, along with evaluation metrics for some of the methods. pyAudioAnalysis has been already used in several audio analysis research applications: smart-home functionalities through audio event detection, speech emotion recognition, depression classification based on audio-visual features, music segmentation, multimodal content-based movie recommendation and health applications (e.g. monitoring eating habits. The feedback provided from all these particular audio applications has led to practical enhancement of the library.

  9. Audio-Visual Classification of Sports Types

    DEFF Research Database (Denmark)

    Gade, Rikke; Abou-Zleikha, Mohamed; Christensen, Mads Græsbøll

    2015-01-01

    In this work we propose a method for classification of sports types from combined audio and visual features ex- tracted from thermal video. From audio Mel Frequency Cepstral Coefficients (MFCC) are extracted, and PCA are applied to reduce the feature space to 10 dimensions. From the visual modality...... short trajectories are constructed to rep- resent the motion of players. From these, four motion fea- tures are extracted and combined directly with audio fea- tures for classification. A k-nearest neighbour classifier is applied for classification of 180 1-minute video sequences from three sports types...

  10. Machine vision: recent advances in CCD video camera technology

    Science.gov (United States)

    Easton, Richard A.; Hamilton, Ronald J.

    1997-09-01

    This paper describes four state-of-the-art digital video cameras, which provide advanced features that benefit computer image enhancement, manipulation, and analysis. These cameras were designed to reduce the complexity of imaging systems while increasing the accuracy, dynamic range, and detail enhancement of product inspections. Two cameras utilize progressive scan CCD sensors enabling the capture of high- resolution image of moving objects without the need for strobe lights or mechanical shutters. The second progressive scan camera has an unusually high resolution of 1280 by 1024 and a choice of serial or parallel digital interface for data and control. The other two cameras incorporate digital signal processing (DSP) technology for improved dynamic range, more accurate determination of color, white balance stability, and enhanced contrast of part features against the background. Successful applications and future product development trends are discussed. A brief description of analog and digital image capture devices will address the most common questions regarding interface requirements within a typical machine vision system overview.

  11. Low Bit Rate Video Coding | Mishra | Nigerian Journal of Technology

    African Journals Online (AJOL)

    ... length bit rate (VLBR) broadly encompasses video coding which mandates a temporal frequency of 10 frames per second (fps) or less. Object-based video coding represents a very promising option for VLBR coding, though the problems of object identification and segmentation need to be addressed by further research.

  12. Video Technology Transforms the Teaching of Art History.

    Science.gov (United States)

    Guernsey, Lisa

    1997-01-01

    An art history video created at the Columbia University (New York) Media Center for Art History takes the art student on a computer-animated video tour of Amiens Cathedral (France) designed to make architectural history come alive by illustrating the chronology of the building's construction. The Center was established to encourage faculty to…

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

    Science.gov (United States)

    Keenan, Daniel Stephen

    2010-01-01

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

  14. Constructing Self-Modeling Videos: Procedures and Technology

    Science.gov (United States)

    Collier-Meek, Melissa A.; Fallon, Lindsay M.; Johnson, Austin H.; Sanetti, Lisa M. H.; Delcampo, Marisa A.

    2012-01-01

    Although widely recommended, evidence-based interventions are not regularly utilized by school practitioners. Video self-modeling is an effective and efficient evidence-based intervention for a variety of student problem behaviors. However, like many other evidence-based interventions, it is not frequently used in schools. As video creation…

  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. Audio Papers

    DEFF Research Database (Denmark)

    Groth, Sanne Krogh; Samson, Kristine

    2016-01-01

    of the written paper through its specific use of media, a sonic awareness of aesthetics and materiality, and creative approach towards communication. The audio paper is a performative format working together with an affective and elaborate understanding of language. It is an experiment embracing intellectual...... arguments and creative work, papers and performances, written scholarship and sonic aesthetics. For this special issue of Seismograf, the guidelines for authors and peer reviewers mainly focused on the format. Topic-wise we encouraged dealing with site-specificity and topics related to the island Amager...

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

    Science.gov (United States)

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

    2017-07-01

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

  18. Factors Affecting Use of Telepresence Technology in a Global Technology Company

    Science.gov (United States)

    Agnor, Robert Joseph

    2013-01-01

    Telepresence uses the latest video conferencing technology, with high definition video, surround sound audio, and specially constructed studios, to create a near face-to-face meeting experience. A Fortune 500 company which markets information technology has organizations distributed around the globe, and has extensive collaboration needs among…

  19. 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…

  20. 3D modelling of cultural heritage objects using video technology

    Directory of Open Access Journals (Sweden)

    Paulina Deliś

    2014-06-01

    Full Text Available In the paper, the process of creating 3D models of St. Anne’s Church’s facades is described. Some examples of architectural structures inside of St. Anne’s Church’s are presented. Video data were acquired with the fixed focal length lens f = 16 mm. It allowed to determine interior orientation parameters in a calibration process and to remove an influence of distortion. 3D models of heritage objects were generated using the Topcon Image Master software. The process of 3D model creating from video data involved the following steps: video frames selection for the orientation process, orientation of video frames using points with known coordinates from Terrestrial Laser Scanning, wireframe and TIN model generation. In order to assess the accuracy of the developed 3D models, points with known coordinates from Terrestrial Laser Scanning were used. The accuracy analysis showed that the accuracy of 3D models generated from video images is ±0.05 m.[b]Keywords[/b]: terrestrial photogrammetry, video, terrestrial laser scanning, 3D model, heritage objects

  1. Game on, science - how video game technology may help biologists tackle visualization challenges

    National Research Council Canada - National Science Library

    Lv, Zhihan; Tek, Alex; Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc

    2013-01-01

    The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games...

  2. Medical student attitudes toward video games and related new media technologies in medical education

    National Research Council Canada - National Science Library

    Kron, Frederick W; Gjerde, Craig L; Sen, Ananda; Fetters, Michael D

    2010-01-01

    Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks...

  3. Game On, Science - How Video Game Technology May Help Biologists Tackle Visualization Challenges

    National Research Council Canada - National Science Library

    Lv, Zhihan; Tek, Alex; Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc

    2013-01-01

    The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games...

  4. Turning Lemons into Lemonade: Teaching Assistive Technology through Wikis and Embedded Video

    Science.gov (United States)

    Dreon, Oliver, Jr.; Dietrich, Nanette I.

    2009-01-01

    The authors teach instructional technology courses to pre-service teachers at Millersville University of Pennsylvania. The focus of the instructional technology courses is on the authentic use of instructional and assistive technology in the K-12 classroom. In this article, the authors describe how they utilize streaming videos in an educational…

  5. Video redaction: a survey and comparison of enabling technologies

    Science.gov (United States)

    Sah, Shagan; Shringi, Ameya; Ptucha, Raymond; Burry, Aaron; Loce, Robert

    2017-09-01

    With the prevalence of video recordings from smart phones, dash cams, body cams, and conventional surveillance cameras, privacy protection has become a major concern, especially in light of legislation such as the Freedom of Information Act. Video redaction is used to obfuscate sensitive and personally identifiable information. Today's typical workflow involves simple detection, tracking, and manual intervention. Automated methods rely on accurate detection mechanisms being paired with robust tracking methods across the video sequence to ensure the redaction of all sensitive information while minimizing spurious obfuscations. Recent studies have explored the use of convolution neural networks and recurrent neural networks for object detection and tracking. The present paper reviews the redaction problem and compares a few state-of-the-art detection, tracking, and obfuscation methods as they relate to redaction. The comparison introduces an evaluation metric that is specific to video redaction performance. The metric can be evaluated in a manner that allows balancing the penalty for false negatives and false positives according to the needs of particular application, thereby assisting in the selection of component methods and their associated hyperparameters such that the redacted video has fewer frames that require manual review.

  6. A wireless video monitoring system based on 3G communication technology

    Science.gov (United States)

    Xia, Zhen-Hua; Wang, Xiao-Shuang

    2011-11-01

    With the rapid development of the electronic technology, multimedia technology and mobile communication technology, video monitoring system is going to the embedded, digital and wireless direction. In this paper, a solution of wireless video monitoring system based on WCDMA is proposed. This solution makes full use of the advantages of 3G, which have Extensive coverage network and wide bandwidth. It can capture the video streaming from the chip's video port, real-time encode the image data by the high speed DSP, and have enough bandwidth to transmit the monitoring image through WCDMA wireless network. The experiments demonstrate that the system has the advantages of high stability, good image quality, good transmission performance, and in addition, the system has been widely used, not be restricted by geographical position since it adopts wireless transmission. So, it is suitable used in sparsely populated, harsh environment scenario.

  7. Task–Technology Fit of Video Telehealth for Nurses in an Outpatient Clinic Setting

    Science.gov (United States)

    Finkelstein, Stanley M.

    2014-01-01

    Abstract Background: Incorporating telehealth into outpatient care delivery supports management of consumer health between clinic visits. Task–technology fit is a framework for understanding how technology helps and/or hinders a person during work processes. Evaluating the task–technology fit of video telehealth for personnel working in a pediatric outpatient clinic and providing care between clinic visits ensures the information provided matches the information needed to support work processes. Materials and Methods: The workflow of advanced practice registered nurse (APRN) care coordination provided via telephone and video telehealth was described and measured using a mixed-methods workflow analysis protocol that incorporated cognitive ethnography and time–motion study. Qualitative and quantitative results were merged and analyzed within the task–technology fit framework to determine the workflow fit of video telehealth for APRN care coordination. Results: Incorporating video telehealth into APRN care coordination workflow provided visual information unavailable during telephone interactions. Despite additional tasks and interactions needed to obtain the visual information, APRN workflow efficiency, as measured by time, was not significantly changed. Analyzed within the task–technology fit framework, the increased visual information afforded by video telehealth supported the assessment and diagnostic information needs of the APRN. Conclusions: Telehealth must provide the right information to the right clinician at the right time. Evaluating task–technology fit using a mixed-methods protocol ensured rigorous analysis of fit within work processes and identified workflows that benefit most from the technology. PMID:24841219

  8. Perfect DiViSy technology for video network in medicine (Moscow Information Network for Teleoncology).

    Science.gov (United States)

    Vorozhtcov, G; Chissov, V; Danilov, A; Kazinov, V; Sokolov, V; Frank, G

    1999-01-01

    A large telemedicine project is now under development in Moscow. The general task of the project is to link oncology research centres and hospitals meeting the project profile, and to provide on-line (using real-time video conferences) and off-line (via distributed database of medical information) information exchange. There was no existing technology available for use at the project's base which was ready to meet all requirements, so we are using specially created technology for video networks (DiViSy V.97). We suppose this technology to be more applicable for use in telemedicine networks than are business video conference technologies and classical Internet/Intranet technologies. We affirm in our conclusion that now is the time for developing special telemedicine standards, recommendations of compatibility, etc., and that we are ready to take part in this process.

  9. Culturally-adapted and audio-technology assisted HIV/AIDS awareness and education program in rural Nigeria: a cohort study.

    Science.gov (United States)

    Ofotokun, Ighovwerha; Binongo, Jose Nilo G; Rosenberg, Eli S; Kane, Michael; Ifland, Rick; Lennox, Jeffrey L; Easley, Kirk A

    2010-02-02

    HIV-awareness programs tailored toward the needs of rural communities are needed. We sought to quantify change in HIV knowledge in three rural Nigerian villages following an integrated culturally adapted and technology assisted educational intervention. A prospective 14-week cohort study was designed to compare short-term changes in HIV knowledge between seminar-based education program and a novel program, which capitalized on the rural culture of small-group oral learning and was delivered by portable digital-audio technology. Participants were mostly Moslem (99%), male (53.5%), with no formal education (55%). Baseline HIV knowledge was low (technology-facilitated (n = 511) compared with the seminar-based (n = 474) program. Baseline HIV-awareness was low. Culturally adapted, technology-assisted HIV education program is a feasible cost-effective method of raising HIV awareness among low-literacy rural communities.

  10. Video streaming into the mainstream.

    Science.gov (United States)

    Garrison, W

    2001-12-01

    Changes in Internet technology are making possible the delivery of a richer mixture of media through data streaming. High-quality, dynamic content, such as video and audio, can be incorporated into Websites simply, flexibly and interactively. Technologies such as G3 mobile communication, ADSL, cable and satellites enable new ways of delivering medical services, information and learning. Systems such as Quicktime, Windows Media and Real Video provide reliable data streams as video-on-demand and users can tailor the experience to their own interests. The Learning Development Centre at the University of Portsmouth have used streaming technologies together with e-learning tools such as dynamic HTML, Flash, 3D objects and online assessment successfully to deliver on-line course content in economics and earth science. The Lifesign project--to develop, catalogue and stream health sciences media for teaching--is described and future medical applications are discussed.

  11. Exploration and Remote Instrumentation by Students (ERIS): Video Documentation in Undergraduate Ocean Technology Education

    Science.gov (United States)

    Saul, M.

    2016-12-01

    Success in the future ability to conduct global ocean research relies on our strategies to teach and train the next generation of ocean scientists. The mission of the Exploration and Remote Instrumentation by Students (ERIS) program at the University of Washington is to enhance undergraduate learning in the design and build process of advanced technologies. The ERIS program introduces the science of applied technology in oceanography through a series of courses that link the design, build, and maintenance of a student implemented underwater cabled observatory. We present a suggested template for a production method of how-to videos focused on capturing and communicating the design and build experience in ocean technology makerspaces. The application of this production method of videos produced by students, for students, creates structured learning opportunities and becomes an archive of online resources for future ocean technologists. Furthermore, video documentation enables students to link their participation in active learning experiences with skills in ocean science, technology and communication.

  12. Technology Support for Relation Work in Video Meetings

    DEFF Research Database (Denmark)

    Esbensen, Morten; Bardram, Jakob

    Distributed collaboration has a number of problems associated with it. One of these problems is the fact that distributed actors have to engage in explicit work to achieve the connections between them needed in a collaboration. The work of creating these connections have been named relation work....... Relation work is performed throughout a collaboration, however it is especially interesting to investigate in the context of the video meeting. This report asks the question “How can we design support for relation work in distributed video meetings?”. The two main contributions of this report are; (i......) the design, implementation and evaluation of SideBar - a videoconferencing system supporting relation work, and (ii) the proposal of three guidelines relevant for the design of relation work support....

  13. Teaching with Technology: Using Websites and Videos to Increase Understanding of Bacterial Transformation

    Science.gov (United States)

    McCormack, Stephanie; Ross, Donna L.

    2010-01-01

    Technology can be a powerful tool to increase motivation, engagement, and achievement (Park, Khan, and Petrina 2009). In this article, the authors describe their collaborative approach to integrating technology with a lab on bacterial transformation. Students view websites and create videos to increase their conceptual understanding. Although the…

  14. Meeting International Society for Technology in Education Competencies with a Problem-Based Learning Video Framework

    Science.gov (United States)

    Skoretz, Yvonne M.; Cottle, Amy E.

    2011-01-01

    Meeting International Society for Technology in Education competencies creates a challenge for teachers. The authors provide a problem-based video framework that guides teachers in enhancing 21st century skills to meet those competencies. To keep the focus on the content, the authors suggest teaching the technology skills only at the point the…

  15. Culturally-adapted and audio-technology assisted HIV/AIDS awareness and education program in rural Nigeria: a cohort study

    Directory of Open Access Journals (Sweden)

    Lennox Jeffrey L

    2010-02-01

    Full Text Available Abstract Background HIV-awareness programs tailored toward the needs of rural communities are needed. We sought to quantify change in HIV knowledge in three rural Nigerian villages following an integrated culturally adapted and technology assisted educational intervention. Methods A prospective 14-week cohort study was designed to compare short-term changes in HIV knowledge between seminar-based education program and a novel program, which capitalized on the rural culture of small-group oral learning and was delivered by portable digital-audio technology. Results Participants were mostly Moslem (99%, male (53.5%, with no formal education (55%. Baseline HIV knowledge was low ( Conclusions Baseline HIV-awareness was low. Culturally adapted, technology-assisted HIV education program is a feasible cost-effective method of raising HIV awareness among low-literacy rural communities.

  16. Video chat technology to remotely quantify dietary, supplement and medication adherence in clinical trials.

    Science.gov (United States)

    Peterson, Courtney M; Apolzan, John W; Wright, Courtney; Martin, Corby K

    2016-11-01

    We conducted two studies to test the validity, reliability, feasibility and acceptability of using video chat technology to quantify dietary and pill-taking (i.e. supplement and medication) adherence. In study 1, we investigated whether video chat technology can accurately quantify adherence to dietary and pill-taking interventions. Mock study participants ate food items and swallowed pills, while performing randomised scripted 'cheating' behaviours to mimic non-adherence. Monitoring was conducted in a cross-over design, with two monitors watching in-person and two watching remotely by Skype on a smartphone. For study 2, a twenty-two-item online survey was sent to a listserv with more than 20 000 unique email addresses of past and present study participants to assess the feasibility and acceptability of the technology. For the dietary adherence tests, monitors detected 86 % of non-adherent events (sensitivity) in-person v. 78 % of events via video chat monitoring (P=0·12), with comparable inter-rater agreement (0·88 v. 0·85; P=0·62). However, for pill-taking, non-adherence trended towards being more easily detected in-person than by video chat (77 v. 60 %; P=0·08), with non-significantly higher inter-rater agreement (0·85 v. 0·69; P=0·21). Survey results from study 2 (n 1076 respondents; ≥5 % response rate) indicated that 86·4 % of study participants had video chatting hardware, 73·3 % were comfortable using the technology and 79·8 % were willing to use it for clinical research. Given the capability of video chat technology to reduce participant burden and outperform other adherence monitoring methods such as dietary self-report and pill counts, video chatting is a novel and promising platform to quantify dietary and pill-taking adherence.

  17. Unsupervised topic modelling on South African parliament audio data

    CSIR Research Space (South Africa)

    Kleynhans, N

    2014-11-01

    Full Text Available is as follows: • The audio is extracted from the video recordings of Parliament and sent through the Audio Diariser, which extracts spoken audio and marks the audio with meta- information such as gender and spoken language. • The processed audio... was then repeated by considering the next adjacent segment. The process stop after all segments were compared. 1http://www.transcoding.org/ 2http://sox.sourceforge.net/ • The combined segments were further classified based on gender (male or female), spoken language...

  18. Using Video Modeling and Mobile Technology to Teach Social Skills

    Science.gov (United States)

    Haydon, Todd; Musti-Rao, Shobana; McCune, Ashley; Clouse, Diane E.; McCoy, Dacia M.; Kalra, Hilary D.; Hawkins, Renee O.

    2017-01-01

    There has been growing interest in the field of education regarding the use of technology in classrooms to improve student outcomes. Specifically, researchers have demonstrated positive outcomes for using mobile technology with students with autism spectrum disorder (ASD). Fewer studies have used mobile technology with students with emotional and…

  19. Making Sure What You See Is What You Get: Digital Video Technology and the Preparation of Teachers of Elementary Science

    Science.gov (United States)

    Bueno de Mesquita, Paul; Dean, Ross F.; Young, Betty J.

    2010-01-01

    Advances in digital video technology create opportunities for more detailed qualitative analyses of actual teaching practice in science and other subject areas. User-friendly digital cameras and highly developed, flexible video-analysis software programs have made the tasks of video capture, editing, transcription, and subsequent data analysis…

  20. Audio Visual Center

    Data.gov (United States)

    Federal Laboratory Consortium — The Audiovisual Services Center provides still photographic documentation with laboratory support, video documentation, video editing, video duplication, photo/video...

  1. Intelligent audio analysis

    CERN Document Server

    Schuller, Björn W

    2013-01-01

    This book provides the reader with the knowledge necessary for comprehension of the field of Intelligent Audio Analysis. It firstly introduces standard methods and discusses the typical Intelligent Audio Analysis chain going from audio data to audio features to audio recognition.  Further, an introduction to audio source separation, and enhancement and robustness are given. After the introductory parts, the book shows several applications for the three types of audio: speech, music, and general sound. Each task is shortly introduced, followed by a description of the specific data and methods applied, experiments and results, and a conclusion for this specific task. The books provides benchmark results and standardized test-beds for a broader range of audio analysis tasks. The main focus thereby lies on the parallel advancement of realism in audio analysis, as too often today’s results are overly optimistic owing to idealized testing conditions, and it serves to stimulate synergies arising from transfer of ...

  2. SCORE DIGITAL TECHNOLOGY: THE CONVERGENCE

    Directory of Open Access Journals (Sweden)

    Chernyshov Alexander V.

    2013-12-01

    Full Text Available Explores the role of digital scorewriters in today's culture, education, and music industry and media environment. The main principle of the development of software is not only publishing innovation (relating to the sheet music, and integration into the area of composition, arrangement, education, creative process for works based on digital technology (films, television and radio broadcasting, Internet, audio and video art. Therefore the own convergence of musically-computer technology is a total phenomenon: notation program combined with means MIDI-sequencer, audio and video editor. The article contains the unique interview with the creator of music notation processors.

  3. A listening test system for automotive audio

    DEFF Research Database (Denmark)

    Christensen, Flemming; Geoff, Martin; Minnaar, Pauli

    2005-01-01

    This paper describes a system for simulating automotive audio through headphones for the purposes of conducting listening experiments in the laboratory. The system is based on binaural technology and consists of a component for reproducing the sound of the audio system itself and a component...

  4. High resolution, high frame rate video technology development plan and the near-term system conceptual design

    Science.gov (United States)

    Ziemke, Robert A.

    1990-01-01

    The objective of the High Resolution, High Frame Rate Video Technology (HHVT) development effort is to provide technology advancements to remove constraints on the amount of high speed, detailed optical data recorded and transmitted for microgravity science and application experiments. These advancements will enable the development of video systems capable of high resolution, high frame rate video data recording, processing, and transmission. Techniques such as multichannel image scan, video parameter tradeoff, and the use of dual recording media were identified as methods of making the most efficient use of the near-term technology.

  5. Real-Time Audio Translation Module Between Iax And Rsw

    OpenAIRE

    Hadeel Saleh Haj Aliwi; Putra. Sumari

    2014-01-01

    At the last few years, multimedia communication has been developed and improved rapidly in order to enable users to communicate between each other over the internet. Generally, multimedia communication consists of audio and video communication. However, this research concentrates on audio conferencing only. The audio translation between protocols is a very critical issue, because it solves the communication problems between any two protocols. So, it enables people around the world to talk wit...

  6. Audio Spectral Processing

    Science.gov (United States)

    2010-05-01

    Counterfeit Merchandise DES Fort Drum NY Video Enhancement Missing Person Dewitt Police Department NY Video Enhancement Burglary Endicott Police...Police Department NY Video Enhancement Counterfeiting Whitestown Police Department NY Video Enhancement Larceny Whitestown Police Department NY Video

  7. SMA actuators: a viable practical technology (Presentation Video)

    Science.gov (United States)

    Browne, Alan L.; Brown, Jeffrey; Hodgson, Darel E.

    2015-04-01

    Diverse products either based solely on or incorporating Shape Memory Alloys (SMA) have and are being made in a wide range of industries, and IP is being captured. Why then compared to SE (superelastic) Nitinol, and especially conventional technology, do so few ideas reach production? This presentation delves deeply into this topic in reaching the final assessment that SMA actuators are indeed now a viable practical technology. The presentation begins with an introduction to and description of the fundamental basis of SMA actuator technology. Examples of multiple commercially available geometric forms of SMA actuators are given and the functionalities that they provide are described. This is followed by examples of multiple commercial products incorporating such SMA actuators. Given that there are literally millions of commercial products incorporating conventional actuator technologies, indications are given as to why there are their less than 1000 that utilize SMA. Experience based challenges to the commercial use of SMA actuators are described. Besides having to compete with existing non-SMA technology which is quite mature additional challenges that are unique to SM actuators are indicated these including a wider than expected set of technical engineering problems and challenges and that a broader scope of dynamics is required.

  8. Optical video projection using laser beam scanning technology

    Science.gov (United States)

    Clynick, Tony J.

    1993-12-01

    Various techniques are currently used to project video images. One of these, described in a previous paper by the author, operates by mechanical scanning of a laser beam with acousto- optic modulation, and has been proven suitable for high definition television and computer display scan rates by use of novel electronic and optical compensation methods. The requirement for improved image intensity with greater efficiency has led to a re-appraisal of the selection of the light source and the relationship between the light source, the form of the modulator, and the method of scanning. The electrical input to visible radiation output ratio of the Argon-ion lasers currently used in the projector shows efficiency to be as low as 0.001%, a factor limiting the commercial exploitation of the projector. Recent developments in acousto- optics can be applied to the projector's optical system allowing alternative light sources to be used. These help to reduce the complexity of both the optical and signal processing stages as well as improve efficiency.

  9. Optimizing Instructional Video for Preservice Teachers in an Online Technology Integration Course

    Science.gov (United States)

    Ibrahim, Mohamed; Callaway, Rebecca; Bell, David

    2014-01-01

    This study assessed the effect of design instructional video based on the Cognitive Theory of Multimedia Learning by applying segmentation and signaling on the learning outcome of students in an online technology integration course. The study assessed the correlation between students' personal preferences (preferred learning styles and area…

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

    Science.gov (United States)

    Abdous, M'hammed; He, Wu

    2011-01-01

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

  11. Forecasting Consumer Adoption of Information Technology and Services--Lessons from Home Video Forecasting.

    Science.gov (United States)

    Klopfenstein, Bruce C.

    1989-01-01

    Describes research that examined the strengths and weaknesses of technological forecasting methods by analyzing forecasting studies made for home video players. The discussion covers assessments and explications of correct and incorrect forecasting assumptions, and their implications for forecasting the adoption of home information technologies…

  12. Impact of video technology on efficiency of pharmacist-provided anticoagulation counseling and patient comprehension.

    Science.gov (United States)

    Moore, Sarah J; Blair, Elizabeth A; Steeb, David R; Reed, Brent N; Hull, J Heyward; Rodgers, Jo Ellen

    2015-06-01

    Discharge anticoagulation counseling is important for ensuring patient comprehension and optimizing clinical outcomes. As pharmacy resources become increasingly limited, the impact of informational videos on the counseling process becomes more relevant. To evaluate differences in pharmacist time spent counseling and patient comprehension (measured by the Oral Anticoagulation Knowledge [OAK] test) between informational videos and traditional face-to-face (oral) counseling. This prospective, open, parallel-group study at an academic medical center randomized 40 individuals-17 warfarin-naïve ("New Start") and 23 with prior warfarin use ("Restart")-to receive warfarin discharge education by video or face-to-face counseling. "Teach-back" questions were used in both groups. Although overall pharmacist time was reduced in the video counseling group (P counseling method (P = 0.012) suggests the difference between counseling methods was smaller in New Start participants. Following adjustment, mean total time was reduced 8.71 (95% CI = 5.15-12.26) minutes (adjusted P counseling. Postcounseling OAK test scores did not differ. Age, gender, socioeconomic status, and years of education were not predictive of total time or OAK test score. Use of informational videos coupled with teach-back questions significantly reduced pharmacist time spent on anticoagulation counseling without compromising short-term patient comprehension, primarily in patients with prior warfarin use. Study results demonstrate that video technology provides an efficient method of anticoagulation counseling while achieving similar comprehension. © The Author(s) 2015.

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

    Science.gov (United States)

    Zerr, Daria M; Pulcher, Karen L

    2008-02-01

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

  14. Metode Parity Coding Versus Metode Spread Spectrum Pada Audio Steganography

    OpenAIRE

    Saragih, Riko Arlando

    2006-01-01

    Steganography adalah suatu ilmu yang mempelajari cara menyembunyikan informasi rahasia di dalam sebuah pesan. Audio steganography merupakan perkembangan ilmu dari steganography. Audio steganography mempunyai kesulitan yang lebih dibandingkan pada steganography pada gambar atau pada video karena pendengaran manusia lebih peka daripada penglihatan manusia, sehingga pada proses penyisipan data harus dibuat sebaik mungkin agar suara yang telah disisipkan data terdengar sama dengan suara sebelum d...

  15. Software Optimization of Video Codecs on Pentium Processor with MMX Technology

    Directory of Open Access Journals (Sweden)

    Liu KJ Ray

    2001-01-01

    Full Text Available A key enabling technology for the proliferation of multimedia PC's is the availability of fast video codecs, which are the basic building blocks of many new multimedia applications. Since most industrial video coding standards (e.g., MPEG1, MPEG2, H.261, H.263 only specify the decoder syntax, there are a lot of rooms for optimization in a practical implementation. When considering a specific hardware platform like the PC, the algorithmic optimization must be considered in tandem with the architecture of the PC. Specifically, an algorithm that is optimal in the sense of number of operations needed may not be the fastest implementation on the PC. This is because special instructions are available which can perform several operations at once under special circumstances. In this work, we describe a fast implementation of H.263 video encoder for the Pentium processor with MMX technology. The described codec is adopted for video mail and video phone softwares used in IBM ThinkPad.

  16. Video conferencing: most effective technology to run assemblies ...

    African Journals Online (AJOL)

    Solutions to Current economic problems associated with national economic depression need be approached from technology point of view. The cost of air and land movements have tripled in the last few months with the attendant risk of accident, armed robbery attacks and vehicular breakdown. If every member of staff, ...

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

    Science.gov (United States)

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

    2015-01-01

    Technology has the potential to impact cognition in many ways. Here we contrast two forms of technology usage: 1) media multitasking (i.e., the simultaneous consumption of multiple streams of media, such a texting while watching TV) and 2) playing action video games (a particular sub-type of video game). Previous work has outlined an association between high levels of media multitasking and specific deficits in handling distracting information, while playing action video games has been associated with enhanced attentional control. As these two factors are linked with reasonably opposing effects, failing to take them jointly into account may result in inappropriate conclusions as to the impact of technology use on attention. Across four experiments (AX-CPT, N-back, Task-switching and Filter task), testing different aspects of attention and cognition, we show that heavy media multitaskers perform worse than light media multitaskers. Contrary to previous reports though, the performance deficit was not specifically tied to distractors, but was instead more global in nature. Interestingly, participants with intermediate levels of media multitasking occasionally performed better than both light and heavy media multitaskers suggesting that the effects of increasing media multitasking are not monotonic. Action video game players, as expected, outperformed non-video game players on all tasks. However, surprisingly this was true only for participants with intermediate levels of media multitasking, suggesting that playing action video games does not protect against the deleterious effect of heavy media multitasking. Taken together this study shows that media consumption can have complex and counter-intuitive effects on attentional control. PMID:26474982

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

    Science.gov (United States)

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

    2016-01-01

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

  19. Medical student attitudes toward video games and related new media technologies in medical education.

    Science.gov (United States)

    Kron, Frederick W; Gjerde, Craig L; Sen, Ananda; Fetters, Michael D

    2010-06-24

    Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Overall, medical student respondents, including many who do not play video games, held highly favorable views about the use of video games and related new

  20. Medical student attitudes toward video games and related new media technologies in medical education

    Science.gov (United States)

    2010-01-01

    Background Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Methods Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. Results 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Conclusions Overall, medical student respondents, including many who do not play video games, held highly favorable views about

  1. Medical student attitudes toward video games and related new media technologies in medical education

    Directory of Open Access Journals (Sweden)

    Kron Frederick W

    2010-06-01

    Full Text Available Abstract Background Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Methods Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1 demographic characteristics; 2 differences between the two universities; 3 how video game play differs across gender, age, degree program and familiarity with computers; and 4 characteristics of students who play most frequently. Results 217 medical students participated. About half were female (53%. Respondents liked the idea of using technology to enhance healthcare education (98%, felt that education should make better use of new media technologies (96%, and believed that video games can have educational value (80%. A majority (77% would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%, and if they helped to develop skill in patient interactions (90%. However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Conclusions Overall, medical student respondents, including many who do not play video games, held highly

  2. Sound for digital video

    CERN Document Server

    Holman, Tomlinson

    2013-01-01

    Achieve professional quality sound on a limited budget! Harness all new, Hollywood style audio techniques to bring your independent film and video productions to the next level.In Sound for Digital Video, Second Edition industry experts Tomlinson Holman and Arthur Baum give you the tools and knowledge to apply recent advances in audio capture, video recording, editing workflow, and mixing to your own film or video with stunning results. This fresh edition is chockfull of techniques, tricks, and workflow secrets that you can apply to your own projects from preproduction

  3. Video Links from Prison: Permeability and the Carceral World

    Directory of Open Access Journals (Sweden)

    Carolyn McKay

    2016-03-01

    Full Text Available As audio visual communication technologies are installed in prisons, these spaces of incarceration are networked with courtrooms and other non-contiguous spaces, potentially facilitating a process of permeability. Jurisdictions around the world are embracing video conferencing and the technology is becoming a major interface for prisoners’ interactions with courts and legal advisers. In this paper, I draw on fieldwork interviews with prisoners from two correction centres in New South Wales, Australia, to understand their subjective and sensorial experiences of using video links as a portal to the outside world. These interviews raised many issues including audio permeability: a soundtrack of incarceration sometimes infiltrates into the prison video studio and then the remote courtroom, framing the prisoner in the context of their detention, intruding on legal process, and affecting prisoners’ comprehension and participation.

  4. Back to basics audio

    CERN Document Server

    Nathan, Julian

    1998-01-01

    Back to Basics Audio is a thorough, yet approachable handbook on audio electronics theory and equipment. The first part of the book discusses electrical and audio principles. Those principles form a basis for understanding the operation of equipment and systems, covered in the second section. Finally, the author addresses planning and installation of a home audio system.Julian Nathan joined the audio service and manufacturing industry in 1954 and moved into motion picture engineering and production in 1960. He installed and operated recording theaters in Sydney, Austra

  5. Desktop video conferencing

    OpenAIRE

    Potter, Ray; Roberts, Deborah

    2007-01-01

    This guide aims to provide an introduction to Desktop Video Conferencing. You may be familiar with video conferencing, where participants typically book a designated conference room and communicate with another group in a similar room on another site via a large screen display. Desktop video conferencing (DVC), as the name suggests, allows users to video conference from the comfort of their own office, workplace or home via a desktop/laptop Personal Computer. DVC provides live audio and visua...

  6. 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.

  7. Using tablet technology and instructional videos to enhance preclinical dental laboratory learning.

    Science.gov (United States)

    Gadbury-Amyot, Cynthia C; Purk, John H; Williams, Brian Joseph; Van Ness, Christopher J

    2014-02-01

    The purpose of this pilot study was to examine if tablet technology with accompanying instructional videos enhanced the teaching and learning outcomes in a preclinical dental laboratory setting. Two procedures deemed most challenging in Operative Dentistry II were chosen for the development of instructional videos. A random sample of thirty students was chosen to participate in the pilot. Comparison of faculty evaluations of the procedures between the experimental (tablet) and control (no tablet) groups resulted in no significant differences; however, there was a trend toward fewer failures in the experimental group. Examination of the ability to accurately self-assess was compared by exploring correlations between faculty and student evaluations. While correlations were stronger in the experimental group, the control group had significant correlations for all three procedures, while the experimental group had significant correlations on only two of the procedures. Students strongly perceived that the tablets and videos helped them perform better and more accurately self-assess their work products. Students did not support requiring that they purchase/obtain a specific brand of technology. As a result of this pilot study, further development of ideal and non-ideal videos are in progress, and the school will be implementing a "Bring Your Own Device" policy with incoming students.

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

    Directory of Open Access Journals (Sweden)

    Acevedo Clavijo Edwin Jovanny

    2010-07-01

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

  9. The Evaluation of Science Learning Program, Technology and Society Application of Audio Bio Harmonic System with Solar Energy to Improve Crop Productivity

    Directory of Open Access Journals (Sweden)

    D. Rosana

    2017-04-01

    Full Text Available One of the greatest challenges in science learning is how to integrate a wide range of basic scientific concepts of physics, chemistry, and biology into an integrated learning material. Research-based teaching material in this area is still very poor and does not much involve students of science education in its implementation as part of the learning program science technology and society (STS. The purpose of this study is to get the result of evaluation of the teaching and learning of STS in the form of public service in Kulon Progo, Yogyakarta. The program to improve crop productivity through the application of Audio Bio Harmonic System (ABHS with solar energy have been selected for utilizing the natural animal sounds to open stomata of the leaves conducted during foliar fertilization, making it suitable for integrated science lessons. Component of evaluation model used is Stufflebeam model evaluation (CIPP. CIPP evaluation in these activities resulted in two aspects: The first aspect was improving the skills of students and farmers in using ABHS, and these two aspects, namely food crop productivity; (1 cayenne increased 76.4%, (2 increased red onions (56.3% and (3 of maize increased by 67.8%. Besides, it was also the effect of the application of ABHS on the rate of plant growth. The outcome of this study is the STS teaching materials and appropriate technology of ABHS with solar energy.

  10. Kaiser Permanente Northern California: current experiences with internet, mobile, and video technologies.

    Science.gov (United States)

    Pearl, Robert

    2014-02-01

    The US health care system has been slow to adopt Internet, mobile, and video technologies, which have the capability to engage patients in their own care, increase patients' access to providers, and possibly improve the quality of care while reducing costs. Nevertheless, there are some pockets of progress, including Kaiser Permanente Northern California (KPNC). In 2008 KPNC implemented an inpatient and ambulatory care electronic health record system for its 3.4 million members and developed a suite of patient-friendly Internet, mobile, and video tools. KPNC has achieved many successes. For example, the number of virtual "visits" grew from 4.1 million in 2008 to an estimated 10.5 million in 2013. This article describes KPNC's experience with Internet, mobile, and video technologies and the obstacles faced by other health care providers interested in embracing them. The obstacles include the predominant fee-for-service payment model, which does not reimburse for virtual visits; the considerable investment needed to deploy these technologies; and physician buy-in.

  11. Principles of Audio Watermarking

    Directory of Open Access Journals (Sweden)

    Martin Hrncar

    2008-01-01

    Full Text Available The article contains a brief overview of modern methods for embedding additional data in audio signals. It could have many reasons - for the purposes of access control or identification related to particular type of audio. This secret information is not “visible” for a user. This concept utilizes the imperfection of human auditory system. Simple data hiding into audio file has been proved in MATLAB.

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

    Directory of Open Access Journals (Sweden)

    Zheng Yan

    2016-01-01

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

  13. Effectiveness of Teaching Café Waitering to Adults with Intellectual Disability through Audio-Visual Technologies

    Science.gov (United States)

    Cavkaytar, Atilla; Acungil, Ahmet Turan; Tomris, Gözde

    2017-01-01

    Learning vocational skills and employment are a priority, for adults with intellectual disability (AID) in terms of living independently. Use of technologies for the education of AID is one of the primary goals of World Health Organization. The aim of this research was to determine the effectiveness of teaching café waitering to adults with…

  14. Emerging technologies a primer for librarians

    CERN Document Server

    Koerber, Jennifer

    2015-01-01

    Here's a one-stop snapshot of emerging technologies every librarian should know about and examples that illustrate how the technologies are being used in libraries today! The e-book includes videos of interviews with librarians that are using them. The videos are available on a web site for people who purchase the print book. The first four chapters-Audio & Video, Self- and Micro-Publishing, Mobile Technology, and Crowdfunding-all look at older technologies reinvented and reimagined through significant advances in quality, scale, or hardware. Many libraries were already

  15. Audio-Visual Aid in Teaching "Fatty Liver"

    Science.gov (United States)

    Dash, Sambit; Kamath, Ullas; Rao, Guruprasad; Prakash, Jay; Mishra, Snigdha

    2016-01-01

    Use of audio visual tools to aid in medical education is ever on a rise. Our study intends to find the efficacy of a video prepared on "fatty liver," a topic that is often a challenge for pre-clinical teachers, in enhancing cognitive processing and ultimately learning. We prepared a video presentation of 11:36 min, incorporating various…

  16. Collision count in rugby union: A comparison of micro-technology and video analysis methods.

    Science.gov (United States)

    Reardon, Cillian; Tobin, Daniel P; Tierney, Peter; Delahunt, Eamonn

    2017-10-01

    The aim of our study was to determine if there is a role for manipulation of g force thresholds acquired via micro-technology for accurately detecting collisions in rugby union. In total, 36 players were recruited from an elite Guinness Pro12 rugby union team. Player movement profiles and collisions were acquired via individual global positioning system (GPS) micro-technology units. Players were assigned to a sub-category of positions in order to determine positional collision demands. The coding of collisions by micro-technology at g force thresholds between 2 and 5.5 g (0.5 g increments) was compared with collision coding by an expert video analyst using Bland-Altman assessments. The most appropriate g force threshold (smallest mean difference compared with video analyst coding) was lower for all forwards positions (2.5 g) than for all backs positions (3.5 g). The Bland-Altman 95% limits of agreement indicated that there may be a substantial over- or underestimation of collisions coded via GPS micro-technology when using expert video analyst coding as the reference comparator. The manipulation of the g force thresholds applied to data acquired by GPS micro-technology units based on incremental thresholds of 0.5 g does not provide a reliable tool for the accurate coding of collisions in rugby union. Future research should aim to investigate smaller g force threshold increments and determine the events that cause coding of false positives.

  17. Communicative Competence in Audio Classrooms: A Position Paper for the CADE 1991 Conference.

    Science.gov (United States)

    Burge, Liz

    Classroom practitioners need to move their attention away from the technological and logistical competencies required for audio conferencing (AC) to the required communicative competencies in order to advance their skills in handling the psychodynamics of audio virtual classrooms which include audio alone and audio with graphics. While the…

  18. Exploring the potential of video technologies for collaboration in emergency medical care

    DEFF Research Database (Denmark)

    Söderholm, Hanna M.; Sonnenwald, Diane H.; Manning, James E.

    2008-01-01

    Technologies for Collaboration in Emergency Medical Care: Part I. Information Sharing" (Sonnenwald et al., this issue). In this article, we explore paramedics' task performance during the experiment as they diagnosed and treated a trauma victim while working alone or in collaboration with a physician via 2D...... of self-efficacy. Interview data confirm these statistical results. Overall, the results indicate that 3D telepresence technology has the potential to improve paramedics' performance of complex medical tasks and improve emergency trauma health care if designed and implemented appropriately.......We conducted an experiment with a posttest, between-subjects design to evaluate the potential of emerging 3D telepresence technology to support collaboration in emergency health care. 3D telepresence technology has the potential to provide richer visual information than do current 2D video...

  19. An educational video program to increase aging services technology awareness among older adults.

    Science.gov (United States)

    Tam, Joyce W; Van Son, Catherine; Dyck, Dennis; Schmitter-Edgecombe, Maureen

    2017-08-01

    Aging services technologies (ASTs), health technology that meets the needs of seniors, are being underutilized due to a lack of awareness. This study evaluated a video-based educational program to increase AST awareness. Two hundred and thirty-one older adults completed AST measures pre- and post-program. Participants endorsed significantly improved AST knowledge and attitude and a lower level of perceived stigma post-program. Hierarchical regression analyses showed that a greater reduction in stigma post-program and a higher number of physical/cognitive needs supported by ASTs at baseline were significant predictors of a greater increase in expressed intention to use ASTs following the video program. Furthermore, individuals living in their own homes, with a lower level of education, fewer physical and/or cognitive needs supported by ASTs at baseline, and greater functional limitations were found to be more likely to report a significant reduction in perceived stigma post-program. Four-week follow-up data from 75 individuals showed stable program gains. Program feedback was positive. The current findings provide support for the utility of the AST videos. The educational materials used in this study can be used clinically or for public health education to increase awareness and adoption of ASTs. Copyright © 2017 Elsevier B.V. All rights reserved.

  20. Audio Description as a Pedagogical Tool

    Directory of Open Access Journals (Sweden)

    Georgina Kleege

    2015-05-01

    Full Text Available Audio description is the process of translating visual information into words for people who are blind or have low vision. Typically such description has focused on films, museum exhibitions, images and video on the internet, and live theater. Because it allows people with visual impairments to experience a variety of cultural and educational texts that would otherwise be inaccessible, audio description is a mandated aspect of disability inclusion, although it remains markedly underdeveloped and underutilized in our classrooms and in society in general. Along with increasing awareness of disability, audio description pushes students to practice close reading of visual material, deepen their analysis, and engage in critical discussions around the methodology, standards and values, language, and role of interpretation in a variety of academic disciplines. We outline a few pedagogical interventions that can be customized to different contexts to develop students' writing and critical thinking skills through guided description of visual material.

  1. Through the Looking Glass: Real-Time Video Using 'Smart' Technology Provides Enhanced Intraoperative Logistics.

    Science.gov (United States)

    Baldwin, Andrew C W; Mallidi, Hari R; Baldwin, John C; Sandoval, Elena; Cohn, William E; Frazier, O H; Singh, Steve K

    2016-01-01

    In the setting of increasingly complex medical therapies and limited physician resources, the recent emergence of 'smart' technology offers tremendous potential for improved logistics, efficiency, and communication between medical team members. In an effort to harness these capabilities, we sought to evaluate the utility of this technology in surgical practice through the employment of a wearable camera device during cardiothoracic organ recovery. A single procurement surgeon was trained for use of an Explorer Edition Google Glass (Google Inc., Mountain View, CA) during the recovery process. Live video feed of each procedure was securely broadcast to allow for members of the home transplant team to remotely participate in organ assessment. Primary outcomes involved demonstration of technological feasibility and validation of quality assurance through group assessment. The device was employed for the recovery of four organs: a right single lung, a left single lung, and two bilateral lung harvests. Live video of the visualization process was remotely accessed by the home transplant team, and supplemented final verification of organ quality. In each case, the organs were accepted for transplant without disruption of standard procurement protocols. Media files generated during the procedures were stored in a secure drive for future documentation, evaluation, and education purposes without preservation of patient identifiers. Live video streaming can improve quality assurance measures by allowing off-site members of the transplant team to participate in the final assessment of donor organ quality. While further studies are needed, this project suggests that the application of mobile 'smart' technology offers not just immediate value, but the potential to transform our approach to the practice of medicine.

  2. 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.

  3. SPECIAL REPORT: Creating Conference Video

    Directory of Open Access Journals (Sweden)

    Noel F. Peden

    2008-12-01

    Full Text Available Capturing video at a conference is easy. Doing it so the product is useful is another matter. Many subtle problems come into play so that video and audio obtained can be used to create a final product. This article discusses what the author learned in the two years of shooting and editing video for Code4Lib conference.

  4. Nursing students' attitudes toward video games and related new media technologies.

    Science.gov (United States)

    Lynch-Sauer, Judith; Vandenbosch, Terry M; Kron, Frederick; Gjerde, Craig Livingston; Arato, Nora; Sen, Ananda; Fetters, Michael D

    2011-09-01

    Little is known about Millennial nursing students' attitudes toward computer games and new media in nursing education and whether these attitudes differ between undergraduates and graduates. This study elicited nursing students' experience with computer games and new media, their attitudes toward various instructional styles and methods, and the role of computer games and new media technologies in nursing education. We e-mailed all nursing students enrolled in two universities to invite their participation in an anonymous cross-sectional online survey. The survey collected demographic data and participants' experience with and attitudes toward video gaming and multi-player online health care simulations. We used descriptive statistics and logistic regression to compare the differences between undergraduates and graduates. Two hundred eighteen nursing students participated. Many of the nursing students support using new media technologies in nursing education. Nurse educators should identify areas suitable for new media integration and further evaluate the effectiveness of these technologies. Copyright 2011, SLACK Incorporated.

  5. Supporting Problem Solving with Case-Stories Learning Scenario and Video-based Collaborative Learning Technology

    Directory of Open Access Journals (Sweden)

    Chun Hu

    2004-04-01

    Full Text Available In this paper, we suggest that case-based resources, which are used for assisting cognition during problem solving, can be structured around the work of narratives in social cultural psychology. Theories and other research methods have proposed structures within narratives and stories which may be useful to the design of case-based resources. Moreover, embedded within cases are stories which are contextually rich, supporting the epistemological groundings of situated cognition. Therefore the purposes of this paper are to discuss possible frameworks of case-stories; derive design principles as to “what” constitutes a good case story or narrative; and suggest how technology can support story-based learning. We adopt video-based Computer-Supported Collaborative Learning (CSCL technology to support problem solving with case-stories learning scenarios. Our hypothesis in this paper is that well-designed case-based resources are able to aid in the cognitive processes undergirding problem solving and meaning making. We also suggest the use of an emerging video-based collaborative learning technology to support such an instructional strategy.

  6. Which technology to investigate visual perception in sport: video vs. virtual reality.

    Science.gov (United States)

    Vignais, Nicolas; Kulpa, Richard; Brault, Sébastien; Presse, Damien; Bideau, Benoit

    2015-02-01

    Visual information uptake is a fundamental element of sports involving interceptive tasks. Several methodologies, like video and methods based on virtual environments, are currently employed to analyze visual perception during sport situations. Both techniques have advantages and drawbacks. The goal of this study is to determine which of these technologies may be preferentially used to analyze visual information uptake during a sport situation. To this aim, we compared a handball goalkeeper's performance using two standardized methodologies: video clip and virtual environment. We examined this performance for two response tasks: an uncoupled task (goalkeepers show where the ball ends) and a coupled task (goalkeepers try to intercept the virtual ball). Variables investigated in this study were percentage of correct zones, percentage of correct responses, radial error and response time. The results showed that handball goalkeepers were more effective, more accurate and started to intercept earlier when facing a virtual handball thrower than when facing the video clip. These findings suggested that the analysis of visual information uptake for handball goalkeepers was better performed by using a 'virtual reality'-based methodology. Technical and methodological aspects of these findings are discussed further. Copyright © 2014 Elsevier B.V. All rights reserved.

  7. Measurement of the Dynamic Displacements of Railway Bridges Using Video Technology

    Directory of Open Access Journals (Sweden)

    Ribeiro Diogo

    2015-01-01

    Full Text Available This article describes the development of a non-contact dynamic displacement measurement system for railway bridges based on video technology. The system, consisting of a high speed video camera, an optical lens, lighting lamps and a precision target, can perform measurements with high precision for distances from the camera to the target up to 25 m, with acquisition frame rates ranging from 64 fps to 500 fps, and be articulated with other measurement systems, which promotes its integration in structural health monitoring systems. The system’s performance was evaluated based on two tests, one in the laboratory and other on the field. The laboratory test evaluated the performance of the system in measuring the displacement of a steel beam, subjected to a point load applied dynamically, for distances from the camera to the target between 3 m and 15 m. The field test allowed evaluating the system’s performance in the dynamic measurement of the displacement of a point on the deck of a railway bridge, induced by passing trains at speeds between 160 km/h and 180 km/h, for distances from the camera to the target up to 25 m. The results of both tests show a very good agreement between the displacement measurement obtained with the video system and with a LVDT.

  8. Therapists' perceptions of social media and video game technologies in upper limb rehabilitation.

    Science.gov (United States)

    Tatla, Sandy K; Shirzad, Navid; Lohse, Keith R; Virji-Babul, Naznin; Hoens, Alison M; Holsti, Liisa; Li, Linda C; Miller, Kimberly J; Lam, Melanie Y; Van der Loos, H F Machiel

    2015-03-10

    The application of technologies, such as video gaming and social media for rehabilitation, is garnering interest in the medical field. However, little research has examined clinicians' perspectives regarding technology adoption by their clients. The objective of our study was to explore therapists' perceptions of how young people and adults with hemiplegia use gaming and social media technologies in daily life and in rehabilitation, and to identify barriers to using these technologies in rehabilitation. We conducted two focus groups comprised of ten occupational therapists/physiotherapists who provide neurorehabilitation to individuals with hemiplegia secondary to stroke or cerebral palsy. Data was analyzed using inductive thematic analysis. The diffusion of innovations theory provided a framework to interpret emerging themes. Therapists were using technology in a limited capacity. They identified barriers to using social media and gaming technology with their clients, including a lack of age appropriateness, privacy issues with social media, limited transfer of training, and a lack of accessibility of current systems. Therapists also questioned their role in the context of technology-based interventions. The opportunity for social interaction was perceived as a major benefit of integrated gaming and social media. This study reveals the complexities associated with adopting new technologies in clinical practice, including the need to consider both client and clinician factors. Despite reporting several challenges with applying gaming and social media technology with clinical populations, therapists identified opportunities for increased social interactions and were willing to help shape the development of an upper limb training system that could more readily meet the needs of clients with hemiplegia. By considering the needs of both therapists and clients, technology developers may increase the likelihood that clinicians will adopt innovative technologies.

  9. CTS digital video college curriculum-sharing experiment. [Communications Technology Satellite

    Science.gov (United States)

    Lumb, D. R.; Sites, M. J.

    1974-01-01

    NASA-Ames Research Center, Stanford University, and Carleton University, Ottawa, Canada, are participating in a joint experiment to evaluate the feasibility and effectiveness of college curriculum sharing using compressed digital television and the Communications Technology Satellite (CTS). Each university will offer televised courses to the other during the 1976-1977 academic year via CTS, a joint program by NASA and the Canadian Department of Communications. The video compression techniques to be demonstrated will enable economical interconnection of educational institutions using existing and planned domestic satellites.

  10. Video Conferencing for a Virtual Seminar Room

    DEFF Research Database (Denmark)

    Forchhammer, Søren; Fosgerau, A.; Hansen, Peter Søren K.

    2002-01-01

    A PC-based video conferencing system for a virtual seminar room is presented. The platform is enhanced with DSPs for audio and video coding and processing. A microphone array is used to facilitate audio based speaker tracking, which is used for adaptive beam-forming and automatic camera-control...

  11. Does Wearable Medical Technology With Video Recording Capability Add Value to On-Call Surgical Evaluations?

    Science.gov (United States)

    Gupta, Sameer; Boehme, Jacqueline; Manser, Kelly; Dewar, Jannine; Miller, Amie; Siddiqui, Gina; Schwaitzberg, Steven D

    2016-10-01

    Background Google Glass has been used in a variety of medical settings with promising results. We explored the use and potential value of an asynchronous, near-real time protocol-which avoids transmission issues associated with real-time applications-for recording, uploading, and viewing of high-definition (HD) visual media in the emergency department (ED) to facilitate remote surgical consults. Study Design First-responder physician assistants captured pertinent aspects of the physical examination and diagnostic imaging using Google Glass' HD video or high-resolution photographs. This visual media were then securely uploaded to the study website. The surgical consultation then proceeded over the phone in the usual fashion and a clinical decision was made. The surgeon then accessed the study website to review the uploaded video. This was followed by a questionnaire regarding how the additional data impacted the consultation. Results The management plan changed in 24% (11) of cases after surgeons viewed the video. Five of these plans involved decision making regarding operative intervention. Although surgeons were generally confident in their initial management plan, confidence scores increased further in 44% (20) of cases. In addition, we surveyed 276 ED patients on their opinions regarding concerning the practice of health care providers wearing and using recording devices in the ED. The survey results revealed that the majority of patients are amenable to the addition of wearable technology with video functionality to their care. Conclusions This study demonstrates the potential value of a medically dedicated, hands-free, HD recording device with internet connectivity in facilitating remote surgical consultation. © The Author(s) 2016.

  12. Asynchronous Video Interviewing as a New Technology in Personnel Selection: The Applicant’s Point of View

    Science.gov (United States)

    Brenner, Falko S.; Ortner, Tuulia M.; Fay, Doris

    2016-01-01

    The present study aimed to integrate findings from technology acceptance research with research on applicant reactions to new technology for the emerging selection procedure of asynchronous video interviewing. One hundred six volunteers experienced asynchronous video interviewing and filled out several questionnaires including one on the applicants’ personalities. In line with previous technology acceptance research, the data revealed that perceived usefulness and perceived ease of use predicted attitudes toward asynchronous video interviewing. Furthermore, openness revealed to moderate the relation between perceived usefulness and attitudes toward this particular selection technology. No significant effects emerged for computer self-efficacy, job interview self-efficacy, extraversion, neuroticism, and conscientiousness. Theoretical and practical implications are discussed. PMID:27378969

  13. Game on, science - how video game technology may help biologists tackle visualization challenges.

    Directory of Open Access Journals (Sweden)

    Zhihan Lv

    Full Text Available The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/.

  14. Game on, science - how video game technology may help biologists tackle visualization challenges.

    Science.gov (United States)

    Lv, Zhihan; Tek, Alex; Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc

    2013-01-01

    The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/.

  15. Game On, Science - How Video Game Technology May Help Biologists Tackle Visualization Challenges

    Science.gov (United States)

    Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc

    2013-01-01

    The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/. PMID:23483961

  16. Talk about a YouTube Video in Preschool: The Mutual Production of Shared Understanding for Learning with Digital Technology

    Science.gov (United States)

    Davidson, Christina; Given, Lisa M.; Danby, Susan; Thorpe, Karen

    2014-01-01

    Much of what is written about digital technologies in preschool contexts focuses on young children's acquisition of skills rather than their meaning-making during use of technologies. In this paper, we consider how the viewing of a YouTube video was used by a teacher and children to produce shared understandings about it. Conversation analysis of…

  17. Structure Learning in Audio

    DEFF Research Database (Denmark)

    Nielsen, Andreas Brinch

    By having information about the setting a user is in, a computer is able to make decisions proactively to facilitate tasks for the user. Two approaches are taken in this thesis to achieve more information about an audio environment. One approach is that of classifying audio, and a new approach us......-Gaussian source distributions allowing a much wider use of the method. All methods uses a variety of classification models and model selection algorithms which is a common theme of the thesis....

  18. Aurally Aided Visual Search Performance Comparing Virtual Audio Systems

    DEFF Research Database (Denmark)

    Larsen, Camilla Horne; Lauritsen, David Skødt; Larsen, Jacob Junker

    2014-01-01

    Due to increased computational power, reproducing binaural hearing in real-time applications, through usage of head-related transfer functions (HRTFs), is now possible. This paper addresses the differences in aurally-aided visual search performance between a HRTF enhanced audio system (3D...... with white dots. The results indicate that 3D audio yields faster search latencies than panning audio, especially with larger amounts of distractors. The applications of this research could fit virtual environments such as video games or virtual simulations....

  19. Aurally Aided Visual Search Performance Comparing Virtual Audio Systems

    DEFF Research Database (Denmark)

    Larsen, Camilla Horne; Lauritsen, David Skødt; Larsen, Jacob Junker

    2014-01-01

    Due to increased computational power reproducing binaural hearing in real-time applications, through usage of head-related transfer functions (HRTFs), is now possible. This paper addresses the differences in aurally-aided visual search performance between an HRTF enhanced audio system (3D...... with white dots. The results indicate that 3D audio yields faster search latencies than panning audio, especially with larger amounts of distractors. The applications of this research could fit virtual environments such as video games or virtual simulations....

  20. Audio-visual active speaker tracking in cluttered indoors environments.

    Science.gov (United States)

    Talantzis, Fotios; Pnevmatikakis, Aristodemos; Constantinides, Anthony G

    2009-02-01

    We propose a system for detecting the active speaker in cluttered and reverberant environments where more than one person speaks and moves. Rather than using only audio information, the system utilizes audiovisual information from multiple acoustic and video sensors that feed separate audio and video tracking modules. The audio module operates using a particle filter (PF) and an information-theoretic framework to provide accurate acoustic source location under reverberant conditions. The video subsystem combines in 3-D a number of 2-D trackers based on a variation of Stauffer's adaptive background algorithm with spatiotemporal adaptation of the learning parameters and a Kalman tracker in a feedback configuration. Extensive experiments show that gains are to be expected when fusion of the separate modalities is performed to detect the active speaker.

  1. 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.

  2. Audio-visual perception of new wind parks

    OpenAIRE

    Yu, T.; Behm, H.; Bill, R.; Kang, J.

    2017-01-01

    Previous studies have reported negative impacts of wind parks on the public. These studies considered the noise levels or visual levels separately but not audio-visual interactive factors. This study investigated the audio-visual impact of a new wind park using virtual technology that combined audio and visual features of the environment. Participants were immersed through Google Cardboard in an actual landscape without wind parks (ante operam) and in the same landscape with wind parks (post ...

  3. The Effect of Teachers' Professional Development in Video Technology on Mathematics and the English Language Learning of Preschoolers in a Rural Primary School in Pakistan

    Science.gov (United States)

    Ikram, Hamid

    2016-01-01

    The purpose of this mixed methods study was to examine the effect of teachers' professional development in video technology (PBS & Sesame Street videos) on mathematics and the English language learning among nursery students in the rural area of Pakistan where it was impossible for students to experience watching videos for learning purposes.…

  4. 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

  5. Developing a Video Steganography Toolkit

    OpenAIRE

    Ridgway, James; Stannett, Mike

    2014-01-01

    Although techniques for separate image and audio steganography are widely known, relatively little has been described concerning the hiding of information within video streams ("video steganography"). In this paper we review the current state of the art in this field, and describe the key issues we have encountered in developing a practical video steganography system. A supporting video is also available online at http://www.youtube.com/watch?v=YhnlHmZolRM

  6. 14 CFR 382.69 - What requirements must carriers meet concerning the accessibility of videos, DVDs, and other...

    Science.gov (United States)

    2010-01-01

    ... concerning the accessibility of videos, DVDs, and other audio-visual presentations shown on-aircraft to... meet concerning the accessibility of videos, DVDs, and other audio-visual presentations shown on... videos, DVDs, and other audio-visual displays played on aircraft for safety purposes, and all such new...

  7. Using image processing technology combined with decision tree algorithm in laryngeal video stroboscope automatic identification of common vocal fold diseases.

    Science.gov (United States)

    Jeffrey Kuo, Chung-Feng; Wang, Po-Chun; Chu, Yueng-Hsiang; Wang, Hsing-Won; Lai, Chun-Yu

    2013-10-01

    This study used the actual laryngeal video stroboscope videos taken by physicians in clinical practice as the samples for experimental analysis. The samples were dynamic vocal fold videos. Image processing technology was used to automatically capture the image of the largest glottal area from the video to obtain the physiological data of the vocal folds. In this study, an automatic vocal fold disease identification system was designed, which can obtain the physiological parameters for normal vocal folds, vocal paralysis and vocal nodules from image processing according to the pathological features. The decision tree algorithm was used as the classifier of the vocal fold diseases. The identification rate was 92.6%, and the identification rate with an image recognition improvement processing procedure after classification can be improved to 98.7%. Hence, the proposed system has value in clinical practices. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.

  8. Le registrazioni audio dell’archivio Luigi Nono di Venezia

    Directory of Open Access Journals (Sweden)

    Luca Cossettini

    2009-11-01

    Full Text Available The audio recordings of the Luigi Nono Archive in Venice: guidelines for preservation and critical edition of audio documentsStudying audio recordings brings us back to ancient source verification problems that too often one thinks are overcome by the technical reproduction of sound. Au-dio signal is “fixed” on a specific carrier (tape, disc etc with a specific audio format (speed, number of tracks etc; the choice of support and format during the first “memorizing” process and the following copying processes is a subjective and, in case of copying, an interpretative operation conducted within a continuously evolv-ing audio technology. What we listen to today is the result of a transmission process that unavoidably transforms the original acoustic event and the documents that memorize it. Audio recording is no way a timeless and immutable fixing process. It is therefore necessary to study the transmission processes and to reconstruct the au-dio document tradition. The re-recording of the tapes of the Archivio Luigi Nono, conducted by the Audio Labs of the DAMS Musica of the University of Udine, of-fers clear examples of the technical and musicological interpretative problems one can find when he works with audio recordings.

  9. vdFP - Video fingerprinting technologies for media and security applications - D1 : Report on existing technologies

    NARCIS (Netherlands)

    Schavemaker, J.G.M.; Doets, P.J.O.; Bailer, W.; Stiegler, H.; Lee, F.; Neuschmied, H.; Kraaij, W.; Brandt, P.; Eendebak, P.T.; Ranguelova, E.B.; Thean, A.H.C.

    2010-01-01

    Video fingerprinting is een bewezen en commercieel verkrijgbare techniek die ingezet kan worden om kopieën van of videomateriaal op te sporen. Video fingerprinting vergelijkt digitale video’s met elkaar en moet typisch kunnen omgaan met zaken zoals verschillende video codecs, veranderde resolutie,

  10. Video Game Acceptance: A Meta-Analysis of the Extended Technology Acceptance Model.

    Science.gov (United States)

    Wang, Xiaohui; Goh, Dion Hoe-Lian

    2017-11-01

    The current study systematically reviews and summarizes the existing literature of game acceptance, identifies the core determinants, and evaluates the strength of the relationships in the extended technology acceptance model. Moreover, this study segments video games into two categories: hedonic and utilitarian and examines player acceptance of these two types separately. Through a meta-analysis of 50 articles, we find that perceived ease of use (PEOU), perceived usefulness (PU), and perceived enjoyment (PE) significantly associate with attitude and behavioral intention. PE is the dominant predictor of hedonic game acceptance, while PEOU and PU are the main determinants of utilitarian game acceptance. Furthermore, we find that respondent type and game platform are significant moderators. Findings of this study provide critical insights into the phenomenon of game acceptance and suggest directions for future research.

  11. Investigating the quality of video consultations performed using fourth generation (4G) mobile telecommunications.

    Science.gov (United States)

    Caffery, Liam J; Smith, Anthony C

    2015-09-01

    The use of fourth-generation (4G) mobile telecommunications to provide real-time video consultations were investigated in this study with the aims of determining if 4G is a suitable telecommunications technology; and secondly, to identify if variation in perceived audio and video quality were due to underlying network performance. Three patient end-points that used 4G Internet connections were evaluated. Consulting clinicians recorded their perception of audio and video quality using the International Telecommunications Union scales during clinics with these patient end-points. These scores were used to calculate a mean opinion score (MOS). The network performance metrics were obtained for each session and the relationships between these metrics and the session's quality scores were tested. Clinicians scored the quality of 50 hours of video consultations, involving 36 clinic sessions. The MOS for audio was 4.1 ± 0.62 and the MOS for video was 4.4 ± 0.22. Image impairment and effort to listen were also rated favourably. There was no correlation between audio or video quality and the network metrics of packet loss or jitter. These findings suggest that 4G networks are an appropriate telecommunication technology to deliver real-time video consultations. Variations in quality scores observed during this study were not explained by the packet loss and jitter in the underlying network. Before establishing a telemedicine service, the performance of the 4G network should be assessed at the location of the proposed service. This is due to known variability in performance of 4G networks. © The Author(s) 2015.

  12. VIDEO AIDED TEACHING OF ENGLISH FOR MEDICAL PURPOSES IN ROMANIAN HIGHER EDUCATION / L’ENSEIGNEMENT DE L’ANGLAIS MÉDICAL À L’AIDE DES MOYENS AUDIO-VISUELS DANS LES UNIVERSITÉS DE ROUMANIE / PREDAREA LIMBII ENGLEZE PENTRU SCOPURI MEDICALE CU AJUTORUL MIJLOACELOR AUDIO-VIZUALE, ÎN ÎNVĂŢĂMÂNTUL SUPERIOR DIN ROMÂNIA

    Directory of Open Access Journals (Sweden)

    Iulia Cristina Frînculescu

    2013-11-01

    Full Text Available This article focuses on a teaching method that is still underused in Romania, generally due to lack of facilities and/or training, resulting in an inability on the part of the teacher to cope with the new technologies nowadays used in English language teaching. The present study argues in favour of using video in medical language learning, and to this end it provides some samples of home-grown materials for watching purposes that can be used in the classroom. The various types of exercises presented, combined with the video sequences they are made on, are intended to point out that video aided teaching of English for Medical Purposes (EMP can be highly motivating, as it uniquely allows students to look at medical situations while working on different areas of language.

  13. DAFX Digital Audio Effects

    CERN Document Server

    2011-01-01

    The rapid development in various fields of Digital Audio Effects, or DAFX, has led to new algorithms and this second edition of the popular book, DAFX: Digital Audio Effects has been updated throughout to reflect progress in the field. It maintains a unique approach to DAFX with a lecture-style introduction into the basics of effect processing. Each effect description begins with the presentation of the physical and acoustical phenomena, an explanation of the signal processing techniques to achieve the effect, followed by a discussion of musical applications and the control of effect parameter

  14. Perceptual Audio Hashing Functions

    Directory of Open Access Journals (Sweden)

    Emin Anarım

    2005-07-01

    Full Text Available Perceptual hash functions provide a tool for fast and reliable identification of content. We present new audio hash functions based on summarization of the time-frequency spectral characteristics of an audio document. The proposed hash functions are based on the periodicity series of the fundamental frequency and on singular-value description of the cepstral frequencies. They are found, on one hand, to perform very satisfactorily in identification and verification tests, and on the other hand, to be very resilient to a large variety of attacks. Moreover, we address the issue of security of hashes and propose a keying technique, and thereby a key-dependent hash function.

  15. Parametric Audio Based Decoder and Music Synthesizer for Mobile Applications

    NARCIS (Netherlands)

    Oomen, A.W.J.; Szczerba, M.Z.; Therssen, D.

    2011-01-01

    This paper reviews parametric audio coders and discusses novel technologies introduced in a low-complexity, low-power consumption audiodecoder and music synthesizer platform developed by the authors. Thedecoder uses parametric coding scheme based on the MPEG-4 Parametric Audio standard. In order to

  16. Mortal Kombat: The Effects of Violent Video Technology on Males' Hostility and Cardiovascular Responding.

    Science.gov (United States)

    Ballard, Mary E.; Wiest, J. Rose

    A study examined differences in cardiovascular (CV) reactions and hostility following non-violent play and violent video game play. Subjects were 30 male college undergraduate students. Only male subjects were used because most video games are male oriented, males frequent videogame arcades more often than females, and the gender gap in video game…

  17. Videos Bridging Asia and Africa: Overcoming Cultural and Institutional Barriers in Technology-Mediated Rural Learning

    Science.gov (United States)

    Van Mele, Paul; Wanvoeke, Jonas; Akakpo, Cyriaque; Dacko, Rosaline Maiga; Ceesay, Mustapha; Beavogui, Louis; Soumah, Malick; Anyang, Robert

    2010-01-01

    Will African farmers watch and learn from videos featuring farmers in Bangladesh? Learning videos on rice seed management were made with rural women in Bangladesh. By using a new approach, called zooming-in, zooming-out, the videos were of regional relevance and locally appropriate. When the Africa Rice Center (AfricaRice) introduced them to…

  18. Creating Micro-Videos to Demonstrate Technology Learning and Digital Literacy

    Science.gov (United States)

    Frydenberg, Mark; Andone, Diana

    2016-01-01

    Purpose: Short videos, also known as micro-videos, have emerged as a platform for sharing ideas, experiences and life events via online social networks. This paper aims to share preliminary results of a study, involving students from two universities who created six-second videos using the Vine mobile app to explain or illustrate technological…

  19. Music Teacher Perceptions of a Model of Technology Training and Support in Virginia

    Science.gov (United States)

    Welch, Lee Arthur

    2013-01-01

    A plethora of technology resources currently exists for the music classroom of the twenty-first century, including digital audio and video, music software, electronic instruments, Web 2.0 tools and more. Research shows a strong need for professional development for teachers to properly implement and integrate instructional technology resources…

  20. Television and the Internet: The Role Digital Technologies Play in Adolescents’ Audio-Visual Media Consumption. Young Television Audiences in Catalonia (Spain

    Directory of Open Access Journals (Sweden)

    Meritxell Roca

    2014-03-01

    Full Text Available The aim of this reported study was to investigate adolescents TV consumption habits and perceptions. Although there appears to be no general consensus on how the Internet affects TV consumption by teenagers, and data vary depending on the country, according to our study, Spanish adolescents perceive television as a habit “of the past” and find the computer a device more suited to their recreational and audio-visual consumption needs. The data obtained from eight focus groups of teenagers aged between 12 and 18 and an online survey sent to their parents show that watching TV is an activity usually linked to the home’s communal spaces. On the contrary, online audio-visual consumption (understood as a wider term not limited to just TV shows is perceived by adolescents as a more convenient activity as it adapts to their own schedules and needs.

  1. Consuming audio: an introduction to Tweak Theory

    NARCIS (Netherlands)

    Perlman, Marc

    2014-01-01

    abstractAudio technology is a medium for music, and when we pay attention to it we tend to speculate about its effects on the music it transmits. By now there are well-established traditions of commentary (many of them critical) about the impact of musical reproduction on musical production.

  2. 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…

  3. Curious minds in the classroom : The influence of video feedback coaching for teachers in science and technology lessons

    NARCIS (Netherlands)

    Wetzels, Anna

    2015-01-01

    Science and technology (S & T) play an important role in society, because every citizen needs a certain basic understanding of S & T to participate in the public debate, for example, in discussions with regard to topics such as climate change and gene manipulation. This thesis describes how video

  4. Editing Audio with Audacity

    Directory of Open Access Journals (Sweden)

    Brandon Walsh

    2016-08-01

    Full Text Available For those interested in audio, basic sound editing skills go a long way. Being able to handle and manipulate the materials can help you take control of your object of study: you can zoom in and extract particular moments to analyze, process the audio, and upload the materials to a server to compliment a blog post on the topic. On a more practical level, these skills could also allow you to record and package recordings of yourself or others for distribution. That guest lecture taking place in your department? Record it and edit it yourself! Doing so is a lightweight way to distribute resources among various institutions, and it also helps make the materials more accessible for readers and listeners with a wide variety of learning needs. In this lesson you will learn how to use Audacity to load, record, edit, mix, and export audio files. Sound editing platforms are often expensive and offer extensive capabilities that can be overwhelming to the first-time user, but Audacity is a free and open source alternative that offers powerful capabilities for sound editing with a low barrier for entry. For this lesson we will work with two audio files: a recording of Bach’s Goldberg Variations available from MusOpen and another recording of your own voice that will be made in the course of the lesson. This tutorial uses Audacity 2.1.2, released January 2016.

  5. Portable Audio Design

    DEFF Research Database (Denmark)

    Groth, Sanne Krogh

    2014-01-01

    attention to the specific genre; a grasping of the complex relationship between site and time, the actual and the virtual; and getting aquatint with the specific site’s soundscape by approaching it both intuitively and systematically. These steps will finally lead to an audio production that not only...

  6. Audio Feedback -- Better Feedback?

    Science.gov (United States)

    Voelkel, Susanne; Mello, Luciane V.

    2014-01-01

    National Student Survey (NSS) results show that many students are dissatisfied with the amount and quality of feedback they get for their work. This study reports on two case studies in which we tried to address these issues by introducing audio feedback to one undergraduate (UG) and one postgraduate (PG) class, respectively. In case study one…

  7. Circuit Bodging : Audio Multiplexer

    NARCIS (Netherlands)

    Roeling, E.; Allen, B.

    2010-01-01

    Audio amplifiers usually come with a single, glaring design flaw: Not enough auxiliary inputs. Not only that, but you’re usually required to press a button to switch between the amplifier’s limited number of inputs. This is unacceptable - we have better things to do than change input channels! In

  8. Teleteaching endoscopy: the feasibility of real-time, uncompressed video transmission by using advanced-network technologies.

    Science.gov (United States)

    Kaltenbach, Tonya; Muto, Manabu; Soetikno, Roy; Dev, Parvati; Okamura, Koji; Hahm, Joonsoo; Shimizu, Shuji

    2009-11-01

    Teleteaching of endoscopy has been limited by the exorbitant cost and time inherent in high-quality digital endoscopy video transmission. The Digital Video Transport System (DVTS) transmitted over advanced networks, such as Internet2 and the Asia-Pacific Advanced Network (APAN), provides a unique infrastructure for sharing uncompressed digital videos of endoscopy. This may allow high-quality, real-time, international training of diagnostic and therapeutic endoscopy techniques at a low cost. To test the proof of concept of long-distance teaching through live, interactive, high-resolution video transmission by using advanced networks and the DVTS. We used teleteaching of image-enhanced endoscopy techniques as a model. Prospective multicenter pilot study. Trainees, faculty, and staff at 3 international endoscopy units. An image-enhanced endoscopy video lecture with advanced-network technologies. We compared image-based prelecture and postlecture test scores and secondarily assessed technical feasibility and quality. The DVTS transmitted over advanced networks successfully transmitted uncompressed, high-resolution, digital lectures with endoscopic video (digital video format 720 x 480 pixels). Postsession scores improved. Participants highly rated the technical and informational quality. The majority reported a definite interest in participating in future sessions, with a mean rating (out of 5 [scale 1-5]) of 4.7 +/- 0.5. Pilot study with a limited number of participants and sessions. The DVTS transmitted over advanced networks such as Internet2 and APAN can provide the infrastructure for transmission of high-resolution, uncompressed video endoscopy for the purpose of teleteaching endoscopy.

  9. Digital-audio/MIDI sequencers

    National Research Council Canada - National Science Library

    Christopher Breen

    1998-01-01

    .... With these upgrades, both programs now support digital-audio fade and cross-fade transitions. If you are looking for the most complete MIDI/digital-audio solution right out of the box, consider Digital Performer...

  10. A low-light-level video recursive filtering technology based on the three-dimensional coefficients

    Science.gov (United States)

    Fu, Rongguo; Feng, Shu; Shen, Tianyu; Luo, Hao; Wei, Yifang; Yang, Qi

    2017-08-01

    Low light level video is an important method of observation under low illumination condition, but the SNR of low light level video is low, the effect of observation is poor, so the noise reduction processing must be carried out. Low light level video noise mainly includes Gauss noise, Poisson noise, impulse noise, fixed pattern noise and dark current noise. In order to remove the noise in low-light-level video effectively, improve the quality of low-light-level video. This paper presents an improved time domain recursive filtering algorithm with three dimensional filtering coefficients. This algorithm makes use of the correlation between the temporal domain of the video sequence. In the video sequences, the proposed algorithm adaptively adjusts the local window filtering coefficients in space and time by motion estimation techniques, for the different pixel points of the same frame of the image, the different weighted coefficients are used. It can reduce the image tail, and ensure the noise reduction effect well. Before the noise reduction, a pretreatment based on boxfilter is used to reduce the complexity of the algorithm and improve the speed of the it. In order to enhance the visual effect of low-light-level video, an image enhancement algorithm based on guided image filter is used to enhance the edge of the video details. The results of experiment show that the hybrid algorithm can remove the noise of the low-light-level video effectively, enhance the edge feature and heighten the visual effects of video.

  11. ‘It’s a-me, Mario!’ Exploring dynamic changes and similarities in the composition of early Nintendo video game music

    OpenAIRE

    Fox, James Anthony

    2016-01-01

    As with films, a thoughtfully composed video game soundtrack has the ability to dramatically enhance and elevate the experience for the audience or player. This article explores the potential issues and difficulties of composing for video game systems by studying the sound-producing hardware and music for two popular systems from one manufacturer. By comparing two of Nintendo’s Super Mario titles, which appeared on both 8-bit and 16-bit systems, through an analysis of the technology, audio, v...

  12. Class D audio amplifiers for high voltage capacitive transducers

    DEFF Research Database (Denmark)

    Nielsen, Dennis

    Audio reproduction systems contains two key components, the amplifier and the loudspeaker. In the last 20 – 30 years the technology of audio amplifiers have performed a fundamental shift of paradigm. Class D audio amplifiers have replaced the linear amplifiers, suffering from the well-known issues...... of high volume, weight, and cost. High efficient class D amplifiers are now widely available offering power densities, that their linear counterparts can not match. Unlike the technology of audio amplifiers, the loudspeaker is still based on the traditional electrodynamic transducer invented by C.W. Rice......-of-the-art for class D audio amplifiers driving the electrodynamic transducer is presented. Chapter 3 gives an introduction to the DEAP transducer as a load in loudspeaker systems. The main purpose being to established the frequency response of the DEAP input impedance, but also investigate the large signal...

  13. Highlight detection for video content analysis through double filters

    Science.gov (United States)

    Sun, Zhonghua; Chen, Hexin; Chen, Mianshu

    2005-07-01

    Highlight detection is a form of video summarization techniques aiming at including the most expressive or attracting parts in the video. Most video highlights selection research work has been performed on sports video, detecting certain objects or events such as goals in soccer video, touch down in football and others. In this paper, we present a highlight detection method for film video. Highlight section in a film video is not like that in sports video that usually has certain objects or events. The methods to determine a highlight part in a film video can exhibit as three aspects: (a) locating obvious audio event, (b) detecting expressive visual content around the obvious audio location, (c) selecting the preferred portion of the extracted audio-visual highlight segments. We define a double filters model to detect the potential highlights in video. First obvious audio location is determined through filtering the obvious audio features, and then we perform the potential visual salience detection around the potential audio highlight location. Finally the production from the audio-visual double filters is compared with a preference threshold to determine the final highlights. The user study results indicate that the double filters detection approach is an effective method for highlight detection for video content analysis.

  14. The audio expert everything you need to know about audio

    CERN Document Server

    Winer, Ethan

    2012-01-01

    The Audio Expert is a comprehensive reference that covers all aspects of audio, with many practical, as well as theoretical, explanations. Providing in-depth descriptions of how audio really works, using common sense plain-English explanations and mechanical analogies with minimal math, the book is written for people who want to understand audio at the deepest, most technical level, without needing an engineering degree. It's presented in an easy-to-read, conversational tone, and includes more than 400 figures and photos augmenting the text.The Audio Expert takes th

  15. 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.

  16. Audio-Described Educational Materials: Ugandan Teachers' Experiences

    Science.gov (United States)

    Wormnaes, Siri; Sellaeg, Nina

    2013-01-01

    This article describes and discusses a qualitative, descriptive, and exploratory study of how 12 visually impaired teachers in Uganda experienced audio-described educational video material for teachers and student teachers. The study is based upon interviews with these teachers and observations while they were using the material either…

  17. Making Audio-Visual Teaching Materials for Elementary Science

    OpenAIRE

    永田, 四郎

    1980-01-01

    For the elementary science, some audio-visual teaching materials were made by author and our students. These materials are slides for projector, transparencies and materials for OHP, 8 mm sound films and video tapes. We hope this kind of study will continue.

  18. The Audio-Visual Marketing Handbook for Independent Schools.

    Science.gov (United States)

    Griffith, Tom

    This how-to booklet offers specific advice on producing video or slide/tape programs for marketing independent schools. Five chapters present guidelines for various stages in the process: (1) Audio-Visual Marketing in Context (aesthetics and economics of audiovisual marketing); (2) A Question of Identity (identifying the audience and deciding on…

  19. Contributions à la séparation de sources et à la description des contenus audio

    OpenAIRE

    Vincent, Emmanuel

    2012-01-01

    Revised version including a bugfix in Figure 4.1.; Audio data occupy a central position in our life, whether it is for spoken communication, personal videos, radio and television, music, cinema, video games, or live entertainment. This raises a range of application needs from signal enhancement to information retrieval, including content repurposing and interactive manipulation. Real-world audio data exhibit a complex structure due to the superposition of several sound sources and the coexist...

  20. The effect of musical tempo on video game performance

    OpenAIRE

    Lawrence, Daniel,

    2012-01-01

    There is little research on music and audio in video games. What theory exists relies heavily upon borrowing concepts from similar fields such as film music. The empirical research conducted has been varied in scope, but small in number. This thesis explores the current state of theory and research in video game music and audio. In order to investigate if music can affect performance in a video game, an experiment was conducted. Participants were asked to play the popular video game Tetris...

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

    Science.gov (United States)

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

    2000-01-01

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

  2. Creating unreal audio

    OpenAIRE

    Rudsengen, Mathias Flaten

    2014-01-01

    Creating unreal audio” refers to the act of designing a sound effect that is intended to sound like a completely fictional object. This thesis is a practical venture into digital audio design. During the process of creating a sound effect anchored in a specific thematic framework, I will describe my work process and the challenges and problems faced, showing my personal work process and how modern digital sound effect creation can be undertaken. To provide context, I will also describe and re...

  3. BLENDED TECHNOLOGY IN LEARNING FOREIGN LANGUAGES

    Directory of Open Access Journals (Sweden)

    Natalia Alexandrovna Kameneva

    2013-11-01

    Full Text Available This article analyzes the use of information technologies in the context of a blended technology approach to learning foreign languages in higher education institutions. Distance learning tools can be categorized as being synchronous (webinar, video conferencing, case-technology, chat, ICQ, Skype, interactive whiteboards or asynchronous (blogs, forums, Twitter, video and audio podcasts, wikis, on-line testing. Sociological and psychological aspects of their application in the educational process are also considered.DOI: http://dx.doi.org/10.12731/2218-7405-2013-8-41

  4. Structuring Broadcast Audio for Information Access

    Science.gov (United States)

    Gauvain, Jean-Luc; Lamel, Lori

    2003-12-01

    One rapidly expanding application area for state-of-the-art speech recognition technology is the automatic processing of broadcast audiovisual data for information access. Since much of the linguistic information is found in the audio channel, speech recognition is a key enabling technology which, when combined with information retrieval techniques, can be used for searching large audiovisual document collections. Audio indexing must take into account the specificities of audio data such as needing to deal with the continuous data stream and an imperfect word transcription. Other important considerations are dealing with language specificities and facilitating language portability. At Laboratoire d'Informatique pour la Mécanique et les Sciences de l'Ingénieur (LIMSI), broadcast news transcription systems have been developed for seven languages: English, French, German, Mandarin, Portuguese, Spanish, and Arabic. The transcription systems have been integrated into prototype demonstrators for several application areas such as audio data mining, structuring audiovisual archives, selective dissemination of information, and topic tracking for media monitoring. As examples, this paper addresses the spoken document retrieval and topic tracking tasks.

  5. Application of video recording technology to improve husbandry and reproduction in the carmine bee-eater (Merops n. nubicus).

    Science.gov (United States)

    Ferrie, Gina M; Sky, Christy; Schutz, Paul J; Quinones, Glorieli; Breeding, Shawnlei; Plasse, Chelle; Leighty, Katherine A; Bettinger, Tammie L

    2016-01-01

    Incorporating technology with research is becoming increasingly important to enhance animal welfare in zoological settings. Video technology is used in the management of avian populations to facilitate efficient information collection on aspects of avian reproduction that are impractical or impossible to obtain through direct observation. Disney's Animal Kingdom(®) maintains a successful breeding colony of Northern carmine bee-eaters. This African species is a cavity nester, making their nesting behavior difficult to study and manage in an ex situ setting. After initial research focused on developing a suitable nesting environment, our goal was to continue developing methods to improve reproductive success and increase likelihood of chicks fledging. We installed infrared bullet cameras in five nest boxes and connected them to a digital video recording system, with data recorded continuously through the breeding season. We then scored and summarized nesting behaviors. Using remote video methods of observation provided much insight into the behavior of the birds in the colony's nest boxes. We observed aggression between birds during the egg-laying period, and therefore immediately removed all of the eggs for artificial incubation which completely eliminated egg breakage. We also used observations of adult feeding behavior to refine chick hand-rearing diet and practices. Although many video recording configurations have been summarized and evaluated in various reviews, we found success with the digital video recorder and infrared cameras described here. Applying emerging technologies to cavity nesting avian species is a necessary addition to improving management in and sustainability of zoo avian populations. © 2015 Wiley Periodicals, Inc.

  6. Conducting Video Research in the Learning Sciences: Guidance on Selection, Analysis, Technology, and Ethics

    Science.gov (United States)

    Derry, Sharon J.; Pea, Roy D.; Barron, Brigid; Engle, Randi A.; Erickson, Frederick; Goldman, Ricki; Hall, Rogers; Koschmann, Timothy; Lemke, Jay L.; Sherin, Miriam Gamoran; Sherin, Bruce L.

    2010-01-01

    Focusing on expanding technical capabilities and new collaborative possibilities, we address 4 challenges for scientists who collect and use video records to conduct research in and on complex learning environments: (a) Selection: How can researchers be systematic in deciding which elements of a complex environment or extensive video corpus to…

  7. The Use of Video Technology for the Fast-Prototyping of Artificially Intelligent Software.

    Science.gov (United States)

    Klein, Gary L.

    This paper describes the use of video to provide a screenplay depiction of a proposed artificial intelligence software system. Advantages of such use are identified: (1) the video can be used to provide a clear conceptualization of the proposed system; (2) it can illustrate abstract technical concepts; (3) it can simulate the functions of the…

  8. 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…

  9. The role of video technology in on-line lectures for the deaf.

    Science.gov (United States)

    Debevc, Matjaz; Peljhan, Ziva

    2004-09-02

    The purpose of this paper is to determine the effectiveness of web-based video lectures on demand for the deaf in comparison to the traditional method of teaching using a sign language interpreter. The web-based lectures presented are specifically designed for the deaf in education and in rehabilitation. Sixty-three deaf students and adults were divided into four groups. All of the groups were made up of users who shared similar knowledge in the field of computers, but with different abilities in using computers, from beginners to advanced users. All of the groups were of mixed gender. The first two groups (consisting of 23 test users) graded the usability of the user interface for web-based lecture on demand with the help of the standardized SUMI questionnaire. After that, two groups (20 students from high school and 20 adults) joined in a 45-min informational program on the history of the deaf. Both groups were then divided into two smaller subgroups of 10 participants. The first subgroup in the first part of the learning program followed a traditional teaching style with the help of a teacher and an interpreter for Slovenian sign language. Meanwhile, the second group observed a 12-min web-based video lecture on demand and still had available an additional 18 min for a more detailed observation of the video. At the end of the lecture, the teacher used the questionnaire to review the participants' understanding of the content of the lecture in both of the groups. During the entire testing period, the interpreter used Slovenian sign language. By using the SUMI questionnaire, we determined the usability of the user interface for comprehension and gathering of knowledge. We discovered that the system was usable according to the standards. The global Median results (Global Median=51) were in the range of 50. In the second part of testing, we determined the level of significance between the traditional and web-based lectures. The results were statistically evaluated

  10. Real-Depth imaging: a new (no glasses) 3D imaging technology with video/data projection applications

    Science.gov (United States)

    Dolgoff, Eugene

    1997-05-01

    Floating Images, Inc. has developed the software and hardware for anew, patent pending, 'floating 3D, off-the- screen-experience' display technology. This technology has the potential to become the next standard for home and arcade video games, computers, corporate presentations, Internet/Intranet viewing, and television. Current '3D Graphics' technologies are actually flat on screen. Floating Images technology actually produce images at different depths from any display, such as CRT and LCD, for television, computer, projection, and other formats. In addition, unlike stereoscopic 3D imaging, no glasses, headgear, or other viewing aids are used. And, unlike current autostereoscopic imaging technologies, there is virtually no restriction on where viewers can sit to view the images, with no 'bad' or 'dead' zones, flipping, or pseudoscopy. In addition to providing traditional depth cues such as perspective and background image occlusion, the new technology also provides both horizontal and vertical binocular parallax and accommodation which coincides with convergence. Since accommodation coincides with convergence, viewing these images doesn't produce headaches, fatigue, or eye-strain, regardless of how long they are viewed. The imagery must either be formatted for the Floating Images platform when written, or existing software can be reformatted without much difficult. The optical hardware system can be made to accommodate virtually any projection system to produce Floating Images for the Boardroom, video arcade, stage shows, or the classroom.

  11. Small signal audio design

    CERN Document Server

    Self, Douglas

    2014-01-01

    Learn to use inexpensive and readily available parts to obtain state-of-the-art performance in all the vital parameters of noise, distortion, crosstalk and so on. With ample coverage of preamplifiers and mixers and a new chapter on headphone amplifiers, this practical handbook provides an extensive repertoire of circuits that can be put together to make almost any type of audio system.A resource packed full of valuable information, with virtually every page revealing nuggets of specialized knowledge not found elsewhere. Essential points of theory that bear on practical performance are lucidly

  12. The definitive guide to HTML 5 video

    CERN Document Server

    Pfeiffer, Silvia

    2010-01-01

    Plugins will soon be a thing of the past. The Definitive Guide to HTML5 Video is the first authoritative book on HTML5 video, the new web standard that allows browsers to support audio and video elements natively. This makes it very easy for web developers to publish audio and video, integrating both within the general presentation of web pages. For example, media elements can be styled using CSS (style sheets), integrated into SVG (scalable vector graphics), and manipulated in a Canvas. The book offers techniques for providing accessibility to media elements, enabling consistent handling of a

  13. Measuring coral size-frequency distribution using stereo video technology, a comparison with in situ measurements.

    Science.gov (United States)

    Turner, Joseph A; Polunin, Nicholas V C; Field, Stuart N; Wilson, Shaun K

    2015-05-01

    Coral colony size-frequency distribution data offer valuable information about the ecological status of coral reefs. Such data are usually collected by divers in situ, but stereo video is being increasingly used for monitoring benthic marine communities and may be used to collect size information for coral colonies. This study compared the size-frequency distributions of coral colonies obtained by divers measuring colonies 'in situ' with digital video imagery collected using stereo video and later processed using computer software. The size-frequency distributions of the two methods were similar for corymbose colonies, although distributions were different for massive, branching and all colonies combined. The differences are mainly driven by greater abundance of colonies >50 cm and fewer colonies 5 cm and was able to record measurements on 87% of the colonies detected. However, stereo video only detected 57% of marked colonies coral recruits. Estimates of colony size made with the stereo video were smaller than the in situ technique for all growth forms, particularly for massive morphologies. Despite differences in size distributions, community assessments, which incorporated genera, growth forms and size, were similar between the two techniques. Stereo video is suitable for monitoring coral community demographics and provided data similar to in situ measure for corymbose corals, but the ability to accurately measure massive and branching coral morphologies appeared to decline with increasing colony size.

  14. High-tech tools for exercise motivation: use and role of technologies such as the internet, mobile applications, social media, and video games

    National Research Council Canada - National Science Library

    Tate, Deborah F; Lyons, Elizabeth J; Valle, Carmina G

    2015-01-01

    .... This article reviews the evidence regarding the use of technology tools such as the Internet, mobile applications, social media, and video games and provides suggestions for evaluating the potential...

  15. Emerging Organizational Electronic Communication Technologies: A Selected Review of the Literature.

    Science.gov (United States)

    Hellweg, Susan A.; And Others

    A selective review of research dealing with emerging organizational electronic communication technologies from the communication, management, and organizational psychology literature was divided into four categories: word processing, electronic mail, computer conferencing, and teleconferencing (audio/video). The analysis was directed specifically…

  16. Linguistic Layering: Social Language Development in the Context of Multimodal Design and Digital Technologies

    Science.gov (United States)

    Domingo, Myrrh

    2012-01-01

    In our contemporary society, digital texts circulate more readily and extend beyond page-bound formats to include interactive representations such as online newsprint with hyperlinks to audio and video files. This is to say that multimodality combined with digital technologies extends grammar to include voice, visual, and music, among other modes…

  17. The Lowdown on Audio Downloads

    Science.gov (United States)

    Farrell, Beth

    2010-01-01

    First offered to public libraries in 2004, downloadable audiobooks have grown by leaps and bounds. According to the Audio Publishers Association, their sales today account for 21% of the spoken-word audio market. It hasn't been easy, however. WMA. DRM. MP3. AAC. File extensions small on letters but very big on consequences for librarians,…

  18. Efficient audio power amplification - challenges

    Energy Technology Data Exchange (ETDEWEB)

    Andersen, Michael A.E.

    2005-07-01

    For more than a decade efficient audio power amplification has evolved and today switch-mode audio power amplification in various forms are the state-of-the-art. The technical steps that lead to this evolution are described and in addition many of the challenges still to be faced and where extensive research and development are needed is covered. (au)

  19. Efficient Audio Power Amplification - Challenges

    DEFF Research Database (Denmark)

    Andersen, Michael Andreas E.

    2005-01-01

    For more than a decade efficient audio power amplification has evolved and today switch-mode audio power amplification in various forms are the state-of-the-art. The technical steps that lead to this evolution are described and in addition many of the challenges still to be faced and where...... extensive research and development are needed is covered....

  20. Audiovisual presentation of video-recorded stimuli at a high frame rate

    National Research Council Canada - National Science Library

    Lidestam, Björn

    2014-01-01

    .... Methods for accomplishing this include recording audio and video separately using an exact synchronization signal, editing the recordings and finding exact synchronization points, and presenting...

  1. Use of Audio Cuing to Expand Employment Opportunities for Adolescents with Autism Spectrum Disorders and Intellectual Disabilities

    Science.gov (United States)

    Allen, Keith D.; Burke, Raymond V.; Howard, Monica R.; Wallace, Dustin P.; Bowen, Scott L.

    2012-01-01

    We evaluated audio cuing to facilitate community employment of individuals with autism and intellectual disability. The job required promoting products in retail stores by wearing an air-inflated WalkAround[R] costume of a popular commercial character. Three adolescents, ages 16-18, were initially trained with video modeling. Audio cuing was then…

  2. An Efficient Method to Audio Steganography based on Modification of Least Significant Bit Technique using Random Keys

    National Research Council Canada - National Science Library

    Ali M Meligy; Mohammed M Nasef; Fatma T Eid

    2015-01-01

      Steganography is the art of amalgamating the secret message into another public message which may be text, audio or video file in a way that no one can know or imperceptible the existence of message...

  3. Fused quad audio/visual and tracking data collection to enhance mobile robot and operator performance analyses

    Science.gov (United States)

    Weiss, Brian A.; Antonishek, Brian; Norcross, Richard

    2008-04-01

    Collecting accurate, adequate ground truth and experimental data to support technology evaluations is critical in formulating exact and methodical analyses of the system's performance. Personnel at the National Institute of Standards and Technology (NIST), tasked with developing performance measures and standards for both Urban Search and Rescue (US&R) and bomb disposal robots, have been designing advanced ground truth data collection methods to support these efforts. These new techniques fuse multiple real-time streams of video and robot tracking data to facilitate more complete human robot interaction (HRI) analyses following a robot's experiences. As a robot maneuvers through a test method, video and audio streams are simultaneously collected and fed into a quad compressor providing real-time display. This fused quad audio/visual data provides a complete picture of what the operators and robots are doing throughout their evaluation to not only enhance HRI analyses, but also provide valuable data that can be used to aid operator training, encourage implementation improvements by highlighting successes and failures to the developers/vendors, and demonstrate capabilities to end-users and buyers. Quad data collection system deployments to support US&R test methods/scenarios at the 2007 Robot Response Evaluation in Disaster City, Texas will be highlighted.

  4. Audio feature extraction using probability distribution function

    Science.gov (United States)

    Suhaib, A.; Wan, Khairunizam; Aziz, Azri A.; Hazry, D.; Razlan, Zuradzman M.; Shahriman A., B.

    2015-05-01

    Voice recognition has been one of the popular applications in robotic field. It is also known to be recently used for biometric and multimedia information retrieval system. This technology is attained from successive research on audio feature extraction analysis. Probability Distribution Function (PDF) is a statistical method which is usually used as one of the processes in complex feature extraction methods such as GMM and PCA. In this paper, a new method for audio feature extraction is proposed which is by using only PDF as a feature extraction method itself for speech analysis purpose. Certain pre-processing techniques are performed in prior to the proposed feature extraction method. Subsequently, the PDF result values for each frame of sampled voice signals obtained from certain numbers of individuals are plotted. From the experimental results obtained, it can be seen visually from the plotted data that each individuals' voice has comparable PDF values and shapes.

  5. Real-Time Audio-Visual Analysis for Multiperson Videoconferencing

    Directory of Open Access Journals (Sweden)

    Petr Motlicek

    2013-01-01

    Full Text Available We describe the design of a system consisting of several state-of-the-art real-time audio and video processing components enabling multimodal stream manipulation (e.g., automatic online editing for multiparty videoconferencing applications in open, unconstrained environments. The underlying algorithms are designed to allow multiple people to enter, interact, and leave the observable scene with no constraints. They comprise continuous localisation of audio objects and its application for spatial audio object coding, detection, and tracking of faces, estimation of head poses and visual focus of attention, detection and localisation of verbal and paralinguistic events, and the association and fusion of these different events. Combined all together, they represent multimodal streams with audio objects and semantic video objects and provide semantic information for stream manipulation systems (like a virtual director. Various experiments have been performed to evaluate the performance of the system. The obtained results demonstrate the effectiveness of the proposed design, the various algorithms, and the benefit of fusing different modalities in this scenario.

  6. Educational Technology as a Video Cases in Teaching Psychology for Future Teachers

    Science.gov (United States)

    Shen, Pingxia; Gromova, Chulpan R.; Zakirova, Venera G.; Yalalov, Farit G.

    2017-01-01

    Relevance of the article is caused by need to form the teacher's psychological competences on the basis of life and professional situations. This article is directed to detection of the main difficulties, which students have in the course of studying psychology and efficiency of use of video cases at classes of psychology. The leading research…

  7. Forecasting the Market for New Communication Technology: The Home Video Player Experience.

    Science.gov (United States)

    Klopfenstein, Bruce C.

    This paper describes a critical study of the available forecasts and forecasting studies for the home video player market over a 15-year period which was undertaken to discover why so many forecasts were wrong about consumer adoption of home videocassette players and videodisk players, the reasons for these errors, and ways in which this knowledge…

  8. The Impact of Video Technology on Student Performance in Physical Education

    Science.gov (United States)

    Palao, Jose Manuel; Hastie, Peter Andrew; Guerrero Cruz, Prudencia; Ortega, Enrique

    2015-01-01

    The purpose of this study was to assess the effectiveness of the use of video feedback on student learning in physical education, while also examining the teacher's responses to the innovation. Three classes from one Spanish high school participated in different conditions for learning hurdles in a track and field unit. These conditions compared…

  9. A Stream Runs through IT: Using Streaming Video to Teach Information Technology

    Science.gov (United States)

    Nicholson, Jennifer; Nicholson, Darren B.

    2010-01-01

    Purpose: The purpose of this paper is to report student and faculty perceptions from an introductory management information systems course that uses multimedia, specifically streaming video, as a vehicle for teaching students skills in Microsoft Excel and Access. Design/methodology/approach: Student perceptions are captured via a qualitative…

  10. 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…

  11. Medical students' views on the use of video technology in the ...

    African Journals Online (AJOL)

    Benefits described related well to the. AGES model of learning and fulfilled the learning requirements of communication teaching, language acquisition and cultural awareness. Conclusion. The videos represent an innovative teaching method for the resource-constrained environment in which we work and are relevant to ...

  12. Photo-acoustic and video-acoustic methods for sensing distant sound sources

    Science.gov (United States)

    Slater, Dan; Kozacik, Stephen; Kelmelis, Eric

    2017-05-01

    Long range telescopic video imagery of distant terrestrial scenes, aircraft, rockets and other aerospace vehicles can be a powerful observational tool. But what about the associated acoustic activity? A new technology, Remote Acoustic Sensing (RAS), may provide a method to remotely listen to the acoustic activity near these distant objects. Local acoustic activity sometimes weakly modulates the ambient illumination in a way that can be remotely sensed. RAS is a new type of microphone that separates an acoustic transducer into two spatially separated components: 1) a naturally formed in situ acousto-optic modulator (AOM) located within the distant scene and 2) a remote sensing readout device that recovers the distant audio. These two elements are passively coupled over long distances at the speed of light by naturally occurring ambient light energy or other electromagnetic fields. Stereophonic, multichannel and acoustic beam forming are all possible using RAS techniques and when combined with high-definition video imagery it can help to provide a more cinema like immersive viewing experience. A practical implementation of a remote acousto-optic readout device can be a challenging engineering problem. The acoustic influence on the optical signal is generally weak and often with a strong bias term. The optical signal is further degraded by atmospheric seeing turbulence. In this paper, we consider two fundamentally different optical readout approaches: 1) a low pixel count photodiode based RAS photoreceiver and 2) audio extraction directly from a video stream. Most of our RAS experiments to date have used the first method for reasons of performance and simplicity. But there are potential advantages to extracting audio directly from a video stream. These advantages include the straight forward ability to work with multiple AOMs (useful for acoustic beam forming), simpler optical configurations, and a potential ability to use certain preexisting video recordings. However

  13. Analysis of Audio Fingerprinting Techniques

    Science.gov (United States)

    Siva Sankaran, Satish Kumar

    The goal of this thesis is to compare various audio fingerprinting algorithms under a common framework. An audio fingerprint is a compact content-based signature that uniquely summarizes an audio recording. In this thesis, acoustic fingerprints are based on prominent peaks extracted from the spectrogram of the audio signal in question. A spectrogram is a visual representation of the spectrum of frequencies in an audio signal as it varies with time. Some of the applications of audio fingerprinting include but are not limited to music identification, advertisement detection, channel identification in TV and radio broadcasts. Currently, there are several fingerprinting techniques that employ different fingerprinting algorithms. However, there is no study or concrete proof that suggests one algorithm is better in comparison with the other algorithms. In this thesis, some of the feasible techniques employed in audio fingerprint extraction such as Same-Band Frequency analysis, Cross-Band Frequency analysis, use of Mel Frequency Banks, and use of Mel Frequency Cepstral Coefficients (MFCC) are analyzed and compared under the same framework.

  14. SDI HDTV video transmission unit; SDI high vision eizo denso sochi

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1999-03-01

    The number is increasing of broadcasting stations who use HDTV (high-definition television) signals for program formulation for the improvement of video quality for general broadcasting programs. The above-named unit, which transmits HDTV signals which are broadcasting materials over a long distance with their high quality well preserved, is capable of the optical transmission of SDI (serial digital interface) signals meeting the standards of BTA (Broadcasting Technologies Association) on 1 video channel and 2 digital audio channels. It can also work on the light wavelength multiplex system. It was developed under the guidance of TTNet (Tokyo Telecommunication Network Co., Inc.), and gained public favor when it successfully transmitted programs over a distance of approximately 400km from Nagano to Tokyo during the Nagano Olympic Games. It now transmits various high-quality video signals for instance in the relay of baseball games, thereby contributing to the improvement of video quality for broadcasting. (translated by NEDO)

  15. Multidimensional Attributes of the Sense of Presence in Audio-Visual Content

    Directory of Open Access Journals (Sweden)

    Kazutomo Fukue

    2011-10-01

    Full Text Available The sense of presence is crucial for evaluating audio-visual equipment and content. To clarify the multidimensional attributes of the sense, we conducted three experiments on audio, visual, and audio-visual content items. Initially 345 adjectives, which express the sense of presence, were collected and the number of adjectives was reduced to 40 pairs based on the KJ method. Forty scenes were recorded with a high-definition video camera while their sounds were recorded using a dummy head. Each content item was reproduced with a 65-inch display and headphones in three conditions of audio-only, visual-only and audio-visual. Twenty-one subjects evaluated them using the 40 pairs of adjectives by the Semantic Differential method with seven-point scales. The sense of presence in each content item was also evaluated using a Likert scale. The experimental data was analyzed by the factor analysis and four, five and five factors were extracted for audio, visual, and audio-visual conditions, respectively. The multiple regression analysis revealed that audio and audio-visual presences were explained by the extracted factors, although further consideration is required for the visual presence. These results indicated that the factors of psychological loading and activity are relevant for the sense of presence.

  16. Alternative Media Technologies for the Open University. A Research Report on Costed Alternatives to the Direct Transmission of Audio-Visual Materials. Final Report. I.E.T. Papers on Broadcasting No. 79.

    Science.gov (United States)

    Bates, Tony; Kern, Larry

    This study examines alternatives to direct transmission of television and radio programs for courses with low student enrollment at the Open University. Examined are cut-off points in terms of student numbers at which alternative means of distributing audio or audio-visual materials become more economical than direct television or radio…

  17. Learning Trajectory for Transforming Teachers' Knowledge for Teaching Mathematics and Science with Digital Image and Video Technologies in an Online Learning Experience

    Science.gov (United States)

    Niess, Margaret L.; Gillow-Wiles, Henry

    2014-01-01

    This qualitative cross-case study explores the influence of a designed learning trajectory on transforming teachers' technological pedagogical content knowledge (TPACK) for teaching with digital image and video technologies. The TPACK Learning Trajectory embeds tasks with specific instructional strategies within a social metacognitive…

  18. Classification of Overlapped Audio Events Based on AT, PLSA, and the Combination of Them

    Directory of Open Access Journals (Sweden)

    Y. Leng

    2015-06-01

    Full Text Available Audio event classification, as an important part of Computational Auditory Scene Analysis, has attracted much attention. Currently, the classification technology is mature enough to classify isolated audio events accurately, but for overlapped audio events, it performs much worse. While in real life, most audio documents would have certain percentage of overlaps, and so the overlap classification problem is an important part of audio classification. Nowadays, the work on overlapped audio event classification is still scarce, and most existing overlap classification systems can only recognize one audio event for an overlap. In this paper, in order to deal with overlaps, we innovatively introduce the author-topic (AT model which was first proposed for text analysis into audio classification, and innovatively combine it with PLSA (Probabilistic Latent Semantic Analysis. We propose 4 systems, i.e. AT, PLSA, AT-PLSA and PLSA-AT, to classify overlaps. The 4 proposed systems have the ability to recognize two or more audio events for an overlap. The experimental results show that the 4 systems perform well in classifying overlapped audio events, whether it is the overlap in training set or the overlap out of training set. Also they perform well in classifying isolated audio events.

  19. A centralized audio presentation manager

    Energy Technology Data Exchange (ETDEWEB)

    Papp, A.L. III; Blattner, M.M.

    1994-05-16

    The centralized audio presentation manager addresses the problems which occur when multiple programs running simultaneously attempt to use the audio output of a computer system. Time dependence of sound means that certain auditory messages must be scheduled simultaneously, which can lead to perceptual problems due to psychoacoustic phenomena. Furthermore, the combination of speech and nonspeech audio is examined; each presents its own problems of perceptibility in an acoustic environment composed of multiple auditory streams. The centralized audio presentation manager receives abstract parameterized message requests from the currently running programs, and attempts to create and present a sonic representation in the most perceptible manner through the use of a theoretically and empirically designed rule set.

  20. Audio/visual analysis for high-speed TV advertisement detection from MPEG bitstream

    OpenAIRE

    Sadlier, David A.

    2002-01-01

    Advertisement breaks dunng or between television programmes are typically flagged by senes of black-and-silent video frames, which recurrendy occur in order to audio-visually separate individual advertisement spots from one another. It is the regular prevalence of these flags that enables automatic differentiauon between what is programme content and what is advertisement break. Detection of these audio-visual depressions within broadcast television content provides a basis on which advertise...

  1. Ultrasonic Sensor-Based Personalized Multichannel Audio Rendering for Multiview Broadcasting Services

    OpenAIRE

    Yong Guk Kim; Sang-Taeck Moon; Seung Ho Choi; Hong Kook Kim

    2013-01-01

    An ultrasonic sensor-based personalized multichannel audio rendering method is proposed for multiview broadcasting services. Multiview broadcasting, a representative next-generation broadcasting technique, renders video image sequences captured by several stereoscopic cameras from different viewpoints. To achieve realistic multiview broadcasting, multichannel audio that is synchronized with a user’s viewpoint should be rendered in real time. For this reason, both a real-time person-tracking t...

  2. Using Touch Screen Audio-CASI to Obtain Data on Sensitive Topics.

    Science.gov (United States)

    Cooley, Philip C; Rogers, Susan M; Turner, Charles F; Al-Tayyib, Alia A; Willis, Gordon; Ganapathi, Laxminarayana

    2001-05-01

    This paper describes a new interview data collection system that uses a laptop personal computer equipped with a touch-sensitive video monitor. The touch-screen-based audio computer-assisted self-interviewing system, or touch screen audio-CASI, enhances the ease of use of conventional audio CASI systems while simultaneously providing the privacy of self-administered questionnaires. We describe touch screen audio-CASI design features and operational characteristics. In addition, we present data from a recent clinic-based experiment indicating that the touch audio-CASI system is stable, robust, and suitable for administering relatively long and complex questionnaires on sensitive topics, including drug use and sexual behaviors associated with HIV and other sexually transmitted diseases.

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

    Science.gov (United States)

    Cox, James R

    2011-01-01

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

  4. New technologies in the Physical Education class. A positive experience with the digital video recording and vertical jump

    Directory of Open Access Journals (Sweden)

    Daniel Rojano Ortega

    2010-01-01

    Full Text Available The objective of the Basic Competences is to highlight the essential learning of the Secondary School Curriculum. The fourth Basic Competence introduces in the Secondary School Program the use of the Information and Communication Technologies as an essential element to be informed, to learn and to communicate. To that effect, this article tries to bring the new technologies to the Physical Education Class, specifically to the analysis of the vertical jump. This jump has been traditionally evaluated with the Sargent’s test but this test has some errors which derive from the measuring process. Nowadays there are new very precise instruments often used in sports for the analysis of the vertical jump, but their high prices make it difficult to introduce them in the school. With this article we want to show that the digital video recording and the video edition programs constitute a very appropriate way to evaluate the vertical jump because it causes in the students great interest and implication.

  5. The Study on Neuro-IE Management Software in Manufacturing Enterprises. -The Application of Video Analysis Technology

    Science.gov (United States)

    Bian, Jun; Fu, Huijian; Shang, Qian; Zhou, Xiangyang; Ma, Qingguo

    This paper analyzes the outstanding problems in current industrial production by reviewing the three stages of the Industrial Engineering Development. Based on investigations and interviews in enterprises, we propose the new idea of applying "computer video analysis technology" to new industrial engineering management software, and add "loose-coefficient" of the working station to this software in order to arrange scientific and humanistic production. Meanwhile, we suggest utilizing Biofeedback Technology to promote further research on "the rules of workers' physiological, psychological and emotional changes in production". This new kind of combination will push forward industrial engineering theories and benefit enterprises in progressing towards flexible social production, thus it will be of great theory innovation value, social significance and application value.

  6. Tourism research and audio methods

    DEFF Research Database (Denmark)

    Jensen, Martin Trandberg

    2016-01-01

    Audio methods enriches sensuous tourism ethnographies. • The note suggests five research avenues for future auditory scholarship. • Sensuous tourism research has neglected the role of sounds in embodied tourism experiences.......• Audio methods enriches sensuous tourism ethnographies. • The note suggests five research avenues for future auditory scholarship. • Sensuous tourism research has neglected the role of sounds in embodied tourism experiences....

  7. Design and develop a video conferencing framework for real-time telemedicine applications using secure group-based communication architecture.

    Science.gov (United States)

    Mat Kiah, M L; Al-Bakri, S H; Zaidan, A A; Zaidan, B B; Hussain, Muzammil

    2014-10-01

    One of the applications of modern technology in telemedicine is video conferencing. An alternative to traveling to attend a conference or meeting, video conferencing is becoming increasingly popular among hospitals. By using this technology, doctors can help patients who are unable to physically visit hospitals. Video conferencing particularly benefits patients from rural areas, where good doctors are not always available. Telemedicine has proven to be a blessing to patients who have no access to the best treatment. A telemedicine system consists of customized hardware and software at two locations, namely, at the patient's and the doctor's end. In such cases, the video streams of the conferencing parties may contain highly sensitive information. Thus, real-time data security is one of the most important requirements when designing video conferencing systems. This study proposes a secure framework for video conferencing systems and a complete management solution for secure video conferencing groups. Java Media Framework Application Programming Interface classes are used to design and test the proposed secure framework. Real-time Transport Protocol over User Datagram Protocol is used to transmit the encrypted audio and video streams, and RSA and AES algorithms are used to provide the required security services. Results show that the encryption algorithm insignificantly increases the video conferencing computation time.

  8. Audio Steganography with Embedded Text

    Science.gov (United States)

    Teck Jian, Chua; Chai Wen, Chuah; Rahman, Nurul Hidayah Binti Ab.; Hamid, Isredza Rahmi Binti A.

    2017-08-01

    Audio steganography is about hiding the secret message into the audio. It is a technique uses to secure the transmission of secret information or hide their existence. It also may provide confidentiality to secret message if the message is encrypted. To date most of the steganography software such as Mp3Stego and DeepSound use block cipher such as Advanced Encryption Standard or Data Encryption Standard to encrypt the secret message. It is a good practice for security. However, the encrypted message may become too long to embed in audio and cause distortion of cover audio if the secret message is too long. Hence, there is a need to encrypt the message with stream cipher before embedding the message into the audio. This is because stream cipher provides bit by bit encryption meanwhile block cipher provide a fixed length of bits encryption which result a longer output compare to stream cipher. Hence, an audio steganography with embedding text with Rivest Cipher 4 encryption cipher is design, develop and test in this project.

  9. Modeling Audio Fingerprints : Structure, Distortion, Capacity

    NARCIS (Netherlands)

    Doets, P.J.O.

    2010-01-01

    An audio fingerprint is a compact low-level representation of a multimedia signal. An audio fingerprint can be used to identify audio files or fragments in a reliable way. The use of audio fingerprints for identification consists of two phases. In the enrollment phase known content is fingerprinted,

  10. Introduction to audio analysis a MATLAB approach

    CERN Document Server

    Giannakopoulos, Theodoros

    2014-01-01

    Introduction to Audio Analysis serves as a standalone introduction to audio analysis, providing theoretical background to many state-of-the-art techniques. It covers the essential theory necessary to develop audio engineering applications, but also uses programming techniques, notably MATLAB®, to take a more applied approach to the topic. Basic theory and reproducible experiments are combined to demonstrate theoretical concepts from a practical point of view and provide a solid foundation in the field of audio analysis. Audio feature extraction, audio classification, audio segmentation, au

  11. Transitioning towards the Digital Native: Examining Digital Technologies, Video Games, and Learning

    Science.gov (United States)

    Salomon, John

    2010-01-01

    Although digital technologies have become commonplace among people who grew up around them, little is known about the effect that such technology will have on learners or its impact on traditional methods of educational delivery. This dissertation examines how certain technologies affect digital natives and seeks to understand specific…

  12. Telehomecare telecommunication framework - from remote patient monitoring to video visits and robot telepresence.

    Science.gov (United States)

    Lepage, Pierre; Letourneau, Dominic; Hamel, Mathieu; Briere, Simon; Corriveau, Helene; Tousignant, Michel; Michaud, Francois

    2016-08-01

    Over the last few years, the number of remote patient monitoring (RPM) products and of videoconferencing systems has exploded. There is also a significant number of research initiatives addressing the use of service robots for assistance in daily living activities. From a technological standpoint, providing telehomecare services is certainly feasible. However, one technological barrier is to have access to a telecommunication platform that can be adapted to address the broad range of specifications and requirements of clinical and telehealth applications. Handling the full spectrum of possibilities requires a telecommunication framework that can transmit vital sign data from patients to clinicians, bidirectional audio-video from a standard computing device, and also multiple video streams and bidirectional transmission of control data. This paper presents a framework that integrates such capabilities. It also illustrates the versatility of the framework by presenting custom-designed devices allowing integration of capabilities ranging from RPM to video visits and robot telepresence.

  13. Face recognition-based authentication and monitoring in video telecommunication systems

    OpenAIRE

    2012-01-01

    M.Sc. (Computer Science) A video conference is an interactive meeting between two or more locations, facilitated by simultaneous two-way video and audio transmissions. People in a video conference, also known as participants, join these video conferences for business and recreational purposes. In a typical video conference, we should properly identify and authenticate every participant in the video conference, if information discussed during the video conference is confidential. This preve...

  14. Advanced video coding systems

    CERN Document Server

    Gao, Wen

    2015-01-01

    This comprehensive and accessible text/reference presents an overview of the state of the art in video coding technology. Specifically, the book introduces the tools of the AVS2 standard, describing how AVS2 can help to achieve a significant improvement in coding efficiency for future video networks and applications by incorporating smarter coding tools such as scene video coding. Topics and features: introduces the basic concepts in video coding, and presents a short history of video coding technology and standards; reviews the coding framework, main coding tools, and syntax structure of AV

  15. Voice radio communication, pedestrian localization, and the tactical use of 3D audio

    OpenAIRE

    Nilsson, John-Olof; Schüldt, Christian; Händel, Peter

    2013-01-01

    The relation between voice radio communication and pedestrian localization is studied. 3D audio is identified as a linking technology which brings strong mutual benefits. Voice communication rendered with 3D audio provides a potential low secondary task interference user interface to the localization information. Vice versa, location information in the 3D audio provides spatial cues in the voice communication, improving speech intelligibility. An experimental setup with voice radio communicat...

  16. 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

  17. Making good physics videos

    Science.gov (United States)

    Lincoln, James

    2017-05-01

    Online videos are an increasingly important way technology is contributing to the improvement of physics teaching. Students and teachers have begun to rely on online videos to provide them with content knowledge and instructional strategies. Online audiences are expecting greater production value, and departments are sometimes requesting educators to post video pre-labs or to flip our classrooms. In this article, I share my advice on creating engaging physics videos.

  18. Multiple-angle 3D video technology for distant live concerts

    Science.gov (United States)

    Inoue, Tetsuri; Komiya, Kazumi; Momose, Keiko; Urano, Yoshiyori; Tominaga, Hideyoshi

    2002-03-01

    We are developing a multiple-angle 3D-video system that will allow an audience to enjoy a concert in real time at a distant location by simultaneously shooting multiple stereoscopic images from different angles and transmitting them through a high-speed network. At the receiving side, a decoder restores the original image signals from the received data, and different video images are shown on multiple stereoscopic displays. As a result, the audience can enjoy multiple images of a concert at the same time. The purpose of this system is to give a remote audience the opportunity to enjoy a live concert as though they were at the concert site. This paper examines the technical requirements for the camera arrangement and the transmission rate needed to transmit images of a musical performance with this system. We have built an experimental system with four stereo cameras, and have experimentally transmitted musical performance images to test the system performance. In this paper, we also propose a method for transmitting multiple camera images more efficiently.

  19. Feasibility of Documenting and Estimating Adult Fish Passage at Large Hydroelectric Facilities in the Snake River Using Video Technology; 1993 Final Report.

    Energy Technology Data Exchange (ETDEWEB)

    Hatch, Douglas R.; Pederson, David R.; Fryer, Jeffrey

    1994-07-01

    Lower Granite Dam on the Snake River to evaluate the feasibility of using video technology to document and estimate fish ladder passage of chinook salmon Oncorhynchus tshawytscha, sockeye salmon O. nerka, and steelhead O. mykiss. A video system was to produced video images during salmon passage periods. A technician identified and counted fish images from the video record. Fish ladder passage estimates of target species made from the video record were similar to estimates made by on-site counters during daytime periods, indicating that the two methods were relatively precise. We also found that a significant percentage (6.4% and 8.3%) of target salmonids migrated during nighttime periods when on-site counts were not typically made during the two years of study. Analysis of the video record permitted verification of individual sockeye salmon identified and counted by on-site count personnel, and provided data useful to managers of this ESA-listed stock. Analysis of the video record also permitted collection of additional data such as length measurements of individual specimens, which was used to regulate a fishery located upstream.

  20. A feasibility pilot study on the use of complementary therapies delivered via mobile technologies on Icelandic surgical patients? reports of anxiety, pain, and self-efficacy in healing

    OpenAIRE

    Hansen, Margaret M

    2015-01-01

    Background Complementary therapies (CT), such as relaxation technique, massage, guided imagery, and accupuncture have shown to benefit patients undergoing surgery. The aim of this study was to determine the feasibility of using audio relaxation technique (ART), music intervention (MI), nature video application with music (NVAM), and nature video application without music (NVA) delivered via mobile technologies in a clinical setting. Secondary, the effects of ART, MI, NVAM and NVA on patients?...

  1. New technologies to manage exam anxiety.

    Science.gov (United States)

    Grassi, Alessandra; Gaggioli, Andrea; Riva, Giuseppe

    2011-01-01

    A Stress Inoculation Training-based protocol tested if multimedia audio-video content induced emotional changes and reduced exam anxiety in university students. Seventy-five participants took part in six experimental sessions consisting of viewing multimedia content and performing relaxation exercises. Participants were randomly assigned to five experimental groups: 1) audio and video narrative on mobile phone (UMTS); 2) audio and video narrative on DVD (DVD), 3) audio narrative on MP3 player (M3), 4) audio narrative on CD (CD), 5) control group (CTRL). Results showed that audio/video content induced a significant reduction in exam anxiety and an increase of relaxation in students, compared to the audio-only contents.

  2. A new video programme

    CERN Multimedia

    CERN video productions

    2011-01-01

    "What's new @ CERN?", a new monthly video programme, will be broadcast on the Monday of every month on webcast.cern.ch. Aimed at the general public, the programme will cover the latest CERN news, with guests and explanatory features. Tune in on Monday 3 October at 4 pm (CET) to see the programme in English, and then at 4:20 pm (CET) for the French version.   var flash_video_player=get_video_player_path(); insert_player_for_external('Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-0753-kbps-640x360-25-fps-audio-64-kbps-44-kHz-stereo', 'mms://mediastream.cern.ch/MediaArchive/Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-Multirate-200-to-753-kbps-640x360-25-fps.wmv', 'false', 480, 360, 'https://mediastream.cern.ch/MediaArchive/Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-posterframe-640x360-at-10-percent.jpg', '1383406', true, 'Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-0600-kbps-maxH-360-25-fps-...

  3. Location audio simplified capturing your audio and your audience

    CERN Document Server

    Miles, Dean

    2014-01-01

    From the basics of using camera, handheld, lavalier, and shotgun microphones to camera calibration and mixer set-ups, Location Audio Simplified unlocks the secrets to clean and clear broadcast quality audio no matter what challenges you face. Author Dean Miles applies his twenty-plus years of experience as a professional location operator to teach the skills, techniques, tips, and secrets needed to produce high-quality production sound on location. Humorous and thoroughly practical, the book covers a wide array of topics, such as:* location selection* field mixing* boo

  4. A Joint Audio-Visual Approach to Audio Localization

    DEFF Research Database (Denmark)

    Jensen, Jesper Rindom; Christensen, Mads Græsbøll

    2015-01-01

    Localization of audio sources is an important research problem, e.g., to facilitate noise reduction. In the recent years, the problem has been tackled using distributed microphone arrays (DMA). A common approach is to apply direction-of-arrival (DOA) estimation on each array (denoted as nodes...... time-of-flight cameras. Moreover, we propose an optimal method for weighting such DOA and range information for audio localization. Our experiments on both synthetic and real data show that there is a clear, potential advantage of using the joint audiovisual localization framework....

  5. Visualizing the sacred: video technology "televisual" style, and the religious imagination in Bahian candomblé

    NARCIS (Netherlands)

    van de Port, M.

    2006-01-01

    Candombl´e is an Afro-Brazilian spirit-possession cult, whose splendid performance of "African tradition" and "secrecy" has long prohibited the reproduction of religious activity by modern media technology. Authoritative voices within candombl´e have explicitly stated that modern media technology is

  6. Inservice Training of Primary Teachers through Interactive Video Technology: An Indian Experience.

    Science.gov (United States)

    Raina, V. K.; Maheshwari, A. N.

    1998-01-01

    Discusses India's Special Orientation Programme for Primary School Teachers (SOPT), a new technology used to train large numbers of teachers so that the losses in transmission inherent in the "cascade model" are avoided. Responses from teachers and trainers show there is considerable potential for the exploitation of this technology.…

  7. Video databases: automatic retrieval based on content.

    Science.gov (United States)

    Bolle, R. M.; Yeo, B.-L.; Yeung, M.

    Digital video databases are becoming more and more pervasive and finding video of interest in large databases is rapidly becoming a problem. Intelligent means of quick content-based video retrieval and content-based rapid video viewing is, therefore, an important topic of research. Video is a rich source of data, it contains visual and audio information, and in many cases, there is text associated with the video. Content-based video retrieval should use all this information in an efficient and effective way. From a human perspective, a video query can be viewed as an iterated sequence of navigating, searching, browsing, and viewing. This paper addresses video search in terms of these phases.

  8. Exploring the potential of video technologies for collaboration in emergency medical care

    DEFF Research Database (Denmark)

    Sonnenwald, Diane H.; Söderholm, Hanna M.; Manning, James E.

    2008-01-01

    We are investigating the potential of 3D telepresence, or televideo, technology to support collaboration among geographically separated medical personnel in trauma emergency care situations. 3D telepresence technology has the potential to provide richer visual information than current 2D...... videoconferencing techniques. This may be of benefit in diagnosing and treating patients in emergency situations where specialized medical expertise is not locally available. The 3D telepresence technology does not yet exist, and there is a need to understand its potential before resources are spent on its...... development and deployment. This poses a complex challenge. How can we evaluate the potential impact of a technology within complex, dynamic work contexts when the technology does not yet exist? To address this challenge, we conducted an experiment with a posttest, between-subjects design that takes...

  9. Multi-Modal Surrogates for Retrieving and Making Sense of Videos: Is Synchronization between the Multiple Modalities Optimal?

    Science.gov (United States)

    Song, Yaxiao

    2010-01-01

    Video surrogates can help people quickly make sense of the content of a video before downloading or seeking more detailed information. Visual and audio features of a video are primary information carriers and might become important components of video retrieval and video sense-making. In the past decades, most research and development efforts on…

  10. Evaluation of Audio Compression Artifacts

    Directory of Open Access Journals (Sweden)

    M. Herrera Martinez

    2007-01-01

    Full Text Available This paper deals with subjective evaluation of audio-coding systems. From this evaluation, it is found that, depending on the type of signal and the algorithm of the audio-coding system, different types of audible errors arise. These errors are called coding artifacts. Although three kinds of artifacts are perceivable in the auditory domain, the author proposes that in the coding domain there is only one common cause for the appearance of the artifact, inefficient tracking of transient-stochastic signals. For this purpose, state-of-the art audio coding systems use a wide range of signal processing techniques, including application of the wavelet transform, which is described here. 

  11. Interferenze. Il progetto mald’è tra scena e video

    Directory of Open Access Journals (Sweden)

    Grazia D'Arienzo

    2014-07-01

    Full Text Available The operations of technology implementation within the theatrical performance, as well as the attempt of embedding the scene into video, have been core to the debate surrounding the hybrid forms phenomenon and the interaction between live and media-driven performances. Within the debate on these practices, the project taken under consideration in the article − mald'è − has undoubtedly a peculiar feature as it tries to be a synthesis of the acting experience of Matilde de Feo with filmakers' and multimedia directors' Mario Savinio. Specifically, the main objects of my analysis are the contaminating dynamics of an audio-visual production (Non io and a digital performance (Il principio di indeterminazione di Heisenberg which aim, respectively, to the electronic remediation of a Beckettian drama and to the organic integration between the video projection and a monologue of Dario Fo and Franca Rame.

  12. AUDIO CRYPTANALYSIS- AN APPLICATION OF SYMMETRIC KEY CRYPTOGRAPHY AND AUDIO STEGANOGRAPHY

    Directory of Open Access Journals (Sweden)

    Smita Paira

    2016-09-01

    Full Text Available In the recent trend of network and technology, “Cryptography” and “Steganography” have emerged out as the essential elements of providing network security. Although Cryptography plays a major role in the fabrication and modification of the secret message into an encrypted version yet it has certain drawbacks. Steganography is the art that meets one of the basic limitations of Cryptography. In this paper, a new algorithm has been proposed based on both Symmetric Key Cryptography and Audio Steganography. The combination of a randomly generated Symmetric Key along with LSB technique of Audio Steganography sends a secret message unrecognizable through an insecure medium. The Stego File generated is almost lossless giving a 100 percent recovery of the original message. This paper also presents a detailed experimental analysis of the algorithm with a brief comparison with other existing algorithms and a future scope. The experimental verification and security issues are promising.

  13. Audio-visual perception system for a humanoid robotic head.

    Science.gov (United States)

    Viciana-Abad, Raquel; Marfil, Rebeca; Perez-Lorenzo, Jose M; Bandera, Juan P; Romero-Garces, Adrian; Reche-Lopez, Pedro

    2014-05-28

    One of the main issues within the field of social robotics is to endow robots with the ability to direct attention to people with whom they are interacting. Different approaches follow bio-inspired mechanisms, merging audio and visual cues to localize a person using multiple sensors. However, most of these fusion mechanisms have been used in fixed systems, such as those used in video-conference rooms, and thus, they may incur difficulties when constrained to the sensors with which a robot can be equipped. Besides, within the scope of interactive autonomous robots, there is a lack in terms of evaluating the benefits of audio-visual attention mechanisms, compared to only audio or visual approaches, in real scenarios. Most of the tests conducted have been within controlled environments, at short distances and/or with off-line performance measurements. With the goal of demonstrating the benefit of fusing sensory information with a Bayes inference for interactive robotics, this paper presents a system for localizing a person by processing visual and audio data. Moreover, the performance of this system is evaluated and compared via considering the technical limitations of unimodal systems. The experiments show the promise of the proposed approach for the proactive detection and tracking of speakers in a human-robot interactive framework.

  14. Audio-Visual Perception System for a Humanoid Robotic Head

    Directory of Open Access Journals (Sweden)

    Raquel Viciana-Abad

    2014-05-01

    Full Text Available One of the main issues within the field of social robotics is to endow robots with the ability to direct attention to people with whom they are interacting. Different approaches follow bio-inspired mechanisms, merging audio and visual cues to localize a person using multiple sensors. However, most of these fusion mechanisms have been used in fixed systems, such as those used in video-conference rooms, and thus, they may incur difficulties when constrained to the sensors with which a robot can be equipped. Besides, within the scope of interactive autonomous robots, there is a lack in terms of evaluating the benefits of audio-visual attention mechanisms, compared to only audio or visual approaches, in real scenarios. Most of the tests conducted have been within controlled environments, at short distances and/or with off-line performance measurements. With the goal of demonstrating the benefit of fusing sensory information with a Bayes inference for interactive robotics, this paper presents a system for localizing a person by processing visual and audio data. Moreover, the performance of this system is evaluated and compared via considering the technical limitations of unimodal systems. The experiments show the promise of the proposed approach for the proactive detection and tracking of speakers in a human-robot interactive framework.

  15. Audio power amplifier design handbook

    CERN Document Server

    Self, Douglas

    2013-01-01

    This book is essential for audio power amplifier designers and engineers for one simple reason...it enables you as a professional to develop reliable, high-performance circuits. The Author Douglas Self covers the major issues of distortion and linearity, power supplies, overload, DC-protection and reactive loading. He also tackles unusual forms of compensation and distortion produced by capacitors and fuses. This completely updated fifth edition includes four NEW chapters including one on The XD Principle, invented by the author, and used by Cambridge Audio. Cro

  16. Prescription play: A primer on innovative use of video games technology in healthcare.

    Science.gov (United States)

    Kearns, Ciléin

    2015-01-01

    As technology evolves it becomes increasingly accessible to the masses to own, develop for, and distribute global healthcare solutions with. In this paper the author presents a series of project case examples exemplifying current medical applications of new media and technology, with suggestions for potential areas of further research and development. The author encourages a multi-disciplinary approach for designing effective and engaging games to optimise delivery of medically useful content and therapeutic strategies.

  17. Reaching Out: The Role of Audio Cassette Communication in Rural Development. Occasional Paper 19.

    Science.gov (United States)

    Adhikarya, Ronny; Colle, Royal D.

    This report describes the state-of-the-art of audio cassette technology (ACT) and reports findings from field tests, case studies, and pilot projects in several countries which demonstrate the potential of audio cassettes as a medium for communicating with rural people. Specific guidance is also offered on how a project can use cassettes as a…

  18. 372 Audio Books in the Nigerian Higher Educational System: To be ...

    African Journals Online (AJOL)

    Nekky Umera

    Oyewusi, L. M. - Department of Educational Technology, Obafemi. Awolowo University, Ile-Ife. E-mail: oyewusilawunmi@yahoo.com. Abstract. This study discusses audio books from the point of view of an innovation. It discusses the advantages and disadvantages of audio books. It examined students' familiarization with ...

  19. Scratch's Third Body: Video Talks Back to Television

    Directory of Open Access Journals (Sweden)

    Leo Goldsmith

    2015-12-01

    Full Text Available Emerging in the UK in the 1980s, Scratch Video established a paradoxical union of mass-media critique, Left-wing politics, and music-video and advertising aesthetics with its use of moving-image appropriation in the medium of videotape. Enabled by innovative professional and consumer video technologies, artists like George Barber, The Gorilla Tapes, and Sandra Goldbacher and Kim Flitcroft deployed a style characterized by the rapid sampling and manipulation of dissociated images drawn from broadcast television. Inspired by the cut-up methods of William Burroughs and the audio sampling practiced by contemporary black American musicians, these artists developed strategies for intervening in the audiovisual archive of television and disseminating its images in new contexts: in galleries and nightclubs, and on home video. Reconceptualizing video's “body,” Scratch's appropriation of televisual images of the human form imagined a new hybrid image of the post-industrial body, a “third body” representing a new convergence of human and machine.

  20. Eye movements while viewing narrated, captioned, and silent videos

    Science.gov (United States)

    Ross, Nicholas M.; Kowler, Eileen

    2013-01-01

    Videos are often accompanied by narration delivered either by an audio stream or by captions, yet little is known about saccadic patterns while viewing narrated video displays. Eye movements were recorded while viewing video clips with (a) audio narration, (b) captions, (c) no narration, or (d) concurrent captions and audio. A surprisingly large proportion of time (>40%) was spent reading captions even in the presence of a redundant audio stream. Redundant audio did not affect the saccadic reading patterns but did lead to skipping of some portions of the captions and to delays of saccades made into the caption region. In the absence of captions, fixations were drawn to regions with a high density of information, such as the central region of the display, and to regions with high levels of temporal change (actions and events), regardless of the presence of narration. The strong attraction to captions, with or without redundant audio, raises the question of what determines how time is apportioned between captions and video regions so as to minimize information loss. The strategies of apportioning time may be based on several factors, including the inherent attraction of the line of sight to any available text, the moment by moment impressions of the relative importance of the information in the caption and the video, and the drive to integrate visual text accompanied by audio into a single narrative stream. PMID:23457357

  1. The Co-Creation of a Video to Inspire Humanitarianism: How an Educational Entrepreneurial Approach Inspired Humanitarian Workers to Be Mindfully Innovative Whilst Working with Technology

    Science.gov (United States)

    Crotty, Yvonne; Kilboy, Laura

    2015-01-01

    This paper demonstrates the value of embracing digital technology in order to effect positive change in a non-governmental (NGO) charity organisation, in this case the Irish Charity Crosscause. The outcome of the research was the creation of a charity video, Crosscause: Making a Difference, to showcase humanitarian work in Ireland and Romania with…

  2. Market potential for interactive audio-visual media

    NARCIS (Netherlands)

    Leurdijk, A.; Limonard, S.

    2005-01-01

    NM2 (New Media for a New Millennium) develops tools for interactive, personalised and non-linear audio-visual content that will be tested in seven pilot productions. This paper looks at the market potential for these productions from a technological, a business and a users' perspective. It shows

  3. GSBPP Faculty Perceptions of Synchronous Distance Learning Technologies

    Science.gov (United States)

    2008-12-01

    Serving as a platform for synchronously delivering audio text and video to students in the first and the third type of teaching environments...regarding the technology used). Of prime importance are the usefulness of the learning and interaction features incorporated in the DL platform and their...number of products in live Web conferencing and eLearning for the corporate and academic sectors. Elluminate Live is their specific product for DL

  4. Broadcast sound technology

    CERN Document Server

    Talbot-Smith, Michael

    1990-01-01

    Broadcast Sound Technology provides an explanation of the underlying principles of modern audio technology. Organized into 21 chapters, the book first describes the basic sound; behavior of sound waves; aspects of hearing, harming, and charming the ear; room acoustics; reverberation; microphones; phantom power; loudspeakers; basic stereo; and monitoring of audio signal. Subsequent chapters explore the processing of audio signal, sockets, sound desks, and digital audio. Analogue and digital tape recording and reproduction, as well as noise reduction, are also explained.

  5. Procedural Audio in Computer Games Using Motion Controllers: An Evaluation on the Effect and Perception

    Directory of Open Access Journals (Sweden)

    Niels Böttcher

    2013-01-01

    Full Text Available A study has been conducted into whether the use of procedural audio affects players in computer games using motion controllers. It was investigated whether or not (1 players perceive a difference between detailed and interactive procedural audio and prerecorded audio, (2 the use of procedural audio affects their motor-behavior, and (3 procedural audio affects their perception of control. Three experimental surveys were devised, two consisting of game sessions and the third consisting of watching videos of gameplay. A skiing game controlled by a Nintendo Wii balance board and a sword-fighting game controlled by a Wii remote were implemented with two versions of sound, one sample based and the other procedural based. The procedural models were designed using a perceptual approach and by alternative combinations of well-known synthesis techniques. The experimental results showed that, when being actively involved in playing or purely observing a video recording of a game, the majority of participants did not notice any difference in sound. Additionally, it was not possible to show that the use of procedural audio caused any consistent change in the motor behavior. In the skiing experiment, a portion of players perceived the control of the procedural version as being more sensitive.

  6. Digital Audio Radio Broadcast Systems Laboratory Testing Nearly Complete

    Science.gov (United States)

    2005-01-01

    Radio history continues to be made at the NASA Lewis Research Center with the completion of phase one of the digital audio radio (DAR) testing conducted by the Consumer Electronics Group of the Electronic Industries Association. This satellite, satellite/terrestrial, and terrestrial digital technology will open up new audio broadcasting opportunities both domestically and worldwide. It will significantly improve the current quality of amplitude-modulated/frequency-modulated (AM/FM) radio with a new digitally modulated radio signal and will introduce true compact-disc-quality (CD-quality) sound for the first time. Lewis is hosting the laboratory testing of seven proposed digital audio radio systems and modes. Two of the proposed systems operate in two modes each, making a total of nine systems being tested. The nine systems are divided into the following types of transmission: in-band on-channel (IBOC), in-band adjacent-channel (IBAC), and new bands. The laboratory testing was conducted by the Consumer Electronics Group of the Electronic Industries Association. Subjective assessments of the audio recordings for each of the nine systems was conducted by the Communications Research Center in Ottawa, Canada, under contract to the Electronic Industries Association. The Communications Research Center has the only CCIR-qualified (Consultative Committee for International Radio) audio testing facility in North America. The main goals of the U.S. testing process are to (1) provide technical data to the Federal Communication Commission (FCC) so that it can establish a standard for digital audio receivers and transmitters and (2) provide the receiver and transmitter industries with the proper standards upon which to build their equipment. In addition, the data will be forwarded to the International Telecommunications Union to help in the establishment of international standards for digital audio receivers and transmitters, thus allowing U.S. manufacturers to compete in the

  7. The Audio-Visual Man.

    Science.gov (United States)

    Babin, Pierre, Ed.

    A series of twelve essays discuss the use of audiovisuals in religious education. The essays are divided into three sections: one which draws on the ideas of Marshall McLuhan and other educators to explore the newest ideas about audiovisual language and faith, one that describes how to learn and use the new language of audio and visual images, and…

  8. Digital Augmented Reality Audio Headset

    Directory of Open Access Journals (Sweden)

    Jussi Rämö

    2012-01-01

    Full Text Available Augmented reality audio (ARA combines virtual sound sources with the real sonic environment of the user. An ARA system can be realized with a headset containing binaural microphones. Ideally, the ARA headset should be acoustically transparent, that is, it should not cause audible modification to the surrounding sound. A practical implementation of an ARA mixer requires a low-latency headphone reproduction system with additional equalization to compensate for the attenuation and the modified ear canal resonances caused by the headphones. This paper proposes digital IIR filters to realize the required equalization and evaluates a real-time prototype ARA system. Measurements show that the throughput latency of the digital prototype ARA system can be less than 1.4 ms, which is sufficiently small in practice. When the direct and processed sounds are combined in the ear, a comb filtering effect is brought about and appears as notches in the frequency response. The comb filter effect in speech and music signals was studied in a listening test and it was found to be inaudible when the attenuation is 20 dB. Insert ARA headphones have a sufficient attenuation at frequencies above about 1 kHz. The proposed digital ARA system enables several immersive audio applications, such as a virtual audio tourist guide and audio teleconferencing.

  9. Haptic and Audio Interaction Design

    DEFF Research Database (Denmark)

    This book constitutes the refereed proceedings of the 5th International Workshop on Haptic and Audio Interaction Design, HAID 2010 held in Copenhagen, Denmark, in September 2010. The 21 revised full papers presented were carefully reviewed and selected for inclusion in the book. The papers are or...

  10. Children's Use of Audio Media.

    Science.gov (United States)

    Christenson, Peter G.; And Others

    1985-01-01

    Summarizes current research on children's use of audio equipment and argues that records, radio, and tapes play an important role in the personal and social lives of many children. Examines issues and promising approaches in the study of listening in children's lives. (PD)

  11. Audio watermark a comprehensive foundation using Matlab

    CERN Document Server

    Lin, Yiqing

    2015-01-01

    This book illustrates the commonly used and novel approaches of audio watermarking for copyrights protection. The author examines the theoretical and practical step by step guide to the topic of data hiding in audio signal such as music, speech, broadcast. The book covers new techniques developed by the authors are fully explained and MATLAB programs, for audio watermarking and audio quality assessments and also discusses methods for objectively predicting the perceptual quality of the watermarked audio signals. Explains the theoretical basics of the commonly used audio watermarking techniques Discusses the methods used to objectively and subjectively assess the quality of the audio signals Provides a comprehensive well tested MATLAB programs that can be used efficiently to watermark any audio media

  12. Audio effects on haptics perception during drilling simulation

    Directory of Open Access Journals (Sweden)

    Yair Valbuena

    2017-06-01

    Full Text Available Virtual reality has provided immersion and interactions through computer generated environments attempting to reproduce real life experiences through sensorial stimuli. Realism can be achieved through multimodal interactions which can enhance the user’s presence within the computer generated world. The most notorious advances in virtual reality can be seen in computer graphics visuals, where photorealism is the norm thriving to overcome the uncanny valley. Other advances have followed related to sound, haptics, and in a lesser manner smell and taste feedback. Currently, virtual reality systems (multimodal immersion and interactions through visual-haptic-sound are being massively used in entertainment (e.g., cinema, video games, art, and in non-entertainment scenarios (e.g., social inclusion, educational, training, therapy, and tourism. Moreover, the cost reduction of virtual reality technologies has resulted in the availability at a consumer-level of various haptic, headsets, and motion tracking devices. Current consumer-level devices offer low-fidelity experiences due to the properties of the sensors, displays, and other electro-mechanical devices, that may not be suitable for high-precision or realistic experiences requiring dexterity. However, research has been conducted on how toovercome or compensate the lack of high fidelity to provide an engaging user experience using storytelling, multimodal interactions and gaming elements. Our work focuses on analyzing the possible effects of auditory perception on haptic feedback within a drilling scenario. Drilling involves multimodal interactions and it is a task with multiple applications in medicine, crafting, and construction. We compare two drilling scenarios were two groups of participants had to drill through wood while listening to contextual and non-contextual audios. We gathered their perception using a survey after the task completion. From the results, we believe that sound does

  13. Ontology based approach for video transmission over the network

    OpenAIRE

    Rachit Mohan Garg; Yamini Sood; Neha Tyagi

    2011-01-01

    With the increase in the bandwidth & the transmission speed over the internet, transmission of multimedia objects like video, audio, images has become an easier work. In this paper we provide an approach that can be useful for transmission of video objects over the internet without much fuzz. The approach provides a ontology based framework that is used to establish an automatic deployment of video transmission system. Further the video is compressed using the structural flow mechanism tha...

  14. [Audio-visual aids and tropical medicine].

    Science.gov (United States)

    Morand, J J

    1989-01-01

    The author presents a list of the audio-visual productions about Tropical Medicine, as well as of their main characteristics. He thinks that the audio-visual educational productions are often dissociated from their promotion; therefore, he invites the future creator to forward his work to the Audio-Visual Health Committee.

  15. Audio-visual Materials and Rural Libraries

    Science.gov (United States)

    Escolar-Sobrino, Hipolito

    1972-01-01

    Audio-visual materials enlarge the educational work being done in the classroom and the library. This article examines the various types of audio-visual material and equipment and suggests ways in which audio-visual media can be used economically and efficiently in rural libraries. (Author)

  16. Audio Frequency Analysis in Mobile Phones

    Science.gov (United States)

    Aguilar, Horacio Munguía

    2016-01-01

    A new experiment using mobile phones is proposed in which its audio frequency response is analyzed using the audio port for inputting external signal and getting a measurable output. This experiment shows how the limited audio bandwidth used in mobile telephony is the main cause of the poor speech quality in this service. A brief discussion is…

  17. Bit rates in audio source coding

    NARCIS (Netherlands)

    Veldhuis, Raymond N.J.

    1992-01-01

    The goal is to introduce and solve the audio coding optimization problem. Psychoacoustic results such as masking and excitation pattern models are combined with results from rate distortion theory to formulate the audio coding optimization problem. The solution of the audio optimization problem is a

  18. Cost-effective solution to synchronized audio-visual capture using multiple sensors

    NARCIS (Netherlands)

    Lichtenauer, Jeroen; Valstar, Michel; Shen, Jie; Pantic, Maja

    2009-01-01

    Applications such as surveillance and human motion capture require high-bandwidth recording from multiple cameras. Furthermore, the recent increase in research on sensor fusion has raised the demand on synchronization accuracy between video, audio and other sensor modalities. Previously, capturing

  19. Multimodal indexing of digital audio-visual documents: A case study for cultural heritage data

    NARCIS (Netherlands)

    Carmichael, J.; Larson, M.; Marlow, J.; Newman, E.; Clough, P.; Oomen, J.; Sav, S.

    2008-01-01

    This paper describes a multimedia multimodal information access sub-system (MIAS) for digital audio-visual documents, typically presented in streaming media format. The system is designed to provide both professional and general users with entry points into video documents that are relevant to their

  20. Challenges of Using Audio-Visual Aids as Warm-Up Activity in Teaching Aviation English

    Science.gov (United States)

    Sahin, Mehmet; Sule, St.; Seçer, Y. E.

    2016-01-01

    This study aims to find out the challenges encountered in the use of video as audio-visual material as a warm-up activity in aviation English course at high school level. This study is based on a qualitative study in which focus group interview is used as the data collection procedure. The participants of focus group are four instructors teaching…

  1. Recording vocalizations with Bluetooth technology.

    Science.gov (United States)

    Gaona-González, Andrés; Santillán-Doherty, Ana María; Arenas-Rosas, Rita Virginia; Muñoz-Delgado, Jairo; Aguillón-Pantaleón, Miguel Angel; Ordoñez-Gómez, José Domingo; Márquez-Arias, Alejandra

    2011-06-01

    We propose a method for capturing vocalizations that is designed to avoid some of the limiting factors found in traditional bioacoustical methods, such as the impossibility of obtaining continuous long-term registers or analyzing amplitude due to the continuous change of distance between the subject and the position of the recording system. Using Bluetooth technology, vocalizations are captured and transmitted wirelessly into a receiving system without affecting the quality of the signal. The recordings of the proposed system were compared to those obtained as a reference, which were based on the coding of the signal with the so-called pulse-code modulation technique in WAV audio format without any compressing process. The evaluation showed p < .05 for the measured quantitative and qualitative parameters. We also describe how the transmitting system is encapsulated and fixed on the animal and a way to video record a spider monkey's behavior simultaneously with the audio recordings.

  2. Audio-Visual Perception System for a Humanoid Robotic Head

    OpenAIRE

    Raquel Viciana-Abad; Rebeca Marfil; Perez-Lorenzo, Jose M.; Juan P. Bandera; Adrian Romero-Garces; Pedro Reche-Lopez

    2014-01-01

    One of the main issues within the field of social robotics is to endow robots with the ability to direct attention to people with whom they are interacting. Different approaches follow bio-inspired mechanisms, merging audio and visual cues to localize a person using multiple sensors. However, most of these fusion mechanisms have been used in fixed systems, such as those used in video-conference rooms, and thus, they may incur difficulties when constrained to the sensors with which a robot can...

  3. Presence and the utility of audio spatialization

    DEFF Research Database (Denmark)

    Bormann, Karsten

    2005-01-01

    The primary concern of this paper is whether the utility of audio spatialization, as opposed to the fidelity of audio spatialization, impacts presence. An experiment is reported that investigates the presence-performance relationship by decoupling spatial audio fidelity (realism) from task...... or not, while the presence questionnaire used by Slater and coworkers (see Tromp et al., 1998) was more sensitive to whether audio was fully spatialized or not. Finally, having the sound source active positively impacts the assessment of the audio while negatively impacting subjects' assessment...

  4. Port Video and Logo

    OpenAIRE

    Whitehead, Stuart; Rush, Joshua

    2013-01-01

    Logo PDF files should be accessible by any PDF reader such as Adobe Reader. SVG files of the logo are vector graphics accessible by programs such as Inkscape or Adobe Illustrator. PNG files are image files of the logo that should be able to be opened by any operating system's default image viewer. The final report is submitted in both .doc (Microsoft Word) and .pdf formats. The video is submitted in .avi format and can be viewed with Windows Media Player or VLC. Audio .wav files are also ...

  5. Audio Arduino - an ALSA (Advanced Linux Sound Architecture) audio driver for FTDI-based Arduinos

    DEFF Research Database (Denmark)

    Dimitrov, Smilen; Serafin, Stefania

    2011-01-01

    be considered to be a system, that encompasses design decisions on both hardware and software levels - that also demand a certain understanding of the architecture of the target PC operating system. This project outlines how an Arduino Duemillanove board (containing a USB interface chip, manufactured by Future...... Technology Devices International Ltd [FTDI] company) can be demonstrated to behave as a full-duplex, mono, 8-bit 44.1 kHz soundcard, through an implementation of: a PC audio driver for ALSA (Advanced Linux Sound Architecture); a matching program for the Arduino's ATmega microcontroller - and nothing more...

  6. Towards a Hybrid Audio Coder

    OpenAIRE

    Daudet, Laurent; Molla, Stéphane; Torrésani, Bruno

    2004-01-01

    International audience; The main features of a novel approach for audio signal encoding are described. The approach combines non-linear transform coding and structured approximation techniques, together with hybrid modeling of the signal class under consideration. Essentially, several different components of the signal are estimated and transform coded using an appropriately chosen orthonormal basis. Different models and estimation procedures are discussed, and numerical results are provided.

  7. Data Hiding Through Media Audio

    OpenAIRE

    Sumi Khairani

    2017-01-01

    Audio watermarking can use with various ways. Firstly, it have used for proving of ownership, production of information, copyright information in a form of a watermark, and it have routed directly in the recording. Specific owners have different insertion information. It can also be used for controlling access, watermark becomes a trigger to play music. Keeping track of unauthorized copies is a very important application. Personal information have inserted into the music. It used as numbers f...

  8. ALife for Real and Virtual Audio-Video Performances

    DEFF Research Database (Denmark)

    Pagliarini, Luigi; Lund, Henrik Hautop

    2014-01-01

    MAG (an Italian acronym which stands for Musical Genetic Algorithms) is an electronic art piece in which a multifaceted software attempts to “translate” musical expression into a corresponding static or animated graphical expressions. The mechanism at the base of such “translation” consists...... in a quite complex and articulated algorithm that, in short, is based on artificial learning. Indeed, MAG implements different learning techniques to allow artificial agents to learn about music flow by developing an adaptive behaviour. In our specific case, such a technique consists of a population...... of neural networks – one dimensional artificial agents that populate their two dimensional artificial world, and which are served by a simple input output control system – that can use both genetic and reinforcement learning algorithms to evolve appropriate behavioural answers to an impressively large...

  9. Supporting linguistic research using generic automatic audio/video analysis

    OpenAIRE

    Schreer, Oliver; Schneider, Daniel

    2012-01-01

    Automatic analysis can speed up the annotation process and free up human resources, which can then be spent on theorizing instead of tedious annotation tasks. We will describe selected automatic tools that support the most time-consuming steps in annotation, such as speech and speaker segmentation, time alignment of existing transcripts, automatic scene analysis with respect to camera motion, face/person detection, and the tracking of head and hands as well as the resulting gesture analysis.

  10. On the Enhancement of Audio and Video in Mobile Equipment

    OpenAIRE

    Rossholm, Andreas

    2006-01-01

    Use of mobile equipment has increased exponentially over the last decade. As use becomes more widespread so too does the demand for new functionalities. The limited memory and computational power of many mobile devices has proven to be a challenge resulting in many innovative solutions and a number of new standards. Despite this, there is often a requirement for additional enhancement to improve quality. The focus of this thesis work has been to perform enhancement within two different areas;...

  11. Corporate identity design in audio and video production

    OpenAIRE

    Nunar, Ema

    2017-01-01

    This thesis focuses on the corporate identity design and the process of designing it. The thesis is divided in two sections. In the first part, which discusses the theoretical and artistic background, I examine the definition of graphic design, with its historical development. The discussion reveals the different interpretations of the topic: some experts claim that graphic design is a form of art, while others believe that art and graphic design are two separate fields of study. I also p...

  12. 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.

  13. Talking Video in 'Everyday Life'

    DEFF Research Database (Denmark)

    McIlvenny, Paul

    For better or worse, video technologies have made their way into many domains of social life, for example in the domain of therapeutics. Techniques such as Marte Meo, Video Interaction Guidance (ViG), Video-Enhanced Reflection on Communication, Video Home Training and Video intervention....../prevention (VIP) all promote the use of video as a therapeutic tool. This paper focuses on media therapeutics and the various in situ uses of video technologies in the mass media for therapeutic purposes. Reality TV parenting programmes such as Supernanny, Little Angels, The House of Tiny Tearaways, Honey, We......’re Killing the Kids, and Driving Mum and Dad Mad all use video as a prominent element of not only the audiovisual spectacle of reality television but also the interactional therapy, counselling, coaching and/or instruction intrinsic to these programmes. Thus, talk-on-video is used to intervene...

  14. 3D video

    CERN Document Server

    Lucas, Laurent; Loscos, Céline

    2013-01-01

    While 3D vision has existed for many years, the use of 3D cameras and video-based modeling by the film industry has induced an explosion of interest for 3D acquisition technology, 3D content and 3D displays. As such, 3D video has become one of the new technology trends of this century.The chapters in this book cover a large spectrum of areas connected to 3D video, which are presented both theoretically and technologically, while taking into account both physiological and perceptual aspects. Stepping away from traditional 3D vision, the authors, all currently involved in these areas, provide th

  15. Evaluation of a new semiautomated external defibrillator technology: a live cases video recording study.

    Science.gov (United States)

    Maes, Frédéric; Marchandise, Sébastien; Boileau, Laurianne; Le Polain de Waroux, Jean-Benoît; Scavée, Christophe

    2015-06-01

    To determine the effect of a new automated external defibrillator (AED) system connected by General Packet Radio Service (GPRS) to an external call centre in assisting novices in a sudden cardiac arrest situation. Prospective, interventional study. Layperson volunteers were first asked to complete a survey about their knowledge and ability to give cardiopulmonary resuscitation (CPR) and use an AED. A simulated cardiac arrest scenario using a CPR manikin was then presented to volunteers. A telephone and semi-AED were available in the same room. The AED was linked to a call centre, which provided real-time information to 'bystanders' and emergency services via GPRS/GPS technology. The scene was videotaped to avoid any interaction with examiners. A standardised check list was used to record correct actions. 85 volunteers completed questionnaires and were recorded. Mean age was 44±16, and 49% were male; 38 (45%) had prior CPR training or felt comfortable intervening in a sudden cardiac arrest victim; 40% felt they could deliver a shock using an AED. During the scenarios, 56 (66%) of the participants used the AED and 53 (62%) successfully delivered an electrical shock. Mean time to defibrillation was 2 min 29 s. Only 24 (28%) participants dialled the correct emergency response number (112); the live-assisted GPRS AED allowed alerted emergency services in 38 other cases. CPR was initiated in 63 (74%) cases, 26 (31%) times without prompting and 37 (44%) times after prompting by the AED. Although knowledge of the general population appears to be inadequate with regard to AED locations and recognition, live-assisted devices with GPS-location may improve emergency care. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  16. AudioRegent: Exploiting SimpleADL and SoX for Digital Audio Delivery

    Directory of Open Access Journals (Sweden)

    Nitin Arora

    2010-06-01

    Full Text Available AudioRegent is a command-line Python script currently being used by the University of Alabama Libraries’ Digital Services to create web-deliverable MP3s from regions within archival audio files. In conjunction with a small-footprint XML file called SimpleADL and SoX, an open-source command-line audio editor, AudioRegent batch processes archival audio files, allowing for one or many user-defined regions, particular to each audio file, to be extracted with additional audio processing in a transparent manner that leaves the archival audio file unaltered. Doing so has alleviated many of the tensions of cumbersome workflows, complicated documentation, preservation concerns, and reliance on expensive closed-source GUI audio applications.

  17. Making Good Physics Videos

    Science.gov (United States)

    Lincoln, James

    2017-01-01

    Online videos are an increasingly important way technology is contributing to the improvement of physics teaching. Students and teachers have begun to rely on online videos to provide them with content knowledge and instructional strategies. Online audiences are expecting greater production value, and departments are sometimes requesting educators…

  18. A Method to Detect AAC Audio Forgery

    Directory of Open Access Journals (Sweden)

    Qingzhong Liu

    2015-08-01

    Full Text Available Advanced Audio Coding (AAC, a standardized lossy compression scheme for digital audio, which was designed to be the successor of the MP3 format, generally achieves better sound quality than MP3 at similar bit rates. While AAC is also the default or standard audio format for many devices and AAC audio files may be presented as important digital evidences, the authentication of the audio files is highly needed but relatively missing. In this paper, we propose a scheme to expose tampered AAC audio streams that are encoded at the same encoding bit-rate. Specifically, we design a shift-recompression based method to retrieve the differential features between the re-encoded audio stream at each shifting and original audio stream, learning classifier is employed to recognize different patterns of differential features of the doctored forgery files and original (untouched audio files. Experimental results show that our approach is very promising and effective to detect the forgery of the same encoding bit-rate on AAC audio streams. Our study also shows that shift recompression-based differential analysis is very effective for detection of the MP3 forgery at the same bit rate.

  19. Interactive media technologies challenges and risks among youth in Sweden. : 11 children’s and 11 parents’ thoughts and experiences about Internet and video games

    OpenAIRE

    Ortiz de Gortari, Angelica; Eltayeb, Rawia

    2009-01-01

    Interactive media technologies like the Internet and video games have opened new avenues of opportunity for many, yet at the same time they represent new challenges and risks, especially for young people. In our study, eleven families were interviewed. Their perceptions, experiences and risk management are described in this paper. The children we interviewed were not high media consumers. The vast majority appeared to have a positive attitude towards the Internet, and had learned to handle co...

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

    Science.gov (United States)

    Brown, Laura

    2004-01-01

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

  1. Implementasi Teknik Watermarking menggunakan FFT dan Spread Spectrum Watermark pada Data Audio Digital

    Directory of Open Access Journals (Sweden)

    HANNAN HARAHAP

    2016-02-01

    Full Text Available ABSTRAK Penggunaan teknologi dan internet yang berkembang dengan pesat menyebabkan banyak pemalsuan dan penyebaran yang tidak sah terhadap data digital. Oleh karena itu, sangat diperlukan suatu teknologi yang dapat melindungi hak cipta data multimedia seperti audio. Teknik yang sering digunakan dalam perlindungan hak cipta adalah watermarking karena teknik ini memiliki tiga kriteria utama dalam keamanan data, yaitu robustness, imperceptibility, dan safety. Untuk itu, pada penelitian ini dirancang suatu skema yang dapat melindungi hak cipta data audio. Metode yang digunakan adalah Fast Fourier Transform, yang mengubah data audio asli ke dalam domain frekuensi sebelum dilakukan proses penyisipan watermark dan proses ekstraksi watermark. Watermark disebar pada komponen yang paling signifikan dari spektrum magnitude audio host. Teknik watermarking pada penelitian ini dapat menghasilkan Signal-to-Noise Ratio di atas 20 dB dan Bit Error Rate di bawah 5%. Kata kunci: Audio watermarking, Copyright Protection, Fast Fourier Transform, Spektrum magnitude ABSTRACT The use of technology and internet has grown rapidly that causes a lot of forgery and illegal proliferation of digital data. It needs a technology that can protect the copyright of multimedia data such as audio. The most common technique in copyright protection is watermarking because it has three main criteria in data security: robustness, imperceptibility, and safety. This research created a scheme that can protect a copyright of audio data. The method that we used is Fast Fourier Transform. This method changes the original audio data into frequency domain before the embedding and extraction process. The watermark is spread into the most significant component of the magnitude spectrum of audio host. This technique obtains Signal-to-Noise Ratio above 20 dB and Bit Error Rate below 5%. Keywords: Audio watermarking, Copyright Protection, Fast Fourier Transform, Magnitude spectrum

  2. Very low bit rate video coding standards

    Science.gov (United States)

    Zhang, Ya-Qin

    1995-04-01

    Very low bit rate video coding has received considerable attention in academia and industry in terms of both coding algorithms and standards activities. In addition to the earlier ITU-T efforts on H.320 standardization for video conferencing from 64 kbps to 1.544 Mbps in ISDN environment, the ITU-T/SG15 has formed an expert group on low bit coding (LBC) for visual telephone below 64 kbps. The ITU-T/SG15/LBC work consists of two phases: the near-term and long-term. The near-term standard H.32P/N, based on existing compression technologies, mainly addresses the issues related to visual telephony at below 28.8 kbps, the V.34 modem rate used in the existing Public Switched Telephone Network (PSTN). H.32P/N will be technically frozen in January '95. The long-term standard H.32P/L, relying on fundamentally new compression technologies with much improved performance, will address video telephony in both PSTN and mobile environment. The ISO/SG29/WG11, after its highly visible and successful MPEG 1/2 work, is starting to focus on the next- generation audiovisual multimedia coding standard MPEG 4. With the recent change of direction, MPEG 4 intends to provide an audio visual coding standard allowing for interactivity, high compression, and/or universal accessibility, with high degree of flexibility and extensibility. This paper briefly summarizes these on-going standards activities undertaken by ITU-T/LBC and ISO/MPEG 4 as of December 1994.

  3. Innovative Solution to Video Enhancement

    Science.gov (United States)

    2001-01-01

    Through a licensing agreement, Intergraph Government Solutions adapted a technology originally developed at NASA's Marshall Space Flight Center for enhanced video imaging by developing its Video Analyst(TM) System. Marshall's scientists developed the Video Image Stabilization and Registration (VISAR) technology to help FBI agents analyze video footage of the deadly 1996 Olympic Summer Games bombing in Atlanta, Georgia. VISAR technology enhanced nighttime videotapes made with hand-held camcorders, revealing important details about the explosion. Intergraph's Video Analyst System is a simple, effective, and affordable tool for video enhancement and analysis. The benefits associated with the Video Analyst System include support of full-resolution digital video, frame-by-frame analysis, and the ability to store analog video in digital format. Up to 12 hours of digital video can be stored and maintained for reliable footage analysis. The system also includes state-of-the-art features such as stabilization, image enhancement, and convolution to help improve the visibility of subjects in the video without altering underlying footage. Adaptable to many uses, Intergraph#s Video Analyst System meets the stringent demands of the law enforcement industry in the areas of surveillance, crime scene footage, sting operations, and dash-mounted video cameras.

  4. 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.

  5. Audio-visual gender recognition

    Science.gov (United States)

    Liu, Ming; Xu, Xun; Huang, Thomas S.

    2007-11-01

    Combining different modalities for pattern recognition task is a very promising field. Basically, human always fuse information from different modalities to recognize object and perform inference, etc. Audio-Visual gender recognition is one of the most common task in human social communication. Human can identify the gender by facial appearance, by speech and also by body gait. Indeed, human gender recognition is a multi-modal data acquisition and processing procedure. However, computational multimodal gender recognition has not been extensively investigated in the literature. In this paper, speech and facial image are fused to perform a mutli-modal gender recognition for exploring the improvement of combining different modalities.

  6. Modified BTC Algorithm for Audio Signal Coding

    Directory of Open Access Journals (Sweden)

    TOMIC, S.

    2016-11-01

    Full Text Available This paper describes modification of a well-known image coding algorithm, named Block Truncation Coding (BTC and its application in audio signal coding. BTC algorithm was originally designed for black and white image coding. Since black and white images and audio signals have different statistical characteristics, the application of this image coding algorithm to audio signal presents a novelty and a challenge. Several implementation modifications are described in this paper, while the original idea of the algorithm is preserved. The main modifications are performed in the area of signal quantization, by designing more adequate quantizers for audio signal processing. The result is a novel audio coding algorithm, whose performance is presented and analyzed in this research. The performance analysis indicates that this novel algorithm can be successfully applied in audio signal coding.

  7. Digital audio watermarking fundamentals, techniques and challenges

    CERN Document Server

    Xiang, Yong; Yan, Bin

    2017-01-01

    This book offers comprehensive coverage on the most important aspects of audio watermarking, from classic techniques to the latest advances, from commonly investigated topics to emerging research subdomains, and from the research and development achievements to date, to current limitations, challenges, and future directions. It also addresses key topics such as reversible audio watermarking, audio watermarking with encryption, and imperceptibility control methods. The book sets itself apart from the existing literature in three main ways. Firstly, it not only reviews classical categories of audio watermarking techniques, but also provides detailed descriptions, analysis and experimental results of the latest work in each category. Secondly, it highlights the emerging research topic of reversible audio watermarking, including recent research trends, unique features, and the potentials of this subdomain. Lastly, the joint consideration of audio watermarking and encryption is also reviewed. With the help of this...

  8. Semantic Context Detection Using Audio Event Fusion

    Directory of Open Access Journals (Sweden)

    Cheng Wen-Huang

    2006-01-01

    Full Text Available Semantic-level content analysis is a crucial issue in achieving efficient content retrieval and management. We propose a hierarchical approach that models audio events over a time series in order to accomplish semantic context detection. Two levels of modeling, audio event and semantic context modeling, are devised to bridge the gap between physical audio features and semantic concepts. In this work, hidden Markov models (HMMs are used to model four representative audio events, that is, gunshot, explosion, engine, and car braking, in action movies. At the semantic context level, generative (ergodic hidden Markov model and discriminative (support vector machine (SVM approaches are investigated to fuse the characteristics and correlations among audio events, which provide cues for detecting gunplay and car-chasing scenes. The experimental results demonstrate the effectiveness of the proposed approaches and provide a preliminary framework for information mining by using audio characteristics.

  9. Video Games and Digital Literacies

    Science.gov (United States)

    Steinkuehler, Constance

    2010-01-01

    Today's youth are situated in a complex information ecology that includes video games and print texts. At the basic level, video game play itself is a form of digital literacy practice. If we widen our focus from the "individual player + technology" to the online communities that play them, we find that video games also lie at the nexus of a…

  10. MODIS: an audio motif discovery software

    OpenAIRE

    Catanese, Laurence; Souviraà-Labastie, Nathan; Qu, Bingqing; Campion, Sébastien; Gravier, Guillaume; Vincent, Emmanuel; Bimbot, Frédéric

    2013-01-01

    International audience; MODIS is a free speech and audio motif discovery software developed at IRISA Rennes. Motif discovery is the task of discovering and collecting occurrences of repeating patterns in the absence of prior knowledge, or training material. MODIS is based on a generic approach to mine repeating audio sequences, with tolerance to motif variability. The algorithm implementation allows to process large audio streams at a reasonable speed where motif discovery often requires huge...

  11. Making the Switch to Digital Audio

    Directory of Open Access Journals (Sweden)

    Shannon Gwin Mitchell

    2004-12-01

    Full Text Available In this article, the authors describe the process of converting from analog to digital audio data. They address the step-by-step decisions that they made in selecting hardware and software for recording and converting digital audio, issues of system integration, and cost considerations. The authors present a brief description of how digital audio is being used in their current research project and how it has enhanced the “quality” of their qualitative research.

  12. High-Tech Tools for Exercise Motivation: Use and Role of Technologies Such as the Internet, Mobile Applications, Social Media, and Video Games

    Science.gov (United States)

    Lyons, Elizabeth J.; Valle, Carmina G.

    2015-01-01

    IN BRIEF The majority of patients with type 2 diabetes are not active at recommended levels, and many do not have access to behavior change programs to support lifestyle change. Thus, tools and programs designed to promote the adoption and maintenance of physical activity using technology may be helpful. This article reviews the evidence regarding the use of technology tools such as the Internet, mobile applications, social media, and video games and provides suggestions for evaluating the potential benefit of such tools for behavior change. PMID:25717278

  13. Video special effects editing in MPEG-2 compressed video

    OpenAIRE

    Fernando, WAC; Canagarajah, CN; Bull, David

    2000-01-01

    With the increase of digital technology in video production, several types of complex video special effects editing have begun to appear in video clips. In this paper we consider fade-out and fade-in special effects editing in MPEG-2 compressed video without full frame decompression and motion estimation. We estimated the DCT coefficients and use these coefficients together with the existing motion vectors to produce these special effects editing in compressed domain. Results show that both o...

  14. A blinded assessment of video quality in wearable technology for telementoring in open surgery: the Google Glass experience.

    Science.gov (United States)

    Hashimoto, Daniel A; Phitayakorn, Roy; Fernandez-del Castillo, Carlos; Meireles, Ozanan

    2016-01-01

    The goal of telementoring is to recreate face-to-face encounters with a digital presence. Open-surgery telementoring is limited by lack of surgeon's point-of-view cameras. Google Glass is a wearable computer that looks like a pair of glasses but is equipped with wireless connectivity, a camera, and viewing screen for video conferencing. This study aimed to assess the safety of using Google Glass by assessing the video quality of a telementoring session. Thirty-four (n = 34) surgeons at a single institution were surveyed and blindly compared via video captured with Google Glass versus an Apple iPhone 5 during the open cholecystectomy portion of a Whipple. Surgeons were asked to evaluate the quality of the video and its adequacy for safe use in telementoring. Thirty-four of 107 invited surgical attendings (32%) responded to the anonymous survey. A total of 50% rated the Google Glass video as fair with the other 50% rating it as bad to poor. A total of 52.9% of respondents rated the Apple iPhone video as good. A significantly greater proportion of respondents felt Google Glass video quality was inadequate for telementoring versus the Apple iPhone's (82.4 vs 26.5%, p Google Glass provides a great breadth of functionality as a wearable device with two-way communication capabilities, current hardware limitations prevent its use as a telementoring device in surgery as the video quality is inadequate for safe telementoring. As the device is still in initial phases of development, future iterations or competitor devices may provide a better telementoring application for wearable devices.

  15. Language Transfer of Audio Word2Vec: Learning Audio Segment Representations without Target Language Data

    OpenAIRE

    Shen, Chia-Hao; Sung, Janet Y.; Lee, Hung-yi

    2017-01-01

    Audio Word2Vec offers vector representations of fixed dimensionality for variable-length audio segments using Sequence-to-sequence Autoencoder (SA). These vector representations are shown to describe the sequential phonetic structures of the audio segments to a good degree, with real world applications such as query-by-example Spoken Term Detection (STD). This paper examines the capability of language transfer of Audio Word2Vec. We train SA from one language (source language) and use it to ex...

  16. Evolving artificial neural networks for cross-adaptive audio effects

    OpenAIRE

    Jordal, Iver

    2017-01-01

    Cross-adaptive audio effects have many applications within music technology, including for automatic mixing and live music. Commonly used methods of signal analysis capture the acoustical and mathematical features of the signal well, but struggle to capture the musical meaning. Together with the vast number of possible signal interactions, this makes manual exploration of signal interactions difficult and tedious. This project investigates Artificial Intelligence (AI) methods for finding usef...

  17. Modular Sensor Environment : Audio Visual Industry Monitoring Applications

    OpenAIRE

    Guillot, Calvin

    2017-01-01

    This work was made for Electro Waves Oy. The company specializes in Audio-visual services and interactive systems. The purpose of this work is to design and implement a modular sensor environment for the company, which will be used for developing automated systems. This thesis begins with an introduction to sensor systems and their different topologies. It is followed by an introduction to the technologies used in this project. The system is divided in three parts. The client, tha...

  18. Digital video transcoding for transmission and storage

    CERN Document Server

    Sun, Huifang; Chen, Xuemin

    2004-01-01

    Professionals in the video and multimedia industries need a book that explains industry standards for video coding and how to convert the compressed information between standards. Digital Video Transcoding for Transmission and Storage answers this demand while also supplying the theories and principles of video compression and transcoding technologies. Emphasizing digital video transcoding techniques, this book summarizes its content via examples of practical methods for transcoder implementation. It relates almost all of its featured transcoding technologies to practical applications.This vol

  19. Efficiency of Switch-Mode Power Audio Amplifiers - Test Signals and Measurement Techniques

    DEFF Research Database (Denmark)

    Iversen, Niels Elkjær; Knott, Arnold; Andersen, Michael A. E.

    2016-01-01

    Switch-mode technology is greatly used for audio amplification. This is mainly due to the great efficiency this technology offers. Normally the efficiency of a switch-mode audio amplifier is measured using a sine wave input. However this paper shows that sine waves represent real audio very poorly....... An alternative signal is proposed for test purposes. The efficiency of a switch-mode power audio amplifier is modelled and measured with both sine wave and the proposed test signal as inputs. The results show that the choice of switching devices with low on resistances are unfairly favored when measuring...... the efficiency with sine waves. A 10% efficiency improvement was found for low power outputs. It is therefore of great importance to use proper test signals when measuring the efficiency....

  20. Applying emerging digital video interface standards to airborne avionics sensor and digital map integrations: benefits outweigh the initial costs

    Science.gov (United States)

    Kuehl, C. Stephen

    1996-06-01

    Video signal system performance can be compromised in a military aircraft cockpit management system (CMS) with the tailoring of vintage Electronics Industries Association (EIA) RS170 and RS343A video interface standards. Video analog interfaces degrade when induced system noise is present. Further signal degradation has been traditionally associated with signal data conversions between avionics sensor outputs and the cockpit display system. If the CMS engineering process is not carefully applied during the avionics video and computing architecture development, extensive and costly redesign will occur when visual sensor technology upgrades are incorporated. Close monitoring and technical involvement in video standards groups provides the knowledge-base necessary for avionic systems engineering organizations to architect adaptable and extendible cockpit management systems. With the Federal Communications Commission (FCC) in the process of adopting the Digital HDTV Grand Alliance System standard proposed by the Advanced Television Systems Committee (ATSC), the entertainment and telecommunications industries are adopting and supporting the emergence of new serial/parallel digital video interfaces and data compression standards that will drastically alter present NTSC-M video processing architectures. The re-engineering of the U.S. Broadcasting system must initially preserve the electronic equipment wiring networks within broadcast facilities to make the transition to HDTV affordable. International committee activities in technical forums like ITU-R (former CCIR), ANSI/SMPTE, IEEE, and ISO/IEC are establishing global consensus on video signal parameterizations that support a smooth transition from existing analog based broadcasting facilities to fully digital computerized systems. An opportunity exists for implementing these new video interface standards over existing video coax/triax cabling in military aircraft cockpit management systems. Reductions in signal

  1. Video microblogging

    DEFF Research Database (Denmark)

    Bornoe, Nis; Barkhuus, Louise

    2010-01-01

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

  2. The co-creation of a video to inspire humanitarianism: How an Educational Entrepreneurial approach inspired humanitarian workers to be mindfully innovative whilst working with technology.

    Directory of Open Access Journals (Sweden)

    Crotty Yvonne

    2015-08-01

    Full Text Available This paper demonstrates the value of embracing digital technology in order to effect positive change in a non-governmental (NGO charity organisation, in this case the Irish Charity Crosscause. The outcome of the research was the creation of a charity video, Crosscause: Making a Difference, to showcase humanitarian work in Ireland and Romania with a view to inspiring others to contribute in some capacity to this cause. Video is an important medium to provide connections with a wider audience, as it gives humanitarian workers and marginalised communities an opportunity to tell their story by making a compelling and evocative case to others. Visual media not only makes connections with an audience, but can also positively challenge people to consider what is happening in the world around them.

  3. Audio-Tutorial Programming with Exceptional Children

    Science.gov (United States)

    Hofmeister, Alan

    1973-01-01

    The findings from the application of audio-tutorial programing in three curriculum areas with three groups of exceptional children are reported. The findings suggest that audio-tutorial programing has qualities capable of meeting some of the instructional needs of exceptional children. (Author)

  4. Audio-Visual Technician | IDRC - International Development ...

    International Development Research Centre (IDRC) Digital Library (Canada)

    Controls the inventory of portable audio-visual equipment and mobile telephones within IDRC's loans library. Delivers, installs, uninstalls and removes equipment reserved by IDRC staff through the automated booking system. Participates in the planning process for upgrade and /or acquisition of new audio-visual ...

  5. Audio-Tutorial Instruction in Medicine.

    Science.gov (United States)

    Boyle, Gloria J.; Herrick, Merlyn C.

    This progress report concerns an audio-tutorial approach used at the University of Missouri-Columbia School of Medicine. Instructional techniques such as slide-tape presentations, compressed speech audio tapes, computer-assisted instruction (CAI), motion pictures, television, microfiche, and graphic and printed materials have been implemented,…

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

    Directory of Open Access Journals (Sweden)

    Achmad Zakaria Azhar

    2016-10-01

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

  7. Detecting double compression of audio signal

    Science.gov (United States)

    Yang, Rui; Shi, Yun Q.; Huang, Jiwu

    2010-01-01

    MP3 is the most popular audio format nowadays in our daily life, for example music downloaded from the Internet and file saved in the digital recorder are often in MP3 format. However, low bitrate MP3s are often transcoded to high bitrate since high bitrate ones are of high commercial value. Also audio recording in digital recorder can be doctored easily by pervasive audio editing software. This paper presents two methods for the detection of double MP3 compression. The methods are essential for finding out fake-quality MP3 and audio forensics. The proposed methods use support vector machine classifiers with feature vectors formed by the distributions of the first digits of the quantized MDCT (modified discrete cosine transform) coefficients. Extensive experiments demonstrate the effectiveness of the proposed methods. To the best of our knowledge, this piece of work is the first one to detect double compression of audio signal.

  8. Simulating Auditory Hallucinations in a Video Game

    DEFF Research Database (Denmark)

    Weinel, Jonathan; Cunningham, Stuart

    2017-01-01

    In previous work the authors have proposed the concept of 'ASC Simulations': including audio-visual installations and experiences, as well as interactive video game systems, which simulate altered states of consciousness (ASCs) such as dreams and hallucinations. Building on the discussion...... of the authors' previous paper, where a large-scale qualitative study explored the changes to auditory perception that users of various intoxicating substances report, here the authors present three prototype audio mechanisms for simulating hallucinations in a video game. These were designed in the Unity video...... game engine as an early proof-of-concept. The first mechanism simulates 'selective auditory attention' to different sound sources, by attenuating the amplitude of unattended sources. The second simulates 'enhanced sounds', by adjusting perceived brightness through filtering. The third simulates...

  9. Digital signal processor for silicon audio playback devices; Silicon audio saisei kikiyo digital signal processor

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    2000-03-01

    The digital audio signal processor (DSP) TC9446F series has been developed silicon audio playback devices with a memory medium of, e.g., flash memory, DVD players, and AV devices, e.g., TV sets. It corresponds to AAC (advanced audio coding) (2ch) and MP3 (MPEG1 Layer3), as the audio compressing techniques being used for transmitting music through an internet. It also corresponds to compressed types, e.g., Dolby Digital, DTS (digital theater system) and MPEG2 audio, being adopted for, e.g., DVDs. It can carry a built-in audio signal processing program, e.g., Dolby ProLogic, equalizer, sound field controlling, and 3D sound. TC9446XB has been lined up anew. It adopts an FBGA (fine pitch ball grid array) package for portable audio devices. (translated by NEDO)

  10. Constructing a Streaming Video-Based Learning Forum for Collaborative Learning

    Science.gov (United States)

    Chang, Chih-Kai

    2004-01-01

    As web-based courses using videos have become popular in recent years, the issue of managing audio-visual aids has become pertinent. Generally, the contents of audio-visual aids may include a lecture, an interview, a report, or an experiment, which may be transformed into a streaming format capable of making the quality of Internet-based videos…

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

    National Research Council Canada - National Science Library

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

    2013-01-01

    .... Thus, audio and video retrieval by certain emotional categories or dimensions could play a central role for tomorrow's intelligent systems, enabling search for movies with a particular mood, computer...

  12. Survey of WBSNs for Pre-Hospital Assistance: Trends to Maximize the Network Lifetime and Video Transmission Techniques.

    Science.gov (United States)

    Gonzalez, Enrique; Peña, Raul; Vargas-Rosales, Cesar; Avila, Alfonso; de Cerio, David Perez-Diaz

    2015-05-22

    This survey aims to encourage the multidisciplinary communities to join forces for innovation in the mobile health monitoring area. Specifically, multidisciplinary innovations in medical emergency scenarios can have a significant impact on the effectiveness and quality of the procedures and practices in the delivery of medical care. Wireless body sensor networks (WBSNs) are a promising technology capable of improving the existing practices in condition assessment and care delivery for a patient in a medical emergency. This technology can also facilitate the early interventions of a specialist physician during the pre-hospital period. WBSNs make possible these early interventions by establishing remote communication links with video/audio support and by providing medical information such as vital signs, electrocardiograms, etc. in real time. This survey focuses on relevant issues needed to understand how to setup a WBSN for medical emergencies. These issues are: monitoring vital signs and video transmission, energy efficient protocols, scheduling, optimization and energy consumption on a WBSN.

  13. Real-Depth imaging: a new 3D imaging technology with inexpensive direct-view (no glasses) video and other applications

    Science.gov (United States)

    Dolgoff, Eugene

    1997-05-01

    Floating Images, Inc. has developed the software and hardware for a new, patent pending, 'floating 3-D, off-the-screen- experience' display technology. This technology has the potential to become the next standard for home and arcade video games, computers, corporate presentations, Internet/Intranet viewing, and television. Current '3-D graphics' technologies are actually flat on screen. Floating ImagesTM technology actually produce images at different depths from any display, such as CRT and LCD, for television, computer, projection, and other formats. In addition, unlike stereoscopic 3-D imaging, no glasses, headgear, or other viewing aids are used. And, unlike current autostereoscopic imaging technologies, there is virtually no restriction on where viewers can sit to view the images, with no 'bad' or 'dead' zones, flipping, or pseudoscopy. In addition to providing traditional depth cues such as perspective and background image occlusion, the new technology also provides both horizontal and vertical binocular parallax (the ability to look around foreground objects to see previously hidden background objects, with each eye seeing a different view at all times) and accommodation (the need to re-focus one's eyes when shifting attention from a near object to a distant object) which coincides with convergence (the need to re-aim one's eyes when shifting attention from a near object to a distant object). Since accommodation coincides with convergence, viewing these images doesn't produce headaches, fatigue, or eye-strain, regardless of how long they are viewed (unlike stereoscopic and autostereoscopic displays). The imagery (video or computer generated) must either be formatted for the Floating ImagesTM platform when written or existing software can be re-formatted without much difficulty.

  14. Learning with Technology: Video Modeling with Concrete-Representational-Abstract Sequencing for Students with Autism Spectrum Disorder

    Science.gov (United States)

    Yakubova, Gulnoza; Hughes, Elizabeth M.; Shinaberry, Megan

    2016-01-01

    The purpose of this study was to determine the effectiveness of a video modeling intervention with concrete-representational-abstract instructional sequence in teaching mathematics concepts to students with autism spectrum disorder (ASD). A multiple baseline across skills design of single-case experimental methodology was used to determine the…

  15. Evaluation of Generalized Performance across Materials When Using Video Technology by Students with Autism Spectrum Disorder and Moderate Intellectual Disability

    Science.gov (United States)

    Mechling, Linda C.; Ayres, Kevin M.; Foster, Ashley L.; Bryant, Kathryn J.

    2015-01-01

    The purpose of this study was to evaluate the ability of four high school-aged students with a diagnosis of autism spectrum disorder and moderate intellectual disability to generalize performance of skills when using materials different from those presented through video models. An adapted alternating treatments design was used to evaluate student…

  16. Video Games and Learning: Teaching and Participatory Culture in the Digital Age. Technology, Education--Connections (the TEC Series)

    Science.gov (United States)

    Squire, Kurt

    2011-01-01

    Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the "gamer generation?" This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates…

  17. Adopting Lightboard for a Chemistry Flipped Classroom to Improve Technology-Enhanced Videos for Better Learner Engagement

    Science.gov (United States)

    Fung, Fun Man

    2017-01-01

    Currently there are two primary methods of recording flipped classroom videos: (1) using the white board and (2) screencasting a PowerPoint presentation. Both methods have several disadvantages. In the former, the presenter's body obscures the content. Both methods lack an element of human interaction between the viewers and presenter and require…

  18. Using Portable Video Modeling Technology to Increase the Compliment Behaviors of Children with Autism during Athletic Group Play

    Science.gov (United States)

    Macpherson, Kevin; Charlop, Marjorie H.; Miltenberger, Catherine A.

    2015-01-01

    A multiple baseline design across participants was used to examine the effects of a portable video modeling intervention delivered in the natural environment on the verbal compliments and compliment gestures demonstrated by five children with autism. Participants were observed playing kickball with peers and adults. In baseline, participants…

  19. 76 FR 14856 - Video Description: Implementation of the Twenty-First Century Communications and Video...

    Science.gov (United States)

    2011-03-18

    ... reinstatement of video description rules that would apply to MVPDs and network-affiliated broadcasters. DATES.... To request this document in accessible formats (computer diskettes, large print, audio recording, and... Court of Appeals for the District of Columbia Circuit vacated the rules due to insufficient authority...

  20. Webcasting: a new instructional technology in distance graduate nursing education.

    Science.gov (United States)

    DiMaria-Ghalili, Rose Ann; Ostrow, Lynne; Rodney, Kim

    2005-01-01

    Webcasting is a new instructional technology used to deliver audio and video presentations via the Internet, enabling learners to participate in a live class via a personal computer. In this article, we describe the workflow involved in producing a Webcast class and provide a detailed account of the process of adopting Webcasting as a medium to provide distance education at a state university in a rural setting. This article addresses the team members required to seamlessly integrate Webcasting into the curriculum: information technology specialists, faculty, students, and administrators. We also identify problems encountered with implementation of Webcasting and methods used to resolve them.

  1. Developing situation awareness amongst nursing and paramedicine students utilizing eye tracking technology and video debriefing techniques: a proof of concept paper.

    Science.gov (United States)

    O'Meara, Peter; Munro, Graham; Williams, Brett; Cooper, Simon; Bogossian, Fiona; Ross, Linda; Sparkes, Louise; Browning, Mark; McClounan, Mariah

    2015-04-01

    The aims of this quasi-experimental before-and-after study were to first determine whether the use of eye tracking technology combined with video debriefing techniques has the potential to improve the quality of feedback and enhance situation awareness (SA) in simulated settings and second to determine students' satisfaction towards simulated learning. Nursing and paramedicine students from three universities participated in three 8-minute simulation scenarios of acutely deteriorating patients. Eye tracking glasses video recorded the scenarios and tracked right eye movement. On completion, participants were questioned using the Situation Awareness Global Assessment Technique, completed the Satisfaction with Simulation Experience Scale (SSES), and provided textual feedback and received video-based verbal feedback. Participants lacked awareness of presenting medical conditions and patient environments and had poor recall of patient vital signs. Significant improvements in SA scores were demonstrated between the first and third scenarios (P = 0.04). Participants reported greater insight into their performance and were satisfied with simulated learning. Use of visual field review techniques appears to enhance the use of realistic simulated practice as a means of addressing significant performance deficits. Eye tracking and point of view recording techniques are feasible and with applicable debriefing techniques could enhance clinical and situated performance. Copyright © 2014 Elsevier Ltd. All rights reserved.

  2. Sharing Family Life Information Through Video Calls and Other Information and Communication Technologies and the Association With Family Well-Being: Population-Based Survey.

    Science.gov (United States)

    Shen, Chen; Wang, Man Ping; Chu, Joanna Tw; Wan, Alice; Viswanath, Kasisomayajula; Chan, Sophia Siu Chee; Lam, Tai Hing

    2017-11-23

    The use of information and communication technologies (ICTs) for information sharing among family members is increasing dramatically. However, little is known about the associated factors and the influence on family well-being. The authors investigated the pattern and social determinants of family life information sharing with family and the associations of different methods of sharing with perceived family health, happiness, and harmony (3Hs) in Hong Kong, where mobile phone ownership and Internet access are among the most prevalent, easiest, and fastest in the world. A territory-wide population-based telephone survey was conducted from January to August 2016 on different methods of family life information (ie, information related to family communication, relationships with family members, emotion and stress management) sharing with family members, including face-to-face, phone, instant messaging (IM), social media sites, video calls, and email. Family well-being was assessed by three single items on perceived family health, happiness, and harmony, with higher scores indicating better family well-being. Adjusted prevalence ratios were used to assess the associations of sociodemographic factors with family life information sharing, and adjusted beta coefficients for family well-being. Of 2017 respondents, face-to-face was the most common method to share family life information (74.45%, 1502/2017), followed by IM (40.86%, 824/2017), phone (28.10%, 567/2017), social media sites (11.91%, 240/2017), video calls (5.89%, 119/2017), and email (5.48%, 111/2017). Younger age and higher education were associated with the use of any (at least one) method, face-to-face, IM, and social media sites for sharing family life information (all P for trend information was associated with a higher level of perceived family well-being (beta=0.56, 95% CI 0.37-0.75), especially by face-to-face (beta=0.62, 95% CI 0.45-0.80) and video calls (beta=0.34, 95% CI 0.04-0.65). The combination of

  3. Audio-Visual Integration Modifies Emotional Judgment in Music

    Directory of Open Access Journals (Sweden)

    Shen-Yuan Su

    2011-10-01

    Full Text Available The conventional view that perceived emotion in music is derived mainly from auditory signals has led to neglect of the contribution of visual image. In this study, we manipulated mode (major vs. minor and examined the influence of a video image on emotional judgment in music. Melodies in either major or minor mode were controlled for tempo and rhythm and played to the participants. We found that Taiwanese participants, like Westerners, judged major melodies as expressing positive, and minor melodies negative, emotions. The major or minor melodies were then paired with video images of the singers, which were either emotionally congruent or incongruent with their modes. Results showed that participants perceived stronger positive or negative emotions with congruent audio-visual stimuli. Compared to listening to music alone, stronger emotions were perceived when an emotionally congruent video image was added and weaker emotions were perceived when an incongruent image was added. We therefore demonstrate that mode is important to perceive the emotional valence in music and that treating musical art as a purely auditory event might lose the enhanced emotional strength perceived in music, since going to a concert may lead to stronger perceived emotion than listening to the CD at home.

  4. High-Fidelity Piezoelectric Audio Device

    Science.gov (United States)

    Woodward, Stanley E.; Fox, Robert L.; Bryant, Robert G.

    2003-01-01

    ModalMax is a very innovative means of harnessing the vibration of a piezoelectric actuator to produce an energy efficient low-profile device with high-bandwidth high-fidelity audio response. The piezoelectric audio device outperforms many commercially available speakers made using speaker cones. The piezoelectric device weighs substantially less (4 g) than the speaker cones which use magnets (10 g). ModalMax devices have extreme fabrication simplicity. The entire audio device is fabricated by lamination. The simplicity of the design lends itself to lower cost. The piezoelectric audio device can be used without its acoustic chambers and thereby resulting in a very low thickness of 0.023 in. (0.58 mm). The piezoelectric audio device can be completely encapsulated, which makes it very attractive for use in wet environments. Encapsulation does not significantly alter the audio response. Its small size (see Figure 1) is applicable to many consumer electronic products, such as pagers, portable radios, headphones, laptop computers, computer monitors, toys, and electronic games. The audio device can also be used in automobile or aircraft sound systems.

  5. PENGEMBANGAN VIDEO PEMBELAJARAN BAHASA INDONESIA TEKNIK MEMBACA PUISI

    Directory of Open Access Journals (Sweden)

    Marius Panje

    2016-08-01

    Full Text Available Instructional Technology born out of the reality of education and movement of audio-visual communication. Instructional Technology originally envisioned as technological equipment, related to the use of equipment, media and the means to achieve the goal of education or in other words teaching with audio-visual aids. One of the media that is based on audio-visual media video. The lesson of Indonesian and Indonesian Literature, learning-oriented nature of Indonesian and Literature, which states that learning Indonesian is learning to use the language correctly. In Indonesian, there is a sub-science that is often called the study of literature. One of the lessons learned from the study of literature is poetry. This study is conducted to examine the poetry reading techniques. The purpose of this study are: 1 to produce a video about learning to read poetry in Indonesian; 2 to know the level of validation of videos product about reading poetry; 3 to know the result of learning of the students who use the media of instructional video. This study uses the method of qualitative descriptive and uses the model Borg and Gall to answer the questions above. In this case, the researcher as an observer and the teacher as facilitator of learning in the classroom. In collecting the data through observation, the researcher uses a tape recorder, the guide of interview. The result shows that the result of expert communication media is valid / feasible to use in the learning process and based on the result of a value obtained results vaidasi 91.25%. The result of the experts in the field is valid / feasible to use in the learning process, and based on the results obtained vaidasi a value of 85%. The results of the audience / the students on a limited scale is valid / feasible to use in the learning process, and based on the results obtained vaidasi worth 91.7%. The results of the audience / the students of the fieldtest is valid / feasible to use in the learning

  6. Audio-visual identification of place of articulation and voicing in white and babble noise.

    Science.gov (United States)

    Alm, Magnus; Behne, Dawn M; Wang, Yue; Eg, Ragnhild

    2009-07-01

    Research shows that noise and phonetic attributes influence the degree to which auditory and visual modalities are used in audio-visual speech perception (AVSP). Research has, however, mainly focused on white noise and single phonetic attributes, thus neglecting the more common babble noise and possible interactions between phonetic attributes. This study explores whether white and babble noise differentially influence AVSP and whether these differences depend on phonetic attributes. White and babble noise of 0 and -12 dB signal-to-noise ratio were added to congruent and incongruent audio-visual stop consonant-vowel stimuli. The audio (A) and video (V) of incongruent stimuli differed either in place of articulation (POA) or voicing. Responses from 15 young adults show that, compared to white noise, babble resulted in more audio responses for POA stimuli, and fewer for voicing stimuli. Voiced syllables received more audio responses than voiceless syllables. Results can be attributed to discrepancies in the acoustic spectra of both the noise and speech target. Voiced consonants may be more auditorily salient than voiceless consonants which are more spectrally similar to white noise. Visual cues contribute to identification of voicing, but only if the POA is visually salient and auditorily susceptible to the noise type.

  7. Scalable Video Coding

    NARCIS (Netherlands)

    Choupani, R.

    2017-01-01

    With the rapid improvements in digital communication technologies, distributing high-definition visual information has become more widespread. However, the available technologies were not sufficient to support the rising demand for high-definition video. This situation is further complicated when

  8. The Ghosts of Songs: The Film Art of the Black Audio Film Collective

    OpenAIRE

    Eshun, Kodwo; Sagar, A.

    2007-01-01

    This eagerly awaited book is the first to assess the oeuvre of Black Audio Film Collective, (BAFC) one of Britain s most influential artistic groups. It reconsiders the entire corpus of the seven person London-based group from their inception in 1982 to their conclusion in 1998. The Ghosts of Songs aims to do critical justice to the full sweep of the group s innovative practice from films, videos and installations to essays, manifestos and statements. Fully illustrated throughout (with many p...

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

    Directory of Open Access Journals (Sweden)

    Jaroslav Frnda

    2014-01-01

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

  10. Rehabilitation of balance-impaired stroke patients through audio-visual biofeedback

    DEFF Research Database (Denmark)

    Gheorghe, Cristina; Nissen, Thomas; Juul Rosengreen Christensen, Daniel

    2015-01-01

    training exercise without any technological input, (2) a visual biofeedback group, performing via visual input, and (3) an audio-visual biofeedback group, performing via audio and visual input. Results retrieved from comparisons between the data sets (2) and (3) suggested superior postural stability......This study explored how audio-visual biofeedback influences physical balance of seven balance-impaired stroke patients, between 33–70 years-of-age. The setup included a bespoke balance board and a music rhythm game. The procedure was designed as follows: (1) a control group who performed a balance...... between test sessions for (2). Regarding the data set (1), the testers were less motivated to perform training exercises although their performance was superior to (2) and (3). Conclusions are that the audio component motivated patients to train although the physical performance was decreased....

  11. Video mining using combinations of unsupervised and supervised learning techniques

    Science.gov (United States)

    Divakaran, Ajay; Miyahara, Koji; Peker, Kadir A.; Radhakrishnan, Regunathan; Xiong, Ziyou

    2003-12-01

    We discuss the meaning and significance of the video mining problem, and present our work on some aspects of video mining. A simple definition of video mining is unsupervised discovery of patterns in audio-visual content. Such purely unsupervised discovery is readily applicable to video surveillance as well as to consumer video browsing applications. We interpret video mining as content-adaptive or "blind" content processing, in which the first stage is content characterization and the second stage is event discovery based on the characterization obtained in stage 1. We discuss the target applications and find that using a purely unsupervised approach are too computationally complex to be implemented on our product platform. We then describe various combinations of unsupervised and supervised learning techniques that help discover patterns that are useful to the end-user of the application. We target consumer video browsing applications such as commercial message detection, sports highlights extraction etc. We employ both audio and video features. We find that supervised audio classification combined with unsupervised unusual event discovery enables accurate supervised detection of desired events. Our techniques are computationally simple and robust to common variations in production styles etc.

  12. Developing a Newborn Resuscitation Telemedicine Program: A Comparison of Two Technologies.

    Science.gov (United States)

    Beck, Jenna A; Jensen, Julie A; Putzier, Rochelle F; Stubert, Lisa A; Stuart, Kathleen D; Mohammed, Hussain; Kreofsky, Beth L; Boles, Kelly W; Colby, Christopher E; Fang, Jennifer L

    2017-12-12

    Early work has demonstrated the feasibility and acceptance of newborn resuscitation telemedicine programs (NRTPs). The technology requirements for providing this type of emergency telemedicine service are unclear. We hypothesized that during NRTP consults, a wired telemedicine cart would provide a more reliable and higher-quality user experience than a consumer-grade wireless tablet. In this retrospective observational study, six spoke sites used consumer-grade wireless tablets during preintervention and wired coder/decoder (CODEC)-based telemedicine carts during postintervention. Both technologies used the same videoconferencing software. After the telemedicine consult, providers completed surveys assessing connection reliability, user satisfaction, and audio and video quality using a 1-5 Likert scale. Preintervention, users completed 99 consults and 95 surveys. Postintervention, users completed 73 consults and 192 surveys. Successful connection on first attempt was significantly improved with the wired cart compared with the wireless tablet (82.7% vs. 69.5%, p = 0.01), and the percentage of consults complicated by an unplanned disconnection was reduced (6.4% vs. 14.7%, p = 0.02). User satisfaction and video and audio quality ratings were significantly higher for the wired cart. The wired telemedicine cart increased connection reliability, which is important given the critical nature and long duration of NRTP consults. Audio-video quality was also improved, allowing for better visualization of the neonate and communication with the care team. Consumer-grade wireless tablets did not meet the program's technical requirements. Wired telemedicine carts improved reliability, user satisfaction, and audio-video quality. Wired carts may not fully meet NRTP requirements because of cart size and limited mobility.

  13. Infant perception of audio-visual speech synchrony in familiar and unfamiliar fluent speech.

    Science.gov (United States)

    Pons, Ferran; Lewkowicz, David J

    2014-06-01

    We investigated the effects of linguistic experience and language familiarity on the perception of audio-visual (A-V) synchrony in fluent speech. In Experiment 1, we tested a group of monolingual Spanish- and Catalan-learning 8-month-old infants to a video clip of a person speaking Spanish. Following habituation to the audiovisually synchronous video, infants saw and heard desynchronized clips of the same video where the audio stream now preceded the video stream by 366, 500, or 666 ms. In Experiment 2, monolingual Catalan and Spanish infants were tested with a video clip of a person speaking English. Results indicated that in both experiments, infants detected a 666 and a 500 ms asynchrony. That is, their responsiveness to A-V synchrony was the same regardless of their specific linguistic experience or familiarity with the tested language. Compared to previous results from infant studies with isolated audiovisual syllables, these results show that infants are more sensitive to A-V temporal relations inherent in fluent speech. Furthermore, the absence of a language familiarity effect on the detection of A-V speech asynchrony at eight months of age is consistent with the broad perceptual tuning usually observed in infant response to linguistic input at this age. Copyright © 2014 Elsevier B.V. All rights reserved.

  14. Noise Adaptive Stream Weighting in Audio-Visual Speech Recognition

    Directory of Open Access Journals (Sweden)

    Berthommier Frédéric

    2002-01-01

    Full Text Available It has been shown that integration of acoustic and visual information especially in noisy conditions yields improved speech recognition results. This raises the question of how to weight the two modalities in different noise conditions. Throughout this paper we develop a weighting process adaptive to various background noise situations. In the presented recognition system, audio and video data are combined following a Separate Integration (SI architecture. A hybrid Artificial Neural Network/Hidden Markov Model (ANN/HMM system is used for the experiments. The neural networks were in all cases trained on clean data. Firstly, we evaluate the performance of different weighting schemes in a manually controlled recognition task with different types of noise. Next, we compare different criteria to estimate the reliability of the audio stream. Based on this, a mapping between the measurements and the free parameter of the fusion process is derived and its applicability is demonstrated. Finally, the possibilities and limitations of adaptive weighting are compared and discussed.

  15. Design of an audio advertisement dataset

    Science.gov (United States)

    Fu, Yutao; Liu, Jihong; Zhang, Qi; Geng, Yuting

    2015-12-01

    Since more and more advertisements swarm into radios, it is necessary to establish an audio advertising dataset which could be used to analyze and classify the advertisement. A method of how to establish a complete audio advertising dataset is presented in this paper. The dataset is divided into four different kinds of advertisements. Each advertisement's sample is given in *.wav file format, and annotated with a txt file which contains its file name, sampling frequency, channel number, broadcasting time and its class. The classifying rationality of the advertisements in this dataset is proved by clustering the different advertisements based on Principal Component Analysis (PCA). The experimental results show that this audio advertisement dataset offers a reliable set of samples for correlative audio advertisement experimental studies.

  16. CERN automatic audio-conference service

    CERN Document Server

    Sierra Moral, R

    2010-01-01

    Scientists from all over the world need to collaborate with CERN on a daily basis. They must be able to communicate effectively on their joint projects at any time; as a result telephone conferences have become indispensable and widely used. Managed by 6 operators, CERN already has more than 20000 hours and 5700 audio-conferences per year. However, the traditional telephone based audio-conference system needed to be modernized in three ways. Firstly, to provide the participants with more autonomy in the organization of their conferences; secondly, to eliminate the constraints of manual intervention by operators; and thirdly, to integrate the audio-conferences into a collaborative working framework. The large number, and hence cost, of the conferences prohibited externalization and so the CERN telecommunications team drew up a specification to implement a new system. It was decided to use a new commercial collaborative audio-conference solution based on the SIP protocol. The system was tested as the first Euro...

  17. Spatial audio quality perception (part 1)

    DEFF Research Database (Denmark)

    Conetta, R.; Brookes, T.; Rumsey, F.

    2015-01-01

    Spatial audio processes (SAPs) commonly encountered in consumer audio reproduction systems are known to produce a range of impairments to spatial quality. By way of two listening tests, this paper investigated the degree of degradation of the spatial quality of six 5-channel audio recordings...... resulting from 48 such SAPs. Perceived degradation also depends on the particular listeners, the program content, and the listening location. For example, combining off-center listener with another SAP can reduce spatial quality significantly when compared to listening to that SAP from a central location....... The choice of the SAP can have a large influence on the degree of degradation. Taken together these findings and the quality-annotated database can guide the development of a regression model of perceived overall spatial audio quality, incorporating previously developed spatially-relevant feature...

  18. EVALUASI KEPUASAN PENGGUNA TERHADAP APLIKASI AUDIO BOOKS

    Directory of Open Access Journals (Sweden)

    Raditya Maulana Anuraga

    2017-02-01

    Full Text Available Listeno is the first application audio books in Indonesia so that the users can get the book in audio form like listen to music, Listeno have problems in a feature request Listeno offline mode that have not been released, a security problem mp3 files that must be considered, and the target Listeno not yet reached 100,000 active users. This research has the objective to evaluate user satisfaction to Audio Books with research method approach, Nielsen. The analysis in this study using Importance Performance Analysis (IPA is combined with the index of User Satisfaction (IKP based on the indicators used are: Benefit (Usefulness, Utility (Utility, Usability (Usability, easy to understand (Learnability, Efficient (efficiency , Easy to remember (Memorability, Error (Error, and satisfaction (satisfaction. The results showed Applications User Satisfaction Audio books are quite satisfied with the results of the calculation IKP 69.58%..

  19. Definición de audio

    OpenAIRE

    Montañez, Luis A.; Cabrera, Juan G.

    2015-01-01

    Descripción del significado de Audio como objeto de estudio por distintos autores, y su diferenciación con el significado de Sonido. De esta forma se define Audio como una señal eléctrica con características similares en su forma de onda en comparación a la de una señal sonora, teniendo en cuenta la señal sonora corresponde a presión en u medio físico, mientras que la señal de Audio es una tensión o voltaje definida como señal análoga. En este orden de ideas, el Audio se concibe como una seña...

  20. Spatial audio reproduction with primary ambient extraction

    CERN Document Server

    He, JianJun

    2017-01-01

    This book first introduces the background of spatial audio reproduction, with different types of audio content and for different types of playback systems. A literature study on the classical and emerging Primary Ambient Extraction (PAE) techniques is presented. The emerging techniques aim to improve the extraction performance and also enhance the robustness of PAE approaches in dealing with more complex signals encountered in practice. The in-depth theoretical study helps readers to understand the rationales behind these approaches. Extensive objective and subjective experiments validate the feasibility of applying PAE in spatial audio reproduction systems. These experimental results, together with some representative audio examples and MATLAB codes of the key algorithms, illustrate clearly the differences among various approaches and also help readers gain insights on selecting different approaches for different applications.

  1. Virtual Microphones for Multichannel Audio Resynthesis

    Directory of Open Access Journals (Sweden)

    Athanasios Mouchtaris

    2003-09-01

    Full Text Available Multichannel audio offers significant advantages for music reproduction, including the ability to provide better localization and envelopment, as well as reduced imaging distortion. On the other hand, multichannel audio is a demanding media type in terms of transmission requirements. Often, bandwidth limitations prohibit transmission of multiple audio channels. In such cases, an alternative is to transmit only one or two reference channels and recreate the rest of the channels at the receiving end. Here, we propose a system capable of synthesizing the required signals from a smaller set of signals recorded in a particular venue. These synthesized “virtual” microphone signals can be used to produce multichannel recordings that accurately capture the acoustics of that venue. Applications of the proposed system include transmission of multichannel audio over the current Internet infrastructure and, as an extension of the methods proposed here, remastering existing monophonic and stereophonic recordings for multichannel rendering.

  2. Using audio visuals to illustrate concepts

    OpenAIRE

    Hodgson, Tom

    2005-01-01

    This short pedagogic paper investigates the use of audio visual presentation techniques to enhance teaching and learning in the classroom. It looks at the current 'MTV' generation of students who find it difficult to concentrate for long periods of time.

  3. Augmenting Environmental Interaction in Audio Feedback Systems

    Directory of Open Access Journals (Sweden)

    Seunghun Kim

    2016-04-01

    Full Text Available Audio feedback is defined as a positive feedback of acoustic signals where an audio input and output form a loop, and may be utilized artistically. This article presents new context-based controls over audio feedback, leading to the generation of desired sonic behaviors by enriching the influence of existing acoustic information such as room response and ambient noise. This ecological approach to audio feedback emphasizes mutual sonic interaction between signal processing and the acoustic environment. Mappings from analyses of the received signal to signal-processing parameters are designed to emphasize this specificity as an aesthetic goal. Our feedback system presents four types of mappings: approximate analyses of room reverberation to tempo-scale characteristics, ambient noise to amplitude and two different approximations of resonances to timbre. These mappings are validated computationally and evaluated experimentally in different acoustic conditions.

  4. CERN automatic audio-conference service

    CERN Multimedia

    Sierra Moral, R

    2009-01-01

    Scientists from all over the world need to collaborate with CERN on a daily basis. They must be able to communicate effectively on their joint projects at any time; as a result telephone conferences have become indispensable and widely used. Managed by 6 operators, CERN already has more than 20000 hours and 5700 audio-conferences per year. However, the traditional telephone based audio-conference system needed to be modernized in three ways. Firstly, to provide the participants with more autonomy in the organization of their conferences; secondly, to eliminate the constraints of manual intervention by operators; and thirdly, to integrate the audio-conferences into a collaborative working framework. The large number, and hence cost, of the conferences prohibited externalization and so the CERN telecommunications team drew up a specification to implement a new system. It was decided to use a new commercial collaborative audio-conference solution based on the SIP protocol. The system was tested as the first Euro...

  5. 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.

  6. 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…

  7. The Sweet-Home project: audio processing and decision making in smart home to improve well-being and reliance.

    Science.gov (United States)

    Vacher, Michel; Chahuara, Pedro; Lecouteux, Benjamin; Istrate, Dan; Portet, Francois; Joubert, Thierry; Sehili, Mohamed; Meillon, Brigitte; Bonnefond, Nicolas; Fabre, Sébastien; Roux, Camille; Caffiau, Sybille

    2013-01-01

    The Sweet-Home project aims at providing audio-based interaction technology that lets the user have full control over their home environment, at detecting distress situations and at easing the social inclusion of the elderly and frail population. This paper presents an overview of the project focusing on the implemented techniques for speech and sound recognition as context-aware decision making with uncertainty. A user experiment in a smart home demonstrates the interest of this audio-based technology.

  8. Design and implementation of an audio indicator

    Science.gov (United States)

    Zheng, Shiyong; Li, Zhao; Li, Biqing

    2017-04-01

    This page proposed an audio indicator which designed by using C9014, LED by operational amplifier level indicator, the decimal count/distributor of CD4017. The experimental can control audibly neon and holiday lights through the signal. Input audio signal after C9014 composed of operational amplifier for power amplifier, the adjust potentiometer extraction amplification signal input voltage CD4017 distributors make its drive to count, then connect the LED display running situation of the circuit. This simple audio indicator just use only U1 and can produce two colors LED with the audio signal tandem come pursuit of the running effect, from LED display the running of the situation takes can understand the general audio signal. The variation in the audio and the frequency of the signal and the corresponding level size. In this light can achieve jump to change, slowly, atlas, lighting four forms, used in home, hotel, discos, theater, advertising and other fields, and a wide range of USES, rU1h life in a modern society.

  9. PENGGUNAAN MEDIA AUDIO DALAM PEMBELAJARAN STENOGRAFI

    Directory of Open Access Journals (Sweden)

    S Martono

    2011-06-01

    Full Text Available The objective this study is to know the effectivenes of using audio media in stenografi typing learning. The population  of this research was 30 students that divided into two groups; experimental and controlled group consisted of 15 students. Based on the first score in stenografi subject that the two groups have the same abillity but they were given different treatment. For experimental group, they got a treatment of audio media whereas the controlled group didn’t use audio media. The technique of collecting data were documentation technique and experimental tecnique. The instrument was stenografi speed typing. The final result showed that the using of audio media was more effective and can improve the study result better than controlled group. This result was expected to  give significance for the stenografi teachers to apply audio media in learning and input for the students that stenografi was not a memorizing subject but it was a skill subject that must be trained by joining the lesson. Thus, people can use stenografi typing to record each talk. Keywords: Learning, Audio Media, Stenografi

  10. PENGGUNAAN MEDIA AUDIO DALAM PEMBELAJARAN STENOGRAFI

    Directory of Open Access Journals (Sweden)

    S Martono

    2007-06-01

    Full Text Available The objective this study is to know the effectivenes of using audio media in stenografi typing learning. The population  of this research was 30 students that divided into two groups; experimental and controlled group consisted of 15 students. Based on the first score in stenografi subject that the two groups have the same abillity but they were given different treatment. For experimental group, they got a treatment of audio media whereas the controlled group didn’t use audio media. The technique of collecting data were documentation technique and experimental tecnique. The instrument was stenografi speed typing. The final result showed that the using of audio media was more effective and can improve the study result better than controlled group. This result was expected to  give significance for the stenografi teachers to apply audio media in learning and input for the students that stenografi was not a memorizing subject but it was a skill subject that must be trained by joining the lesson. Thus, people can use stenografi typing to record each talk. Keywords: Learning, Audio Media, Stenografi

  11. Audio Mining with emphasis on Music Genre Classification

    DEFF Research Database (Denmark)

    Meng, Anders

    2004-01-01

    in searching / retrieving audio effectively is needed. Currently, search engines such as e.g. Google, AltaVista etc. do not search into audio files, but uses either the textual information attached to the audio file or the textual information around the audio. Also in the hearing aid industries around...

  12. Turkish Jewelry Technology Pre-Service Teachers' TPCK Integration through Ob-Video Materials: A Pedagogical Action Research

    Science.gov (United States)

    Akay, Cenk

    2017-01-01

    The utilization of educational technologies in class applications and their reflections on the education have not reached to desired levels today; in other words, there are problems in the integration of technology into teaching and using technology in conjunction with the knowledge of subject field and pedagogy. The aim of this research is to…

  13. 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...

  14. MPEG-4 video compression optimization research

    Science.gov (United States)

    Wei, Xianmin

    2011-10-01

    In order to make a large amount of video data compression and effectively with limited network bandwidth to transfer smoothly, this article using the MPEG-4 compression technology to compress video stream. In the network transmission, according to the characteristics of video stream, for transmission technology to carry out full analysis and optimization, and combining current network bandwidth status and protocol, to establish one network model with transferring and playback video streaming effectively. Through a combination of these two areas, significantly improved compression and storage of video files and network transmission efficiency, increased video processing power.

  15. Opening the eyes about dictatorship: audio description as a resource of brazilian memory´s maintenance

    Directory of Open Access Journals (Sweden)

    Lucinea Marcelino Villela

    2016-05-01

    Full Text Available In 2014 the Brazilian society had the opportunity to debate the harsh period of its dictatorship after 50 years since the 1964 Military Coup. The main goal of this paper is the presentation of an Audio Description project with remarkable photos and videos from Brazilian Dictatorship and its reflections on Brazilian society. The project was elaborated by the research group “Accessible Media and Audiovisual Translation”, whose main focus is provide accessibility (audio description and subtitles for different audiovisual products. We produced a photo documentary with an overview of some important images and with a script focusing on important information about Brazilian politics from 1964 up to 1989. Many steps were followed during the whole process: selection of photos, historical contextualization, script, narration, final editing of the video. In order to produce the audio description scripts of photos and images selected, we have followed some assumptions about audio description. According to Matamala (2006:330 various competences are required to audio describers such as: “the ability to undertake intersemiotic translations (turning images into words, the ability to summarise information in order to adapt the text to the limited space available, keeping the original meaning, by means of rewording and by using synonyms; the ability to critically select the most relevant information”.

  16. Opening the eyes about dictatorship: audio description as a resource of brazilian memory´s maintenance

    Directory of Open Access Journals (Sweden)

    Lucinea Marcelino Villela

    2016-08-01

    Full Text Available In 2014 the Brazilian society had the opportunity to debate the harsh period of its dictatorship after 50 years since the 1964 Military Coup. The main goal of this paper is the presentation of an Audio Description project with remarkable photos and videos from Brazilian Dictatorship and its reflections on Brazilian society. The project was elaborated by the research group “Accessible Media and Audiovisual Translation”, whose main focus is provide accessibility (audio description and subtitles for different audiovisual products. We produced a photo documentary with an overview of some important images and with a script focusing on important information about Brazilian politics from 1964 up to 1989. Many steps were followed during the whole process: selection of photos, historical contextualization, script, narration, final editing of the video. In order to produce the audio description scripts of photos and images selected, we have followed some assumptions about audio description. According to Matamala (2006:330 various competences are required to audio describers such as: “the ability to undertake intersemiotic translations (turning images into words, the ability to summarise information in order to adapt the text to the limited space available, keeping the original meaning, by means of rewording and by using synonyms; the ability to critically select the most relevant information”.

  17. Scaffolding With and Through Videos

    DEFF Research Database (Denmark)

    Otrel-Cass, Kathrin; Khoo, Elaine; Cowie, Bronwen

    2012-01-01

    to consider must be expanded. This article explicates theoretical and practical ideas related to teachers’ application of their ICT technology, pedagogy, and content knowledge (TPACK) in science. The article unpacks the social and technological dimensions of teachers’ use of TPACK when they use digital videos...... to scaffold learning. It showcases the intricate interplay between teachers’ knowledge about content, digital video technology, and students’ learning needs based on a qualitative study of two science teachers and their students in a New Zealand primary school....

  18. Enabling technology for human collaboration.

    Energy Technology Data Exchange (ETDEWEB)

    Murphy, Tim Andrew (MindTel, LLC, Syracuse, NY); Jones, Wendell Bruce; Warner, David Jay (MindTel, LLC, Syracuse, NY); Doser, Adele Beatrice; Johnson, Curtis Martin; Merkle, Peter Benedict

    2003-11-01

    This report summarizes the results of a five-month LDRD late start project which explored the potential of enabling technology to improve the performance of small groups. The purpose was to investigate and develop new methods to assist groups working in high consequence, high stress, ambiguous and time critical situations, especially those for which it is impractical to adequately train or prepare. A testbed was constructed for exploratory analysis of a small group engaged in tasks with high cognitive and communication performance requirements. The system consisted of five computer stations, four with special devices equipped to collect physiologic, somatic, audio and video data. Test subjects were recruited and engaged in a cooperative video game. Each team member was provided with a sensor array for physiologic and somatic data collection while playing the video game. We explored the potential for real-time signal analysis to provide information that enables emergent and desirable group behavior and improved task performance. The data collected in this study included audio, video, game scores, physiological, somatic, keystroke, and mouse movement data. The use of self-organizing maps (SOMs) was explored to search for emergent trends in the physiological data as it correlated with the video, audio and game scores. This exploration resulted in the development of two approaches for analysis, to be used concurrently, an individual SOM and a group SOM. The individual SOM was trained using the unique data of each person, and was used to monitor the effectiveness and stress level of each member of the group. The group SOM was trained using the data of the entire group, and was used to monitor the group effectiveness and dynamics. Results suggested that both types of SOMs were required to adequately track evolutions and shifts in group effectiveness. Four subjects were used in the data collection and development of these tools. This report documents a proof of concept

  19. A beginners guide for video production. [Prepared by the Energy Task Force of the Urban Consortium for Technology Initiatives

    Energy Technology Data Exchange (ETDEWEB)

    1991-11-01

    The Seattle-King County Hazardous Waste Management Plan provides the framework for an intensive effort to keep Household Hazardous Waste (HHW) and Small Quantity Generator (SQG) wastes from entering the municipal solid and liquid waste streams. Many innovative programs for managing small sources of hazardous waste have been developed in response to the Plan. With the assistance of Urban Consortium grants, the City of Seattle has researched and developed a series of reports describing the planning, operation and evaluation of the plan's HHW collection programs. Three of the Plan's programs of particular interest to other jurisdictions are the fixed site and mobile HHW Collection Facilities, and the Business Waste Consultations provided to SQG's. In 1991, Seattle received an Urban Consortium grant to produce two videos showing how the HHW Collection Facilities and Business Consultations programs work. This report provides an overviews of the video development and production process and a discussion of the lessons learned by the staff directing the production.

  20. 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...

  1. Genetic Algorithm in Audio Steganography

    OpenAIRE

    Rana, Manisha; Tanwar, Rohit

    2014-01-01

    With the advancement of communication technology,data is exchanged digitally over the network. At the other side the technology is also proven as a tool for unauthorized access to attackers. Thus the security of data to be transmitted digitally should get prime focus. Data hiding is the common approach to secure data. In steganography technique, the existence of data is concealed. GA is an emerging component of AI to provide suboptimal solutions. In this paper the use of GA in Steganography i...

  2. Designing Promotion Strategy of Malang Raya’s Tourism Destination Branding through Audio Visual Media

    Directory of Open Access Journals (Sweden)

    Chanira Nuansa

    2014-04-01

    Full Text Available This study examines the suitability concept of destination branding with existing models of Malang tourism promotion. This research is qualitative by taking the data directly in the form of existing promotional models of Malang, namely: information portal sites, blogs, social networking, and video via the Internet. This study used SWOT analysis to find strengths, weaknesses, opportunities, and threats on existing models of the tourism promotion. The data is analyzed based on destination branding’s concept indicators. Results of analysis are used as a basis in designing solutions for Malang tourism promotion through a new integrated tourism advertising model. Through the analysis we found that video is the most suitable media that used to promote Malang tourism in the form of advertisements. Videos are able to show the objectivity of the fact that intact better through audio-visual form, making it easier to associate the viewer thoughts on the phenomenon of destination. Moreover, video creation of Malang tourism as well as conceptualized ad is still rare. This is an opportunity, because later models of audio-visual advertisements made of this study is expected to be an example for concerned parties to conceptualize the next Malang tourism advertising.Keywords: Advertise, SWOT Analysis, Malang City, tourism promotion

  3. Audio stream classification for multimedia database search

    Science.gov (United States)

    Artese, M.; Bianco, S.; Gagliardi, I.; Gasparini, F.

    2013-03-01

    Search and retrieval of huge archives of Multimedia data is a challenging task. A classification step is often used to reduce the number of entries on which to perform the subsequent search. In particular, when new entries of the database are continuously added, a fast classification based on simple threshold evaluation is desirable. In this work we present a CART-based (Classification And Regression Tree [1]) classification framework for audio streams belonging to multimedia databases. The database considered is the Archive of Ethnography and Social History (AESS) [2], which is mainly composed of popular songs and other audio records describing the popular traditions handed down generation by generation, such as traditional fairs, and customs. The peculiarities of this database are that it is continuously updated; the audio recordings are acquired in unconstrained environment; and for the non-expert human user is difficult to create the ground truth labels. In our experiments, half of all the available audio files have been randomly extracted and used as training set. The remaining ones have been used as test set. The classifier has been trained to distinguish among three different classes: speech, music, and song. All the audio files in the dataset have been previously manually labeled into the three classes above defined by domain experts.

  4. New Aspect of Technology Adoption: A Case Study of Students' Self-Made English-Learning Video

    Science.gov (United States)

    Tai, Yaming; Ting, Yu-Liang

    2016-01-01

    Understanding how students perceive and adopt technology in their daily life is particularly relevant to today's Information and Communication Technology (ICT) environment, in which versatile ICT tools are becoming more and more pervasive, almost ubiquitous in our day-to-day activities. In the context of English as a foreign language, this study…

  5. Risk-Taking Behavior of Technology Firms: The Role of Performance Feedback in the Video Game Industry

    NARCIS (Netherlands)

    Situmeang, F.B.; Gemser, G.; Wijnberg, N.M.; Leenders, M.A.A.M.

    This study focuses on what drives technology-driven companies to engage in risk-taking behavior by serving new markets. Building on the behavioral theory of the firm and prospect theory, this study suggests that technology-driven organizations tend to respond to past performance rather than future

  6. The utility of live video capture to enhance debriefing following transcatheter aortic valve replacement.

    Science.gov (United States)

    Seamans, David P; Louka, Boshra F; Fortuin, F David; Patel, Bhavesh M; Sweeney, John P; Lanza, Louis A; DeValeria, Patrick A; Ezrre, Kim M; Ramakrishna, Harish

    2016-10-01

    The surgical and procedural specialties are continually evolving their methods to include more complex and technically difficult cases. These cases can be longer and incorporate multiple teams in a different model of operating room synergy. Patients are frequently older, with comorbidities adding to the complexity of these cases. Recording of this environment has become more feasible recently with advancement in video and audio capture systems often used in the simulation realm. We began using live capture to record a new procedure shortly after starting these cases in our institution. This has provided continued assessment and evaluation of live procedures. The goal of this was to improve human factors and situational challenges by review and debriefing. B-Line Medical's LiveCapture video system was used to record successive transcatheter aortic valve replacement (TAVR) procedures in our cardiac catheterization/laboratory. An illustrative case is used to discuss analysis and debriefing of the case using this system. An illustrative case is presented that resulted in long-term changes to our approach of these cases. The video capture documented rare events during one of our TAVR procedures. Analysis and debriefing led to definitive changes in our practice. While there are hurdles to the use of this technology in every institution, the role for the ongoing use of video capture, analysis, and debriefing may play an important role in the future of patient safety and human factors analysis in the operating environment.

  7. Analisis Pengembangan Media Pembelajaran Pengolah Angka (Spreadsheet Berbasis Video Screencast

    Directory of Open Access Journals (Sweden)

    Muhammad Munir

    2013-09-01

    Full Text Available The objectives of this study were to develop Screencast-based learning media for the course of spreadsheets  and to investigate its performance. This study utilised research and development approach that consists of: (1 Preparation that includes preparing the tools and materials (2 Recording that includes selecting an area of captures, recording mode screencast, and audio settings on the recording device, (3 Editing that includes adding drawing and callouts elements, editing the timeline, adding zooming effects, animation effects, and audio supports for the introduction, backsound, and narration, (4 Publishing that includes publishing the edited video into a single unit, converting the video format into mp4 with the format factory, (5 Finishing that includes making quizzes then merging the videos and quizzes into united media with the.exe extension. The performance of the media video has achieved the determined plan. When it is run, auto play menu appears to select the screencast.exe.

  8. User-oriented summary extraction for soccer video based on multimodal analysis

    Science.gov (United States)

    Liu, Huayong; Jiang, Shanshan; He, Tingting

    2011-11-01

    An advanced user-oriented summary extraction method for soccer video is proposed in this work. Firstly, an algorithm of user-oriented summary extraction for soccer video is introduced. A novel approach that integrates multimodal analysis, such as extraction and analysis of the stadium features, moving object features, audio features and text features is introduced. By these features the semantic of the soccer video and the highlight mode are obtained. Then we can find the highlight position and put them together by highlight degrees to obtain the video summary. The experimental results for sports video of world cup soccer games indicate that multimodal analysis is effective for soccer video browsing and retrieval.

  9. 61214++++','DOAJ-ART-EN'); return false;" href="+++++https://jual.nipissingu.ca/wp-content/uploads/sites/25/2014/06/v61214.m4v">61214++++">Jailed - Video

    Directory of Open Access Journals (Sweden)

    Cameron CULBERT

    2012-07-01

    Full Text Available As the public education system in Northern Ontario continues to take a downward spiral, a plethora of secondary school students are being placed in an alternative educational environment. Juxtaposing the two educational settings reveals very similar methods and characteristics of educating our youth as opposed to using a truly alternative approach to education. This video reviews the relationship between public education and alternative education in a remote Northern Ontario setting. It is my belief that the traditional methods of teaching are not appropriate in educating at risk students in alternative schools. Paper and pencil worksheets do not motivate these students to learn and succeed. Alternative education should emphasize experiential learning, a just in time curriculum based on every unique individual and the students true passion for everyday life. Cameron Culbert was born on February 3rd, 1977 in North Bay, Ontario. His teenage years were split between attending public school and his willed curriculum on the ski hill. Culbert spent 10 years (1996-2002 & 2006-2010 competing for Canada as an alpine ski racer. His passion for teaching and coaching began as an athlete and has now transferred into the classroom and the community. As a graduate of Nipissing University (BA, BEd, MEd. Camerons research interests are alternative education, physical education and technology in the classroom. Currently Cameron is an active educator and coach in Northern Ontario.

  10. User-Generated Video and Intertextuality

    DEFF Research Database (Denmark)

    Christensen, Lars Holmgaard; Rasmussen, Tove Arendt; Kofoed, Peter

    This paper discusses the changing relationship between texts, producers and audiences and tries to understand user-generated audio-visual content or to be more precise, intertextuality in user-generated videos in relation to distribution formats, cultural form and genres. Continuing on from...... people, in particular user-generated videos uploaded and shared in social media networks online. Finally we are informed by Paul Ricoeur's work on hermeneutics and self as another, we explore the role of user-generated content as a specific kind of mediated sociability we suggest that user...

  11. Coral Reef Surveillance: Infrared-Sensitive Video Surveillance Technology as a New Tool for Diurnal and Nocturnal Long-Term Field Observations.

    Science.gov (United States)

    Dirnwoeber, Markus; Machan, Rudolf; Herler, Juergen

    2012-10-31

    Direct field observations of fine-scaled biological processes and interactions of the benthic community of corals and associated reef organisms (e.g., feeding, reproduction, mutualistic or agonistic behavior, behavioral responses to changing abiotic factors) usually involve a disturbing intervention. Modern digital camcorders (without inflexible land-or ship-based cable connection) such as the GoPro camera enable undisturbed and unmanned, stationary close-up observations. Such observations, however, are also very time-limited (~3 h) and full 24 h-recordings throughout day and night, including nocturnal observations without artificial daylight illumination, are not possible. Herein we introduce the application of modern standard video surveillance technology with the main objective of providing a tool for monitoring coral reef or other sessile and mobile organisms for periods of 24 h and longer. This system includes nocturnal close-up observations with miniature infrared (IR)-sensitive cameras and separate high-power IR-LEDs. Integrating this easy-to-set up and portable remote-sensing equipment into coral reef research is expected to significantly advance our understanding of fine-scaled biotic processes on coral reefs. Rare events and long-lasting processes can easily be recorded, in situ-experiments can be monitored live on land, and nocturnal IR-observations reveal undisturbed behavior. The options and equipment choices in IR-sensitive surveillance technology are numerous and subject to a steadily increasing technical supply and quality at decreasing prices. Accompanied by short video examples, this report introduces a radio-transmission system for simultaneous recordings and real-time monitoring of multiple cameras with synchronized timestamps, and a surface-independent underwater-recording system.

  12. Development of Technological and Pedagogical Content Knowledge of the Chemistry by Teachers in Training Through the Reflection of PaP-eRs and Videos

    Directory of Open Access Journals (Sweden)

    Boris Fernando Candela

    2018-01-01

    Full Text Available This article described how trainee teachers identified and developed some elements of the Technological and Pedagogical Knowledge of Chemistry Content (CTPC, along the course of educational and pedagogical context by "reflective orientation". The methodological perspective was qualitative by case study, which was configured by two interwoven areas of reflection, namely: (a reflecting on the opinions of experts about the teaching of a content, through the readings proposed in the training programs; and (b reflecting on the teaching carried out by experienced teachers through case videos and the Repertoire of Professional and Pedagogical Experiences (PaP-eRs. This heuristic reduced the complexity of teaching in a manageable story located in a specific context, so that teachers could identify and reflect on their theories about the teaching and learning of chemistry. This study showed that teachers in training identified and developed the following elements of the CTPC of chemistry: general pedagogy, language as a learning tool, difficulties and alternative conceptions, knowledge of technology as an instrument to represent the contents and manage the chemistry classroom, and the formative evaluation. Definitely, the reflection of the critical events of the PaP-eRs and videos of cases was considered an appropriate heuristic that allowed the future teachers to articulate the knowledge coming from the literature in education in chemistry, with the virtual experiences of teaching-learning of a real context. Of course, this reflection was mediated by reading, discussing and reflecting on the intelligent actions of an exemplary teacher when guiding singular students from a sociocultural perspective, with the purpose of beginning to refine their theories of teaching and learning chemistry.

  13. Coral Reef Surveillance: Infrared-Sensitive Video Surveillance Technology as a New Tool for Diurnal and Nocturnal Long-Term Field Observations

    Directory of Open Access Journals (Sweden)

    Juergen Herler

    2012-10-01

    Full Text Available Direct field observations of fine-scaled biological processes and interactions of the benthic community of corals and associated reef organisms (e.g., feeding, reproduction, mutualistic or agonistic behavior, behavioral responses to changing abiotic factors usually involve a disturbing intervention. Modern digital camcorders (without inflexible land-or ship-based cable connection such as the GoPro camera enable undisturbed and unmanned, stationary close-up observations. Such observations, however, are also very time-limited (~3 h and full 24 h-recordings throughout day and night, including nocturnal observations without artificial daylight illumination, are not possible. Herein we introduce the application of modern standard video surveillance technology with the main objective of providing a tool for monitoring coral reef or other sessile and mobile organisms for periods of 24 h and longer. This system includes nocturnal close-up observations with miniature infrared (IR-sensitive cameras and separate high-power IR-LEDs. Integrating this easy-to-set up and portable remote-sensing equipment into coral reef research is expected to significantly advance our understanding of fine-scaled biotic processes on coral reefs. Rare events and long-lasting processes can easily be recorded, in situ-experiments can be monitored live on land, and nocturnal IR-observations reveal undisturbed behavior. The options and equipment choices in IR-sensitive surveillance technology are numerous and subject to a steadily increasing technical supply and quality at decreasing prices. Accompanied by short video examples, this report introduces a radio-transmission system for simultaneous recordings and real-time monitoring of multiple cameras with synchronized timestamps, and a surface-independent underwater-recording system.

  14. Relacije umetnosti i video igara / Relations of Art and Video Games

    OpenAIRE

    Manojlo Maravić

    2012-01-01

    When discussing the art of video games, three different contexts need to be considered: the 'high' art (video games and the art); commercial video games (video games as the art) and the fan art. Video games are a legitimate artistic medium subject to modifications and recontextualisations in the process of creating a specific experience of the player/user/audience and political action by referring to particular social problems. They represent a high technological medium that increases, with p...

  15. Near-field Localization of Audio

    DEFF Research Database (Denmark)

    Jensen, Jesper Rindom; Christensen, Mads Græsbøll

    2014-01-01

    Localization of audio sources using microphone arrays has been an important research problem for more than two decades. Many traditional methods for solving the problem are based on a two-stage procedure: first, information about the audio source, such as time differences-of-arrival (TDOAs......) and gain ratios-of-arrival (GROAs) between microphones is estimated, and, second, this knowledge is used to localize the audio source. These methods often have a low computational complexity, but this comes at the cost of a limited estimation accuracy. Therefore, we propose a new localization approach......, where the desired signal is modeled using TDOAs and GROAs, which are determined by the source location. This facilitates the derivation of one-stage, maximum likelihood methods under a white Gaussian noise assumption that is applicable in both near- and far-field scenarios. Simulations show...

  16. Spatial audio quality perception (part 2)

    DEFF Research Database (Denmark)

    Conetta, R.; Brookes, T.; Rumsey, F.

    2015-01-01

    encountered in consumer audio reproduction. A generalizable model employing just five metrics and two principal components performs well in its prediction of the quality over a range of program types. Commonly-encountered SAPs can have a large deleterious effect on several spatial attributes including source...... location, envelopment, coverage angle, ensemble width, and spaciousness. They can also impact timbre, and changes to timbre can then influence spatial perception. Previously obtained data was used to build a regression model of perceived spatial audio quality in terms of spatial and timbral metrics......The QESTRAL (Quality Evaluation of Spatial Transmission and Reproduction using an Artificial Listener) system is intended to be an artificial-listener-based evaluation system capable of predicting the perceived spatial quality degradations resulting from SAPs (Spatial Audio Processes) commonly...

  17. Evaluation of Perceived Spatial Audio Quality

    Directory of Open Access Journals (Sweden)

    Jan Berg

    2006-04-01

    Full Text Available The increased use of audio applications capable of conveying enhanced spatial quality puts focus on how such a quality should be evaluated. Different approaches to evaluation of perceived quality are briefly discussed and a new technique is introduced. In a series of experiment, attributes were elicited from subjects, tested and subsequently used for derivation of evaluation scales that were feasible for subjective evaluation of the spatial quality of certain multichannel stimuli. The findings of these experiments led to the development of a novel method for evaluation of spatial audio in surround sound systems. Parts of the method were subsequently implemented in the OPAQUE software prototype designed to facilitate the elicitation process. The prototype was successfully tested in a pilot experiment. The experiments show that attribute scales derived from subjects' personal constructs are functional for evaluation of perceived spatial audio quality. Finally, conclusions on the importance of spatial quality evaluation of new applications are made.

  18. AHEAD OF THE GAME: ADOPTING 21ST CENTURY LEARNING APPROACHES SUPPORTED BY VIDEO-BASED WEB CONFERENCING TECHNOLOGY IN A ROMANIAN PROFESSIONAL TRAINING MILITARY CONTEXT

    Directory of Open Access Journals (Sweden)

    Paula CHARBONNEAU-GOWDY

    2012-01-01

    Full Text Available Recent major political uprisings are indicating the extent to which social learning Web 2.0 technologies, can infl uence change in informal learning settings. Recognition and a discussion of the potential of that infl uence in formal learning settings have only just begun. This article describes a study of an international distance learning project in 2004, using a variety of Web 2.0 technologies, including video-based web conferencing, that sought to initiate and respond to this urgent need for dialogue in the research. Self-selected participants took part in a 5-week English as a foreign language (EFL program, a joint NATO sponsored Canadian and Romanian Ministry of Defense-supported initiative. Clear evidence of linguistic knowledge construction and of important changes to participants’ learner identities, indicates the power of these technologies to support the kind of learning that can lead to the development of global citizens and the skills they will increasingly require in the 21st century.

  19. Feasibility of Audio-Computer-Assisted Self-Interviewing With Color-Coding and Helper Assistance (ACASI-H) for Hmong Older Adults.

    Science.gov (United States)

    Lor, Maichou; Bowers, Barbara J

    2017-08-01

    Many older adult immigrants in the US, including Hmong older adults, have limited English proficiency (LEP), and cannot read or have difficulty reading even in their first language (non-literate [NL]). Little has been done to identify feasible data collection approaches to enable inclusion of LEP or NL populations in research, limiting knowledge about their health. This study's purpose was to test the feasibility of culturally and linguistically adapted audio computer-assisted self-interviewing (ACASI) with color-labeled response categories and helper assistance (ACASI-H) for collection of health data with Hmong older adults. Thirty dyads (older adult and a helper) completed an ACASI-H survey with 13 health questions and a face-to-face debriefing interview. ACASI-H survey completion was video-recorded and reviewed with participants. Video review and debriefing interviews were audio-recorded and transcribed. Directed and conventional content analyses were used to analyze the interviews. All respondents reported that ACASI-H survey questions were consistent with their health experience. They lacked computer experience and found ACASI-H's interface user-friendly. All used the pre-recorded Hmong oral translation except for one, whose helper provided translation. Some Hmong older adults struggled with the color labeling at first, but helpers guided them to use the colors correctly. All dyads liked the color-labeled response categories and confirmed that a helper was necessary during the survey process. Findings support use of oral survey question administration with a technologically competent helper and color-labeled response categories when engaging LEP older adults in health-related data collection. © 2017 Wiley Periodicals, Inc. © 2017 Wiley Periodicals, Inc.

  20. ANALYSIS OF MULTIMODAL FUSION TECHNIQUES FOR AUDIO-VISUAL SPEECH RECOGNITION

    Directory of Open Access Journals (Sweden)

    D.V. Ivanko

    2016-05-01

    Full Text Available The paper deals with analytical review, covering the latest achievements in the field of audio-visual (AV fusion (integration of multimodal information. We discuss the main challenges and report on approaches to address them. One of the most important tasks of the AV integration is to understand how the modalities interact and influence each other. The paper addresses this problem in the context of AV speech processing and speech recognition. In the first part of the review we set out the basic principles of AV speech recognition and give the classification of audio and visual features of speech. Special attention is paid to the systematization of the existing techniques and the AV data fusion methods. In the second part we provide a consolidated list of tasks and applications that use the AV fusion based on carried out analysis of research area. We also indicate used methods, techniques, audio and video features. We propose classification of the AV integration, and discuss the advantages and disadvantages of different approaches. We draw conclusions and offer our assessment of the future in the field of AV fusion. In the further research we plan to implement a system of audio-visual Russian continuous speech recognition using advanced methods of multimodal fusion.