WorldWideScience

Sample records for video technology enhancing

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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...

  6. Color image and video enhancement

    CERN Document Server

    Lecca, Michela; Smolka, Bogdan

    2015-01-01

    This text covers state-of-the-art color image and video enhancement techniques. The book examines the multivariate nature of color image/video data as it pertains to contrast enhancement, color correction (equalization, harmonization, normalization, balancing, constancy, etc.), noise removal and smoothing. This book also discusses color and contrast enhancement in vision sensors and applications of image and video enhancement.   ·         Focuses on enhancement of color images/video ·         Addresses algorithms for enhancing color images and video ·         Presents coverage on super resolution, restoration, in painting, and colorization.

  7. Enhanced Video Surveillance (EVS) with speckle imaging

    Energy Technology Data Exchange (ETDEWEB)

    Carrano, C J

    2004-01-13

    Enhanced Video Surveillance (EVS) with Speckle Imaging is a high-resolution imaging system that substantially improves resolution and contrast in images acquired over long distances. This technology will increase image resolution up to an order of magnitude or greater for video surveillance systems. The system's hardware components are all commercially available and consist of a telescope or large-aperture lens assembly, a high-performance digital camera, and a personal computer. The system's software, developed at LLNL, extends standard speckle-image-processing methods (used in the astronomical community) to solve the atmospheric blurring problem associated with imaging over medium to long distances (hundreds of meters to tens of kilometers) through horizontal or slant-path turbulence. This novel imaging technology will not only enhance national security but also will benefit law enforcement, security contractors, and any private or public entity that uses video surveillance to protect their assets.

  8. 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.

  9. Enhanced video display and navigation for networked streaming video and networked video playlists

    Science.gov (United States)

    Deshpande, Sachin

    2006-01-01

    In this paper we present an automatic enhanced video display and navigation capability for networked streaming video and networked video playlists. Our proposed method uses Synchronized Multimedia Integration Language (SMIL) as presentation language and Real Time Streaming Protocol (RTSP) as network remote control protocol to automatically generate a "enhanced video strip" display for easy navigation. We propose and describe two approaches - a smart client approach and a smart server approach. We also describe a prototype system implementation of our proposed approach.

  10. Video enhancement effectiveness for target detection

    Science.gov (United States)

    Simon, Michael; Fischer, Amber; Petrov, Plamen

    2011-05-01

    Unmanned aerial vehicles (UAVs) capture real-time video data of military targets while keeping the warfighter at a safe distance. This keeps soldiers out of harm's way while they perform intelligence, surveillance and reconnaissance (ISR) and close-air support troops in contact (CAS-TIC) situations. The military also wants to use UAV video to achieve force multiplication. One method of achieving effective force multiplication involves fielding numerous UAVs with cameras and having multiple videos processed simultaneously by a single operator. However, monitoring multiple video streams is difficult for operators when the videos are of low quality. To address this challenge, we researched several promising video enhancement algorithms that focus on improving video quality. In this paper, we discuss our video enhancement suite and provide examples of video enhancement capabilities, focusing on stabilization, dehazing, and denoising. We provide results that show the effects of our enhancement algorithms on target detection and tracking algorithms. These results indicate that there is potential to assist the operator in identifying and tracking relevant targets with aided target recognition even on difficult video, increasing the force multiplier effect of UAVs. This work also forms the basis for human factors research into the effects of enhancement algorithms on ISR missions.

  11. Local adaptive tone mapping for video enhancement

    Science.gov (United States)

    Lachine, Vladimir; Dai, Min (.

    2015-03-01

    As new technologies like High Dynamic Range cameras, AMOLED and high resolution displays emerge on consumer electronics market, it becomes very important to deliver the best picture quality for mobile devices. Tone Mapping (TM) is a popular technique to enhance visual quality. However, the traditional implementation of Tone Mapping procedure is limited by pixel's value to value mapping, and the performance is restricted in terms of local sharpness and colorfulness. To overcome the drawbacks of traditional TM, we propose a spatial-frequency based framework in this paper. In the proposed solution, intensity component of an input video/image signal is split on low pass filtered (LPF) and high pass filtered (HPF) bands. Tone Mapping (TM) function is applied to LPF band to improve the global contrast/brightness, and HPF band is added back afterwards to keep the local contrast. The HPF band may be adjusted by a coring function to avoid noise boosting and signal overshooting. Colorfulness of an original image may be preserved or enhanced by chroma components correction by means of saturation function. Localized content adaptation is further improved by dividing an image to a set of non-overlapped regions and modifying each region individually. The suggested framework allows users to implement a wide range of tone mapping applications with perceptional local sharpness and colorfulness preserved or enhanced. Corresponding hardware circuit may be integrated in camera, video or display pipeline with minimal hardware budget

  12. 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…

  13. Enhancing learners’ visual search in video cases

    NARCIS (Netherlands)

    Balslev, Thomas; Jarodzka, Halszka; Holmqvist, Kenneth; Nyström, Marcus; Scheiter, Katharina; Gerjets, Peter; Eika, Berit

    2012-01-01

    Balslev, T., Jarodzka, H., Holmqvist, K., Nyström, M., Scheiter, K., Gerjets, P., & Eika, B. (2012, May). Enhancing learners’ visual search in video cases. Poster presented at the International Child Neurology Association (ICNA) congress, Brisbane, Australia.

  14. 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

  15. 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

  16. 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 ...

  17. 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.

  18. Interactive Videos Enhance Learning about Socio-Ecological Systems

    Science.gov (United States)

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

    2018-01-01

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

  19. 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…

  20. Energy intake during activity enhanced video game play.

    Science.gov (United States)

    Mellecker, Robin R; Lanningham-Foster, Lorraine; Levine, James A; McManus, Alison M

    2010-10-01

    The purpose of this study was to examine whether the addition of a motor component to video gaming alters energy consumption. To address this problem we used an experimental manipulation design with 9-13 year olds incorporating 'seated video game' and 'activity enhanced video game' conditions, whilst allowing snacks ad libitum. No difference in snacking between the two video gaming conditions was apparent. The children consumed 374 and 383kcalh(-1) during seated and activity enhanced video gaming, respectively. A secondary purpose was to examine consistency of energy intake during free choice video game play. We found no difference in energy intake between four 1h free choice video gaming sessions. Snacking energy intake whilst video gaming was 166% more than the calories required during resting conditions. This study has shown that the addition of a motor component to the video game environment does not alter snack energy intake. However, the high calorific consumption during both seated and activity enhanced video game play highlights the need for an active attempt to restrict snacking whilst playing video games.

  1. 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.

  2. 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.

  3. 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)

  4. 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.

  5. 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…

  6. 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.

  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. Action video game training for cognitive enhancement

    OpenAIRE

    Green, C Shawn; Bavelier, Daphné

    2015-01-01

    Here we review the literature examining the perceptual, attentional, and cognitive benefits of playing one sub-type of video games known as ‘action video games,’ as well as the mechanistic underpinnings of these behavioral effects. We then outline evidence indicating the potential usefulness of these commercial off-the-shelf games for practical, real-world applications such as rehabilitation or the training of job-related skills. Finally, we discuss potential core characteristics of action vi...

  9. 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.

  10. Video game training enhances cognitive control in older adults.

    Science.gov (United States)

    Anguera, J A; Boccanfuso, J; Rintoul, J L; Al-Hashimi, O; Faraji, F; Janowich, J; Kong, E; Larraburo, Y; Rolle, C; Johnston, E; Gazzaley, A

    2013-09-05

    Cognitive control is defined by a set of neural processes that allow us to interact with our complex environment in a goal-directed manner. Humans regularly challenge these control processes when attempting to simultaneously accomplish multiple goals (multitasking), generating interference as the result of fundamental information processing limitations. It is clear that multitasking behaviour has become ubiquitous in today's technologically dense world, and substantial evidence has accrued regarding multitasking difficulties and cognitive control deficits in our ageing population. Here we show that multitasking performance, as assessed with a custom-designed three-dimensional video game (NeuroRacer), exhibits a linear age-related decline from 20 to 79 years of age. By playing an adaptive version of NeuroRacer in multitasking training mode, older adults (60 to 85 years old) reduced multitasking costs compared to both an active control group and a no-contact control group, attaining levels beyond those achieved by untrained 20-year-old participants, with gains persisting for 6 months. Furthermore, age-related deficits in neural signatures of cognitive control, as measured with electroencephalography, were remediated by multitasking training (enhanced midline frontal theta power and frontal-posterior theta coherence). Critically, this training resulted in performance benefits that extended to untrained cognitive control abilities (enhanced sustained attention and working memory), with an increase in midline frontal theta power predicting the training-induced boost in sustained attention and preservation of multitasking improvement 6 months later. These findings highlight the robust plasticity of the prefrontal cognitive control system in the ageing brain, and provide the first evidence, to our knowledge, of how a custom-designed video game can be used to assess cognitive abilities across the lifespan, evaluate underlying neural mechanisms, and serve as a powerful tool

  11. NIGERIAN HOME VIDEO MOVIES AND ENHANCED MUSIC ...

    African Journals Online (AJOL)

    Precious

    presented within the boundaries of acceptable standards and philosophic thought. Nigeria video films have been used to address a myriad of existing and emergent problems. Because of the distinctness and popularity, they represent a veritable tool for the deflation of anti- social practices and the installation of approved ...

  12. 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.

  13. 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.

  14. 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.

  15. 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.

  16. Ensemble of Chaotic and Naive Approaches for Performance Enhancement in Video Encryption

    Directory of Open Access Journals (Sweden)

    Jeyamala Chandrasekaran

    2015-01-01

    Full Text Available Owing to the growth of high performance network technologies, multimedia applications over the Internet are increasing exponentially. Applications like video conferencing, video-on-demand, and pay-per-view depend upon encryption algorithms for providing confidentiality. Video communication is characterized by distinct features such as large volume, high redundancy between adjacent frames, video codec compliance, syntax compliance, and application specific requirements. Naive approaches for video encryption encrypt the entire video stream with conventional text based cryptographic algorithms. Although naive approaches are the most secure for video encryption, the computational cost associated with them is very high. This research work aims at enhancing the speed of naive approaches through chaos based S-box design. Chaotic equations are popularly known for randomness, extreme sensitivity to initial conditions, and ergodicity. The proposed methodology employs two-dimensional discrete Henon map for (i generation of dynamic and key-dependent S-box that could be integrated with symmetric algorithms like Blowfish and Data Encryption Standard (DES and (ii generation of one-time keys for simple substitution ciphers. The proposed design is tested for randomness, nonlinearity, avalanche effect, bit independence criterion, and key sensitivity. Experimental results confirm that chaos based S-box design and key generation significantly reduce the computational cost of video encryption with no compromise in security.

  17. Ensemble of Chaotic and Naive Approaches for Performance Enhancement in Video Encryption.

    Science.gov (United States)

    Chandrasekaran, Jeyamala; Thiruvengadam, S J

    2015-01-01

    Owing to the growth of high performance network technologies, multimedia applications over the Internet are increasing exponentially. Applications like video conferencing, video-on-demand, and pay-per-view depend upon encryption algorithms for providing confidentiality. Video communication is characterized by distinct features such as large volume, high redundancy between adjacent frames, video codec compliance, syntax compliance, and application specific requirements. Naive approaches for video encryption encrypt the entire video stream with conventional text based cryptographic algorithms. Although naive approaches are the most secure for video encryption, the computational cost associated with them is very high. This research work aims at enhancing the speed of naive approaches through chaos based S-box design. Chaotic equations are popularly known for randomness, extreme sensitivity to initial conditions, and ergodicity. The proposed methodology employs two-dimensional discrete Henon map for (i) generation of dynamic and key-dependent S-box that could be integrated with symmetric algorithms like Blowfish and Data Encryption Standard (DES) and (ii) generation of one-time keys for simple substitution ciphers. The proposed design is tested for randomness, nonlinearity, avalanche effect, bit independence criterion, and key sensitivity. Experimental results confirm that chaos based S-box design and key generation significantly reduce the computational cost of video encryption with no compromise in security.

  18. 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…

  19. 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.

  20. Technology Education Professional Enhancement Project

    Science.gov (United States)

    Hughes, Thomas A., Jr.

    1996-01-01

    The two goals of this project are: the use of integrative field of aerospace technology to enhance the content and instruction delivered by math, science, and technology teachers through the development of a new publication entitled NASA Technology Today, and to develop a rationale and structure for the study of technology, which establishes the foundation for developing technology education standards and programs of the future.

  1. Online temporally consistent indoor depth video enhancement via static structure.

    Science.gov (United States)

    Sheng, Lu; Ngan, King Ngi; Lim, Chern-Loon; Li, Songnan

    2015-07-01

    In this paper, we propose a new method to online enhance the quality of a depth video based on the intermediary of a so-called static structure of the captured scene. The static and dynamic regions of the input depth frame are robustly separated by a layer assignment procedure, in which the dynamic part stays in the front while the static part fits and helps to update this structure by a novel online variational generative model with added spatial refinement. The dynamic content is enhanced spatially while the static region is otherwise substituted by the updated static structure so as to favor the long-range spatiotemporal enhancement. The proposed method both performs long-range temporal consistency on the static region and keeps necessary depth variations in the dynamic content. Thus, it can produce flicker-free and spatially optimized depth videos with reduced motion blur and depth distortion. Our experimental results reveal that the proposed method is effective in both static and dynamic indoor scenes and is compatible with depth videos captured by Kinect and time-of-flight camera. We also demonstrate that excellent performance can be achieved by the proposed method in comparison with the existing spatiotemporal approaches. In addition, our enhanced depth videos and static structures can act as effective cues to improve various applications, including depth-aided background subtraction and novel view synthesis, showing satisfactory results with few visual artifacts.

  2. 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)

  3. 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…

  4. 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…

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

    Science.gov (United States)

    Oei, Adam C.; Patterson, Michael D.

    2013-01-01

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

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

    Science.gov (United States)

    Oei, Adam C; Patterson, Michael D

    2013-01-01

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

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

    Directory of Open Access Journals (Sweden)

    Adam C Oei

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

  8. Improving human object recognition performance using video enhancement techniques

    Science.gov (United States)

    Whitman, Lucy S.; Lewis, Colin; Oakley, John P.

    2004-12-01

    Atmospheric scattering causes significant degradation in the quality of video images, particularly when imaging over long distances. The principle problem is the reduction in contrast due to scattered light. It is known that when the scattering particles are not too large compared with the imaging wavelength (i.e. Mie scattering) then high spatial resolution information may be contained within a low-contrast image. Unfortunately this information is not easily perceived by a human observer, particularly when using a standard video monitor. A secondary problem is the difficulty of achieving a sharp focus since automatic focus techniques tend to fail in such conditions. Recently several commercial colour video processing systems have become available. These systems use various techniques to improve image quality in low contrast conditions whilst retaining colour content. These systems produce improvements in subjective image quality in some situations, particularly in conditions of haze and light fog. There is also some evidence that video enhancement leads to improved ATR performance when used as a pre-processing stage. Psychological literature indicates that low contrast levels generally lead to a reduction in the performance of human observers in carrying out simple visual tasks. The aim of this paper is to present the results of an empirical study on object recognition in adverse viewing conditions. The chosen visual task was vehicle number plate recognition at long ranges (500 m and beyond). Two different commercial video enhancement systems are evaluated using the same protocol. The results show an increase in effective range with some differences between the different enhancement systems.

  9. 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.

  10. A supplemental video teaching tool enhances splinting skills.

    Science.gov (United States)

    Mehrpour, Saeed Reza; Aghamirsalim, Mohamadreza; Motamedi, Seyed Mohammad Kalantar; Ardeshir Larijani, Fatemeh; Sorbi, Reza

    2013-02-01

    The ability to apply casts and splints is a technical skill that requires practice and understanding of basic principles of musculoskeletal medicine. A video in which a given procedure is simulated on a dummy can represent reality under controlled conditions. A decrease in physician competency in musculoskeletal medicine is the result of educational deficiencies at the medical school level. We asked whether (1) a supplemental video educational program enhances performance of medical students' musculoskeletal clinical skills and (2) factors such as the proportion of orthopaedic professors to students, sex, age, and previous scores of medical students affected the clinical skills of medical students. We allocated 474 medical students into one of two groups: all participants received 90 minutes of lecture instruction on how to splint and cast but one group viewed the supplemental instructional video and the other did not. There were no differences in terms of sex, age, basic science exam scores, or grade point average of the groups. Thirteen specific skills in splinting an injured limb were evaluated. We recorded grade point averages. We developed a 10-point scoring system and graded each student on their splinting skills 6 months after the lectures. The medical students who watched the video had an average score of 7.6, whereas the control group's average score was 2.0. We observed a positive association between watching the educational video and clinical exam score. A higher professor-to-student ratio was associated with lower student Objective Structured Clinical Examination score. Our observations suggest a supplemental video instructional program improved the performance of musculoskeletal clinical skills in comparison to only a traditional lecture series.

  11. Efficient Enhancement for Spatial Scalable Video Coding Transmission

    Directory of Open Access Journals (Sweden)

    Mayada Khairy

    2017-01-01

    Full Text Available Scalable Video Coding (SVC is an international standard technique for video compression. It is an extension of H.264 Advanced Video Coding (AVC. In the encoding of video streams by SVC, it is suitable to employ the macroblock (MB mode because it affords superior coding efficiency. However, the exhaustive mode decision technique that is usually used for SVC increases the computational complexity, resulting in a longer encoding time (ET. Many other algorithms were proposed to solve this problem with imperfection of increasing transmission time (TT across the network. To minimize the ET and TT, this paper introduces four efficient algorithms based on spatial scalability. The algorithms utilize the mode-distribution correlation between the base layer (BL and enhancement layers (ELs and interpolation between the EL frames. The proposed algorithms are of two categories. Those of the first category are based on interlayer residual SVC spatial scalability. They employ two methods, namely, interlayer interpolation (ILIP and the interlayer base mode (ILBM method, and enable ET and TT savings of up to 69.3% and 83.6%, respectively. The algorithms of the second category are based on full-search SVC spatial scalability. They utilize two methods, namely, full interpolation (FIP and the full-base mode (FBM method, and enable ET and TT savings of up to 55.3% and 76.6%, respectively.

  12. Underwater video enhancement using multi-camera super-resolution

    Science.gov (United States)

    Quevedo, E.; Delory, E.; Callicó, G. M.; Tobajas, F.; Sarmiento, R.

    2017-12-01

    Image spatial resolution is critical in several fields such as medicine, communications or satellite, and underwater applications. While a large variety of techniques for image restoration and enhancement has been proposed in the literature, this paper focuses on a novel Super-Resolution fusion algorithm based on a Multi-Camera environment that permits to enhance the quality of underwater video sequences without significantly increasing computation. In order to compare the quality enhancement, two objective quality metrics have been used: PSNR (Peak Signal-to-Noise Ratio) and the SSIM (Structural SIMilarity) index. Results have shown that the proposed method enhances the objective quality of several underwater sequences, avoiding the appearance of undesirable artifacts, with respect to basic fusion Super-Resolution algorithms.

  13. 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

  14. 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

  15. 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.

  16. Proceedings Technology Enhanced Assessment conference

    NARCIS (Netherlands)

    Joosten-ten Brinke, Desirée; Laanpere, Mart

    2018-01-01

    This book constitutes the proceedings of the 19th International Conference on Technology Enhanced Assessment, TEA 2016, held in Tallinn, Estonia, in October 2016. The 16 full papers presented were carefully selected from 38 submissions. They are centered around topics like measurement of higher

  17. 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

  18. 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

  19. 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

  20. 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

  1. 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.

  2. Using Videos of Students in the Classroom to Enhance Learner Autonomy

    Science.gov (United States)

    Wachob, Phyllis

    2011-01-01

    Although the technology of digital videos is available, many classroom EFL teachers are unsure of what they can do with videos. This paper will present some reasons why teachers should consider using videos of student performance based on ideas of motivation and learner autonomy. Three activities are presented with checklists and protocols that…

  3. A Technology Enhanced Learning Model for Quality Education

    Science.gov (United States)

    Sherly, Elizabeth; Uddin, Md. Meraj

    Technology Enhanced Learning and Teaching (TELT) Model provides learning through collaborations and interactions with a framework for content development and collaborative knowledge sharing system as a supplementary for learning to improve the quality of education system. TELT deals with a unique pedagogy model for Technology Enhanced Learning System which includes course management system, digital library, multimedia enriched contents and video lectures, open content management system and collaboration and knowledge sharing systems. Open sources like Moodle and Wiki for content development, video on demand solution with a low cost mid range system, an exhaustive digital library are provided in a portal system. The paper depicts a case study of e-learning initiatives with TELT model at IIITM-K and how effectively implemented.

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

    Science.gov (United States)

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

    2016-02-01

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

  5. 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…

  6. 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.

  7. Web-Mediated Augmentation and Interactivity Enhancement of Omni-Directional Video in Both 2D and 3D

    OpenAIRE

    Wijnants, Maarten; Van Erum, Kris; QUAX, Peter; Lamotte, Wim

    2015-01-01

    Video consumption has since the emergence of the medium largely been a passive affair. This paper proposes augmented Omni-Directional Video (ODV) as a novel format to engage viewers and to open up new ways of interacting with video content. Augmented ODV blends two important contemporary technologies: Augmented Video Viewing and 360 degree video. The former allows for the addition of interactive features to Web-based video playback, while the latter unlocks spatial video navigation opportunit...

  8. 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.

  9. Suggested Tips and Tricks to Enhance Surgical Video Production.

    Science.gov (United States)

    Fisher, Nina; Kaplan, Daniel; Egol, Kenneth A

    2017-08-01

    Surgical video production is an important skill that can be of valuable use as an educational tool. However, it is important that surgical videos be filmed and edited in a methodological way to maximize its potential. In this video, we describe our preference for producing quality surgical videos. There are many important factors to consider during the filming process, including vantage point of the videographer, lighting, and visualization of instruments. During the editing process, certain techniques can be used to make the video more stimulating and thus more engaging to the viewer. This video presents the filming and editing of a single case. In addition, we provide examples of acceptable and poor footage and editing techniques. Surgical videos can be a valuable educational tool when properly executed. In this video, we describe techniques to ensure quality production.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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…

  18. 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…

  19. 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...

  20. 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.

  1. Efficient Video Transcoding from H.263 to H.264/AVC Standard with Enhanced Rate Control

    Directory of Open Access Journals (Sweden)

    Nguyen Viet-Anh

    2006-01-01

    Full Text Available A new video coding standard H.264/AVC has been recently developed and standardized. The standard represents a number of advances in video coding technology in terms of both coding efficiency and flexibility and is expected to replace the existing standards such as H.263 and MPEG-1/2/4 in many possible applications. In this paper we investigate and present efficient syntax transcoding and downsizing transcoding methods from H.263 to H.264/AVC standard. Specifically, we propose an efficient motion vector reestimation scheme using vector median filtering and a fast intraprediction mode selection scheme based on coarse edge information obtained from integer-transform coefficients. Furthermore, an enhanced rate control method based on a quadratic model is proposed for selecting quantization parameters at the sequence and frame levels together with a new frame-layer bit allocation scheme based on the side information in the precoded video. Extensive experiments have been conducted and the results show the efficiency and effectiveness of the proposed methods.

  2. 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.

  3. 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.

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

    Science.gov (United States)

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

    2009-01-01

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

  5. Short Videos to Enhance Student Learning in Microbiological Laboratory Exercises

    DEFF Research Database (Denmark)

    Löfström, Charlotta; Jensen, Lars Bogø; Josefsen, Mathilde Hartmann

    This poster describes the use of short videos demonstrating basic microbiological techniques in a second semester course in Biological Chemistry at the Technical University of Denmark. Videos were a useful complement to the laboratory compendium, allowing students to focus on conceptual...

  6. An Evaluation of Enhanced Geothermal Systems Technology

    Energy Technology Data Exchange (ETDEWEB)

    Jelacic, Allan [U.S. Dept. of Energy, Washington, DC (United States); Fortuna, Raymond [U.S. Dept. of Energy, Washington, DC (United States); LaSala, Raymond [U.S. Dept. of Energy, Washington, DC (United States); Nathwani, Jay [U.S. Dept. of Energy, Washington, DC (United States); Nix, Gerald [U.S. Dept. of Energy, Washington, DC (United States); Visser, Charles [National Renewable Energy Lab. (NREL), Golden, CO (United States); Green, Bruce [National Renewable Energy Lab. (NREL), Golden, CO (United States); Renner, Joel [Idaho National Lab. (INL), Idaho Falls, ID (United States); Blankenship, Douglas [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Kennedy, Mack [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States); Bruton, Carol [Lawrence Livermore National Lab. (LLNL), Livermore, CA (United States)

    2008-04-01

    This 2008 document presents the results of an eight-month study by the Department of Energy (DOE) and its support staff at the national laboratories concerning the technological requirements to commercialize a new geothermal technology, Enhanced Geothermal Systems (EGS).

  7. Application of Enhanced Hadamard Error Correcting Code in Video-Watermarking and his comparison to Reed-Solomon Code

    Directory of Open Access Journals (Sweden)

    Dziech Andrzej

    2017-01-01

    Full Text Available Error Correcting Codes are playing a very important role in Video Watermarking technology. Because of very high compression rate (about 1:200 normally the watermarks can barely survive such massive attacks, despite very sophisticated embedding strategies. It can only work with a sufficient error correcting code method. In this paper, the authors compare the new developed Enhanced Hadamard Error Correcting Code (EHC with well known Reed-Solomon Code regarding its ability to preserve watermarks in the embedded video. The main idea of this new developed multidimensional Enhanced Hadamard Error Correcting Code is to map the 2D basis images into a collection of one-dimensional rows and to apply a 1D Hadamard decoding procedure on them. After this, the image is reassembled, and the 2D decoding procedure can be applied more efficiently. With this approach, it is possible to overcome the theoretical limit of error correcting capability of (d-1/2 bits, where d is a Hamming distance. Even better results could be achieved by expanding the 2D EHC to 3D. To prove the efficiency and practicability of this new Enhanced Hadamard Code, the method was applied to a video Watermarking Coding Scheme. The Video Watermarking Embedding procedure decomposes the initial video trough multi-Level Interframe Wavelet Transform. The low pass filtered part of the video stream is used for embedding the watermarks, which are protected respectively by Enhanced Hadamard or Reed-Solomon Correcting Code. The experimental results show that EHC performs much better than RS Code and seems to be very robust against strong MPEG compression.

  8. Introducing Player-Driven Video Analysis to Enhance Reflective Soccer Practice

    DEFF Research Database (Denmark)

    Hjort, Anders; Elbæk, Lars; Henriksen, Kristoffer

    2017-01-01

    In the present study, we investigated the introduction of a cloud-based video analysis platform called Player Universe (PU) in a Danish football club. Video analysis is not a new performance-enhancing element in sport, but PU is innovative in the way players and coaches produce footage and how...

  9. 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.

  10. 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…

  11. 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…

  12. 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…

  13. 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.

  14. Recommender Systems in Technology Enhanced Learning

    NARCIS (Netherlands)

    Manouselis, Nikos; Drachsler, Hendrik; Verbert, Katrien; Santos, Olga

    2010-01-01

    Manouselis, N., Drachsler, H., Verbert, K., & Santos, C. S. (Eds.) (2010). Recommender System in Technology Enhanced Learning. Elsevier Procedia Computer Science: Volume 1, Issue 2. Proceedings of the 1st Workshop on Recommender Systems for Technology Enhanced Learning (RecSysTEL). September, 29-30,

  15. How can video supported reflection enhance teachers' professional development?

    Science.gov (United States)

    McCullagh, John F.

    2012-03-01

    This paper responds to Eva Lundqvist, Jonas Almqvist and Leif Ostman's account of how the manner of teaching can strongly influence pupil learning by recommending video supported reflection as a means by which teachers can transform the nature of their practice. Given the complex nature of the many conditions which influence and control teachers' actions the reframing of routine practice through reflection-in-action can prove challenging. This response paper describes how video can empower teachers to take greater control of their progress and allows for a more social constructivist approach to professional development. Along with a consideration of the difficulties associated with the notion of `reflection' and a short case study, the paper uses Lev Semenovich Vygotsky's zone of proximal development and the notion of scaffolding to propose that video offers a Video Supported Zone of Proximal Development which can ease the process of teacher development. In capturing permanent and exchangeable representations of practice video encourages a collaborative approach to reflection and is consistent with the original ideas of John Dewey.

  16. 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

  17. 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...

  18. 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...

  19. 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...

  20. Exploring Technology-Enhanced Learning Using Google Glass to Offer Students a Unique Instructor's Point of View Live Laboratory Demonstration

    Science.gov (United States)

    Man, Fung Fun

    2016-01-01

    Technology-enhanced learning (TEL) is fast gaining momentum among educational institutions all over the world. The usual way in which laboratory instructional videos are filmed takes the third-person view. However, such videos are not as realistic and sensorial. With the advent of Google Glass and GoPro cameras, a more personal and effective way…

  1. 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…

  2. 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.

  3. Streaming video to enhance students’ reflection in dance education

    NARCIS (Netherlands)

    Leijen, A.; Lam, I.; Wildschut, L.; Simons, P.R.J.; Admiraal, W.

    2009-01-01

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

  4. Enhancing Secondary Science Content Accessibility with Video Games

    Science.gov (United States)

    Marino, Matthew T.; Becht, Kathleen M.; Vasquez, Eleazar, III; Gallup, Jennifer L.; Basham, James D.; Gallegos, Benjamin

    2014-01-01

    Mobile devices, including iPads, tablets, and so on, are common in high schools across the country. Unfortunately, many secondary teachers see these devices as distractions rather than tools for scaffolding instruction. This article highlights current research related to the use of video games as a means to increase the cognitive and social…

  5. Nigerian home video movies and enhanced music involvement ...

    African Journals Online (AJOL)

    The Video Film Industry in Nigeria has attracted much attention within the shores of Nigeria, Africa and beyond in Asia and in Europe. The popular acclaim trailing the industry not withstanding, there has arisen in several fora, critical assessment of the contents of the work churned out in great quantum. One such area that ...

  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. Introducing Player-Driven Video Analysis to Enhance Reflective Soccer Practice

    DEFF Research Database (Denmark)

    Hjort, Anders; Elbæk, Lars; Henriksen, Kristoffer

    2017-01-01

    it facilitates reflective learning. Video analysis is executed in the (PU) platform by involving the players in the analysis process, in the sense that they are encouraged to tag game actions in video-documented football matches. Following this, players can get virtual feedback from their coach. The philosophy......In the present study, we investigated the introduction of a cloud-based video analysis platform called Player Universe (PU) in a Danish football club. Video analysis is not a new performance-enhancing element in sport, but PU is innovative in the way players and coaches produce footage and how....... The implementation and evaluation of PU took place in the FC Copenhagen (FCK) School of Excellence. Findings show that PU can improve youth football players’ reflection skills through consistent video analyses and tagging, that coaches are important as role models and providers of feedback, and that the use...

  8. 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

  9. 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.

  10. Recommender Systems in Technology Enhanced Learning

    NARCIS (Netherlands)

    Manouselis, Nikos; Drachsler, Hendrik; Vuorikari, Riina; Hummel, Hans; Koper, Rob

    2010-01-01

    Manouselis, N., Drachsler, H., Vuorikari, R., Hummel, H. G. K., & Koper, R. (2011). Recommender Systems in Technology Enhanced Learning. In P. B. Kantor, F. Ricci, L. Rokach, & B. Shapira (Eds.), Recommender Systems Handbook (pp. 387-415). Berlin: Springer.

  11. Learning in a technology enhanced world

    NARCIS (Netherlands)

    Specht, Marcus

    2010-01-01

    Specht, M. (2009). Learning in a technology enhanced world. Invited talk given at the World Conference on E-learning in Corporate, Government, Healthcare & Higher Education. October, 27, 2009, Vancouver, Canada.

  12. Teacher Design Knowledge for Technology Enhanced Learning

    NARCIS (Netherlands)

    McKenney, Susan

    2014-01-01

    This presentation shares a framework for investigating the knowledge teachers need to be able to design technology-enhanced learning. Specific activities are undertaken to consider elements within the framework

  13. Technology Enhanced Learning: Best Practices

    Science.gov (United States)

    Lytras, Miltiadis D., Ed.; Gasevic, Dragan, Ed.; Ordonez de Pablos, Patricia, Ed.; Huang, Weihong, Ed.

    2008-01-01

    With the shift towards the knowledge society, the change of working conditions, and the high-speed evolution of information and communication technologies, peoples' knowledge and skills need continuous updating. Learning based on collaborative working, creativity, multidisciplinarity, adaptiveness, intercultural communication, and problem solving…

  14. Video Enhancement Using Adaptive Spatio-Temporal Connective Filter and Piecewise Mapping

    Directory of Open Access Journals (Sweden)

    Shi-Qiang Yang

    2008-06-01

    Full Text Available This paper presents a novel video enhancement system based on an adaptive spatio-temporal connective (ASTC noise filter and an adaptive piecewise mapping function (APMF. For ill-exposed videos or those with much noise, we first introduce a novel local image statistic to identify impulse noise pixels, and then incorporate it into the classical bilateral filter to form ASTC, aiming to reduce the mixture of the most two common types of noises—Gaussian and impulse noises in spatial and temporal directions. After noise removal, we enhance the video contrast with APMF based on the statistical information of frame segmentation results. The experiment results demonstrate that, for diverse low-quality videos corrupted by mixed noise, underexposure, overexposure, or any mixture of the above, the proposed system can automatically produce satisfactory results.

  15. Video Enhancement Using Adaptive Spatio-Temporal Connective Filter and Piecewise Mapping

    Directory of Open Access Journals (Sweden)

    Wang Chao

    2008-01-01

    Full Text Available This paper presents a novel video enhancement system based on an adaptive spatio-temporal connective (ASTC noise filter and an adaptive piecewise mapping function (APMF. For ill-exposed videos or those with much noise, we first introduce a novel local image statistic to identify impulse noise pixels, and then incorporate it into the classical bilateral filter to form ASTC, aiming to reduce the mixture of the most two common types of noises—Gaussian and impulse noises in spatial and temporal directions. After noise removal, we enhance the video contrast with APMF based on the statistical information of frame segmentation results. The experiment results demonstrate that, for diverse low-quality videos corrupted by mixed noise, underexposure, overexposure, or any mixture of the above, the proposed system can automatically produce satisfactory results.

  16. Using the CPU and GPU for real-time video enhancement on a mobile computer

    CSIR Research Space (South Africa)

    Bachoo, AK

    2010-09-01

    Full Text Available . In this paper, the current advances in mobile CPU and GPU hardware are used to implement video enhancement algorithms in a new way on a mobile computer. Both the CPU and GPU are used effectively to achieve realtime performance for complex image enhancement...

  17. 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...

  18. 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.

  19. Enhanced living environments from models to technologies

    CERN Document Server

    Dobre, Ciprian; Ganchev, Ivan; Garcia, Nuno; Goleva, Rossitza Ivanova

    2017-01-01

    Enhanced living environments employ information and communications technologies to support true ambient assisted living for people with disabilities. This book provides an overview of today's architectures, techniques, protocols, components, and cloud-based solutions related to ambient assisted living and enhanced living environments.

  20. Enhancing Fieldwork Learning with Technology: Practitioner's Perspectives

    Science.gov (United States)

    Welsh, Katharine E.; Mauchline, Alice L.; Park, Julian R.; Whalley, W. Brian; France, Derek

    2013-01-01

    This research paper reports the findings from an international survey of fieldwork practitioners on their use of technology to enhance fieldwork teaching and learning. It was found that there was high information technology usage before and after time in the field, but some were also using portable devices such as smartphones and global…

  1. The use of animation video in teaching to enhance the imagination and visualization of student in engineering drawing

    Science.gov (United States)

    Ismail M., E.; Mahazir I., Irwan; Othman, H.; Amiruddin M., H.; Ariffin, A.

    2017-05-01

    The rapid development of information technology today has given a new breath toward usage of computer in education. One of the increasingly popular nowadays is a multimedia technology that merges a variety of media such as text, graphics, animation, video and audio controlled by a computer. With this technology, a wide range of multimedia element can be developed to improve the quality of education. For that reason, this study aims to investigate the use of multimedia element based on animated video that was developed for Engineering Drawing subject according to the syllabus of Vocational College of Malaysia. The design for this study was a survey method using a quantitative approach and involved 30 respondents from Industrial Machining students. The instruments used in study is questionnaire with correlation coefficient value (0.83), calculated on Alpha-Cronbach. Data was collected and analyzed descriptive analyzed using SPSS. The study found that multimedia element for animation video was use significant have capable to increase imagination and visualization of student. The implications of this study provide information of use of multimedia element will student effect imagination and visualization. In general, these findings contribute to the formation of multimedia element of materials appropriate to enhance the quality of learning material for engineering drawing.

  2. 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....

  3. 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…

  4. Cui Bono? On the Relative Merits of Technology-Enhanced Learning and Teaching in Higher Education

    Science.gov (United States)

    Mykhnenko, Vlad

    2016-01-01

    This article provides evidence from a 4-year longitudinal study on the comparative use of illustrative video podcasts during Economic Geography lectures vis-à-vis traditional educational methods in order to guide pedagogic practice and future research on the relative merits of technology-enhanced learning in higher education. Key benefits derived…

  5. Beyond Role-Playing: Using Technology to Enhance Modeling and Behavioral Rehearsal in Group Work Practice

    Science.gov (United States)

    Smokowski, Paul R.

    2003-01-01

    Videotape and computer simulation are sophisticated technological applications that have great potential to enhance group work practice. Computer simulation has been harnessed for entertainment and business purposes but has not been adequately utilized for teaching social skills. This article describes strategies for integrating video and computer…

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

    Science.gov (United States)

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

    2014-09-01

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

  7. Technology-enhanced human interaction in psychotherapy.

    Science.gov (United States)

    Imel, Zac E; Caperton, Derek D; Tanana, Michael; Atkins, David C

    2017-07-01

    Psychotherapy is on the verge of a technology-inspired revolution. The concurrent maturation of communication, signal processing, and machine learning technologies begs an earnest look at how these technologies may be used to improve the quality of psychotherapy. Here, we discuss 3 research domains where technology is likely to have a significant impact: (1) mechanism and process, (2) training and feedback, and (3) technology-mediated treatment modalities. For each domain, we describe current and forthcoming examples of how new technologies may change established applications. Moreover, for each domain we present research questions that touch on theoretical, systemic, and implementation issues. Ultimately, psychotherapy is a decidedly human endeavor, and thus the application of modern technology to therapy must capitalize on-and enhance-our human capacities as counselors, students, and supervisors. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  8. Using digital technologies to enhance chemistry students' understanding and representational skills

    DEFF Research Database (Denmark)

    Hilton, Annette

    representations to make explanations on the molecular level. Student interviews and classroom video-recordings suggested that using digital resources to create multimodal texts promoted knowledge transformation and hence deeper reflection on the meaning of data and representations. The study has implications...... and reported on two laboratory based inquiry tasks using digital technologies. Data were collected using pre- and post-tests, student texts and interviews and classroom video-recording. Content analysis of student texts indicated that students were able to generate new knowledge and use multiple...... for inquiry learning and using digital technologies to enhance students’ understanding of chemistry on multiple levels....

  9. 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.

  10. Enhancing Astronomy Studies by Using IUCAA Video Lectures in the Student Community

    Science.gov (United States)

    Narayanasamy, N.; Bawdekar, N.

    2015-04-01

    IUCAA is one of the premier astronomy and astrophysics research institutions in India. Research at IUCAA spans a wide range of fields. Lectures delivered by eminent faculty as well as senior professors visiting IUCAA are recorded to benefit students pursuing research in astronomy and astrophysics. The recordings of lectures delivered by IUCAA faculty at other institutions are also available at the library. In order to facilitate access to these lectures by the students, both on-campus and off-campus, an effort to upload these videos to the Network Assisted Server (NAS) was taken up by the IUCAA library staff. The IUCAA library initiated this activity in the year 2010. Video production tools such as Open-EyA are used for creating classroom and blackboard lecture videos in real time. These video files are processed and stored on the server and can also be accessed online. The paper showcases the usefulness of these videos among the student community. Statistics show that the majority of IUCAA students accessing the NAS are viewing the lectures and students can view the video lectures at their convenience. Resources such as these are easy to create and can be used to enhance students' understanding of the subject. It has been observed that students all around the globe extensively use the uploaded video lectures.

  11. 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…

  12. Policy implications of technologies for cognitive enhancement

    Energy Technology Data Exchange (ETDEWEB)

    Sarewitz, Daniel R. (Arizona State University, Tempe, AZ); Karas, Thomas H.

    2007-02-01

    The Advanced Concepts Group at Sandia National Laboratory and the Consortium for Science, Policy and Outcomes at Arizona State University convened a workshop in May 2006 to explore the potential policy implications of technologies that might enhance human cognitive abilities. The group's deliberations sought to identify core values and concerns raised by the prospect of cognitive enhancement. The workshop focused on the policy implications of various prospective cognitive enhancements and on the technologies/nanotechnology, biotechnology, information technology, and cognitive science--that enable them. The prospect of rapidly emerging technological capabilities to enhance human cognition makes urgent a daunting array of questions, tensions, ambitions, and concerns. The workshop elicited dilemmas and concerns in ten overlapping areas: science and democracy; equity and justice; freedom and control; intergenerational issues; ethics and competition; individual and community rights; speed and deliberations; ethical uncertainty; humanness; and sociocultural risk. We identified four different perspectives to encompass the diverse issues related to emergence of cognitive enhancement technologies: (1) Laissez-faire--emphasizes freedom of individuals to seek and employ enhancement technologies based on their own judgment; (2) Managed technological optimism--believes that while these technologies promise great benefits, such benefits cannot emerge without an active government role; (3) Managed technological skepticism--views that the quality of life arises more out of society's institutions than its technologies; and (4) Human Essentialism--starts with the notion of a human essence (whether God-given or evolutionary in origin) that should not be modified. While the perspectives differ significantly about both human nature and the role of government, each encompasses a belief in the value of transparency and reliable information that can allow public discussion and

  13. 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…

  14. Enhancing the quality of service of video streaming over MANETs using MDC and FEC

    Science.gov (United States)

    Zang, Weihua; Guo, Rui

    2012-04-01

    Path and server diversities have been used to guarantee reliable video streaming communication over wireless networks. In this paper, server diversity over mobile wireless ad hoc networks (MANETs) is implemented. Particularly, multipoint-to-point transmission together with multiple description coding (MDC) and forward error correction (FEC) technique is used to enhance the quality of service of video streaming over the wireless lossy networks. Additionally, the dynamic source routing (DSR) protocol is used to discover maximally disjoint routes for each sender and to distribute the workload evenly within the MANETs for video streaming applications. NS-2 Simulation study demonstrates the feasibility of the proposed mechanism and it shows that the approach achieves better quality of video streaming, in terms of the playable frame rate, reliability and real-time performance on the receiving side.

  15. Video Enhancement and Dynamic Range Control of HDR Sequences for Automotive Applications

    Directory of Open Access Journals (Sweden)

    Giovanni Ramponi

    2007-01-01

    Full Text Available CMOS video cameras with high dynamic range (HDR output are particularly suitable for driving assistance applications, where lighting conditions can strongly vary, going from direct sunlight to dark areas in tunnels. However, common visualization devices can only handle a low dynamic range, and thus a dynamic range reduction is needed. Many algorithms have been proposed in the literature to reduce the dynamic range of still pictures. Anyway, extending the available methods to video is not straightforward, due to the peculiar nature of video data. We propose an algorithm for both reducing the dynamic range of video sequences and enhancing its appearance, thus improving visual quality and reducing temporal artifacts. We also provide an optimized version of our algorithm for a viable hardware implementation on an FPGA. The feasibility of this implementation is demonstrated by means of a case study.

  16. 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;...

  17. Technologies and countermeasures for gas recovery enhancement

    Directory of Open Access Journals (Sweden)

    Guo Ping

    2014-10-01

    Full Text Available Since 2000, China has been ranked as one of the top countries in gas production. Nevertheless, the domestic gas production can hardly satisfy the need of national economic development. Besides, an increasing number of gas fields have come to the middle or late development stages, and most gas reservoirs have low recovery efficiency due to the low permeability and water drive nature. Therefore, gas recovery enhancement has become an urgent issue. At present, the oil recovery enhancement is well defined, and there are methods describing the remaining oil and a complete set of mature EOR (enhanced oil recovery technologies. However, the definition and description of EGR (enhanced gas recovery are still undermined, and the description method for the distribution of residual gas and EGR technologies are almost unavailable. In view of this, by reviewing a wealth of related literatures, we defined EGR and also described the remaining gas distribution based on the remaining gas abundance. In addition, collecting three typical types (low-permeability, condensate and edge/bottom water of major gas reservoirs developed both at home and abroad, we summarized the geological and development characteristics, and found out the obstructions in the development. In response, we concluded and analyzed the relevant technologies and methods for enhancing the gas recovery of such reservoirs, and proposed the suggestions about EGR technology development, which provides a significant reference and popularization basis for EGR measures in fields.

  18. Computational intelligence for technology enhanced learning

    Energy Technology Data Exchange (ETDEWEB)

    Xhafa, Fatos [Polytechnic Univ. of Catalonia, Barcelona (Spain). Dept. of Languages and Informatics Systems; Caballe, Santi; Daradoumis, Thanasis [Open Univ. of Catalonia, Barcelona (Spain). Dept. of Computer Sciences Multimedia and Telecommunications; Abraham, Ajith [Machine Intelligence Research Labs (MIR Labs), Auburn, WA (United States). Scientific Network for Innovation and Research Excellence; Juan Perez, Angel Alejandro (eds.) [Open Univ. of Catalonia, Barcelona (Spain). Dept. of Information Sciences

    2010-07-01

    E-Learning has become one of the most wide spread ways of distance teaching and learning. Technologies such as Web, Grid, and Mobile and Wireless networks are pushing teaching and learning communities to find new and intelligent ways of using these technologies to enhance teaching and learning activities. Indeed, these new technologies can play an important role in increasing the support to teachers and learners, to shorten the time to learning and teaching; yet, it is necessary to use intelligent techniques to take advantage of these new technologies to achieve the desired support to teachers and learners and enhance learners' performance in distributed learning environments. The chapters of this volume bring advances in using intelligent techniques for technology enhanced learning as well as development of e-Learning applications based on such techniques and supported by technology. Such intelligent techniques include clustering and classification for personalization of learning, intelligent context-aware techniques, adaptive learning, data mining techniques and ontologies in e-Learning systems, among others. Academics, scientists, software developers, teachers and tutors and students interested in e-Learning will find this book useful for their academic, research and practice activity. (orig.)

  19. Student-Designed Public Service Announcement (PSA) Videos to Enhance Motivation and Engagement

    Science.gov (United States)

    Abrams, Kenneth

    2012-01-01

    Educators often focus on enhancing student motivation and engagement. This article describes an activity with these aims, in which undergraduates (a) learn about theories and research on means of persuasion and (b) in small groups design and record a public service announcement (PSA) video, write a brief paper that outlines the theories used to…

  20. Enhancing Negotiation of Meaning through Task Familiarity Using Subtitled Videos in an Online TBLL Environment

    Science.gov (United States)

    Arslanyilmaz, Abdurrahman; Pedersen, Susan

    2010-01-01

    This study examines the effects of task familiarity through the use of subtitled videos on negotiation of meaning in an online task-based language learning (TBLL) environment. It explores the amount of negotiation of meaning produced by non-native speakers (NNSs) aimed at improving input comprehension to enhance second language acquisition. Ten…

  1. Effective and efficient learning in the operating theater with intraoperative video-enhanced surgical procedure training

    NARCIS (Netherlands)

    van Det, M.J.; Meijerink, W.J.; Hoff, C.; Middel, B.; Pierie, J.P.

    INtraoperative Video Enhanced Surgical procedure Training (INVEST) is a new training method designed to improve the transition from basic skills training in a skills lab to procedural training in the operating theater. Traditionally, the master-apprentice model (MAM) is used for procedural training

  2. Vocabulary Learning through Viewing Video: The Effect of Two Enhancement Techniques

    Science.gov (United States)

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

    2018-01-01

    While most studies on L2 vocabulary learning through input have addressed learners' vocabulary uptake from written text, this study focuses on audio-visual input. In particular, we investigate the effects of enhancing video by (1) adding different types of L2 subtitling (i.e. no captioning, full captioning, keyword captioning, and glossed keyword…

  3. Learning from Errors in Dual Vocational Education: Video-Enhanced Instructional Strategies

    Science.gov (United States)

    Cattaneo, Alberto A. P.; Boldrini, Elena

    2017-01-01

    Purpose: Starting from the identification of some theoretically driven instructional principles, this paper presents a set of empirical cases based on strategies to learn from errors. The purpose of this paper is to provide first evidence about the feasibility and the effectiveness for learning of video-enhanced error-based strategies in…

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

    Science.gov (United States)

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

    2015-01-01

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

  5. How Interactive Video (ITV) Web-Enhanced Format Affects Instructional Strategy and Instructor Satisfaction

    Science.gov (United States)

    Moody, Catrina V.

    2013-01-01

    This qualitative study explored the quality of technology associated with interactive video (ITV) classes in distance education programs and the resulting satisfaction of the instructors teaching this format. The participants were full time instructors of a rural community college that used the ITV format. Community college ITV instructors are…

  6. Video Game Training Does Not Enhance Cognitive Ability: A Comprehensive Meta-Analytic Investigation.

    Science.gov (United States)

    Sala, Giovanni; Tatlidil, K Semir; Gobet, Fernand

    2017-12-14

    As a result of considerable potential scientific and societal implications, the possibility of enhancing cognitive ability by training has been one of the most influential topics of cognitive psychology in the last two decades. However, substantial research into the psychology of expertise and a recent series of meta-analytic reviews have suggested that various types of cognitive training (e.g., working memory training) benefit performance only in the trained tasks. The lack of skill generalization from one domain to different ones-that is, far transfer-has been documented in various fields of research such as working memory training, music, brain training, and chess. Video game training is another activity that has been claimed by many researchers to foster a broad range of cognitive abilities such as visual processing, attention, spatial ability, and cognitive control. We tested these claims with three random-effects meta-analytic models. The first meta-analysis (k = 310) examined the correlation between video game skill and cognitive ability. The second meta-analysis (k = 315) dealt with the differences between video game players and nonplayers in cognitive ability. The third meta-analysis (k = 359) investigated the effects of video game training on participants' cognitive ability. Small or null overall effect sizes were found in all three models. These outcomes show that overall cognitive ability and video game skill are only weakly related. Importantly, we found no evidence of a causal relationship between playing video games and enhanced cognitive ability. Video game training thus represents no exception to the general difficulty of obtaining far transfer. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  7. 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.

  8. Teachers as designers of technology enhanced learning

    NARCIS (Netherlands)

    Kali, Yael; McKenney, Susan; Sagy, Ornit; Voogt, Joke

    2015-01-01

    Design of (technology-enhanced) learning activities and materials is one fruitful process through which teachers learn and become professionals. To facilitate this process, research is needed to understand how teachers learn through design, how this process may be supported, and how teacher

  9. 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.

  10. 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.

  11. 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…

  12. 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…

  13. 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…

  14. 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.

  15. 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.

  16. 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.

  17. Assessing the Applicability of 3D Holographic Technology as an Enhanced Technology for Distance Learning

    Directory of Open Access Journals (Sweden)

    Pradeep Kalansooriya

    2015-08-01

    Full Text Available Distance learning has provided an excellent platform for students in geographically remote locations while enabling them to learn at their own pace and convenience. A number of technologies are currently being utilized to conceptualize, design, enhance and foster distance learning. Teleconferences, electronic field trips, podcasts, webinars, video conferencing and online courses are among such technologies used in providing distance learning opportunities. However limitations in those existing technologies have affected to the increase of distance learners dropout rates. As an attempt to overcome the limitations in the currently adopted distance learning practices, the study aims to utilize 3D Hologram Technology (3DHT in the Engineering discipline. 3D hologram facilitates live and life size 3D telepresence that can interact with remote audiences. A survey had been conducted, using Delphi Technique to gather data from the experts in the field to evaluate the potential of 3DHT over existing technologies. Results of the survey suggested that 3DHT as a good distance learning technology and have the potential of overcoming existing limitations. Lack of infrastructure, High initial cost of infrastructure and Lack of technical know how are the main encounters identified by the experts in the sample. It is expected to develop a classroom environment with 3DHT and to evaluate its effectiveness for the distance learning in the next stage of the study.

  18. 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, ...

  19. Aspects to Be Considered when Implementing Technology-Enhanced Learning Approaches: A Literature Review

    Directory of Open Access Journals (Sweden)

    Patrick Schweighofer

    2015-02-01

    Full Text Available The significance of approaches to technology-enhanced learning (TEL has increased rapidly during the last few years. Nowadays in education different approaches such as game-based learning, web-based learning, video-based online courses, and many others are used on a daily basis. However, what defines the success of technology-enhanced learning approaches and how can such approaches be developed in a structured way? Furthermore, what different aspects have to be considered while doing so? To answer these questions, 4567 publications were analyzed in this present literature review in order to recognize the different aspects of implementing technology-enhanced learning approaches. Finally, 20 categories are defined in four main areas that summarize all the aspects in the field of technology-enhanced learning. Moreover, the study also reveals research areas that are important but hardly investigated in the observed journals of this study.

  20. The Technology Enhanced Conference - A Board Game!

    DEFF Research Database (Denmark)

    Pedersen, Annette

    aid: turning it into a board game simply called The Conference Game. By making a children's board game, we let organizers play around with the options, get an overview – and the game element makes it just a little bit less dangerous, and more fun to play around with new technologies. Reception has...... been great, and maybe the board game can be used for other areas, where one needs to communicate complicated options for technology enhanced events or teaching and support organizers in making good choices....

  1. Video Game Training Enhances Visuospatial Working Memory and Episodic Memory in Older Adults

    Science.gov (United States)

    Toril, Pilar; Reales, José M.; Mayas, Julia; Ballesteros, Soledad

    2016-01-01

    In this longitudinal intervention study with experimental and control groups, we investigated the effects of video game training on the visuospatial working memory (WM) and episodic memory of healthy older adults. Participants were 19 volunteer older adults, who received 15 1-h video game training sessions with a series of video games selected from a commercial package (Lumosity), and a control group of 20 healthy older adults. The results showed that the performance of the trainees improved significantly in all the practiced video games. Most importantly, we found significant enhancements after training in the trained group and no change in the control group in two computerized tasks designed to assess visuospatial WM, namely the Corsi blocks task and the Jigsaw puzzle task. The episodic memory and short-term memory of the trainees also improved. Gains in some WM and episodic memory tasks were maintained during a 3-month follow-up period. These results suggest that the aging brain still retains some degree of plasticity, and that video game training might be an effective intervention tool to improve WM and other cognitive functions in older adults. PMID:27199723

  2. Video game training enhances visuospatial working memory and episodic memory in older adults

    Directory of Open Access Journals (Sweden)

    Pilar eToril

    2016-05-01

    Full Text Available In this longitudinal intervention study with experimental and control groups, we investigated the effects of video game training on the visuospatial working memory and episodic memory of healthy older adults. Participants were 19 volunteer older adults, who received 15 1-hr video game training sessions with a series of video games selected from a commercial package (Lumosity, and a control group of 20 healthy older adults. The results showed that the performance of the trainees improved significantly in all the practiced video games. Most importantly, we found significant enhancements after training in the trained group and no change in the control group in two computerized tasks designed to assess visuospatial working memory, namely the Corsi blocks task and the Jigsaw puzzle task. The episodic memory and short-term memory of the trainees also improved. Gains in some working memory and episodic memory tasks were maintained during a 3-month follow-up period. These results suggest that the aging brain still retains some degree of plasticity, and that video game training might be an effective intervention tool to improve working memory and other cognitive functions in older adults.

  3. Video Game Training Enhances Visuospatial Working Memory and Episodic Memory in Older Adults.

    Science.gov (United States)

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

    2016-01-01

    In this longitudinal intervention study with experimental and control groups, we investigated the effects of video game training on the visuospatial working memory (WM) and episodic memory of healthy older adults. Participants were 19 volunteer older adults, who received 15 1-h video game training sessions with a series of video games selected from a commercial package (Lumosity), and a control group of 20 healthy older adults. The results showed that the performance of the trainees improved significantly in all the practiced video games. Most importantly, we found significant enhancements after training in the trained group and no change in the control group in two computerized tasks designed to assess visuospatial WM, namely the Corsi blocks task and the Jigsaw puzzle task. The episodic memory and short-term memory of the trainees also improved. Gains in some WM and episodic memory tasks were maintained during a 3-month follow-up period. These results suggest that the aging brain still retains some degree of plasticity, and that video game training might be an effective intervention tool to improve WM and other cognitive functions in older adults.

  4. Real-time visual enhancement for infrared small dim targets in video

    Science.gov (United States)

    Sun, Xiaoliang; Liu, Xiaolin; Tang, Zhixuan; Long, Gucan; Yu, Qifeng

    2017-06-01

    Visual enhancement for infrared small dim targets is a standing problem in infrared image processing. Existing approaches cannot enhance the target well and suppress the background simultaneously, especially for targets which are so faint that they are hardly visible. This paper proposes a novel real-time visual enhancement algorithm for infrared small dim targets in video by introducing temporal cues. In this work, Dynamic Programming Algorithm (DPA) is used to detect the target's trajectory in the video and the target is enhanced through energy accumulation along the trajectory. The shape prior of the small dim target is adopted for background suppression and adaptive merging. Experimental results on real infrared small dim target videos indicate that the proposed algorithm can improve the visual quality of these types of images notably, especially for cases in which the target is hardly visible. In addition, the proposed algorithm takes on average 8.35 ms to process a 320 ∗ 256 image, and thus meets the needs of real-time applications.

  5. A new error resilience method for FGS video enhancement bit-stream

    Science.gov (United States)

    Ma, Ran; Zhang, Zhao-yang; An, Ping

    2006-05-01

    Video streaming over the Internet usually encounters with bandwidth variations and packet losses, which impacted badly on the reconstructed video quality. Fine Granularity Scalability (FGS) can well provide bit-rate adaptability to different bandwidth conditions over the Internet, due to its fine granular and error resilience. However, the effective solution of packet losses is Multiple Description Coding (MDC), but a great deal of redundancy information is brought up. For an FGS video bit-stream, the base layer is usually very small and of high importance, error-free transmission could be achieved through classical error resilience technique. As a result, the overall streaming quality is mostly dependent on the enhancement layer. Moreover, it is worthy of note that the different bit-planes are of different importance, which are suitable to unequal protection (UEP) strategy. So, a new joint MDC and UEP method is proposed to protect the enhancement layer in this paper. In the proposed method, the MDC encoder/decoder is embedded into the normal enhancement layer encoder/decoder. By considering of the unequal protection of bit-plane and the redundancy of MDC, the two most significant bit-planes adopt the MDC-based strategy. While, the remaining bit-planes only encoded by normal enhancement layer coding system. Experimental results are demonstrated to testify the efficiency of our proposed method.

  6. TELMA: Technology-enhanced learning environment for minimally invasive surgery.

    Science.gov (United States)

    Sánchez-González, Patricia; Burgos, Daniel; Oropesa, Ignacio; Romero, Vicente; Albacete, Antonio; Sánchez-Peralta, Luisa F; Noguera, José F; Sánchez-Margallo, Francisco M; Gómez, Enrique J

    2013-06-01

    Cognitive skills training for minimally invasive surgery has traditionally relied upon diverse tools, such as seminars or lectures. Web technologies for e-learning have been adopted to provide ubiquitous training and serve as structured repositories for the vast amount of laparoscopic video sources available. However, these technologies fail to offer such features as formative and summative evaluation, guided learning, or collaborative interaction between users. The "TELMA" environment is presented as a new technology-enhanced learning platform that increases the user's experience using a four-pillared architecture: (1) an authoring tool for the creation of didactic contents; (2) a learning content and knowledge management system that incorporates a modular and scalable system to capture, catalogue, search, and retrieve multimedia content; (3) an evaluation module that provides learning feedback to users; and (4) a professional network for collaborative learning between users. Face validation of the environment and the authoring tool are presented. Face validation of TELMA reveals the positive perception of surgeons regarding the implementation of TELMA and their willingness to use it as a cognitive skills training tool. Preliminary validation data also reflect the importance of providing an easy-to-use, functional authoring tool to create didactic content. The TELMA environment is currently installed and used at the Jesús Usón Minimally Invasive Surgery Centre and several other Spanish hospitals. Face validation results ascertain the acceptance and usefulness of this new minimally invasive surgery training environment. Copyright © 2013 Elsevier Inc. All rights reserved.

  7. Enhancing visuospatial performance through video game training to increase learning in visuospatial science domains.

    Science.gov (United States)

    Sanchez, Christopher A

    2012-02-01

    Although previous research has demonstrated that performance on visuospatial assessments can be enhanced through relevant experience, an unaddressed question is whether such experience also produces a similar increase in target domains (such as science learning) where visuospatial abilities are directly relevant for performance. In the present study, participants completed either spatial or nonspatial training via interaction with video games and were then asked to read and learn about the geologic topic of plate tectonics. Results replicate the benefit of playing appropriate video games in enhancing visuospatial performance and demonstrate that this facilitation also manifests itself in learning science topics that are visuospatial in nature. This novel result suggests that visuospatial training not only can impact performance on measures of spatial functioning, but also can affect performance in content areas in which these abilities are utilized.

  8. AFCI Safeguards Enhancement Study: Technology Development Roadmap

    Energy Technology Data Exchange (ETDEWEB)

    Smith, Leon E.; Dougan, A.; Tobin, Stephen; Cipiti, B.; Ehinger, Michael H.; Bakel, A. J.; Bean, Robert; Grate, Jay W.; Santi, P.; Bryan, Steven; Kinlaw, M. T.; Schwantes, Jon M.; Burr, Tom; Lehn, Scott A.; Tolk, K.; Chichester, David; Menlove, H.; Vo, D.; Duckworth, Douglas C.; Merkle, P.; Wang, T. F.; Duran, F.; Nakae, L.; Warren, Glen A.; Friedrich, S.; Rabin, M.

    2008-12-31

    The Advanced Fuel Cycle Initiative (AFCI) Safeguards Campaign aims to develop safeguards technologies and processes that will significantly reduce the risk of proliferation in the U.S. nuclear fuel cycle of tomorrow. The Safeguards Enhancement Study was chartered with identifying promising research and development (R&D) directions over timescales both near-term and long-term, and under safeguards oversight both domestic and international. This technology development roadmap documents recognized gaps and needs in the safeguarding of nuclear fuel cycles, and outlines corresponding performance targets for each of those needs. Drawing on the collective expertise of technologists and user-representatives, a list of over 30 technologies that have the potential to meet those needs was developed, along with brief summaries of each candidate technology. Each summary describes the potential impact of that technology, key research questions to be addressed, and prospective development milestones that could lead to a definitive viability or performance assessment. Important programmatic linkages between U.S. agencies and offices are also described, reflecting the emergence of several safeguards R&D programs in the U.S. and the reinvigoration of nuclear fuel cycles across the globe.

  9. Video-Enhanced Lesson Observation as a Source of Multiple Modes of Data for School Leadership: A Videographic Approach

    Science.gov (United States)

    Hidson, Elizabeth

    2018-01-01

    A growing body of literature recognizes the affordances of video in education, especially in relation to lesson observation and reflection as part of teachers' initial teacher education and continuing professional development. Minimal attention has been paid to the outcomes of video-enhanced observation as a source of multiple modes of data for…

  10. 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.

  11. Enhanced Attenuation Technologies: Passive Soil Vapor Extraction

    Energy Technology Data Exchange (ETDEWEB)

    Vangelas, K.; Looney, B.; Kamath, R.; Adamson, D.; Newell, C.

    2010-03-15

    Passive soil vapor extraction (PSVE) is an enhanced attenuation (EA) approach that removes volatile contaminants from soil. The extraction is driven by natural pressure gradients between the subsurface and atmosphere (Barometric Pumping), or by renewable sources of energy such as wind or solar power (Assisted PSVE). The technology is applicable for remediating sites with low levels of contamination and for transitioning sites from active source technologies such as active soil vapor extraction (ASVE) to natural attenuation. PSVE systems are simple to design and operate and are more cost effective than active systems in many scenarios. Thus, PSVE is often appropriate as an interim-remedial or polishing strategy. Over the past decade, PSVE has been demonstrated in the U.S. and in Europe. These demonstrations provide practical information to assist in selecting, designing and implementing the technology. These demonstrations indicate that the technology can be effective in achieving remedial objectives in a timely fashion. The keys to success include: (1) Application at sites where the residual source quantities, and associated fluxes to groundwater, are relatively low; (2) Selection of the appropriate passive energy source - barometric pumping in cases with a deep vadose zone and barrier (e.g., clay) layers that separate the subsurface from the atmosphere and renewable energy assisted PSVE in other settings and where higher flow rates are required. (3) Provision of sufficient access to the contaminated vadose zones through the spacing and number of extraction wells. This PSVE technology report provides a summary of the relevant technical background, real-world case study performance, key design and cost considerations, and a scenario-based cost evaluation. The key design and cost considerations are organized into a flowchart that dovetails with the Enhanced Attenuation: Chlorinated Organics Guidance of the Interstate Technology and Regulatory Council (ITRC). The PSVE

  12. PRODUCTION WELL PERFORMANCE ENHANCEMENT USING SONICATION TECHNOLOGY

    Energy Technology Data Exchange (ETDEWEB)

    Michael A. Adewumi; M. Thaddeus Ityokumbul; Robert W. Watson; Mario Farias; Glenn Heckman; Johnson Olanrewaju; Eltohami Eltohami; Bruce G. Miller; W. Jack Hughes; Thomas C. Montgomery

    2003-12-17

    The objective of this project is to develop a sonic well performance enhancement technology that focuses on near wellbore formations. In order to successfully achieve this objective, a three-year project has been defined with each year consisting of four tasks. The first task is the laboratory-scale study whose goal is to determine the underlying principles of the technology. The second task will develop a scale-up mathematical model to serve as the design guide for tool development. The third task is to develop effective transducers that can operate with variable frequency so that the most effective frequencies can be applied in any given situation. The system, assembled as part of the production string, ensures delivery of sufficient sonic energy to penetrate the near-wellbore formation. The last task is the actual field testing of the tool. The first year of the project has been completed.

  13. 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.

  14. Solar technology application to enhanced oil recovery

    Energy Technology Data Exchange (ETDEWEB)

    de Leon, P.; Brown, K.C.; Margolis, J.W.; Nasr, L.H.

    1979-12-01

    One proposed near-term commercial application for solar energy technology is the use of solar energy systems to generate steam for thermal enhanced oil recovery (EOR). This report examines four aspects of solar energy employed for steam EOR. First, six solar technologies are evaluated and two - parabolic troughs and central receivers - are selected for closer study; typical systems that would meet current production requirements are proposed and costed. Second, the legal and environmental issues attending solar EOR are analyzed. Third, the petroleum producing companies' preferences and requirements are discussed. Finally, alternative means of financing solar EOR are addressed. The study concludes that within the next four to five years, conventional (fossil-fueled) thermal EOR means are much less expensive and more available than solar EOR systems, even given environmental requirements. Within 10 to 15 years, assuming specified advances in solar technologies, central receiver EOR systems will be significantly more cost-effective than parabolic trough EOR systems and will be price competitive with conventional thermal EOR systems. Important uncertainties remain (both in solar energy technologies and in how they affect the operating characteristics of petroleum reservoirs) that need resolution before definitive projections can be made.

  15. 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

  16. A Unified Approach to Restoration, Deinterlacing and Resolution Enhancement in Decoding MPEG-2 Video

    DEFF Research Database (Denmark)

    Forchhammer, Søren; Martins, Bo

    2002-01-01

    approach to restoration, chrominance upsampling, deinterlacing, and resolution enhancement. A decoded MPEG-2 sequence for interlaced standard definition television (SDTV) in 4:2:0 is converted to: (1) improved quality interlaced SDTV in 4:2:0; (2) interlaced SDTV in 4:4:4; (3) progressive SDTV in 4:4:4; (4......The quality and spatial resolution of video can be improved by combining multiple pictures to form a single superresolution picture. We address the special problems associated with pictures of variable but somehow parameterized quality such as MPEG-decoded video. Our algorithm provides a unified......) interlaced high-definition TV (HDTV) in 4:2:0; (5) progressive HDTV in 4:2:0. These conversions also provide features such as freeze frame and zoom. The algorithm is mainly targeted at bit rates of 4-8 Mb/s. The algorithm is based on motion-compensated spatial upsampling from multiple images and decimation...

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

    DEFF Research Database (Denmark)

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

    2015-01-01

    from home via the Internet. In live video-streamed teaching classes teachers tend to choose one-way communication instead of dialogue. We know from our early findings that technology issues are one of the main reasons for this, since the same teachers use dialogue and discussions in traditional......The bachelor programme in biomedical laboratory analysis at VIA University College in Aarhus has established a blended class concept which combines traditional and live broadcast teaching. 1-2 days a week students have the choice either to attend teaching sessions in the traditional way or to work...... teaching. This paper describes a work-in-progress project focused on developing possibilities for a more dialogue-based approach to live video-streamed teaching. We present our new setup and argue for educational designs which this is believed to support, and we outline the research design for collecting...

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

    DEFF Research Database (Denmark)

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

    2015-01-01

    or to work from home via the Internet. In live video-streamed teaching classes teachers tend to choose one-way communication instead of dialogue. We know from our early findings that technology issues are one of the main reasons for this, since the same teachers use dialogue and discussions in traditional......Abstract: The bachelor programme in biomedical laboratory analysis at VIA University College in Aarhus has established a blended class concept which combines traditional and live broadcast teaching. 1-2 days a week students have the choice either to attend teaching sessions in the traditional way...... teaching. This paper describes a work-in-progress project focused on developing possibilities for a more dialogue-based approach to live video-streamed teaching. We present our new setup and argue for educational de- signs which this is believed to support, and we outline the research design for collecting...

  19. 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.

  20. 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...

  1. 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.

  2. Supramodal Enhancement of Auditory Perceptual and Cognitive Learning by Video Game Playing

    Directory of Open Access Journals (Sweden)

    Yu-Xuan Zhang

    2017-06-01

    Full Text Available Medical rehabilitation involving behavioral training can produce highly successful outcomes, but those successes are obtained at the cost of long periods of often tedious training, reducing compliance. By contrast, arcade-style video games can be entertaining and highly motivating. We examine here the impact of video game play on contiguous perceptual training. We alternated several periods of auditory pure-tone frequency discrimination (FD with the popular spatial visual-motor game Tetris played in silence. Tetris play alone did not produce any auditory or cognitive benefits. However, when alternated with FD training it enhanced learning of FD and auditory working memory. The learning-enhancing effects of Tetris play cannot be explained simply by the visual-spatial training involved, as the effects were gone when Tetris play was replaced with another visual-spatial task using Tetris-like stimuli but not incorporated into a game environment. The results indicate that game play enhances learning and transfer of the contiguous auditory experiences, pointing to a promising approach for increasing the efficiency and applicability of rehabilitative training.

  3. Supramodal Enhancement of Auditory Perceptual and Cognitive Learning by Video Game Playing

    Science.gov (United States)

    Zhang, Yu-Xuan; Tang, Ding-Lan; Moore, David R.; Amitay, Sygal

    2017-01-01

    Medical rehabilitation involving behavioral training can produce highly successful outcomes, but those successes are obtained at the cost of long periods of often tedious training, reducing compliance. By contrast, arcade-style video games can be entertaining and highly motivating. We examine here the impact of video game play on contiguous perceptual training. We alternated several periods of auditory pure-tone frequency discrimination (FD) with the popular spatial visual-motor game Tetris played in silence. Tetris play alone did not produce any auditory or cognitive benefits. However, when alternated with FD training it enhanced learning of FD and auditory working memory. The learning-enhancing effects of Tetris play cannot be explained simply by the visual-spatial training involved, as the effects were gone when Tetris play was replaced with another visual-spatial task using Tetris-like stimuli but not incorporated into a game environment. The results indicate that game play enhances learning and transfer of the contiguous auditory experiences, pointing to a promising approach for increasing the efficiency and applicability of rehabilitative training. PMID:28701989

  4. Supramodal Enhancement of Auditory Perceptual and Cognitive Learning by Video Game Playing.

    Science.gov (United States)

    Zhang, Yu-Xuan; Tang, Ding-Lan; Moore, David R; Amitay, Sygal

    2017-01-01

    Medical rehabilitation involving behavioral training can produce highly successful outcomes, but those successes are obtained at the cost of long periods of often tedious training, reducing compliance. By contrast, arcade-style video games can be entertaining and highly motivating. We examine here the impact of video game play on contiguous perceptual training. We alternated several periods of auditory pure-tone frequency discrimination (FD) with the popular spatial visual-motor game Tetris played in silence. Tetris play alone did not produce any auditory or cognitive benefits. However, when alternated with FD training it enhanced learning of FD and auditory working memory. The learning-enhancing effects of Tetris play cannot be explained simply by the visual-spatial training involved, as the effects were gone when Tetris play was replaced with another visual-spatial task using Tetris-like stimuli but not incorporated into a game environment. The results indicate that game play enhances learning and transfer of the contiguous auditory experiences, pointing to a promising approach for increasing the efficiency and applicability of rehabilitative training.

  5. 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.

  6. Using UVC technology to enhance IAQ

    Energy Technology Data Exchange (ETDEWEB)

    Scheir, R.; Fencl, F.B. [Steril-Aire USA, Inc., Cerritos, CA (United States)

    1996-02-01

    There are several categories of organisms that can grow and/or spread in modern air handling systems: pathogens--viruses, bacteria, and fungi that cause a range of infectious diseases; allergens--bacteria and mold that cause allergic rhinitis, asthma, humidifier fever, and hypersensitivity pneumonitis; toxins--endotoxins and mycotoxins that cause a variety of toxic effects, irritation, and odors. As HVAC systems move large amounts of outdoor and recirculated air through occupied buildings, they become the conduits by which these unhealthful organisms are spread throughout the spaces they serve. A new UVC technology overcomes previous limitations to enhance IAQ control, effectively and efficiently killing microorganisms that grow, disseminate, and circulate in air handling systems.

  7. Endoscopic Optical Enhancement Technologies in IBD

    Directory of Open Access Journals (Sweden)

    Gian Eugenio Tontini

    2013-11-01

    Full Text Available Optical enhancement technologies are emerging as promising tools to improve diagnosis and clinical management of patients with inflammatory bowel diseases (IBD. The use of dye-based and dye-less chromoendoscopy may improve either characterisation of mucosal inflammation or detection of dysplastic and early neoplastic lesions. Confocal laser endomicroscopy and endocytoscopy both allow for in vivo and real-time microscopic analysis of the tissue. Moreover, the newly introduced molecular imaging has now also become feasible for in vivo diagnosis in IBD. This review focuses on the more recent progresses of advanced endoscopic imaging techniques in the setting of IBD and provides the reader with an updated overview on accepted clinical evidence and ongoing fields of research.

  8. Technology enhanced peer learning and peer assessment

    DEFF Research Database (Denmark)

    Henriksen, Christian Bugge; Bregnhøj, Henrik; Rosthøj, Susanne

    2016-01-01

    This paper explores the application of learning designs featuring formalised and structured technology enhanced peer learning. These include student produced learning elements, peer review discussions and peer assessment in the BSc/MSc level summer course Restoration of European Ecosystems...... and Freshwaters (REEF), the Master thesis preparation seminars for the Master of Public Health (MPH) and the MOOC course Global Environmental Management (GEM). The application of student produced learning elements and peer review discussions is investigated by analyzing quotes from course evaluations...... and performing focus group interviews. The application of peer assessment is investigated by analyzing the agreement of peer assessment between students assessing the same assignment. Our analyses confirm previous research on the value of peer learning and peer assessment and we argue that there could also...

  9. Cognitive Enhancement Through Action Video Game Training: Great Expectations Require Greater Evidence

    Directory of Open Access Journals (Sweden)

    Joseph eBisoglio

    2014-02-01

    Full Text Available Action video game training may hold promise as a cognitive intervention with the potential to enhance daily functioning and remediate impairments, but this must be more thoroughly evaluated through evidence-based practices. We review current research on the effect of action video game training on visual attention and visuospatial processing, executive functions, and learning and memory. Focusing on studies that utilize strict experimental controls and synthesize behavioral and neurophysiological data, we examine whether there is sufficient evidence to support a causal relationship between action video game training and beneficial changes in cognition. Convergent lines of behavioral and neurophysiological evidence tentatively support the efficacy of training, but the magnitude and specificity of these effects remain obscure. Causal inference is thus far limited by a lack of standardized and well-controlled methodology. Considering future directions, we suggest stringent adherence to evidence based practices and collaboration modeled after clinical trial networks. Finally, we recommend the exploration of more complex causal models, such as indirect causal relationships and interactions that may be masking true effects.

  10. A System to Generate SignWriting for Video Tracks Enhancing Accessibility of Deaf People

    Directory of Open Access Journals (Sweden)

    Elena Verdú

    2017-12-01

    Full Text Available Video content has increased much on the Internet during last years. In spite of the efforts of different organizations and governments to increase the accessibility of websites, most multimedia content on the Internet is not accessible. This paper describes a system that contributes to make multimedia content more accessible on the Web, by automatically translating subtitles in oral language to SignWriting, a way of writing Sign Language. This system extends the functionality of a general web platform that can provide accessible web content for different needs. This platform has a core component that automatically converts any web page to a web page compliant with level AA of WAI guidelines. Around this core component, different adapters complete the conversion according to the needs of specific users. One adapter is the Deaf People Accessibility Adapter, which provides accessible web content for the Deaf, based on SignWritting. Functionality of this adapter has been extended with the video subtitle translator system. A first prototype of this system has been tested through different methods including usability and accessibility tests and results show that this tool can enhance the accessibility of video content available on the Web for Deaf people.

  11. Action Video Game Playing Is Reflected In Enhanced Visuomotor Performance and Increased Corticospinal Excitability.

    Science.gov (United States)

    Morin-Moncet, Olivier; Therrien-Blanchet, Jean-Marc; Ferland, Marie C; Théoret, Hugo; West, Greg L

    2016-01-01

    Action video game playing is associated with improved visuomotor performance; however, the underlying neural mechanisms associated with this increased performance are not well understood. Using the Serial Reaction Time Task in conjunction with Transcranial Magnetic Stimulation, we investigated if improved visuomotor performance displayed in action video game players (actionVGPs) was associated with increased corticospinal plasticity in primary motor cortex (M1) compared to non-video game players (nonVGPs). Further, we assessed if actionVGPs and nonVGPs displayed differences in procedural motor learning as measured by the SRTT. We found that at the behavioral level, both the actionVGPs and nonVGPs showed evidence of procedural learning with no significant difference between groups. However, the actionVGPs displayed higher visuomotor performance as evidenced by faster reaction times in the SRTT. This observed enhancement in visuomotor performance amongst actionVGPs was associated with increased corticospinal plasticity in M1, as measured by corticospinal excitability changes pre- and post- SRTT and corticospinal excitability at rest before motor practice. Our results show that aVGPs, who are known to have better performance on visual and motor tasks, also display increased corticospinal excitability after completing a novel visuomotor task.

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

    Science.gov (United States)

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

    2015-01-01

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

  13. Action Video Game Playing Is Reflected In Enhanced Visuomotor Performance and Increased Corticospinal Excitability.

    Directory of Open Access Journals (Sweden)

    Olivier Morin-Moncet

    Full Text Available Action video game playing is associated with improved visuomotor performance; however, the underlying neural mechanisms associated with this increased performance are not well understood. Using the Serial Reaction Time Task in conjunction with Transcranial Magnetic Stimulation, we investigated if improved visuomotor performance displayed in action video game players (actionVGPs was associated with increased corticospinal plasticity in primary motor cortex (M1 compared to non-video game players (nonVGPs. Further, we assessed if actionVGPs and nonVGPs displayed differences in procedural motor learning as measured by the SRTT. We found that at the behavioral level, both the actionVGPs and nonVGPs showed evidence of procedural learning with no significant difference between groups. However, the actionVGPs displayed higher visuomotor performance as evidenced by faster reaction times in the SRTT. This observed enhancement in visuomotor performance amongst actionVGPs was associated with increased corticospinal plasticity in M1, as measured by corticospinal excitability changes pre- and post- SRTT and corticospinal excitability at rest before motor practice. Our results show that aVGPs, who are known to have better performance on visual and motor tasks, also display increased corticospinal excitability after completing a novel visuomotor task.

  14. Defining the cognitive enhancing properties of video games: Steps Towards Standardization and Translation

    OpenAIRE

    Goodwin, Shikha Jain; Dziobek, Derek

    2016-01-01

    Ever since video games were available to the general public, they have intrigued brain researchers for many reasons. There is an enormous amount of diversity in the video game research, ranging from types of video games used, the amount of time spent playing video games, the definition of video gamer versus non-gamer to the results obtained after playing video games. In this paper, our goal is to provide a critical discussion of these issues, along with some steps towards generalization using...

  15. 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.

  16. 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.

  17. 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.

  18. 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.

  19. 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.

  20. 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.

  1. 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.

  2. 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

  3. Exploring design principles for technology-enhanced workplace learning

    NARCIS (Netherlands)

    Esther van der Stappen; Dr. Ilya Zitter

    2016-01-01

    From the article: "Abstract, technology-enhanced learning can be used to replicate existing teaching practices, supplement existing teaching or transform teaching and/or learning process and outcomes. Enhancing workplace learning, which is integrated into higher professional education, with

  4. A Taxonomy of Information Technology-Enhanced Pricing Strategies

    NARCIS (Netherlands)

    Dixit, A.; Whipple, T.W.; Zinkhan, G.M.; Gailey, E.

    2008-01-01

    As a result of evolving technology, opportunities for innovative pricing strategies continuously emerge. The authors provide an updated taxonomy to show how such emerging strategies relate to recent technological advances. Specifically, they cite increased availability of information, enhanced

  5. 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/.

  6. 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/.

  7. 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

  8. 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…

  9. Enhanced situational technologies applied to ship channels

    Science.gov (United States)

    Helgeson, Michael A.; Wacker, Roger A.

    1997-06-01

    The Houston Ship Channel ranks as America's number one port in foreign tonnage by welcoming more than 50,000 cargo ships and barges annually. Locally 196,000 jobs, 5.5 billion dollars in business revenue and 213 million dollars in taxes are generated. Unfortunately, 32 days of each year vessel traffic stops for hours due to fog causing an estimated 40- 100 million dollars loss as ships idly wait in the channel for weather to clear. In addition, poor visibility has contributed to past vessel collisions which have resulted in channel closure, and associated damage to property and the environment. Today's imaging technology for synthetic vision systems and enhanced situational awareness systems offers a new solution to this problem. Whereas, typically these systems have been targeted at aircraft landing systems the channel navigation application provides a peripheral ground based market. This paper describes two imaging solutions to the problem. One using an active 35 GHz scanning radar and the other using a 94 GHz passive millimeter wave camera.

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

    OpenAIRE

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

    2017-01-01

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

  11. 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.

  12. 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.…

  13. Enhancing the visibility of new technologies

    CERN Multimedia

    CERN Bulletin

    2010-01-01

    After several years of experience and reflection on the subject of technology transfer, CERN has formalised its policy for managing the intellectual property linked to its technology transfer activities.   The new Policy on the Management of Intellectual Property in Technology Transfer activities at CERN was approved in March this year. The aim of the policy is to clarify the basic principles governing technology transfer and the management of the associated intellectual property. The document also lays down the principles governing the redistribution of the income generated by technology transfer and provides for a fund to be set up to give financial support to knowledge and technology transfer projects. "Our main aim is to do everything we can to facilitate the actual transfer of CERN technologies and know-how with potential applications in other research fields or in industrial processes or products," says Bernard Denis, who is a member of the Knowledge and Technology Transfer (...

  14. 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

  15. Using Technology to Enhance an Automotive Program

    Science.gov (United States)

    Ashton, Denis

    2009-01-01

    Denis Ashton uses technology in his automotive technology program at East Valley Institute of Technology (EVIT) to positively impact student outcomes. Ashton, the department chair for the automotive programs at EVIT, in Mesa, Arizona, says that using an interactive PowerPoint curriculum makes learning fun for students and provides immediate…

  16. On the adoption of privacy-enhancing technologies

    OpenAIRE

    Caulfield, T.; Ioannidis, C.; Pym, D.

    2016-01-01

    We propose a model, based on the work of Brock and Durlauf, which looks at how agents make choices between competing technologies, as a framework for exploring aspects of the economics of the adoption of privacy-enhancing technologies. In order to formulate a model of decision-making among choices of technologies by these agents, we consider the following: context, the setting in which and the purpose for which a given technology is used; requirement, the level of privacy that the technology ...

  17. Do we need teachers as designers of technology enhanced learning?

    NARCIS (Netherlands)

    Kirschner, Paul A.

    2016-01-01

    In this special issue, five teams of researchers discuss different aspects of the teacher as designer of technology enhanced learning situations. This final contribution critically discusses if and how teachers as designers of technology enhanced learning might (not) be feasible or even desirable.

  18. Unsupervised video-based lane detection using location-enhanced topic models

    Science.gov (United States)

    Sun, Hao; Wang, Cheng; Wang, Boliang; El-Sheimy, Naser

    2010-10-01

    An unsupervised learning algorithm based on topic models is presented for lane detection in video sequences observed by uncalibrated moving cameras. Our contributions are twofold. First, we introduce the maximally stable extremal region (MSER) detector for lane-marking feature extraction and derive a novel shape descriptor in an affine invariant manner to describe region shapes and a modified scale-invariant feature transform descriptor to capture feature appearance characteristics. MSER features are more stable compared to edge points or line pairs and hence provide robustness to lane-marking variations in scale, lighting, viewpoint, and shadows. Second, we proposed a novel location-enhanced probabilistic latent semantic analysis (pLSA) topic model for simultaneous lane recognition and localization. The proposed model overcomes the limitation of a pLSA model for effective topic localization. Experimental results on traffic sequences in various scenarios demonstrate the effectiveness and robustness of the proposed method.

  19. Defining the cognitive enhancing properties of video games: Steps Towards Standardization and Translation.

    Science.gov (United States)

    Goodwin, Shikha Jain; Dziobek, Derek

    2016-09-01

    Ever since video games were available to the general public, they have intrigued brain researchers for many reasons. There is an enormous amount of diversity in the video game research, ranging from types of video games used, the amount of time spent playing video games, the definition of video gamer versus non-gamer to the results obtained after playing video games. In this paper, our goal is to provide a critical discussion of these issues, along with some steps towards generalization using the discussion of an article published by Clemenson and Stark (2005) as the starting point. The authors used a distinction between 2D versus 3D video games to compare their effects on the learning and memory in humans. The primary hypothesis of the authors is that the exploration of virtual environments while playing video games is a human correlate of environment enrichment. Authors found that video gamers performed better than the non-video gamers, and if non-gamers are trained on playing video gamers, 3D games provide better environment enrichment compared to 2D video games, as indicated by better memory scores. The end goal of standardization in video games is to be able to translate the field so that the results can be used for greater good.

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

    Science.gov (United States)

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

    2015-01-01

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

  1. Technology-enhanced program for child disruptive behavior disorders: development and pilot randomized control trial.

    Science.gov (United States)

    Jones, Deborah J; Forehand, Rex; Cuellar, Jessica; Parent, Justin; Honeycutt, Amanda; Khavjou, Olga; Gonzalez, Michelle; Anton, Margaret; Newey, Greg A

    2014-01-01

    Early onset disruptive behavior disorders are overrepresented in low-income families; yet these families are less likely to engage in behavioral parent training (BPT) than other groups. This project aimed to develop and pilot test a technology-enhanced version of one evidence-based BPT program, Helping the Noncompliant Child (HNC). The aim was to increase engagement of low-income families and, in turn, child behavior outcomes, with potential cost-savings associated with greater treatment efficiency. Low-income families of 3- to 8-year-old children with clinically significant disruptive behaviors were randomized to and completed standard HNC (n = 8) or Technology-Enhanced HNC (TE-HNC; n = 7). On average, caregivers were 37 years old; 87% were female, and 80% worked at least part-time. More than half (53%) of the youth were boys; the average age of the sample was 5.67 years. All families received the standard HNC program; however, TE-HNC also included the following smartphone enhancements: (a) skills video series, (b) brief daily surveys, (c) text message reminders, (d) video recording home practice, and (e) midweek video calls. TE-HNC yielded larger effect sizes than HNC for all engagement outcomes. Both groups yielded clinically significant improvements in disruptive behavior; however, findings suggest that the greater program engagement associated with TE-HNC boosted child treatment outcome. Further evidence for the boost afforded by the technology is revealed in family responses to postassessment interviews. Finally, cost analysis suggests that TE-HNC families also required fewer sessions than HNC families to complete the program, an efficiency that did not compromise family satisfaction. TE-HNC shows promise as an innovative approach to engaging low-income families in BPT with potential cost-savings and, therefore, merits further investigation on a larger scale.

  2. Enhancement of Handwritings on Selected Charred Documents using Video Spectral Comparator (VSC

    Directory of Open Access Journals (Sweden)

    T. Nataraja Moorthy

    2016-12-01

    Full Text Available Questioned documents are documents whose authenticity is disputed. Documents are destroyed by fires and other means to conceal criminal activities. Charred or burnt documents are a type of questioned document that are likely to contain vital information. These documents are mainly linked to ransoms, forgery, fraud, suicide and other white collar offences. This study aimed to evaluate the ability of a Video Spectral Comparator (VSC-6000 for the enhancement of writings on charred documents and to determine the effectiveness of flood light and white spot beam in VSC on charred documents. A passage was written by different types of writing instruments on different types of writing paper available in Malaysia. Then the handwritten documents were burned until the writings became invisible. The charred documents were viewed under flood light and the white beam by adjusting the wavelengths. Results showed that the writings on the charred document exhibited appreciable enhancement suitable for forensic investigation. The writings were comparatively more visible under the white spot beam than the flood light beam. These findings were recorded through photography. The present study provides a promising method and an effective alternative way to enhance writings on charred documents.

  3. Enhancing surgical safety using digital multimedia technology.

    Science.gov (United States)

    Dixon, Jennifer L; Mukhopadhyay, Dhriti; Hunt, Justin; Jupiter, Daniel; Smythe, William R; Papaconstantinou, Harry T

    2016-06-01

    The purpose of this study was to examine whether incorporating digital and video multimedia components improved surgical time-out performance of a surgical safety checklist. A prospective pilot study was designed for implementation of a multimedia time-out, including a patient video. Perceptions of the staff participants were surveyed before and after intervention (Likert scale: 1, strongly disagree to 5, strongly agree). Employee satisfaction was high for both time-out procedures. However, employees appreciated improved clarity of patient identification (P digital method. About 87% of the respondents preferred the digital version to the standard time-out (75% anesthesia, 89% surgeons, 93% nursing). Although the duration of time-outs increased (49 and 79 seconds for standard and digital time-outs, respectively, P > .001), there was significant improvement in performance of key safety elements. The multimedia time-out allows improved participation by the surgical team and is preferred to a standard time-out process. Copyright © 2015 Elsevier Inc. All rights reserved.

  4. Video Game Training Enhances Visuospatial Working Memory and Episodic Memory in Older Adults

    National Research Council Canada - National Science Library

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

    2016-01-01

    ...) and episodic memory of healthy older adults. Participants were 19 volunteer older adults, who received 15 1-h video game training sessions with a series of video games selected from a commercial package (Lumosity...

  5. 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.

  6. Learning computer science by watching video games

    OpenAIRE

    Nagataki, Hiroyuki

    2014-01-01

    This paper proposes a teaching method that utilizes video games in computer science education. The primary characteristic of this approach is that it utilizes video games as observational materials. The underlying idea is that by observing the computational behavior of a wide variety of video games, learners will easily grasp the fundamental architecture, theory, and technology of computers. The results of a case study conducted indicate that the method enhances the motivation of students for...

  7. Production Well Performance Enhancement using Sonication Technology

    Energy Technology Data Exchange (ETDEWEB)

    Adewumi, Michael A; Ityokumbul, M Thaddeus; Watson, Robert W; Eltohami, Eltohami; Farias, Mario; Heckman, Glenn; Houlihan, Brendan; Karoor, Samata Prakash; Miller, Bruce G; Mohammed, Nazia; Olanrewaju, Johnson; Ozdemir, Mine; Rejepov, Dautmamed; Sadegh, Abdallah A; Quammie, Kevin E; Zaghloul, Jose; Hughes, W Jack; Montgomery, Thomas C

    2005-12-31

    The objective of this project was to develop a sonic well performance enhancement technology that focused on near wellbore formation damage. In order to successfully achieve this objective, a three-year project was defined. The entire project was broken into four tasks. The overall objective of all this was to foster a better understanding of the mechanisms involved in sonic energy interactions with fluid flow in porous media and adapt such knowledge for field applications. The fours tasks are: • Laboratory studies • Mathematical modeling • Sonic tool design and development • Field demonstration The project was designed to be completed in three years; however, due to budget cuts, support was only provided for the first year, and hence the full objective of the project could not be accomplished. This report summarizes what was accomplished with the support provided by the US Department of Energy. Experiments performed focused on determining the inception of cavitation, studying thermal dissipation under cavitation conditions, investigating sonic energy interactions with glass beads and oil, and studying the effects of sonication on crude oil properties. Our findings show that the voltage threshold for onset of cavitation is independent of transducer-hydrophone separation distance. In addition, thermal dissipation under cavitation conditions contributed to the mobilization of deposited paraffins and waxes. Our preliminary laboratory experiments suggest that waxes are mobilized when the fluid temperature approaches 40°C. Experiments were conducted that provided insights into the interactions between sonic wave and the fluid contained in the porous media. Most of these studies were carried out in a slim-tube apparatus. A numerical model was developed for simulating the effect of sonication in the nearwellbore region. The numerical model developed was validated using a number of standard testbed problems. However, actual application of the model for scale

  8. A New Role for Music Technology: Enhancing Literacy

    Science.gov (United States)

    Nardo, Rachel

    2009-01-01

    General music teachers have a technology tool that not only helps students sing better, it helps them read better! Carry-a-Tune or Singing Coach--the technology that received a rave review from former "General Music Today" technology columnist Kirk Kassner in 2005--is now being offered in an enhanced version called TUNEin[TM] to READING.…

  9. Enhanced Geothermal Systems (EGS) Well Construction Technology Evaluation Report

    Energy Technology Data Exchange (ETDEWEB)

    Polsky, Yarom [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Capuano, Louis [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Finger, John [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Huh, Michael [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Knudsen, Steve [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Chip, A.J. Mansure [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Raymond, David [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Swanson, Robert [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States)

    2008-12-01

    This report provides an assessment of well construction technology for EGS with two primary objectives: 1. Determining the ability of existing technologies to develop EGS wells. 2. Identifying critical well construction research lines and development technologies that are likely to enhance prospects for EGS viability and improve overall economics.

  10. 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,

  11. 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.

  12. Prototyping Feedback for Technology Enhanced Learning

    DEFF Research Database (Denmark)

    Cojocaru, Dorian; Spikol, Daniel; Friesel, Anna

    2016-01-01

    The development of new educational technologies, in the area of practical activities is the main aim of the FP7 PELARS project. As part of the constructivist learning scenarios, according to the project proposal, the development and evaluation of technology designs are envisaged, for analytic data...

  13. Computer Technology-Infused Learning Enhancement

    Science.gov (United States)

    Keengwe, Jared; Anyanwu, Longy O.

    2007-01-01

    The purpose of the study was to determine students' perception of instructional integration of computer technology to improve learning. Two key questions were investigated in this study: (a) What is the students' perception of faculty integration of computer technology into classroom instruction? (b) To what extent does the students' perception of…

  14. Intuitive information technology: enhancing clinician efficiency.

    Science.gov (United States)

    Procuniar, Molly; Murphy, Sue

    2008-11-06

    Although medical technology is making great strides in improved diagnosis and treatment, the technologies used to document, communicate, and manage those activities are limiting its progress by converting clinicians into computer operators. In an environment of nurse and doctor shortages, reducing their efficiency is counter productive. Technology in healthcare that does not serve patients by improving cost, quality, or care delivery is technology that serves no purpose. Requiring clinicians to chart away from the bedside using technologies that do not feel intuitive, such as keyboarding and mouse use reduces efficiency of workflow, impedes direct care, and increases the cost of training. Intuitive forms of technology such as surface technology, voice activated charting, or digital pens, if embraced, could cause significant changes in healthcare workflows. Clinicians could be more focused on direct care and less utilized in clerical activity. The time it takes to access information could be decreased exponentially--and the opportunities to interact with that information would present a nearly endless horizon. This impact would be especially crucial in high acuity areas and emergency patient care situations. In short, technology should embrace familiar, natural movements and develop intuitive interfaces to improve effectiveness in the healthcare market of the future.

  15. Using Relevant Video Clips from Popular Media to Enhance Learning in Large Introductory Psychology Classes: A Pilot Study

    Science.gov (United States)

    Rowland-Bryant, Emily; Skinner, Amy L.; Dixon, Lee; Skinner, Christopher H.; Saudargas, Richard

    2011-01-01

    The purpose of this study was to enhance students' learning by supplementing a multimedia lesson with interesting and relevant video clips (VCs). Undergraduate students watched a target material PowerPoint (tmPP) presentation with voice-over lecture covering the Big Five trait theory of personality. Students were randomly assigned to one of four…

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

    Directory of Open Access Journals (Sweden)

    Rouzbeh Razavi

    2007-12-01

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

  17. Enhancement of hand hygiene compliance among health care workers from a hemodialysis unit using video-monitoring feedback.

    Science.gov (United States)

    Sánchez-Carrillo, Laura Arelí; Rodríguez-López, Juan Manuel; Galarza-Delgado, Dionisio Ángel; Baena-Trejo, Laura; Padilla-Orozco, Magaly; Mendoza-Flores, Lidia; Camacho-Ortiz, Adrián

    2016-08-01

    The importance of hand hygiene in the prevention of health care-associated infection is well known. Experience with hand hygiene compliance (HHC) evaluation in hemodialysis units is scarce. This study was a 3-phase, prospective longitudinal intervention study during a 5-month period in a 13-bed hemodialysis unit at a university hospital in Northern Mexico. The unit performs an average of 1,150 hemodialysis procedures per month. Compliance was evaluated by a direct observer and a video assisted observer. Feedback was given to health care workers in the form of educational sessions and confidential reports and video analysis of compliance and noncompliance. A total of 5,402 hand hygiene opportunities were registered; 5,201 during 7,820 minutes of video footage and 201 by direct observation during 1,180 minutes. Lower compliance during the baseline evaluation was observed by video monitoring compared with direct observation (P hand hygiene compliance. Video-assisted monitoring of hand hygiene is an excellent method for the evaluation of HHC in a hemodialysis unit; enhanced HHC can be achieved through a feedback program to the hemodialysis staff that includes video examples and confidential reports. Copyright © 2016 Association for Professionals in Infection Control and Epidemiology, Inc. Published by Elsevier Inc. All rights reserved.

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

    Directory of Open Access Journals (Sweden)

    Razavi Rouzbeh

    2008-01-01

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

  19. Utilizing technological innovations to enhance psychotherapy supervision, training, and outcomes.

    Science.gov (United States)

    Barnett, Jeffrey E

    2011-06-01

    Recent technological advances in the use of the Internet and video technologies has greatly impacted the provision of psychotherapy and other clinical services as well as how the training of psychotherapists may be conducted. When utilized appropriately these technologies may provide greater access to needed services to include treatment, consultation, supervision, and training. Specific ethical challenges and pitfalls are discussed and recommendations are made for the ethical use of these technologies. Additionally, innovative practices from the seven articles in the special section that follows are highlighted and reviewed. These articles present a number of innovations that can take psychotherapy training, research, supervision, and treatment forward toward increased effectiveness. Recommendations for integrating these innovations into ongoing practices are provided and for additional research to build on the important work of the authors in this special section are provided.

  20. Multisensor data fusion for enhanced respiratory rate estimation in thermal videos.

    Science.gov (United States)

    Pereira, Carina B; Xinchi Yu; Blazek, Vladimir; Venema, Boudewijn; Leonhardt, Steffen

    2016-08-01

    Scientific studies have demonstrated that an atypical respiratory rate (RR) is frequently one of the earliest and major indicators of physiological distress. However, it is also described in the literature as "the neglected vital parameter", mainly due to shortcomings of clinical available monitoring techniques, which require attachment of sensors to the patient's body. The current paper introduces a novel approach that uses multisensor data fusion for an enhanced RR estimation in thermal videos. It considers not only the temperature variation around nostrils and mouth, but the upward and downward movement of both shoulders. In order to analyze the performance of our approach, two experiments were carried out on five healthy candidates. While during phase A, the subjects breathed normally, during phase B they simulated different breathing patterns. Thoracic effort was the gold standard elected to validate our algorithm. Our results show an excellent agreement between infrared thermography (IRT) and ground truth. While in phase A a mean correlation of 0.983 and a root-mean-square error of 0.240 bpm (breaths per minute) was obtained, in phase B they hovered around 0.995 and 0.890 bpm, respectively. In sum, IRT may be a promising clinical alternative to conventional sensors. Additionally, multisensor data fusion contributes to an enhancement of RR estimation and robustness.

  1. 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…

  2. 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…

  3. 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…

  4. Prototyping Feedback for Technology Enhanced Learning

    DEFF Research Database (Denmark)

    Cojocaru, Dorian; Spikol, Daniel; Friesel, Anna

    2016-01-01

    The development of new educational technologies, in the area of practical activities is the main aim of the FP7 PELARS project. As part of the constructivist learning scenarios, according to the project proposal, the development and evaluation of technology designs are envisaged, for analytic data...... generation for Science, Technology, Engineering and Mathematics (STEM) subjects, such as: technology solutions, infrastructure, activities, assessment, curricula, and classroom furniture and environment designs. Inside four EU national settings, three separate learning contexts are being dealt with – from...... secondary-level high school STEM learning environments to post-secondary level engineering classes and design studios. Given this experience and framework, the present paper provides a perspective on the importance of using such research experience and iterative prototyping in real learning environments...

  5. Prototyping Feedback for Technology Enhanced Learning

    DEFF Research Database (Denmark)

    Cojocaru, Dorian; Spikol, Daniel; Friesel, Anna

    2016-01-01

    generation for Science, Technology, Engineering and Mathematics (STEM) subjects, such as: technology solutions, infrastructure, activities, assessment, curricula, and classroom furniture and environment designs. Inside four EU national settings, three separate learning contexts are being dealt with – from...... secondary-level high school STEM learning environments to post-secondary level engineering classes and design studios. Given this experience and framework, the present paper provides a perspective on the importance of using such research experience and iterative prototyping in real learning environments......The development of new educational technologies, in the area of practical activities is the main aim of the FP7 PELARS project. As part of the constructivist learning scenarios, according to the project proposal, the development and evaluation of technology designs are envisaged, for analytic data...

  6. Technologies and countermeasures for gas recovery enhancement

    OpenAIRE

    Ping, Guo; Shasha, Jing; Caizhen, Peng

    2014-01-01

    Since 2000, China has been ranked as one of the top countries in gas production. Nevertheless, the domestic gas production can hardly satisfy the need of national economic development. Besides, an increasing number of gas fields have come to the middle or late development stages, and most gas reservoirs have low recovery efficiency due to the low permeability and water drive nature. Therefore, gas recovery enhancement has become an urgent issue. At present, the oil recovery enhancement is wel...

  7. 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…

  8. 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

  9. JTEL Winter School for Advanced Technologically Enhanced Learning

    NARCIS (Netherlands)

    Glahn, Christian; Gruber, Marion

    2010-01-01

    Glahn, C., & Gruber, M. (2010). JTEL Winter School for Advanced Technologically Enhanced Learning. In ~mail. Das Magazin des Tiroler Bildungsinstituts, 01/10, März (p. 3-4). Innsbruck: Grillhof, Medienzentrum.

  10. Use of Active-Play Video Games to Enhance Aerobic Fitness in Schizophrenia: Feasibility, Safety, and Adherence.

    Science.gov (United States)

    Kimhy, David; Khan, Samira; Ayanrouh, Lindsey; Chang, Rachel W; Hansen, Marie C; Lister, Amanda; Ballon, Jacob S; Vakhrusheva, Julia; Armstrong, Hilary F; Bartels, Matthew N; Sloan, Richard P

    2016-02-01

    Active-play video games have been used to enhance aerobic fitness in various clinical populations, but their use among individuals with schizophrenia has been limited. Feasibility, acceptability, safety, and adherence data were obtained for use of aerobic exercise (AE) equipment by 16 individuals with schizophrenia during a 12-week AE program consisting of three one-hour exercise sessions per week. Equipment included exercise video games for Xbox 360 with Kinect motion sensing devices and traditional exercise equipment. Most participants (81%) completed the training, attending an average of 79% of sessions. The proportion of time spent playing Xbox (39%) exceeded time spent on any other type of equipment. When using Xbox, participants played 2.24±1.59 games per session and reported high acceptability and enjoyment ratings, with no adverse events. Measures of feasibility, acceptability, adherence, and safety support the integration of active-play video games into AE training for people with schizophrenia.

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

    OpenAIRE

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

    2017-01-01

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

  12. Action Video Game Playing Is Reflected In Enhanced Visuomotor Performance and Increased Corticospinal Excitability

    OpenAIRE

    Morin-Moncet, Olivier; Therrien-Blanchet, Jean-Marc; Ferland, Marie C.; Th?oret, Hugo; West, Greg L.

    2016-01-01

    Action video game playing is associated with improved visuomotor performance; however, the underlying neural mechanisms associated with this increased performance are not well understood. Using the Serial Reaction Time Task in conjunction with Transcranial Magnetic Stimulation, we investigated if improved visuomotor performance displayed in action video game players (actionVGPs) was associated with increased corticospinal plasticity in primary motor cortex (M1) compared to non-video game play...

  13. Video Game Training Enhances Visuospatial Working Memory and Episodic Memory in Older Adults

    OpenAIRE

    Toril, Pilar; José M. Reales; Mayas, Julia; Ballesteros, Soledad

    2016-01-01

    In this longitudinal intervention study with experimental and control groups, we investigated the effects of video game training on the visuospatial working memory (WM) and episodic memory of healthy older adults. Participants were 19 volunteer older adults, who received 15 1-h video game training sessions with a series of video games selected from a commercial package (Lumosity), and a control group of 20 healthy older adults. The results showed that the performance of the trainees improved ...

  14. Video game training enhances visuospatial working memory and episodic memory in older adults

    OpenAIRE

    Pilar eToril; José M. eReales; Julia eMayas; Soledad eBallesteros

    2016-01-01

    In this longitudinal intervention study with experimental and control groups, we investigated the effects of video game training on the visuospatial working memory and episodic memory of healthy older adults. Participants were 19 volunteer older adults, who received 15 1-hr video game training sessions with a series of video games selected from a commercial package (Lumosity), and a control group of 20 healthy older adults. The results showed that the performance of the trainees improved sign...

  15. Enhancement of allergic skin wheal responses in patients with atopic eczema/dermatitis syndrome by playing video games or by a frequently ringing mobile phone.

    Science.gov (United States)

    Kimata, H

    2003-06-01

    to frequently ringing mobile phones significantly enhanced allergen-induced skin wheal responses, plasma levels of substance P, vasoactive intestinal peptide and nerve growth factors in the patients with atopic eczema/dermatitis syndrome, but not in the normal subjects or the patients with allergic rhinitis. Playing video games enhanced allergic responses with a concomitant increased release of substance P, vasoactive intestinal peptide and nerve growth factor, and skewing of the cytokine pattern toward Th2 type in the patients with atopic eczema/dermatitis syndrome. In addition, exposure to frequently ringing mobile phones also enhanced allergic responses with a concomitant increased release of substance P, vasoactive intestinal peptide and nerve growth factor Collectively, high technology causes stress, which in turn may aggravate symptoms of atopic eczema/dermatitis syndrome.

  16. Enhancement of information and communications technologies (ICTs)

    African Journals Online (AJOL)

    ... therefore examines one of these possibilities by the development of Instruction Delivery Expert System for Teachers and also the need and benefits of the proposed expert system. KEYWORDS: Information and Communications Technologies (ICTs), Expert System, Artificial Intelligence, Knowledge Base, Inference Engine, ...

  17. Recommender systems for technology enhanced learning research trends and applications

    CERN Document Server

    Manouselis, Nikos; Verbert, Katrien

    2014-01-01

    Presents cutting edge research from leading experts in the growing field of Recommender Systems for Technology Enhanced Learning (RecSys TEL) International contributions are included to demonstrate the merging of various efforts and communities Topics include: Linked Data and the Social Web as Facilitators for TEL Recommender Systems in Research and Practice, Personalised Learning-Plan Recommendations in Game-Based Learning and Recommendations from Heterogeneous Sources in a Technology Enhanced Learning Ecosystem

  18. Test and Evaluation Enhancements for Cognitive Radio Technologies

    Science.gov (United States)

    2015-05-13

    Final Report: Test and Evaluation Enhancements for Cognitive Radio Technologies Report Title This document serves as the final report for the...Instrumentation Grant (W911NF-14-1-0042) TEST & EVALUATION ENHANCEMENTS FOR COGNITIVE RADIO TECHNOLOGIES Final Report Dr. Willie L. Thompson, II...software-defined radios , cognitive radios , and other embedded systems. o 8-GHz, 40-GSa/s Digital Signal Analyzer o 136-Channel, 1.4-GHz State High

  19. 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.

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

    Science.gov (United States)

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

    2014-10-01

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

  1. Speech Enhancement Based on Compressed Sensing Technology

    Directory of Open Access Journals (Sweden)

    Huiyan Xu

    2014-10-01

    Full Text Available Compressed sensing (CS is a sampled approach on signal sparsity-base, and it can effectively extract the information which is contained in the signal. This paper presents a noisy speech enhancement new method based on CS process. Algorithm uses a voice sparsity in the discrete fast Fourier transform (Fast Fourier transform, FFT, and complex domain observation matrix is designed, and the noisy speech compression measurement and de-noising are made by soft threshold, and the speech signal is sparsely reconstructed by separable approximation (Sparse Reconstruction by Separable Approximation, SpaRSA algorithm to restore, speech enhancement is improved. Experimental results show that the denoising compression reconstruction of the noisy signal is done in the algorithm, SNR margin is improved greatly, and the background noise can been more effectively suppressed.

  2. New technologies of enhanced oil recovery

    Directory of Open Access Journals (Sweden)

    Paweł Wojnarowski

    2006-10-01

    Full Text Available It is known from the literature that up to 27 % of oil in oilfields can be produced using primary and hydration methods. The efficiency of production can be increased by employing more advanced methods, i.e. EOR. The Polish Oil and Gas Company iwork with Polish oilfields, where currently primary methods are applied, but the Polish experiences with EOR date back to the years 1932-1987. In view of high oil prices, reconsidering EOR as a production method is economically justifiable. Therefore, it is purposeful to implement new pilot technologies, aimed at implementing new technologies, understanding accompanying phenomena, and calibrating of simulation models, including economical models for an optimal control of the oilfield exploitation. World’s new exploitation methods worked out in the last few years and suggestions for their implementation in Polish conditions are presented in the paper

  3. [The latex agglutination with video digital registration: the enhancement of diagnostic significance of conventional technique].

    Science.gov (United States)

    Starovoĭtova, T A; Steriopolo, N A; Zaĭko, V V; Vengerov, Iu Iu

    2012-02-01

    The rapid semiquantitative latex-tests, because of their analytic characteristics and convenient application, became widespread in the practice of laboratory diagnostics. Though, in spite of high sensitivity and specificity, their diagnostic effectiveness is lower that it could be mainly because of the impossibility to document the results of latex agglutinative re4actions and to manage the objective quality control. The application of systems of video digital registration permits to enhance the clinical significance of these analyses. By means of scanner systems (control and program complex "Expert Lab") the image of analytic objects is received with the results of latex agglutination reaction. The application of program techniques (the programs "Expert Lab - Agglutination" and "Expert Lab - Agglutination - Micros") in data processing permits to get the precise qualitative characteristics of active reactions, to ensure the automatic interpretation of results and gives an opportunity to proceed with the internal laboratory quality control. The saving of analytic object image in computer memory after termination of reaction favors the formation of data base, the implementation of retrospective evaluation of obtained results, additional consultations in dubious cases, including on-line. The application of complex "Expert Lab" permitted to develop the miniaturizes matrix systems permitting to decrease the withdrawal of latex reagents, to increase the productivity of analytical stage of operation preserving all analytical characteristics of method.

  4. Enhancing e-Learning Content by Using Semantic Web Technologies

    Science.gov (United States)

    García-González, Herminio; Gayo, José Emilio Labra; del Puerto Paule-Ruiz, María

    2017-01-01

    We describe a new educational tool that relies on Semantic Web technologies to enhance lessons content. We conducted an experiment with 32 students whose results demonstrate better performance when exposed to our tool in comparison with a plain native tool. Consequently, this prototype opens new possibilities in lessons content enhancement.

  5. Recommender Systems for Technology Enhanced Learning: Research Trends & Applications

    NARCIS (Netherlands)

    Manouselis, Nikos; Verbert, Katrien; Drachsler, Hendrik; Santos, Olga

    2014-01-01

    As an area, Technology Enhanced Learning (TEL) aims to design, develop and test socio-technical innovations that will support and enhance learning practices of individuals and organizations. Information retrieval is a pivotal activity in TEL and the deployment of recommender systems has attracted

  6. The potential use of mobile technology: enhancing accessibility and ...

    African Journals Online (AJOL)

    The potential use of mobile technology: enhancing accessibility and communication in a blended learning course. Tabisa Mayisela. Centre for Learning and Teaching Development, Walter Sisulu University, South Africa tmayisela@wsu.ac.za. Mobile technology is increasingly being used to support blended learning ...

  7. Competence Models in Technology-enhanced Competence-based Learning

    NARCIS (Netherlands)

    Sampson, Demetrios; Fytros, Demetrios

    2008-01-01

    Please cite as: Sampson, D., & Fytros, D. (2008). Competence Models in Technology-enhanced Competence-based Learning. In H. H. Adelsberger, Kinshuk, J. M. Pawlowski & D. Sampson (Eds.), International Handbook on Information Technologies for Education and Training, 2nd Edition, Springer, June 2008

  8. Organisational Culture and Technology-Enhanced Innovation in Higher Education

    Science.gov (United States)

    Zhu, Chang

    2015-01-01

    Higher education institutions are evolving and technology often plays a central role in their transformations. Educational changes benefit from a supportive environment. The study examines the relationship between organisational culture and teachers' perceptions of and responses to technology-enhanced innovation among Chinese universities. A…

  9. 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.

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

    Directory of Open Access Journals (Sweden)

    Priscilla W. Laws

    2017-04-01

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

  11. Resolution enhancement of low quality videos using a high-resolution frame

    NARCIS (Netherlands)

    Pham, T.Q.; Van Vliet, L.J.; Schutte, K.

    2006-01-01

    This paper proposes an example-based Super-Resolution (SR) algorithm of compressed videos in the Discrete Cosine Transform (DCT) domain. Input to the system is a Low-Resolution (LR) compressed video together with a High-Resolution (HR) still image of similar content. Using a training set of

  12. Enhancing Perceived Quality of Compressed Images and Video with Anisotropic Diffusion and Fuzzy Filtering

    DEFF Research Database (Denmark)

    Nadernejad, Ehsan; Korhonen, Jari; Forchhammer, Søren

    2013-01-01

    video sequences. For the video sequences, different filters are applied to luminance (Y) and chrominance (U,V) components. The performance of the proposed method has been compared against several other methods by using different objective quality metrics and a subjective comparison study. Both objective...

  13. Enhancing the Assessment Experience: Improving Student Perceptions, Engagement and Understanding Using Online Video Feedback

    Science.gov (United States)

    West, John; Turner, Will

    2016-01-01

    Individualised video screencasts with accompanying narration were used to provide assessment feedback to a large number (n = 299) of first-year Bachelor of Education students at Edith Cowan University in Western Australia. An anonymous online survey revealed that nearly three times as many respondents (61%) preferred video feedback to written…

  14. 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...

  15. Moral Enhancement by Technological Means: Possible, Permissible, a Duty?

    Directory of Open Access Journals (Sweden)

    Toni Pustovrh

    2016-10-01

    Full Text Available Attempts to enhance individual and communal morality are as old as human communal living itself. But only recently have philosophers, bioethicists and scientists begun to seriously consider the possibilities and implications of employing technological interventions into the human body, especially the brain, in order to enhance traits and capabilities that underlie what we might term as moral reasoning, action and behavior. Some illicit drugs, prescription pharmaceuticals and non-invasive brain stimulation techniques have been shown to have effects on diminishing or enhancing certain of our mental traits that constitute moral thinking, action and behavior in healthy adults. This hints at the possibility of targeted interventions that might predictably improve individual and communal morality and through it societal cooperation. The first part of the paper will delve into some of the conceptual issues connected with moral enhancement as part of the broader trend of cognitive enhancement and human enhancement in general. The second part will look at some experiments and interventions that support the plausibility of technologically enhancing moral reasoning and moral behavior. The third part will present some of the arguments that have been written both for and against moral enhancement, including whether we might in certain situations have a duty to morally enhance ourselves. The final part looks at some further dilemmas of whether we might already be enhancing ourselves morally through some commonly prescribed pharmaceutical drugs, and what a (further "medicalization" of moral deficits might mean.

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

    Science.gov (United States)

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

    2017-01-01

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

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

    Directory of Open Access Journals (Sweden)

    Ping Wang

    2017-11-01

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

  18. 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…

  19. 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…

  20. 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…

  1. 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

  2. AN IMPROVED BIT LOADING TECHNIQUE FOR ENHANCED ENERGY EFFICIENCY IN NEXT GENERATION VOICE/VIDEO APPLICATIONS

    Directory of Open Access Journals (Sweden)

    VINOTH BABU K.

    2016-04-01

    Full Text Available Multi input multi output (MIMO and orthogonal frequency division multiplexing (OFDM are the key techniques for the future wireless communication systems. Previous research in the above areas mainly concentrated on spectral efficiency improvement and very limited work has been done in terms of energy efficient transmission. In addition to spectral efficiency improvement, energy efficiency improvement has become an important research because of the slow progressing nature of the battery technology. Since most of the user equipments (UE rely on battery, the energy required to transmit the target bits should be minimized to avoid quick battery drain. The frequency selective fading nature of the wireless channel reduces the spectral and energy efficiency of OFDM based systems. Dynamic bit loading (DBL is one of the suitable solution to improve the spectral and energy efficiency of OFDM system in frequency selective fading environment. Simple dynamic bit loading (SDBL algorithm is identified to offer better energy efficiency with less system complexity. It is well suited for fixed data rate voice/video applications. When the number of target bits are very much larger than the available subcarriers, the conventional single input single output (SISO-SDBL scheme offers high bit error rate (BER and needs large transmit energy. To improve bit error performance we combine space frequency block codes (SFBC with SDBL, where the adaptations are done in both frequency and spatial domain. To improve the quality of service (QoS further, optimal transmit antenna selection (OTAS scheme is also combined with SFBC-SDBL scheme. The simulation results prove that the proposed schemes offer better QoS when compared to the conventional SISOSDBL scheme.

  3. Indexed Captioned Searchable Videos: A Learning Companion for STEM Coursework

    Science.gov (United States)

    Tuna, Tayfun; Subhlok, Jaspal; Barker, Lecia; Shah, Shishir; Johnson, Olin; Hovey, Christopher

    2017-02-01

    Videos of classroom lectures have proven to be a popular and versatile learning resource. A key shortcoming of the lecture video format is accessing the content of interest hidden in a video. This work meets this challenge with an advanced video framework featuring topical indexing, search, and captioning (ICS videos). Standard optical character recognition (OCR) technology was enhanced with image transformations for extraction of text from video frames to support indexing and search. The images and text on video frames is analyzed to divide lecture videos into topical segments. The ICS video player integrates indexing, search, and captioning in video playback providing instant access to the content of interest. This video framework has been used by more than 70 courses in a variety of STEM disciplines and assessed by more than 4000 students. Results presented from the surveys demonstrate the value of the videos as a learning resource and the role played by videos in a students learning process. Survey results also establish the value of indexing and search features in a video platform for education. This paper reports on the development and evaluation of ICS videos framework and over 5 years of usage experience in several STEM courses.

  4. Real-time demonstration hardware for enhanced DPCM video compression algorithm

    Science.gov (United States)

    Bizon, Thomas P.; Whyte, Wayne A., Jr.; Marcopoli, Vincent R.

    The lack of available wideband digital links as well as the complexity of implementation of bandwidth efficient digital video CODECs (encoder/decoder) has worked to keep the cost of digital television transmission too high to compete with analog methods. Terrestrial and satellite video service providers, however, are now recognizing the potential gains that digital video compression offers and are proposing to incorporate compression systems to increase the number of available program channels. NASA is similarly recognizing the benefits of and trend toward digital video compression techniques for transmission of high quality video from space and therefore, has developed a digital television bandwidth compression algorithm to process standard National Television Systems Committee (NTSC) composite color television signals. The algorithm is based on differential pulse code modulation (DPCM), but additionally utilizes a non-adaptive predictor, non-uniform quantizer and multilevel Huffman coder to reduce the data rate substantially below that achievable with straight DPCM. The non-adaptive predictor and multilevel Huffman coder combine to set this technique apart from other DPCM encoding algorithms. All processing is done on a intra-field basis to prevent motion degradation and minimize hardware complexity. Computer simulations have shown the algorithm will produce broadcast quality reconstructed video at an average transmission rate of 1.8 bits/pixel. Hardware implementation of the DPCM circuit, non-adaptive predictor and non-uniform quantizer has been completed, providing realtime demonstration of the image quality at full video rates. Video sampling/reconstruction circuits have also been constructed to accomplish the analog video processing necessary for the real-time demonstration. Performance results for the completed hardware compare favorably with simulation results. Hardware implementation of the multilevel Huffman encoder/decoder is currently under development

  5. Gaming to see: Action Video Gaming is associated with enhanced processing of masked stimuli

    OpenAIRE

    Carsten ePohl; Wilfried eKunde; Thomas eGanz; Annette eConzelmann; Paul ePauli; Andrea eKiesel

    2014-01-01

    Recent research revealed that action video game players outperform non-players in a wide range of attentional, perceptual and cognitive tasks. Here we tested if expertise in action video games is related to differences regarding the potential of shortly presented stimuli to bias behaviour. In a response priming paradigm, participants classified four animal pictures functioning as targets as being smaller or larger than a reference frame. Before each target, one of the same four animal picture...

  6. Supramodal Enhancement of Auditory Perceptual and Cognitive Learning by Video Game Playing

    OpenAIRE

    Zhang, Yu-Xuan; Tang, Ding-Lan; Moore, David R.; Amitay, Sygal

    2017-01-01

    Medical rehabilitation involving behavioral training can produce highly successful outcomes, but those successes are obtained at the cost of long periods of often tedious training, reducing compliance. By contrast, arcade-style video games can be entertaining and highly motivating. We examine here the impact of video game play on contiguous perceptual training. We alternated several periods of auditory pure-tone frequency discrimination (FD) with the popular spatial visual-motor game Tetris p...

  7. Iterative Multiview Side Information for Enhanced Reconstruction in Distributed Video Coding

    Directory of Open Access Journals (Sweden)

    2009-03-01

    Full Text Available Distributed video coding (DVC is a new paradigm for video compression based on the information theoretical results of Slepian and Wolf (SW and Wyner and Ziv (WZ. DVC entails low-complexity encoders as well as separate encoding of correlated video sources. This is particularly attractive for multiview camera systems in video surveillance and camera sensor network applications, where low complexity is required at the encoder. In addition, the separate encoding of the sources implies no communication between the cameras in a practical scenario. This is an advantage since communication is time and power consuming and requires complex networking. In this work, different intercamera estimation techniques for side information (SI generation are explored and compared in terms of estimating quality, complexity, and rate distortion (RD performance. Further, a technique called iterative multiview side information (IMSI is introduced, where the final SI is used in an iterative reconstruction process. The simulation results show that IMSI significantly improves the RD performance for video with significant motion and activity. Furthermore, DVC outperforms AVC/H.264 Intra for video with average and low motion but it is still inferior to the Inter No Motion and Inter Motion modes.

  8. ENHANCING STAKEHOLDER ACCEPTANCE OF BIOREMEDIATION TECHNOLOGIES

    Energy Technology Data Exchange (ETDEWEB)

    Focht, Will; Albright, Matt; Anex, Robert P., Jr., ed.

    2009-04-21

    This project inquired into the judgments and beliefs of people living near DOE reservations and facilities at Oak Ridge, Tennessee; Hanford, Washington; and Los Alamos, Tennessee about bioremediation of subsurface contamination. The purpose of the investigation was to identify strategies based on these judgments and beliefs for enhancing public support of bioremediation. Several methods were used to collect and analyze data including content analysis of transcripts of face-to-face personal interviews, factor analysis of subjective perspectives using Q methodology, and statistical analysis of results from a large-sample randomized telephone survey. Content analysis of interview transcripts identified themes about public perceptions and constructions of contamination risk, risk management, and risk managers. This analysis revealed that those who have no employment relationship at the sites and are not engaged in technical professions are most concerned about contamination risks. We also found that most interviewees are unfamiliar with subsurface contamination risks and how they can be reduced, believe they have little control over exposure, are frustrated with the lack of progress in remediation, are concerned about a lack of commitment of DOE to full remediation, and distrust site managers to act in the public interest. Concern is also expressed over frequent site management turnover, excessive secrecy, ineffective and biased communication, perceived attempts to talk the public into accepting risk, and apparent lack of concern about community welfare. In the telephone survey, we asked respondents who were aware of site contamination about their perceptions of risk from exposure to subsurface contamination. Response analysis revealed that most people believe that they are at significant risk from subsurface contamination but they acknowledge that more education is needed to calibrate risk perceptions against scientific risk assessments. Most rate their personal

  9. 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.

  10. Methodologies and Intelligent Systems for Technology Enhanced Learning

    CERN Document Server

    Gennari, Rosella; Vittorini, Pierpaolo; Prieta, Fernando

    2015-01-01

    This volume presents recent research on Methodologies and Intelligent Systems for Technology Enhanced Learning. It contains the contributions of MIS4TEL 2015, which took place in Salamanca, Spain,. On June 3rd to 5th 2015. Like the previous edition, this proceedings and the conference is an open forum for discussing intelligent systems for Technology Enhanced Learning and empirical methodologies for their design or evaluation MIS4TEL’15 conference has been organized by University of L’aquila, Free University of Bozen-Bolzano and the University of Salamanca.  .

  11. Multiview video codec based on KTA techniques

    Science.gov (United States)

    Seo, Jungdong; Kim, Donghyun; Ryu, Seungchul; Sohn, Kwanghoon

    2011-03-01

    Multi-view video coding (MVC) is a video coding standard developed by MPEG and VCEG for multi-view video. It showed average PSNR gain of 1.5dB compared with view-independent coding by H.264/AVC. However, because resolutions of multi-view video are getting higher for more realistic 3D effect, high performance video codec is needed. MVC adopted hierarchical B-picture structure and inter-view prediction as core techniques. The hierarchical B-picture structure removes the temporal redundancy, and the inter-view prediction reduces the inter-view redundancy by compensated prediction from the reconstructed neighboring views. Nevertheless, MVC has inherent limitation in coding efficiency, because it is based on H.264/AVC. To overcome the limit, an enhanced video codec for multi-view video based on Key Technology Area (KTA) is proposed. KTA is a high efficiency video codec by Video Coding Expert Group (VCEG), and it was carried out for coding efficiency beyond H.264/AVC. The KTA software showed better coding gain than H.264/AVC by using additional coding techniques. The techniques and the inter-view prediction are implemented into the proposed codec, which showed high coding gain compared with the view-independent coding result by KTA. The results presents that the inter-view prediction can achieve higher efficiency in a multi-view video codec based on a high performance video codec such as HEVC.

  12. Video gaming enhances psychomotor skills but not visuospatial and perceptual abilities in surgical trainees.

    Science.gov (United States)

    Kennedy, A M; Boyle, E M; Traynor, O; Walsh, T; Hill, A D K

    2011-01-01

    There is considerable interest in the identification and assessment of underlying aptitudes or innate abilities that could potentially predict excellence in the technical aspects of operating. However, before the assessment of innate abilities is introduced for high-stakes assessment (such as competitive selection into surgical training programs), it is essential to determine that these abilities are stable and unchanging and are not influenced by other factors, such as the use of video games. The aim of this study was to investigate whether experience playing video games will predict psychomotor performance on a laparoscopic simulator or scores on tests of visuospatial and perceptual abilities, and to examine the correlation, if any, between these innate abilities. Institutional ethical approval was obtained. Thirty-eight undergraduate medical students with no previous surgical experience were recruited. All participants completed a self-reported questionnaire that asked them to detail their video game experience. They then underwent assessment of their psychomotor, visuospatial, and perceptual abilities using previously validated tests. The results were analyzed using independent samples t tests to compare means and linear regression curves for subsequent analysis. Students who played video games for at least 7 hours per week demonstrated significantly better psychomotor skills than students who did not play video games regularly. However, there was no difference on measures of visuospatial and perceptual abilities. There was no correlation between psychomotor tests and visuospatial or perceptual tests. Regular video gaming correlates positively with psychomotor ability, but it does not seem to influence visuospatial or perceptual ability. This study suggests that video game experience might be beneficial to a future career in surgery. It also suggests that relevant surgical skills may be gained usefully outside the operating room in activities that are not

  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. CROSS LAYERED HYBRID TRANSPORT LAYER PROTOCOL APPROACH TO ENHANCE NETWORK UTILISATION FOR VIDEO TRAFFIC

    Directory of Open Access Journals (Sweden)

    Matilda.S

    2010-03-01

    Full Text Available Video data transfer is the major traffic in today’s Internet. With the emerging need for anytime anywhere communication, applications transmitting video is gaining momentum. Real Time Protocol is the primary standard for transfer of video data, as; it requires timely delivery and can tolerate loss of packets. Streaming is the method used for delivering video content from the source server to the user. But this has many drawbacks: a It sends only the amount of data equivalent to the streaming encoded rate to the client irrespective of the available bandwidth in the path. Hence the links are underutilized; b It utilizes the link for the entire period of transfer and hence the link is not available to service other new clients. Thus as the number of clients increases, the network performance decreases. In this work, the advantages and disadvantages of the combination of different protocols in the application layer and transport layer are analyzed. The significant characteristics of each of these protocols are utilized and a combination of protocols for improving the network performance is arrived at, while retaining the QoS of video transmission.

  16. Students' and Teachers' Perceptions of Using Video Games to Enhance Science Instruction

    Science.gov (United States)

    Marino, Matthew T.; Israel, Maya; Beecher, Constance C.; Basham, James D.

    2012-10-01

    Science education video game research points toward promising, but inconclusive results in both student learning outcomes and attitudes. However, student-level variables other than gender have been largely absent from this research. This study examined how students' reading ability level and disability status are related to their video game-playing behaviors outside of school and their perceptions about the use of science video games during school. Thirty-four teachers and 876 sixth- through ninth-grade students from 14 states participated in the study. All student groups reported that they would prefer to learn science from a video game rather than from traditional text, laboratory-based, or Internet environments. Chi-square analyses indicated a significant association between reading ability level, disability status, and key areas of interest including students' use of video games outside of school, their perceptions of their scientific abilities, and whether they would pursue a career in the sciences. Implications of these findings and areas for future research are identified.

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

    Science.gov (United States)

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

    2017-06-01

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

  18. Gaming to see: Action Video Gaming is associated with enhanced processing of masked stimuli

    Directory of Open Access Journals (Sweden)

    Carsten ePohl

    2014-02-01

    Full Text Available Recent research revealed that action video game players outperform non-players in a wide range of attentional, perceptual and cognitive tasks. Here we tested if expertise in action video games is related to differences regarding the potential of shortly presented stimuli to bias behaviour. In a response priming paradigm, participants classified four animal pictures functioning as targets as being smaller or larger than a reference frame. Before each target, one of the same four animal pictures was presented as a masked prime to influence participants’ responses in a congruent or incongruent way. Masked primes induced congruence effects, that is, faster responses for congruent compared to incongruent conditions, indicating processing of hardly visible primes. Results also suggested that action video game players showed a larger congruence effect than non-players for 20 ms primes, whereas there was no group difference for 60 ms primes. In addition, there was a tendency for action video game players to detect masked primes for some prime durations better than non-players. Thus, action video game expertise may be accompanied by faster and more efficient processing of shortly presented visual stimuli.

  19. A Technology Roadmap for Strategic Development of Enhanced Geothermal Systems

    Energy Technology Data Exchange (ETDEWEB)

    Ziagos, John [Lawrence Livermore National Lab. (LLNL), Livermore, CA (United States); Phillips, Benjamin R. [SRA International, Inc. and Geothermal Technologies Office, Washington, DC (United States); Boyd, Lauren [Geothermal Technologies Office, Washington, DC (United States); Jelacic, Allan [SRA International, Inc., Washington, DC (United States); Stillman, Greg [Geothermal Technologies Office, Washington, DC (United States); Hass, Eric [U.S. DOE, Golden, CO (United States)

    2013-02-13

    Realization of EGS development would make geothermal a significant contender in the renewable energy portfolio, on the order of 100+ GWe in the United States alone. While up to 90% of the geothermal power resource in the United States is thought to reside in Enhanced Geothermal Systems (EGS), hurdles to commercial development still remain. The Geothermal Technologies Office, U.S. Department of Energy (DOE), began in 2011 to outline opportunities for advancing EGS technologies on five- to 20-year timescales, with community input on the underlying technology needs that will guide research and ultimately determine commercial success for EGS. This report traces DOE's research investments, past and present, and ties them to these technology needs, forming the basis for an EGS Technology Roadmap to help guide future DOE research. This roadmap is currently open for public comment. Send your comments to geothermal@ee.doe.gov.

  20. Using Communication Technology to Enhance Interprofessional Education Simulations.

    Science.gov (United States)

    Shrader, Sarah; Kostoff, Matthew; Shin, Tiffany; Heble, Annie; Kempin, Brian; Miller, Astyn; Patykiewicz, Nick

    2016-02-25

    To determine the impact of simulations using an alternative method of communication on students' satisfaction, attitudes, confidence, and performance related to interprofessional communication. One hundred sixty-three pharmacy students participated in a required applications-based capstone course. Students were randomly assigned to one of three interprofessional education (IPE) simulations with other health professions students using communication methods such as telephone, e-mail, and video conferencing. Pharmacy students completed a validated survey instrument, Attitude Toward Healthcare Teams Scale (ATHCTS) prior to and after course participation. Significant positive changes occurred for 5 out of 20 items. Written reflection papers and student satisfaction surveys completed after participation showed positive themes and satisfaction. Course instructors evaluated student performance using rubrics for formative feedback. Implementation of IPE simulations using various methods of communication technology is an effective way for pharmacy schools to incorporate IPE into their curriculum.

  1. Video games and rehabilitation: using design principles to enhance engagement in physical therapy.

    Science.gov (United States)

    Lohse, Keith; Shirzad, Navid; Verster, Alida; Hodges, Nicola; Van der Loos, H F Machiel

    2013-12-01

    Patient nonadherence with therapy is a major barrier to rehabilitation. Recovery is often limited and requires prolonged, intensive rehabilitation that is time-consuming, expensive, and difficult. We review evidence for the potential use of video games in rehabilitation with respect to the behavioral, physiological, and motivational effects of gameplay. In this Special Interest article, we offer a method to evaluate effects of video game play on motor learning and their potential to increase patient engagement with therapy, particularly commercial games that can be interfaced with adapted control systems. We take the novel approach of integrating research across game design, motor learning, neurophysiology changes, and rehabilitation science to provide criteria by which therapists can assist patients in choosing games appropriate for rehabilitation. Research suggests that video games are beneficial for cognitive and motor skill learning in both rehabilitation science and experimental studies with healthy subjects. Physiological data suggest that gameplay can induce neuroplastic reorganization that leads to long-term retention and transfer of skill; however, more clinical research in this area is needed. There is interdisciplinary evidence suggesting that key factors in game design, including choice, reward, and goals, lead to increased motivation and engagement. We maintain that video game play could be an effective supplement to traditional therapy. Motion controllers can be used to practice rehabilitation-relevant movements, and well-designed game mechanics can augment patient engagement and motivation in rehabilitation. We recommend future research and development exploring rehabilitation-relevant motions to control games and increase time in therapy through gameplay.Video Abstract available (see Video, Supplemental Digital Content 1, http://links.lww.com/JNPT/A61) for more insights from the authors.

  2. dataTEL - Datasets for Technology Enhanced Learning

    NARCIS (Netherlands)

    Drachsler, Hendrik; Verbert, Katrien; Sicilia, Miguel-Angel; Wolpers, Martin; Manouselis, Nikos; Vuorikari, Riina; Lindstaedt, Stefanie; Fischer, Frank

    2011-01-01

    Drachsler, H., Verbert, K., Sicilia, M. A., Wolpers, M., Manouselis, N., Vuorikari, R., Lindstaedt, S., & Fischer, F. (2011). dataTEL - Datasets for Technology Enhanced Learning. STELLAR Alpine Rendez-Vous White Paper. Alpine Rendez-Vous 2011 White paper collection, Nr. 13., France (2011)

  3. Information And Communication Technology: A Tool For Enhancing ...

    African Journals Online (AJOL)

    This paper examined the relevance of Information and Communication Technology (ICT) as a tool for enhancing supervisory effectiveness in Nigerian educational institutions. The paper highlighted various tools of ICT that could be used in educational supervision such as Closed Circuit Television (CCTV) Cameras, e-mails ...

  4. Evaluating Recommender Systems for Technology Enhanced Learning: A Quantitative Survey

    Science.gov (United States)

    Erdt, Mojisola; Fernandez, Alejandro; Rensing, Christoph

    2015-01-01

    The increasing number of publications on recommender systems for Technology Enhanced Learning (TEL) evidence a growing interest in their development and deployment. In order to support learning, recommender systems for TEL need to consider specific requirements, which differ from the requirements for recommender systems in other domains like…

  5. Utilizing Technology to Enhance Learning Environments: The Net Gen Student

    Science.gov (United States)

    Muhammad, Amanda J.; Mitova, Mariana A.; Wooldridge, Deborah G.

    2016-01-01

    It is essential for instructors to understand the importance of classroom technology so they can prepare to use it to personalize students' learning. Strategies for choosing effective electronic tools are presented, followed by specific suggestions for designing enhanced personalized learning using electronic tools.

  6. Mobile Technologies Enhance the E-Learning Opportunity

    Science.gov (United States)

    Chuang, Keh-Wen

    2009-01-01

    The objective of this paper is to identify the mobile technologies that enhance the E-Learning opportunity, examine the educational benefits and implementation issues in mobile learning, discuss the guidelines for implementing effective mobile learning, identify the current application and operation of mobile learning, and discuss the future of…

  7. Technology Enhanced Learning in Programming Courses--International Perspective

    Science.gov (United States)

    Ivanovic, Mirjana; Xinogalos, Stelios; Pitner, Tomáš; Savic, Miloš

    2017-01-01

    Technology enhanced learning (TEL) is increasingly influencing university education, mainly in overcoming disadvantages of direct instruction teaching approaches, and encouraging creativity, problem solving and critical thinking in student-centered, interactive learning environments. In this paper, experiences from object-oriented programming…

  8. Development of effective drying technology for quality enhancement ...

    African Journals Online (AJOL)

    Development of effective drying technology for quality enhancement of whitings fish ( Merlangius merlangius ) ... spent on importation of stockfish, and more job and wealth will be created for the teeming populace while the lovers of stockfish now have access to freshly processed products that would not endanger their life.

  9. Developing technology-enhanced active learning for medical education: challenges, solutions, and future directions.

    Science.gov (United States)

    McCoy, Lise; Pettit, Robin K; Lewis, Joy H; Bennett, Thomas; Carrasco, Noel; Brysacz, Stanley; Makin, Inder Raj S; Hutman, Ryan; Schwartz, Frederic N

    2015-04-01

    Growing up in an era of video games and Web-based applications has primed current medical students to expect rapid, interactive feedback. To address this need, the A.T. Still University-School of Osteopathic Medicine in Arizona (Mesa) has developed and integrated a variety of approaches using technology-enhanced active learning for medical education (TEAL-MEd) into its curriculum. Over the course of 3 years (2010-2013), the authors facilitated more than 80 implementations of games and virtual patient simulations into the education of 550 osteopathic medical students. The authors report on 4 key aspects of the TEAL-MEd initiative, including purpose, portfolio of tools, progress to date regarding challenges and solutions, and future directions. Lessons learned may be of benefit to medical educators at academic and clinical training sites who wish to implement TEAL-MEd activities.

  10. Hacktivism 1-2-3: how privacy enhancing technologies change the face of anonymous hacktivism

    NARCIS (Netherlands)

    Bodó, B.

    2014-01-01

    This short essay explores how the notion of hacktivism changes due to easily accessible, military grade Privacy Enhancing Technologies (PETs). Privacy Enhancing Technologies, technological tools which provide anonymous communications and protect users from online surveillance enable new forms of

  11. Debriefing for technology-enhanced simulation: a systematic review and meta-analysis.

    Science.gov (United States)

    Cheng, Adam; Eppich, Walter; Grant, Vincent; Sherbino, Jonathan; Zendejas, Benjamin; Cook, David A

    2014-07-01

    Debriefing is a common feature of technology-enhanced simulation (TES) education. However, evidence for its effectiveness remains unclear. We sought to characterise how debriefing is reported in the TES literature, identify debriefing features that are associated with improved outcomes, and evaluate the effectiveness of debriefing when combined with TES. We systematically searched databases, including MEDLINE, EMBASE and Scopus, and reviewed previous bibliographies for original comparative studies investigating the use of TES with debriefing in training health care providers. Reviewers, in duplicate, evaluated study quality and abstracted information on instructional design, debriefing and outcomes. Effect sizes (ES) were pooled using random-effects meta-analysis. From 10 903 potentially eligible studies, we identified 177 studies (11 511 learners) that employed debriefing as part of TES. Key characteristics of debriefing (e.g. duration, educator presence and characteristics, content, structure/method, timing, use of video) were usually incompletely reported. A meta-analysis of four studies demonstrated that video-assisted debriefing has negligible and non-significant effects for time skills (ES = 0.10) compared with non-video-assisted debriefing. Meta-analysis demonstrated non-significant effects in favour of expert modelling with short debriefing in comparison with long debriefing (ES range = 0.21-0.74). Among studies comparing terminal with concurrent debriefing, results were variable depending on outcome measures and the context of training (e.g. medical resuscitation versus technical skills). Eight additional studies revealed insight into the roles of other debriefing-related factors (e.g. multimedia debriefing, learner-led debriefing, debriefing duration, content of debriefing). Among studies that compared simulation plus debriefing with no intervention, pooled ESs were favourable for all outcomes (ES range = 0.28-2.16). Limited evidence suggests that video

  12. Getting Serious About Games -- Using Video Game-Based Learning to Enhance Nuclear Terrorism Preparedness

    Science.gov (United States)

    2012-03-01

    militias. At its core, the game drives home the message that daily life is extremely dangerous and cruel for refugees in this crisis. As of 2010...to kill: A call to action against TV, movie and video game violence. New York: Crown Archetype. Hampton, B., Altmire, B., Brunjes, B., Jennings, D. M

  13. Students' and Teachers' Perceptions of Using Video Games to Enhance Science Instruction

    Science.gov (United States)

    Marino, Matthew T.; Israel, Maya; Beecher, Constance C.; Basham, James D.

    2013-01-01

    Science education video game research points toward promising, but inconclusive results in both student learning outcomes and attitudes. However, student-level variables other than gender have been largely absent from this research. This study examined how students' reading ability level and disability status are related to their video…

  14. Bespoke video vignettes - an approach to enhancing reflective learning developed by dental undergraduates and their clinical teachers.

    Science.gov (United States)

    Davies, B R; Leung, A N; Dunne, S M; Dillon, J; Blum, I R

    2017-02-01

    This study explores the selective use of video as a medium to support reflective processes as related to dental undergraduate learning. With the objective of developing and enhancing high-quality adult dental care, the use of compiled video materials created in an undergraduate clinical setting was investigated. Video cameras were used to capture elements of reflection-in-action and reflection-on-action typically found during everyday clinical practice. 'Gold standard' or 'textbook outcomes' are rarely, if ever, fully achieved in dental practice. Real-life clinical experiences offer challenges and opportunities for both teachers and students to engage with reflective learning processes. The materials generated allowed for an experience of individual reflective learning and the creation of a data bank or archive with potential use for the benefit of a wider student cohort. Various aspects of the students' views and comments on the process of reflection were reported and explored by means of a semi-structured focus group moderated by a linked educational advisor. © 2015 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  15. Principal Leadership for Technology-enhanced Learning in Science

    Science.gov (United States)

    Gerard, Libby F.; Bowyer, Jane B.; Linn, Marcia C.

    2008-02-01

    Reforms such as technology-enhanced instruction require principal leadership. Yet, many principals report that they need help to guide implementation of science and technology reforms. We identify strategies for helping principals provide this leadership. A two-phase design is employed. In the first phase we elicit principals' varied ideas about the Technology-enhanced Learning in Science (TELS) curriculum materials being implemented by teachers in their schools, and in the second phase we engage principals in a leadership workshop designed based on the ideas they generated. Analysis uses an emergent coding scheme to categorize principals' ideas, and a knowledge integration framework to capture the development of these ideas. The analysis suggests that principals frame their thinking about the implementation of TELS in terms of: principal leadership, curriculum, educational policy, teacher learning, student outcomes and financial resources. They seek to improve their own knowledge to support this reform. The principals organize their ideas around individual school goals and current political issues. Principals prefer professional development activities that engage them in reviewing curricula and student work with other principals. Based on the analysis, this study offers guidelines for creating learning opportunities that enhance principals' leadership abilities in technology and science reform.

  16. Interactive Video, The Next Step

    Science.gov (United States)

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

    2012-12-01

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

  17. Full-frame video stabilization with motion inpainting.

    Science.gov (United States)

    Matsushita, Yasuyuki; Ofek, Eyal; Ge, Weina; Tang, Xiaoou; Shum, Heung-Yeung

    2006-07-01

    Video stabilization is an important video enhancement technology which aims at removing annoying shaky motion from videos. We propose a practical and robust approach of video stabilization that produces full-frame stabilized videos with good visual quality. While most previous methods end up with producing smaller size stabilized videos, our completion method can produce full-frame videos by naturally filling in missing image parts by locally aligning image data of neighboring frames. To achieve this, motion inpainting is proposed to enforce spatial and temporal consistency of the completion in both static and dynamic image areas. In addition, image quality in the stabilized video is enhanced with a new practical deblurring algorithm. Instead of estimating point spread functions, our method transfers and interpolates sharper image pixels of neighboring frames to increase the sharpness of the frame. The proposed video completion and deblurring methods enabled us to develop a complete video stabilizer which can naturally keep the original image quality in the stabilized videos. The effectiveness of our method is confirmed by extensive experiments over a wide variety of videos.

  18. 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…

  19. 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…

  20. 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…

  1. 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…

  2. 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…

  3. 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 ...

  4. International Workshop on Evidence-Based Technology Enhanced Learning

    CERN Document Server

    Gennari, Rosella; Marenzi, Ivana; Prieta, Fernando; Rodríguez, Juan

    2012-01-01

    Research on Technology Enhanced Learning (TEL) investigates how information and communication technologies can be designed in order to support pedagogical activities. The workshop proceedings collects contributions concerning evidence based TEL systems, like their design following EBD principles as well as studies or best practices that educators, education stakeholders or psychologists used to diagnose or improve their students' learning skills, including students with specific difficulties. The international ebTEL’12 workshop wants to be a forum in which TEL researchers and practitioners alike can discuss ideas, projects, and lessons related to ebTEL. The workshop takes place in Salamanca, Spain, on March 28th-30th 2012.  

  5. GeoSpatial Workforce Development: enhancing the traditional learning environment in geospatial information technology

    Science.gov (United States)

    Lawhead, Pamela B.; Aten, Michelle L.

    2003-04-01

    The Center for GeoSpatial Workforce Development is embarking on a new era in education by developing a repository of dynamic online courseware authored by the foremost industry experts within the remote sensing and GIS industries. Virtual classrooms equipped with the most advanced instructions, computations, communications, course evaluation, and management facilities amplify these courses to enhance the learning environment and provide rapid feedback between instructors and students. The launch of this program included the objective development of the Model Curriculum by an independent consortium of remote sensing industry leaders. The Center's research and development focus on recruiting additional industry experts to develop the technical content of the courseware and then utilize state-of-the-art technology to enhance their material with visually stimulating animations, compelling audio clips and entertaining, interactive exercises intended to reach the broadest audience possible by targeting various learning styles. The courseware will be delivered via various media: Internet, CD-ROM, DVD, and compressed video, that translates into anywhere, anytime delivery of GeoSpatial Information Technology education.

  6. The application of optical resolution enhancement technology and e-beam direct writing technology in microfabrication

    Science.gov (United States)

    Qiu, Yulin; Chen, Baoqin; Liu, Ming; Xu, Qiuxia; Xue, Lijun; Ren, Liming; Hu, Yong; Long, Shibing; Lu, Jing; Kang, Xiaohui; Li, Ling; Li, Jinru; Tang, Yueke

    2005-01-01

    The Micro-processing & Nano-technology Laboratory at the Institute of Microelectronics, Chinese Academy of Sciences (CAS), is equipped with a GCA 3600F PG&3696, a JBX 6AII & JBX 5000LS EB, and an ETEC MEBES 4700S EB. For a long time we have been engaged in the research and manufacture on Optical Resolution Enhancement Technology (RET) and E-Beam Direct Writing Technology. In this paper the following technologies will be described: PSM, OPC EBDW,EPC,Match & Mixed Lithography technology. Through the application of RET in optical lithography system, we completed the 0.2 um pattern with the g line and I line light source, which is the necessary preparation for 100nm node with 193nm light source. By means of match & mixed lithography and nanofabrication technology, 20nm-50nm gate CMOS transistor and 100nm gate HEMT are successfully developed.

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

    Science.gov (United States)

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

    2013-03-01

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

  8. Environmental policies to enhance technological change in the electricity sector

    Science.gov (United States)

    Sunol Del Rio, Eric

    International agreements on climate change mitigation set quantitative carbon emission reduction targets in a country for a given year with respect to a given base year. A central question is then on what time do the new clean and costly technologies need to start functioning to comply with the agreed targets, and under what incentive does the market implement them. The planner's economic problem is to design an incentive that makes the new clean technology less costly than the vintage polluting facility, at the precise time in order to comply with the agreements at minimum cost. Chapter 1 reviews the literature on efficient allocation of pollution, discussing its validity to explain induced technological change. It then presents a simple model of technological change showing that market power determes the optimal adoption time of a new technology. Chapter 2 analyzes the effectiveness of carbon costs in accelerating technological change under different paths of technological progress. Furthermore, the paper examines the influence of market conditions. It shows that emission charges do reduce the firm's optimal adoption time when investment cost paths for the new technology are convex. On the contrary, emission charges may delay the optimal the switching time of a technology when the investment cost path is concave. Chapter 3 explores the results of Chapter 2 in an agent-based model. Simulations of firms adjusting their output a la Cournot show that the effectiveness of carbon costs in accelerating technological change is highly dependant on the number of firms in the market. Moreover, the shape of the technological progress curve is determinant: the effects of carbon charges are not linear on carbon price, and become more uncertain the more concave the investment cost path is. These results show that policies aiming at internalizing pollution costs enhance technological change at very different rates, depending on the actual market conditions in the industry and

  9. Development and evaluation of online video teaching resources to enhance student knowledge of livestock handling.

    Science.gov (United States)

    Klupiec, C; Pope, S; Taylor, R; Carroll, D; Ward, M H; Celi, P

    2014-07-01

    To evaluate the effectiveness of online audiovisual materials to support the acquisition of animal handling skills by students of veterinary and animal science. A series of video clips (Livestock Handling modules) demonstrating livestock handling procedures was created and delivered online to students enrolled in the Faculty of Veterinary Science, University of Sydney. The effectiveness of these modules for supporting student learning was evaluated via an online survey. The survey also sought feedback on how students could be better prepared for handling livestock. The survey indicated that students found the videos a useful part of their learning experience, particularly by familiarising them with correct handling procedures and emphasising the importance of safety when handling livestock. Students also highlighted that online delivery supported flexible learning. Suggested improvements of the Livestock Handling modules centred around broadening the content of the videos and improving the user-friendliness of online access. Student feedback regarding how the Faculty could better prepare them for livestock handling was dominated by requests for more opportunities to practise animal handling using live animals. The Livestock Handling audiovisual tool is a valuable supplementary resource for developing students' proficiency in safe and effective handling of livestock. However, the results also clearly reveal a perception by students that more hands-on experience is required for acquisition of animal handling skills. These findings will inform future development of the Faculty's animal handling program. © 2014 Australian Veterinary Association.

  10. Earlier visual N1 latencies in expert video-game players: a temporal basis of enhanced visuospatial performance?

    Directory of Open Access Journals (Sweden)

    Andrew J Latham

    Full Text Available Increasing behavioural evidence suggests that expert video game players (VGPs show enhanced visual attention and visuospatial abilities, but what underlies these enhancements remains unclear. We administered the Poffenberger paradigm with concurrent electroencephalogram (EEG recording to assess occipital N1 latencies and interhemispheric transfer time (IHTT in expert VGPs. Participants comprised 15 right-handed male expert VGPs and 16 non-VGP controls matched for age, handedness, IQ and years of education. Expert VGPs began playing before age 10, had a minimum 8 years experience, and maintained playtime of at least 20 hours per week over the last 6 months. Non-VGPs had little-to-no game play experience (maximum 1.5 years. Participants responded to checkerboard stimuli presented to the left and right visual fields while 128-channel EEG was recorded. Expert VGPs responded significantly more quickly than non-VGPs. Expert VGPs also had significantly earlier occipital N1s in direct visual pathways (the hemisphere contralateral to the visual field in which the stimulus was presented. IHTT was calculated by comparing the latencies of occipital N1 components between hemispheres. No significant between-group differences in electrophysiological estimates of IHTT were found. Shorter N1 latencies may enable expert VGPs to discriminate attended visual stimuli significantly earlier than non-VGPs and contribute to faster responding in visual tasks. As successful video-game play requires precise, time pressured, bimanual motor movements in response to complex visual stimuli, which in this sample began during early childhood, these differences may reflect the experience and training involved during the development of video-game expertise, but training studies are needed to test this prediction.

  11. Technology-enhanced learning in transnational higher education.

    Science.gov (United States)

    Arunasalam, Nirmala

    2016-11-24

    Some university schools of nursing in Australia and the UK have developed collaborative links with Malaysia to deliver part-time Transnational Higher Education (TNHE) post-registration top-up nursing degree courses. It enables nurses trained to diploma level to upgrade to a degree qualification. The views of 18 Malaysian nurses who had studied with one Australian and two UK TNHE universities were explored using a hermeneutic phenomenological approach. Participants recruited via convenience and snowball sampling methods were interviewed in English and Bahasa Malaysia (Malaysian language). Thematic analysis were used to analyse data. Findings indicated nurses' frustration with technology-enhanced teaching and learning and a lack of support throughout the programme. Although nurses developed confidence in using computer technology, they remained disappointed with the level of academic support. The data and some useful strategies outlined provide important insights for TNHE providers, the Malaysian Nursing Board and private hospital employers to consider for enhancing nurses learning and experiences.

  12. Using Technology to Enhance Patient-Physician Interactions.

    Science.gov (United States)

    Voran, David

    2017-05-01

    The computer is an integral part of a clinical office examination room. How a physician simultaneously uses the computer and interacts with patients will either enhance or deter patient engagement in areas of health maintenance and rehabilitation. With the growing emphasis on patient-centered care and management of chronic health conditions, patient engagement plays an ever-increasing role in U.S. health care. This paper reviews and discusses the 4 broad factors that influence the traditional physician-patient examination room interaction: physician computer/technology skills and dexterity, verbal and nonverbal communication, design and spatial arrangement, and hardware considerations. If used effectively, in-room technology will both enhance patient care and engender a greater degree of patient trust in their provider. Copyright © 2017 American Academy of Physical Medicine and Rehabilitation. Published by Elsevier Inc. All rights reserved.

  13. Enhanced surrogate models for statistical design exploiting space mapping technology

    DEFF Research Database (Denmark)

    Koziel, Slawek; Bandler, John W.; Mohamed, Achmed S.

    2005-01-01

    We present advances in microwave and RF device modeling exploiting Space Mapping (SM) technology. We propose new SM modeling formulations utilizing input mappings, output mappings, frequency scaling and quadratic approximations. Our aim is to enhance circuit models for statistical analysis...... and yield-driven design. We illustrate our results using a capacitively-loaded two-section impedance transformer, a single-resonator waveguide filter and a six-section H-plane waveguide filter....

  14. Machine Teaching -- A Machine Learning Approach to Technology Enhanced Learning

    OpenAIRE

    Weimer, Markus

    2010-01-01

    Many applications of Technology Enhanced Learning are based on strong assumptions: Knowledge needs to be standardized, structured and most of all externalized into learning material that preferably is annotated with meta-data for efficient re-use. A vast body of valuable knowledge does not meet these assumptions, including informal knowledge such as experience and intuition that is key to many complex activities. We notice that knowledge, even if not standardized, structured and externalized,...

  15. Using High-Fidelity Simulation and Video-Assisted Debriefing to Enhance Obstetrical Hemorrhage Mock Code Training.

    Science.gov (United States)

    Jacobs, Peggy J

    The purpose of this descriptive, one-group posttest study was to explore the nursing staff's perception of the benefits of using high-fidelity simulation during mandated obstetrical hemorrhage mock code training. In addition, the use of video-assisted debriefing was used to enhance the nursing staff's evaluation of their communication and teamwork processes during a simulated obstetrical crisis. The convenience sample of 84 members of the nursing staff consented to completing data collection forms and being videotaped during the simulation. Quantitative results for the postsimulation survey showed that 93% of participants agreed or totally agreed that the use of SimMan made the simulation more realistic and enhanced learning and that debriefing and the use of videotaped playback improved their evaluation of team communication. Participants derived greatest benefit from reviewing their performance on videotape and discussing it during postsimulation debriefing. Simulation with video-assisted debriefing offers hospital educators the ability to evaluate team processes and offer support to improve teamwork with the ultimate goal of improving patient outcomes during obstetrical hemorrhage.

  16. In the here and now: enhanced motor corticospinal excitability in novices when watching live compared to video recorded dance.

    Science.gov (United States)

    Jola, Corinne; Grosbras, Marie-Hélène

    2013-01-01

    Enhanced motor corticospinal excitability (MCE) in passive action observation is thought to signify covert motor resonance with the actions seen. Actions performed by others are an important social stimulus and thus, motor resonance is prevalent during social interaction. However, most studies employ simple/short snippets of recorded movements devoid of any real-life social context, which has recently been criticized for lacking ecological validity. Here, we investigated whether the co-presence of the actor and the spectator has an impact on motor resonance by comparing novices' MCE for the finger (FDI) and the arm (ECR) with single-pulse transcranial magnetic stimulation when watching five-minute solos of ballet dance, Bharatanatyam (Indian dance) and an acting control condition either live or on video. We found that (1) MCE measured in the arm muscle was significantly enhanced in the live compared to the video condition, (2) differences across performances were only evident in the live condition, and (3) our novices reported enjoying the live presentations significantly more. We suggest that novice spectators' MCE is susceptible to the performers' live presence.

  17. Writing/Thinking in Real Time: Digital Video and Corpus Query Analysis

    Science.gov (United States)

    Park, Kwanghyun; Kinginger, Celeste

    2010-01-01

    The advance of digital video technology in the past two decades facilitates empirical investigation of learning in real time. The focus of this paper is the combined use of real-time digital video and a networked linguistic corpus for exploring the ways in which these technologies enhance our capability to investigate the cognitive process of…

  18. A Process-Oriented Model for Technology-Enhanced Learning

    Science.gov (United States)

    Bonanno, Philip

    A process-oriented model is developed to underpin the initiatives in technology-enhanced learning currently introduced in the Faculty of Education, University of Malta. The need for such initiatives is highlighted considering the educational, economical and social needs of the country. These needs demand a technology-intensive, flexible, learner-oriented approach to education and training. More important they need to be based on an innovative methodology that focuses on learning processes and interactions rather than subject content only. Based on recommendations from different fields of research a process-oriented approach is proposed that considers dimensions and levels of interactions. Interactions are categorized along the domain, technology and community dimensions and across three pedagogical levels - novice, competent and expert learners each having characteristic learning needs. The model is used to develop a programme in TEL integrating epistemology, pedagogy, design principles with use of digital tools.

  19. Enhancing technological innovation in small firms: Role of collaboration

    Science.gov (United States)

    Singh, D.; Khamba, J. S.; Nanda, T.

    2014-07-01

    Contribution of Micro-Small and Medium Enterprises (MSMEs) is highly remarkable in the overall industrial economy of the country. In recent years, the MSME sector has consistently registered higher growth rate compared to the overall industrial sector. With its agility and dynamism, the sector has shown admirable innovativeness and adaptability to survive the recent economic downturn and recession. However, MSMEs growth rate is still at low level. Therefore, it becomes essential for organizations to adopt new technologies or upgrade existing setup to meet continuously changing global market and fulfill customer needs. This paper explores the relationships between different collaboration networks and technological innovation of small firms through an extensive review of literature. The study finds that collaboration with larger enterprises, R&D institutions, universities and government agencies play a significant role in enhancing technological innovation in small firms.

  20. Updated Heliostorm Warning Mission: Enhancements Based on New Technology

    Science.gov (United States)

    Young, Roy M.

    2010-01-01

    The Heliostorm (also referred to as Geostorm) mission has been regarded as the best choice for the first application of solar sail technology. The objective of Heliostorm is to obtain data from an orbit station slightly displaced from the ecliptic at or nearer to the Sun than 0.98 AU, which places it twice as close to the sun as Earth's natural L1 point at 0.993 AU. Heliostorm has been the subject of several mission studies over the past decade, with the most complete study conducted in 1999 in conjunction with a proposed New Millennium Program (NMP) Space Technology 5 (ST-5) flight opportunity. Recently, over a two and one-half year period dating from 2002 through 2005, NASA s In-Space Propulsion Technology Program (ISTP) matured solar sail technology from laboratory components to fully integrated systems, demonstrated in as relevant a space environment as could feasibly be simulated on the ground. Work under this program has yielded promising results for enhanced Heliostorm mission performance. This paper will present the preliminary results of an updated Heliostorm mission design study including the enhancements incorporated during the design, development, analysis and testing of the system ground demonstrator.

  1. 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…

  2. From assistive to enhancing technology: should the treatment-enhancement distinction apply to future assistive and augmenting technologies?

    Science.gov (United States)

    Minerva, Francesca; Giubilini, Alberto

    2017-10-14

    The treatment-enhancement distinction is often used to delineate acceptable and unacceptable medical interventions. It is likely that future assistive and augmenting technologies will also soon develop to a level that they might be considered to provide users, in particular those with disabilities, with abilities that go beyond natural human limits, and become in effect an enhancing technology. In this paper, we describe how this process might take place, and discuss the moral implications of such developments. We argue that such developments are morally acceptable and indeed desirable. © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2017. All rights reserved. No commercial use is permitted unless otherwise expressly granted.

  3. 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.

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

    OpenAIRE

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

    2017-01-01

    I Brage finner du siste tekst-versjon av artikkelen, og den kan inneholde ubetydelige forskjeller fra forlagets pdf-versjon. Forlagets pdf-versjon finner du på www.nsca.com / In Brage you'll find the final text version of the article, and it may contain insignificant differences from the journal's pdf version. The definitive version is available at www.nsca.com Weightlifting technique can be objectively assessed from two-dimensional video recordings. Despite its importance, participants’ b...

  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. Technology Survey for Enhancement of Chemical Biological Radiological and Nuclear Respiratory Protection

    National Research Council Canada - National Science Library

    Richardson, Aaron W; Hofacre, Kent C; Gardner, Paul D

    2008-01-01

    A technology survey was conducted to identify enhancement technologies that offer the most promise for significant advancements in chemical, biological, radiological, and nuclear individual respiratory protection...

  7. RealityFlythrough: Enhancing Situational Awareness for Medical Response to Disasters Using Ubiquitous Video

    Science.gov (United States)

    McCurdy, Neil J.; Griswold, William G; Lenert, Leslie A.

    2005-01-01

    The first moments at a disater scene are chaotic. The command center initially operates with little knowledge of hazards, geography and casualties, building up knowledge of the event slowly as information trickles in by voice radio channels. RealityFlythrough is a tele-presence system that stitches together live video feeds in real-time, using the principle of visual closure, to give command center personnel the illusion of being able to explore the scene interactively by moving smoothly between the video feeds. Using RealityFlythrough, medical, fire, law enforcement, hazardous materials, and engineering experts may be able to achieve situational awareness earlier, and better manage scarce resources. The RealityFlythrough system is composed of camera units with off-the-shelf GPS and orientation systems and a server/viewing station that offers access to images collected by the camera units in real time by position/orientation. In initial field testing using an experimental mesh 802.11 wireless network, two camera unit operators were able to create an interactive image of a simulated disaster scene in about five minutes. PMID:16779092

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

    Science.gov (United States)

    Krishnasamy, Hariharan N.

    2016-08-01

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

  9. Title: Using Video to Enhance a Citizen Science Program: Digital Earth Watch And The Picture Post Network

    Science.gov (United States)

    Smith, J. D.; Beaudry, J.; Schloss, A. L.; Pickle, J.

    2012-12-01

    Digital Earth Watch (DEW) involves individuals, schools, organizations and communities in a systematic monitoring project of their local environment, especially vegetation health. The DEW Picture Post network offers people the means to make and share their own observations. A Picture Post is an easy-to-use and inexpensive platform for repeatedly taking digital photographs as a standardized set of images of the entire 360° landscape, which then can be shared over the Internet on the Picture Post website. This simple concept has the potential to create a wealth of information and data on changing environmental conditions, which is important for a society grappling with the effects of climate change. As a web-based program, it is critical to bring in new participants and to convey technical, scientific, and participant information with little or no human interaction. Once they get going, it is also important to keep participants engaged by getting their feedback as well as by sharing their experiences. This presentation will demonstrate our use of video to enhance the program, in particular the power of video for teaching skills needed to start up and contribute to a picture post, to convey findings and other scientific information collected at picture posts, and to engage participants and the community in an ongoing effort in monitoring and understanding their local environment and changing conditions. A DEW video library is being developed by a collaborative effort led by the University of New Hampshire with the University of Southern Maine, and Concord Academy. We invite individuals, schools, informal education centers, groups and communities to join: visit us atPicture Post is supported by NASA

  10. Using Video Games to Enhance Motivation States in Online Education: Protocol for a Team-Based Digital Game.

    Science.gov (United States)

    Janssen, Anna; Shaw, Tim; Goodyear, Peter

    2015-09-28

    Video and computer games for education have been of interest to researchers for several decades. Over the last half decade, researchers in the health sector have also begun exploring the value of this medium. However, there are still many gaps in the literature regarding the effective use of video and computer games in medical education, particularly in relation to how learners interact with the platform, and how the games can be used to enhance collaboration. The objective of the study is to evaluate a team-based digital game as an educational tool for engaging learners and supporting knowledge consolidation in postgraduate medical education. A mixed methodology will be used in order to establish efficacy and level of motivation provided by a team-based digital game. Second-year medical students will be recruited as participants to complete 3 matches of the game at spaced intervals, in 2 evenly distributed teams. Prior to playing the game, participants will complete an Internet survey to establish baseline data. After playing the game, participants will voluntarily complete a semistructured interview to establish motivation and player engagement. Additionally, metrics collected from the game platform will be analyzed to determine efficacy. The research is in the preliminary stages, but thus far a total of 54 participants have been recruited into the study. Additionally, a content development group has been convened to develop appropriate content for the platform. Video and computer games have been demonstrated to have value for educational purposes. Significantly less research has addressed how the medium can be effectively utilized in the health sector. Preliminary data from this study would suggest there is an interest in games for learning in the medical student body. As such, it is beneficial to undertake further research into how these games teach and engage learners in order to evaluate their role in tertiary and postgraduate medical education in the future.

  11. Using Video Games to Enhance Motivation States in Online Education: Protocol for a Team-Based Digital Game

    Science.gov (United States)

    Shaw, Tim; Goodyear, Peter

    2015-01-01

    Background Video and computer games for education have been of interest to researchers for several decades. Over the last half decade, researchers in the health sector have also begun exploring the value of this medium. However, there are still many gaps in the literature regarding the effective use of video and computer games in medical education, particularly in relation to how learners interact with the platform, and how the games can be used to enhance collaboration. Objective The objective of the study is to evaluate a team-based digital game as an educational tool for engaging learners and supporting knowledge consolidation in postgraduate medical education. Methods A mixed methodology will be used in order to establish efficacy and level of motivation provided by a team-based digital game. Second-year medical students will be recruited as participants to complete 3 matches of the game at spaced intervals, in 2 evenly distributed teams. Prior to playing the game, participants will complete an Internet survey to establish baseline data. After playing the game, participants will voluntarily complete a semistructured interview to establish motivation and player engagement. Additionally, metrics collected from the game platform will be analyzed to determine efficacy. Results The research is in the preliminary stages, but thus far a total of 54 participants have been recruited into the study. Additionally, a content development group has been convened to develop appropriate content for the platform. Conclusions Video and computer games have been demonstrated to have value for educational purposes. Significantly less research has addressed how the medium can be effectively utilized in the health sector. Preliminary data from this study would suggest there is an interest in games for learning in the medical student body. As such, it is beneficial to undertake further research into how these games teach and engage learners in order to evaluate their role in tertiary

  12. Technology strategy for enhanced recovery; Technology Target Areas; TTA3 - enhanced recovery

    Energy Technology Data Exchange (ETDEWEB)

    2007-07-01

    The Norwegian Continental Shelf (NCS) is facing new challenges in reserve replacement and improved recovery in order to maintain the overall oil production rate from the area. A new target for an increase in oil reserves of 800 million Sm3 of oil (5 billion barrels) by year 2015 has been set by NPD. This is an ambitious goal considering several of the large fields are on a steep decline, and most of the recent discoveries are relatively small. A significant part of these increased reserves will have to come from fields currently on production, from reservoir areas that have been partly or fully swept, and it is therefore evident that Enhanced Oil Recovery (EOR) methods have to play a key role in achieving this target. EOR methods can be divided into gas based EOR methods and water based EOR methods. Thermal methods are not considered applicable on the NCS due to the relatively light oils present, and the depth of the reservoirs. Gas Based EOR; Water Based EOR; CO{sub 2} injection; Surfactants; Air injection; Polymer; Nitrogen injection; Alkaline; Flue gas injection; Polymer gels; WAG; MEOR; FAWAG. The former OG21 strategy document gave high priority to Water Alternating Gas (WAG) methods and CO{sub 2} injection for enhanced recovery. A lot of research and development and evaluation projects on CO{sub 2} injection were launched and are on-going, most of these are being CO{sub 2} WAG studies. The main challenge now in order to realize CO{sub 2} injection on the NCS is on CO{sub 2} availability and transport. It is also believed that increasing gas prices will limit the availability of hydrocarbon gas for injection purposes in the future. There is, however, a clear need for developing alternative cost efficient EOR methods that can improve the sweep efficiency significantly. Since a majority of the fields on the NCS are being produced under water flooding (or WAG), methods that can improve the water flooding efficiency by chemical additives are of special interest and

  13. 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…

  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. Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial

    Science.gov (United States)

    Ballesteros, Soledad; Prieto, Antonio; Mayas, Julia; Toril, Pilar; Pita, Carmen; Ponce de León, Laura; Reales, José M.; Waterworth, John

    2014-01-01

    Age-related cognitive and brain declines can result in functional deterioration in many cognitive domains, dependency, and dementia. A major goal of aging research is to investigate methods that help to maintain brain health, cognition, independent living and wellbeing in older adults. This randomized controlled study investigated the effects of 20 1-h non-action video game training sessions with games selected from a commercially available package (Lumosity) on a series of age-declined cognitive functions and subjective wellbeing. Two groups of healthy older adults participated in the study, the experimental group who received the training and the control group who attended three meetings with the research team along the study. Groups were similar at baseline on demographics, vocabulary, global cognition, and depression status. All participants were assessed individually before and after the intervention, or a similar period of time, using neuropsychological tests and laboratory tasks to investigate possible transfer effects. The results showed significant improvements in the trained group, and no variation in the control group, in processing speed (choice reaction time), attention (reduction of distraction and increase of alertness), immediate and delayed visual recognition memory, as well as a trend to improve in Affection and Assertivity, two dimensions of the Wellbeing Scale. Visuospatial working memory (WM) and executive control (shifting strategy) did not improve. Overall, the current results support the idea that training healthy older adults with non-action video games will enhance some cognitive abilities but not others. PMID:25352805

  16. Augmenting real-time video with virtual models for enhanced visualization for simulation, teaching, training and guidance

    Science.gov (United States)

    Potter, Michael; Bensch, Alexander; Dawson-Elli, Alexander; Linte, Cristian A.

    2015-03-01

    In minimally invasive surgical interventions direct visualization of the target area is often not available. Instead, clinicians rely on images from various sources, along with surgical navigation systems for guidance. These spatial localization and tracking systems function much like the Global Positioning Systems (GPS) that we are all well familiar with. In this work we demonstrate how the video feed from a typical camera, which could mimic a laparoscopic or endoscopic camera used during an interventional procedure, can be used to identify the pose of the camera with respect to the viewed scene and augment the video feed with computer-generated information, such as rendering of internal anatomy not visible beyond the imaged surface, resulting in a simple augmented reality environment. This paper describes the software and hardware environment and methodology for augmenting the real world with virtual models extracted from medical images to provide enhanced visualization beyond the surface view achieved using traditional imaging. Following intrinsic and extrinsic camera calibration, the technique was implemented and demonstrated using a LEGO structure phantom, as well as a 3D-printed patient-specific left atrial phantom. We assessed the quality of the overlay according to fiducial localization, fiducial registration, and target registration errors, as well as the overlay offset error. Using the software extensions we developed in conjunction with common webcams it is possible to achieve tracking accuracy comparable to that seen with significantly more expensive hardware, leading to target registration errors on the order of 2 mm.

  17. Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial.

    Science.gov (United States)

    Ballesteros, Soledad; Prieto, Antonio; Mayas, Julia; Toril, Pilar; Pita, Carmen; Ponce de León, Laura; Reales, José M; Waterworth, John

    2014-01-01

    Age-related cognitive and brain declines can result in functional deterioration in many cognitive domains, dependency, and dementia. A major goal of aging research is to investigate methods that help to maintain brain health, cognition, independent living and wellbeing in older adults. This randomized controlled study investigated the effects of 20 1-h non-action video game training sessions with games selected from a commercially available package (Lumosity) on a series of age-declined cognitive functions and subjective wellbeing. Two groups of healthy older adults participated in the study, the experimental group who received the training and the control group who attended three meetings with the research team along the study. Groups were similar at baseline on demographics, vocabulary, global cognition, and depression status. All participants were assessed individually before and after the intervention, or a similar period of time, using neuropsychological tests and laboratory tasks to investigate possible transfer effects. The results showed significant improvements in the trained group, and no variation in the control group, in processing speed (choice reaction time), attention (reduction of distraction and increase of alertness), immediate and delayed visual recognition memory, as well as a trend to improve in Affection and Assertivity, two dimensions of the Wellbeing Scale. Visuospatial working memory (WM) and executive control (shifting strategy) did not improve. Overall, the current results support the idea that training healthy older adults with non-action video games will enhance some cognitive abilities but not others.

  18. 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.

  19. Performance Enhancement of the Patch Antennas Applying Micromachining Technology

    Directory of Open Access Journals (Sweden)

    Mohamed N. Azermanesh

    2007-09-01

    Full Text Available This paper reports on the application of micromachining technology for performance enhancement of two types of compact antennas which are becoming a common practice in microsystems. Shorted patch antennas (SPA and folded shorted patch antennas operating in the 5-6 GHz ISM band, with intended application in short-range wireless communications, are considered. The electrical length of antennas are modified by etching the substrate of the antennas, thus providing a new degree of freedom to control the antenna operating properties, which is the main novelty of our work. The gain and bandwidth of the antennas are increased by increasing the etching depth. However, etching the substrate affects the operating frequency as well. To keep the operating frequency at a pre-specified value, the dimension of the antennas must be increased by deepening the etching depth. Therefore, a trade off between the performance enhancement of the antennas and the dimensional enlargement is required.

  20. Enhancing communication skills for pediatric visits through on-line training using video demonstrations

    Directory of Open Access Journals (Sweden)

    Wissow Larry

    2008-02-01

    Full Text Available Abstract Background Training in communication skills for health professionals is important, but there are substantial barriers to individual in-person training for practicing clinicians. We evaluated the feasibility and desirability of on-line training and sought suggestions for future courses. Methods Based on successful in-person curricula for communication skills and our previous on-line curricula, we created an on-line course consisting of 28 modules (4.75 hours CME credit about communication skills during pediatric visits that included a mental health concern; each module included a brief case, a multiple choice question, an explanation, and a 1–2 minute video demonstrating key skills. Specific communication skills included: greeting, setting an agenda, discussing diagnosis and treatment, and managing negative interactions. The course was announced by emails in spring, 2007; the course was available on-line for 60 days; we aimed to enroll 50 clinicians. Outcomes were analyzed for those who evaluated the course within 75 days of its initial availability. Results Overall, 61 clinicians registered, of whom most were nurses (N = 24, physicians (N = 22, or psychologists or social workers (N = 12. Of the 36 (59% clinicians who evaluated the course, over 85% agreed that all course objectives had been met; over 90% reported greater confidence in greetings and agenda-setting; and over 80% reported greater confidence in discussing diagnosis and treatment and managing negative interactions. Nearly all, 97% would recommend the course to other clinicians and trainees. Suggestions for improvement included a library of additional video vignettes and written materials to accompany the on-line training. Conclusion On-line training in communication skills for pediatric mental health visits is feasible, desirable and associated with increased confidence in key skills. Positive feedback from clinicians suggests that a comparison of on-line versus in

  1. Enhancing OSCE preparedness with video exemplars in undergraduate nursing students. A mixed method study.

    Science.gov (United States)

    Massey, D; Byrne, J; Higgins, N; Weeks, B; Shuker, M-A; Coyne, E; Mitchell, M; Johnston, A N B

    2017-07-01

    Objective structured clinical examinations (OSCEs) are designed to assess clinical skill performance and competency of students in preparation for 'real world' clinical responsibilities. OSCEs are commonly used in health professional education and are typically associated with high levels of student anxiety, which may present a significant barrier to performance. Students, including nursing students, have identified that flexible access to exemplar OSCEs might reduce their anxiety and enable them to better prepare for such examinations. To implement and evaluate an innovative approach to preparing students for OSCEs in an undergraduate (registration) acute care nursing course. A set of digitized OSCE exemplars were prepared and embedded in the University-based course website as part of usual course learning activities. Use of the exemplars was monitored, pre and post OSCE surveys were conducted, and qualitative data were collected to evaluate the approach. OSCE grades were also examined. The online OSCE exemplars increased self-rated student confidence, knowledge, and capacity to prepare and provided clarity around assessment expectations. OSCE exemplars were accessed frequently and positively received; but did not impact on performance. Video exemplars aid student preparation for OSCEs, providing a flexible, innovative and clear example of the assessment process. Video exemplars improved self-rated student confidence and understanding of performance expectations, leading to increased engagement and reduced anxiety when preparing for the OSCE, but not overall OSCE performance. Such OSCE exemplars could be used to increase staff capacity and improve the quality of the student learning experience. Crown Copyright © 2017. Published by Elsevier Ltd. All rights reserved.

  2. 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.

  3. Using Multitouch Collaboration Technology to Enhance Social Interaction of Children with High-Functioning Autism.

    Science.gov (United States)

    Gal, Eynat; Lamash, Liron; Bauminger-Zviely, Nirit; Zancanaro, Massimo; Weiss, Patrice L Tamar

    2016-01-01

    Children with high-functioning Autism Spectrum Disorder (HFASD) have major difficulties in social communication skills, which may impact their performance and participation in everyday life. The goal of this study was to examine whether the StoryTable, an intervention paradigm based on a collaborative narrative, multitouch tabletop interface, enhanced social interaction for children with HFASD, and to determine whether the acquired abilities were transferred to behaviors during other tasks. Fourteen boys with HFASD, aged 7-12 years, participated in a 3-week, 11-session intervention. Social interactions during two nonintervention tasks were videotaped at three points in time, one prior to the intervention (pre), a second immediately following the intervention (post) and a third three weeks after the intervention (follow-up). The video-recorded files were coded using the Friendship Observation Scale to ascertain the frequencies of positive and negative social interactions and collaborative play. Differences in these behaviors were tested for significance using nonparametric statistical tests. There were significantly higher rates of positive social interactions and collaborative play, and lower rates of negative social interactions following the intervention suggesting generalization of the social skills learned during the intervention. Improvement was maintained when tested three weeks later. These findings provide support for the use of collaborative technology-based interventions within educational settings to enhance social interaction of children with HFASD.

  4. 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.

  5. 3D video coding: an overview of present and upcoming standards

    Science.gov (United States)

    Merkle, Philipp; Müller, Karsten; Wiegand, Thomas

    2010-07-01

    An overview of existing and upcoming 3D video coding standards is given. Various different 3D video formats are available, each with individual pros and cons. The 3D video formats can be separated into two classes: video-only formats (such as stereo and multiview video) and depth-enhanced formats (such as video plus depth and multiview video plus depth). Since all these formats exist of at least two video sequences and possibly additional depth data, efficient compression is essential for the success of 3D video applications and technologies. For the video-only formats the H.264 family of coding standards already provides efficient and widely established compression algorithms: H.264/AVC simulcast, H.264/AVC stereo SEI message, and H.264/MVC. For the depth-enhanced formats standardized coding algorithms are currently being developed. New and specially adapted coding approaches are necessary, as the depth or disparity information included in these formats has significantly different characteristics than video and is not displayed directly, but used for rendering. Motivated by evolving market needs, MPEG has started an activity to develop a generic 3D video standard within the 3DVC ad-hoc group. Key features of the standard are efficient and flexible compression of depth-enhanced 3D video representations and decoupling of content creation and display requirements.

  6. Fragment, tag, enrich, and send: Enhancing the social sharing of videos

    NARCIS (Netherlands)

    P.S. Cesar Garcia (Pablo Santiago); D.C.A. Bulterman (Dick); A.J. Jansen (Jack); D. Geerts (David); H. Knoche; W. Seager

    2009-01-01

    htmlabstractThe migration of media consumption to personal computers retains distributed social viewing, but only via nonsocial, strictly personal interfaces. This article presents an architecture, and implementation for media sharing that allows for enhanced social interactions among users.

  7. 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

  8. 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.…

  9. 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...

  10. Enhancing Communication of Climate Impacts Assessments: Examples of Local Stories, Animations and Video.

    Science.gov (United States)

    Fitzpatrick, M. F.; Grigholm, B. O.

    2014-12-01

    Comprehensive climate impacts assessments are important vehicles for conveying salient information to the public and policy makers. However, over the last few decades communication of this important information has been hampered for a number of reasons. Firstly, we have a rapidly changing social media landscape, where there are fewer opportunities for in-depth treatment of issues. To compete in this arena, climate information needs to be packaged in sound bites, and much of the nuance and complexity may be lost. Secondly, scientific literacy among the general U.S. population is not particularly high, which creates a barrier to understanding and limits the audiences that can be reached. Thirdly, climate science has been undermined by misinformation over many years often funded by fossil fuel interests. While this latter obstacle is clearly diminishing - largely in the face of evidence from the undeniable climate impacts that are already being seen by communities - there has been much confusion generated to date. Despite the fact that 97% of active climate scientists agree that the planet is warming as a result of human greenhouse gas emission, only 42% of the U.S. population agrees (Pew Research, 2013). In the face of these challenges, much of the work that the Union of Concerned Scientists does to translate climate impacts assessments has shifted to visuals, animations, and videos that people can relate to and connect with more readily. In this session we will share some of the general design features, discuss target audiences, and outline production limitations of several local stories involving videos and animations, as well as present some recent infographics. One example of this work are case studies that focus on sea level rise and involve a local personality who can speak to climate impacts at the community level. We understand the power of visual images and stories in creating messages that stick, and we use this in designing animations that explain the

  11. Enhanced Geothermal Systems (EGS) well construction technology evaluation report.

    Energy Technology Data Exchange (ETDEWEB)

    Capuano, Louis, Jr. (Thermasource Inc.); Huh, Michael; Swanson, Robert (Thermasource Inc.); Raymond, David Wayne; Finger, John Travis; Mansure, Arthur James; Polsky, Yarom; Knudsen, Steven Dell

    2008-12-01

    Electricity production from geothermal resources is currently based on the exploitation of hydrothermal reservoirs. Hydrothermal reservoirs possess three ingredients critical to present day commercial extraction of subsurface heat: high temperature, in-situ fluid and high permeability. Relative to the total subsurface heat resource available, hydrothermal resources are geographically and quantitatively limited. A 2006 DOE sponsored study led by MIT entitled 'The Future of Geothermal Energy' estimates the thermal resource underlying the United States at depths between 3 km and 10 km to be on the order of 14 million EJ. For comparison purposes, total U.S. energy consumption in 2005 was 100 EJ. The overwhelming majority of this resource is present in geological formations which lack either in-situ fluid, permeability or both. Economical extraction of the heat in non-hydrothermal situations is termed Enhanced or Engineered Geothermal Systems (EGS). The technologies and processes required for EGS are currently in a developmental stage. Accessing the vast thermal resource between 3 km and 10 km in particular requires a significant extension of current hydrothermal practice, where wells rarely reach 3 km in depth. This report provides an assessment of well construction technology for EGS with two primary objectives: (1) Determining the ability of existing technologies to develop EGS wells. (2) Identifying critical well construction research lines and development technologies that are likely to enhance prospects for EGS viability and improve overall economics. Towards these ends, a methodology is followed in which a case study is developed to systematically and quantitatively evaluate EGS well construction technology needs. A baseline EGS well specification is first formulated. The steps, tasks and tools involved in the construction of this prospective baseline EGS well are then explicitly defined by a geothermal drilling contractor in terms of sequence, time and

  12. Enhancing reading performance through action video games: the role of visual attention span.

    Science.gov (United States)

    Antzaka, A; Lallier, M; Meyer, S; Diard, J; Carreiras, M; Valdois, S

    2017-11-06

    Recent studies reported that Action Video Game-AVG training improves not only certain attentional components, but also reading fluency in children with dyslexia. We aimed to investigate the shared attentional components of AVG playing and reading, by studying whether the Visual Attention (VA) span, a component of visual attention that has previously been linked to both reading development and dyslexia, is improved in frequent players of AVGs. Thirty-six French fluent adult readers, matched on chronological age and text reading proficiency, composed two groups: frequent AVG players and non-players. Participants performed behavioural tasks measuring the VA span, and a challenging reading task (reading of briefly presented pseudo-words). AVG players performed better on both tasks and performance on these tasks was correlated. These results further support the transfer of the attentional benefits of playing AVGs to reading, and indicate that the VA span could be a core component mediating this transfer. The correlation between VA span and pseudo-word reading also supports the involvement of VA span even in adult reading. Future studies could combine VA span training with defining features of AVGs, in order to build a new generation of remediation software.

  13. Integrating Internet Video Conferencing Techniques and Online Delivery Systems with Hybrid Classes to Enhance Student Interaction and Learning in Accelerated Programs

    Science.gov (United States)

    Beckwith, E. George; Cunniff, Daniel T.

    2009-01-01

    Online course enrollment has increased dramatically over the past few years. The authors cite the reasons for this rapid growth and the opportunities open for enhancing teaching/learning techniques such as video conferencing and hybrid class combinations. The authors outlined an example of an accelerated learning, eight-class session course…

  14. 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.

  15. Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial

    Directory of Open Access Journals (Sweden)

    Soledad eBallesteros

    2014-10-01

    Full Text Available Age-related cognitive and brain declines can result in functional deterioration in many cognitive domains, dependency, and dementia. A major goal of aging research is to investigate methods that help to maintain brain health, cognition, independent living and wellbeing in older adults. This randomized controlled study investigated the effects of 20 1-hr non-action video game training sessions with games selected from a commercially available package (Lumosity on a series of age-declined cognitive functions and subjective wellbeing. Two groups of healthy older adults participated in the study, the experimental group who received the training and the control group who attended three meetings with the research team along the study. Groups were similar at baseline on demographics, vocabulary, global cognition, and depression status. All participants were assessed individually before and after the intervention, or a similar period of time, using neuropsychological tests and laboratory tasks to investigate possible transfer effects. The results showed significant improvements in the trained group, and no variation in the control group, in processing speed (choice reaction time, attention (reduction of distraction and increase of alertness, immediate and delayed visual recognition memory, as well as a trend to improve in Affection and Assertivity, two dimensions of the Wellbeing Scale. Visuospatial working memory (WM and executive control (shifting strategy did not improve. Overall, the current results support the idea that training healthy older adults with non-action video games will enhance some cognitive abilities but not others. Trial Registration: ClinicalTrials.gov identifier NCT02007616http://clinicaltrials.gov/show/NCT02007616

  16. Efficient Hybrid Watermarking Scheme for Security and Transmission Bit Rate Enhancement of 3D Color-Plus-Depth Video Communication

    Science.gov (United States)

    El-Shafai, W.; El-Rabaie, S.; El-Halawany, M.; Abd El-Samie, F. E.

    2018-03-01

    Three-Dimensional Video-plus-Depth (3DV + D) comprises diverse video streams captured by different cameras around an object. Therefore, there is a great need to fulfill efficient compression to transmit and store the 3DV + D content in compressed form to attain future resource bounds whilst preserving a decisive reception quality. Also, the security of the transmitted 3DV + D is a critical issue for protecting its copyright content. This paper proposes an efficient hybrid watermarking scheme for securing the 3DV + D transmission, which is the homomorphic transform based Singular Value Decomposition (SVD) in Discrete Wavelet Transform (DWT) domain. The objective of the proposed watermarking scheme is to increase the immunity of the watermarked 3DV + D to attacks and achieve adequate perceptual quality. Moreover, the proposed watermarking scheme reduces the transmission-bandwidth requirements for transmitting the color-plus-depth 3DV over limited-bandwidth wireless networks through embedding the depth frames into the color frames of the transmitted 3DV + D. Thus, it saves the transmission bit rate and subsequently it enhances the channel bandwidth-efficiency. The performance of the proposed watermarking scheme is compared with those of the state-of-the-art hybrid watermarking schemes. The comparisons depend on both the subjective visual results and the objective results; the Peak Signal-to-Noise Ratio (PSNR) of the watermarked frames and the Normalized Correlation (NC) of the extracted watermark frames. Extensive simulation results on standard 3DV + D sequences have been conducted in the presence of attacks. The obtained results confirm that the proposed hybrid watermarking scheme is robust in the presence of attacks. It achieves not only very good perceptual quality with appreciated PSNR values and saving in the transmission bit rate, but also high correlation coefficient values in the presence of attacks compared to the existing hybrid watermarking schemes.

  17. 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…

  18. Digital innovations and emerging technologies for enhanced recovery programmes

    DEFF Research Database (Denmark)

    Michard, F; Gan, T J; Kehlet, H

    2017-01-01

    .Preoperative physical condition, a major determinant of postoperative outcome, could be optimized with the use of text messages (SMS) or digital applications (Apps) designed to facilitate smoking cessation, modify physical activity, and better manage hypertension and diabetes. Several non-invasive haemodynamic......Enhanced recovery programmes (ERPs) are increasingly used to improve post-surgical recovery. However, compliance to various components of ERPs-a key determinant of success-remains sub-optimal. Emerging technologies have the potential to help patients and caregivers to improve compliance with ERPs......-respiratory function may help in the early detection of clinical deterioration during the postoperative recovery and to address 'failure to rescue'. Activity trackers may be useful to monitor early mobilization, another major element of ERPs. Finally, electronic checklists have been developed to ensure that none...

  19. Knowledge Generation in Technology-Enhanced Health Exhibitions

    DEFF Research Database (Denmark)

    Magnussen, Rikke; Kharlamov, Nikita; Zachariasssen, Maria

    2016-01-01

    This paper presents results from eye-tracking studies of audience interaction and knowledge generation in the technology-enhanced health promotion exhibition PULSE at a science centre in Copenhagen, Denmark. The main purpose of the study was to understand what types of knowledge audiences build...... in health promotion exhibitions designed to include direct physical interaction. The current study is part of the larger PULSE project, which aims to develop innovative health promotion activities that include a science museum exhibition as a key setting. The primary target group is families with children...... the science centre. Eye-tracking glasses and qualitative interviews were used to collect data. Before entering the PULSE exhibition, one adult in each family group and one child in each school group were asked to wear eye-tracking equipment while interacting with various installations. Primarily adult test...

  20. Human Enhancement Technologies. Verso nuovi modelli antropologici Parte I

    Directory of Open Access Journals (Sweden)

    Luca Lo Sapio

    2013-01-01

    Full Text Available This paper deals with the important topic of human enhancement and tries to focus the question under a new perspective. The international debate is focused around two main theoretical positions: bio-conservatorism and techno-enthusiasm. We seem to be forced to choose one or another conception in order to understand the relationship between human beings and technology. The first part of the paper analyzes different authors trying to circumscribe the principal features of each one. We can notice two main paradigms which are incapable to rightly understand the phenomenon we are considering. The relieves emerging in the first part will be suitable to prosecute the analysis in the second part of the work.

  1. Technology Assisted Language Learning is a silver bullet for enhancing Language competence and performance: A Case Study

    Directory of Open Access Journals (Sweden)

    Jameel Ahmad

    2016-11-01

    Full Text Available Technology Assisted Language Learning (TALL is an infallible means to develop profound knowledge and wide range of language skills. It instills in EFL learners an illimitable passion for task-based and skills oriented learning rather than rote memorization. New technological gadgets have commoditized a broad-based learning and teaching avenues and brought the whole learning process to life. A vast variety of authentic online- learning resources, motivational visual prompts, exciting videos, web-based interactivity and customizable language software, email, discussion forums, Skype, Twitter, apps, Internet mobiles, Facebook and YouTube have become obtrusive tools to enhance competence and performance in EFL teaching and learning realms. Technology can also provide various types of scaffolding for students learning to read. Nevertheless, instructors can also enhance their pedagogical effectiveness. However, the main focus of interest in this study is to ascertain to what extent the modern technological devices augment learners’ competence and performance specifically in vocabulary learning, grammatical accuracy and listening/ speaking skills. The remarkable scores of empirical surveys conducted in the present study reveal that TALL does assist learners to improve listening / speaking skills, pronunciation, extensive vocabulary and grammatical accuracy. The findings also manifest that the hybridity, instantaneity and super-diversity of digital learning lay far-reaching impact on learners' motivation for learning and incredibly maneuver learners to immerse in the whole learning process.

  2. Becoming Little Scientists: Technologically-Enhanced Project-Based Language Learning

    Science.gov (United States)

    Dooly, Melinda; Sadler, Randall

    2016-01-01

    This article outlines research into innovative language teaching practices that make optimal use of technology and Computer-Mediated Communication (CMC) for an integrated approach to Project-Based Learning. It is based on data compiled during a 10- week language project that employed videoconferencing and "machinima" (short video clips…

  3. Enhancing Role-Play Activities with Pocket Camcorder Technology: Strategies for Counselor-Educators

    Science.gov (United States)

    Walter, Sara Meghan; Thanasiu, Page L.

    2011-01-01

    Counselor-educators can benefit from specific guidelines and creative suggestions when implementing role-play and technology-related teaching strategies in counseling training programs. Therefore, the purpose of this article is to: (a) discuss the use of role-play and video recording in counselor education; (b) introduce counselor-educators to…

  4. Learning Science Through Digital Video: Views on Watching and Creating Videos

    Science.gov (United States)

    Wade, P.; Courtney, A. R.

    2013-12-01

    In science, the use of digital video to document phenomena, experiments and demonstrations has rapidly increased during the last decade. The use of digital video for science education also has become common with the wide availability of video over the internet. However, as with using any technology as a teaching tool, some questions should be asked: What science is being learned from watching a YouTube clip of a volcanic eruption or an informational video on hydroelectric power generation? What are student preferences (e.g. multimedia versus traditional mode of delivery) with regard to their learning? This study describes 1) the efficacy of watching digital video in the science classroom to enhance student learning, 2) student preferences of instruction with regard to multimedia versus traditional delivery modes, and 3) the use of creating digital video as a project-based educational strategy to enhance learning. Undergraduate non-science majors were the primary focus group in this study. Students were asked to view video segments and respond to a survey focused on what they learned from the segments. Additionally, they were asked about their preference for instruction (e.g. text only, lecture-PowerPoint style delivery, or multimedia-video). A majority of students indicated that well-made video, accompanied with scientific explanations or demonstration of the phenomena was most useful and preferred over text-only or lecture instruction for learning scientific information while video-only delivery with little or no explanation was deemed not very useful in learning science concepts. The use of student generated video projects as learning vehicles for the creators and other class members as viewers also will be discussed.

  5. Recovery rates, enhanced oil recovery and technological limits.

    Science.gov (United States)

    Muggeridge, Ann; Cockin, Andrew; Webb, Kevin; Frampton, Harry; Collins, Ian; Moulds, Tim; Salino, Peter

    2014-01-13

    Enhanced oil recovery (EOR) techniques can significantly extend global oil reserves once oil prices are high enough to make these techniques economic. Given a broad consensus that we have entered a period of supply constraints, operators can at last plan on the assumption that the oil price is likely to remain relatively high. This, coupled with the realization that new giant fields are becoming increasingly difficult to find, is creating the conditions for extensive deployment of EOR. This paper provides a comprehensive overview of the nature, status and prospects for EOR technologies. It explains why the average oil recovery factor worldwide is only between 20% and 40%, describes the factors that contribute to these low recoveries and indicates which of those factors EOR techniques can affect. The paper then summarizes the breadth of EOR processes, the history of their application and their current status. It introduces two new EOR technologies that are beginning to be deployed and which look set to enter mainstream application. Examples of existing EOR projects in the mature oil province of the North Sea are discussed. It concludes by summarizing the future opportunities for the development and deployment of EOR.

  6. S. Johannes in Jerusalem Church: enhancement through technological analysis

    Directory of Open Access Journals (Sweden)

    Andrea Sichi

    2014-10-01

    Full Text Available The research aims to exhaust the store of knowledge on a nearly one thousand years monument through the study and the interpretation of ancient technological devices that have generated unique formal characteristics. The analysis on the church of the Castello della Magione in Poggibonsi, monumental complex near the ancient Via Francigena, face the evolutionary history in an attempt to fill the lack of documentation. Critical observation of the monument, direct survey of technological and structural devices, punctual measurements aimed at verifying the hypothesis, reconstruction carried out in the field and reworking of data in post-production are the distinctive characteristics of the search method. In particular, we have achieved the following results: hypothesis of self-supporting during construction of a brick vault not coeval with the church; formal interpretation of the unique denticular single-lancet window of the church’s main front, that has so far left scholars' curiosity unsatisfied; detection of the method for tracking the monument and the proportional relationships used to its location in relation to the existing context; he explanation of the peculiar and irregular orientation of the church; assumptions about the dating of the monument, still uncertain because of the lack of documents; in general, the complete knowledge of the monument aimed to provide useful tools for the enhancement and for a correct approach in case of any restoration.

  7. Efficiency Enhancement of Silicon Solar Cells by Porous Silicon Technology

    Directory of Open Access Journals (Sweden)

    Eugenijus SHATKOVSKIS

    2012-09-01

    Full Text Available Silicon solar cells produced by a usual technology in p-type, crystalline silicon wafer were investigated. The manufactured solar cells were of total thickness 450 mm, the junction depth was of 0.5 mm – 0.7 mm. Porous silicon technologies were adapted to enhance cell efficiency. The production of porous silicon layer was carried out in HF: ethanol = 1 : 2 volume ratio electrolytes, illuminating by 50 W halogen lamps at the time of processing. The etching current was computer-controlled in the limits of (6 ÷ 14 mA/cm2, etching time was set in the interval of (10 ÷ 20 s. The characteristics and performance of the solar cells samples was carried out illuminating by Xenon 5000 K lamp light. Current-voltage characteristic studies have shown that porous silicon structures produced affect the extent of dark and lighting parameters of the samples. Exactly it affects current-voltage characteristic and serial resistance of the cells. It has shown, the formation of porous silicon structure causes an increase in the electric power created of solar cell. Conversion efficiency increases also respectively to the initial efficiency of cell. Increase of solar cell maximum power in 15 or even more percent is found. The highest increase in power have been observed in the spectral range of Dl @ (450 ÷ 850 nm, where ~ 60 % of the A1.5 spectra solar energy is located. It has been demonstrated that porous silicon technology is effective tool to improve the silicon solar cells performance.DOI: http://dx.doi.org/10.5755/j01.ms.18.3.2428

  8. Piloting Augmented Reality Technology to Enhance Realism in Clinical Simulation.

    Science.gov (United States)

    Vaughn, Jacqueline; Lister, Michael; Shaw, Ryan J

    2016-09-01

    We describe a pilot study that incorporated an innovative hybrid simulation designed to increase the perception of realism in a high-fidelity simulation. Prelicensure students (N = 12) cared for a manikin in a simulation lab scenario wearing Google Glass, a wearable head device that projected video into the students' field of vision. Students reported that the simulation gave them confidence that they were developing skills and knowledge to perform necessary tasks in a clinical setting and that they met the learning objectives of the simulation. The video combined visual images and cues seen in a real patient and created a sense of realism the manikin alone could not provide.

  9. Using Concept Mapping in Video-Based Learning

    Directory of Open Access Journals (Sweden)

    Ömer Faruk VURAL

    2010-12-01

    Full Text Available Video-based learning has been extensively incorporated to enhance instruction. The advanced communication technology has greatly increased the possibilities and relative value of delivering instructional video content in onlineeducation applications. Simple watching instructional video often results in poor learning outcomes. Therefore, current video-based learning resources are used in combination with other teaching methods. Concept mapping, one of teaching methods, can provide another form of this type of interactivity and may enhance the active learning capacity. The new learning tool, which consisted of video viewer, supporting text, and interactive concept map, was developed to investigate the effect of time spent interacting with the learning tool by creating concept maps relate to student achievement. The study results showed that there was no relationship found between student achievement and time spent interacting with the learning tool

  10. Robotic video photogrammetry system

    Science.gov (United States)

    Gustafson, Peter C.

    1997-07-01

    For many years, photogrammetry has been in use at TRW. During that time, needs have arisen for highly repetitive measurements. In an effort to satisfy these needs in a timely manner, a specialized Robotic Video Photogrammetry System (RVPS) was developed by TRW in conjunction with outside vendors. The primary application for the RVPS has strict accuracy requirements that demand significantly more images than the previously used film-based system. The time involved in taking these images was prohibitive but by automating the data acquisition process, video techniques became a practical alternative to the more traditional film- based approach. In fact, by applying video techniques, measurement productivity was enhanced significantly. Analysis involved was also brought `on-board' to the RVPS, allowing shop floor acquisition and delivery of results. The RVPS has also been applied in other tasks and was found to make a critical improvement in productivity, allowing many more tests to be run in a shorter time cycle. This paper will discuss the creation of the system and TRW's experiences with the RVPS. Highlighted will be the lessons learned during these efforts and significant attributes of the process not common to the standard application of photogrammetry for industrial measurement. As productivity and ease of use continue to drive the application of photogrammetry in today's manufacturing climate, TRW expects several systems, with technological improvements applied, to be in use in the near future.

  11. Pulsed magnetic field from video display terminals enhances teratogenic effects of cytosine arabinoside in mice

    Energy Technology Data Exchange (ETDEWEB)

    Chiang, H.; Wu, R.Y.; Shao, B.J.; Fu, Y.D.; Yao, G.D.; Lu, D.J. [Zhejiang Medical Univ. (China)

    1995-05-01

    Eighty-nine Swiss Webster mice were randomly divided into four groups: a control group, a pulsed magnetic field (PMF) group, a cytosine arabinoside (ara-C, a teratogen) group, and a combined PMF + ara-C group. Mice in the PMF and PMF + ara-C groups were irradiated with a PMF (a sawtooth waveform with 52 {mu}s rise time, 12{mu}s decay time, and 15.6 kHz frequency) at a peak magnetic flux density of 40 {mu}T for 4 hours daily on days 6-17 of gestation. The mice in the ara-C and the PMF + ara-C groups were injected intraperitoneally on day 9 of gestation with 10 mg/kg of ara-C. The incidence of resorption and dead fetuses was not affected by PMF but was increased by ara-C injection. The malformation incidence of cleft palate (CP) and/or cleft lip (CL) was significantly higher in all three of the treated groups than in the control group (P < 0.05). If, however, statistical analyses had been done on litters rather than on individual fetuses, they would show that the incidence of CP and/or CL in the PMF group is not significantly greater than that in the control group. A significantly higher incidence of CP and/or CL was found in the PMF + ara-C group (49%) than the ara-C alone group (26.1%). These data suggest that PMF might enhance the development of ara-C-induced CP and/or CL. The incidence of minor variations in skeletal development, including reduction of skeletal calcification and loss of skeleton, was not statistically significant in the PMF group. However, it was higher in the two ara-C-treated groups, and there was no significant difference between the ara-C alone group and the ara-C + PMF group. From these results it is concluded that the very weak embryotoxic effects of PMF exposure may be revealed and enhanced in combination with a teratogenic agent.

  12. A blended learning Grade 12 intervention using DVD technology to enhance the teaching and learning of mathematics

    Directory of Open Access Journals (Sweden)

    Pragashni Padayachee

    2011-10-01

    Full Text Available This article describes the experiences and mathematics performance of Grade 12 learners selected to participate in a mathematics intervention project using digital video disk (DVD technology within a blended learning context. Blended learning in the context of this study is defined as employing a variety of appropriate methods of delivery to enhance the teaching and learning process. DVD technology was used as an ingredient in this blended learning approach, since it is easily available and accessible to the majority of learners and the schools they attend. The study reported on here forms part of a larger study using action research methodology. This article reports on a single stage of the action research: implementing a change to improve the situation and observing the consequences of this action. Mathematics Incubator School Project (ISP learners completed questionnaires with open-ended questions which pertained to their experiences of the blended learning approach. The observations of the facilitators were also recorded. A single school was used as a case study and the mathematics performance of learners who participated in the ISP was compared with that of those who did not. The findings suggest that use of DVD technology in this blended learning approach impacted on mathematics learning and enhanced the mathematics performance of learners.

  13. Use of Short Animal-Themed Videos to Enhance Veterinary Students' Mood, Attention, and Understanding of Pharmacology Lectures.

    Science.gov (United States)

    Kogan, Lori R; Hellyer, Pete; Clapp, Tod R; Suchman, Erica; McLean, Jennifer; Schoenfeld-Tacher, Regina

    2017-09-29

    Professional DVM training is inherently stressful and challenging for students. This study evaluated a simple intervention-short breaks during a veterinary pharmacology lecture course in the form of funny/cute animal videos (Mood Induction Procedures, or MIP)-to assess for potential impact on students' mood, interest in material, and perceived understanding of material. Ten YouTube video clips showing cats or dogs were selected to influence students' affective states. The videos were shown in a required pharmacology class offered during the fall semester of the second year of the DVM program at a large, land-grant institution in the Western US. The student cohort consisted of 133 students (20 males, 113 females). Twenty days of the course were randomly chosen for the study and ranged from weeks 2 to 13 of the semester. Sessions in which the videos were played were alternated with sessions in which no video was played, for a total of 10 video days and 10 control days. There were significant differences in all three post-class assessment measures between the experimental (video) days and the control days. Results suggest that showing short cute animal videos in the middle of class positively affected students' mood, interest in material, and self-reported understanding of material. While the results of this study are limited to one student cohort at one institution, the ease of implementation of the technique and relatively low stakes support incorporation of the MIP technique across a variety of basic and clinical science courses.

  14. 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.

  15. Per un dizionario della ricerca sul Technology Enhanced Learning

    Directory of Open Access Journals (Sweden)

    Nicolas Balacheff

    2012-12-01

    Full Text Available Questo articolo presenta le principali linee di azione di un meta-progetto iniziato nell’ambito della Rete di Eccellenza STELLAR con l’obiettivo di creare e dare struttura a un Thesaurus e a un Dizionario dei termini e delle espressioni in uso nell’ambito della ricerca sul Technology Enhanced Learning (TEL. Questo meta-progetto intende fornire gli strumenti per superare le difficoltà dovute alla ricchezza e alla rapida evoluzione di quest’area di ricerca multidisciplinare, allo scopo di facilitare il coinvolgimento dei ricercatori giovani e di quelli che si accostano per la prima volta a questo settore, nonché di tutti coloro che a vario titolo si interessano al TEL. Il meta-progetto in questione ha anche l’ambizione di facilitare la comunicazione tra individui appartenenti a diverse culture scientifiche e tra le lingue nazionali. Dopo una presentazione delle motivazioni, vengono discussi gli attuali sviluppi del lavoro e presentati i criteri seguiti per le principali scelte effettuate in merito ai metodi e alle tecnologie utilizzate.

  16. 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

  17. 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.

  18. Reviews in instructional video

    NARCIS (Netherlands)

    van der Meij, Hans

    2017-01-01

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

  19. 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…

  20. Digital innovations and emerging technologies for enhanced recovery programmes.

    Science.gov (United States)

    Michard, F; Gan, T J; Kehlet, H

    2017-07-01

    Enhanced recovery programmes (ERPs) are increasingly used to improve post-surgical recovery. However, compliance to various components of ERPs-a key determinant of success-remains sub-optimal. Emerging technologies have the potential to help patients and caregivers to improve compliance with ERPs.Preoperative physical condition, a major determinant of postoperative outcome, could be optimized with the use of text messages (SMS) or digital applications (Apps) designed to facilitate smoking cessation, modify physical activity, and better manage hypertension and diabetes. Several non-invasive haemodynamic monitoring techniques and decision support tools are now available to individualize perioperative fluid management, a key component of ERPs. Objective nociceptive assessment may help to rationalize the use of pain medications, including opioids. Wearable sensors designed to monitor cardio-respiratory function may help in the early detection of clinical deterioration during the postoperative recovery and to address 'failure to rescue'. Activity trackers may be useful to monitor early mobilization, another major element of ERPs. Finally, electronic checklists have been developed to ensure that none of the above-mentioned ERP elements is omitted during the surgical journey.By optimizing compliance to the multiple components of ERPs, digital innovations, non-invasive techniques and wearable sensors have the potential to magnify the clinical and economic benefits of ERPs. Among the growing number of technical innovations, studies are needed to clarify which tools and solutions have real clinical value and are cost-effective. © The Author 2017. Published by Oxford University Press on behalf of the British Journal of Anaesthesia. All rights reserved. For Permissions, please email: journals.permissions@oup.com.

  1. Using Technology-Nested Instructional Strategies to Enhance Student Learning

    Science.gov (United States)

    Lumpkin, Angela; Achen, Rebecca M.; Dodd, Regan K.

    2015-01-01

    Students today expect the use of technology in their classes, rather than have to listen to less-than-engaging lectures. College students are connected electronically and incessant technology consumers. As a result, they may prefer the infusion of technologies to help them learn and enjoy the process of learning, rather than having to listen…

  2. 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...

  3. 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…

  4. Proceedings of the 2nd Workshop on Awareness and Reflection in Technology-Enhanced Learning

    NARCIS (Netherlands)

    Moore, Adam; Pammer, Viktoria; Pannese, Lucia; Prilla, Michael; Rajagopal, Kamakshi; Reinhardt, Wolfgang; Ullman, Thomas; Voigt, Christian

    2013-01-01

    Moore, A., Pammer, V., Pannese, L., Prilla, M., Rajagopal, K., Reinhardt, W., Ullman, Th. D., & Voigt, Ch. (Eds.) (2012). Proceedings of the 2nd Workshop on Awareness and Reflection in Technology Enhanced Learning. In conjunction with the 7th European Conference on Technology Enhanced Learning: 21st

  5. Social network analysis for technology-enhanced learning: review and future directions

    NARCIS (Netherlands)

    Sie, Rory; Ullmann, Thomas; Rajagopal, Kamakshi; Cela, Karina; Bitter-Rijpkema, Marlies; Sloep, Peter

    2013-01-01

    Sie, R. L. L., Ullmann, T. D., Rajagopal, K., Cela, K., Bitter-Rijpkema, M., & Sloep, P. B. (2012). Social network analysis for technology-enhanced learning: review and future directions. International Journal of Technology Enhanced Learning, 4(3/4), 172-190.

  6. Theoretical and practical aspects of self-regulated learning in technology enhanced preschools and primary classrooms

    NARCIS (Netherlands)

    Mooij, Ton

    2012-01-01

    Mooij, T. (2012, 20 September). Theoretical and practical aspects of self-regulated learning in technology enhanced preschools and primary classrooms. Invited presentation for the symposion Self-regulated learning in technology enhanced learning environments at the ‘European Conference on

  7. 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.

  8. We All Stream for Video

    Science.gov (United States)

    Technology & Learning, 2008

    2008-01-01

    More than ever, teachers are using digital video to enhance their lessons. In fact, the number of schools using video streaming increased from 30 percent to 45 percent between 2004 and 2006, according to Market Data Retrieval. Why the popularity? For starters, video-streaming products are easy to use. They allow teachers to punctuate lessons with…

  9. Processing Decoded Video for LCD-LED Backlight Display

    DEFF Research Database (Denmark)

    Nadernejad, Ehsan

    on local LED-LCD backlight. Second, removing the digital video codec artifacts such as blocking and ringing artifacts by post-processing algorithms. A novel algorithm based on image features with optimal balance between visual quality and power consumption was developed. In addition, to remove flickering......The quality of digital images and video signal on visual media such as TV screens and LCD displays is affected by two main factors; the display technology and compression standards. Accurate knowledge about the characteristics of display and the video signal can be utilized to develop advanced...... algorithms for signal (image or video) enhancement. One particular application of such algorithms is the case of LCDs with dynamic local backlight. The thesis addressed two main problems; first, designing algorithms that improve the visual quality of perceived image and video and reduce power consumption...

  10. 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…

  11. 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

  12. Technology-Enhanced Mathematics Education for Creative Engineering Studies

    DEFF Research Database (Denmark)

    Triantafyllou, Eva; Timcenko, Olga

    2014-01-01

    This project explores the opportunities and challenges of integrating digital technologies in mathematics education in creative engineering studies. Students in such studies lack motivation and do not perceive the mathematics the same way as mathematics students do. Digital technologies offer new...... are conceptualized. Then, we are going to apply this field data in designing learning technologies, which will be introduced in university classrooms. The effect of this introduction will be evaluated through educational design experiments....

  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. What Do Students Want? Making Sense of Student Preferences in Technology-Enhanced Learning

    Science.gov (United States)

    Pechenkina, Ekaterina; Aeschliman, Carol

    2017-01-01

    This article, with its focus on university students as intended recipients and users of technological innovations in education, explores student preferences across three dimensions of technology-enhanced learning: mode of instruction; communication; and educational technology tools embedded in learning and teaching activities. The article draws on…

  16. Developing the STS sound pollution unit for enhancing students' applying knowledge among science technology engineering and mathematics

    Science.gov (United States)

    Jumpatong, Sutthaya; Yuenyong, Chokchai

    2018-01-01

    STEM education suggested that students should be enhanced to learn science with integration between Science, Technology, Engineering and Mathematics. To help Thai students make sense of relationship between Science, Technology, Engineering and Mathematics, this paper presents learning activities of STS Sound Pollution. The developing of STS Sound Pollution is a part of research that aimed to enhance students' perception of the relationship between Science Technology Engineering and Mathematics. This paper will discuss how to develop Sound Pollution through STS approach in framework of Yuenyong (2006) where learning activities were provided based on 5 stages. These included (1) identification of social issues, (2) identification of potential solutions, (3) need for knowledge, (4) decisionmaking, and (5) socialization stage. The learning activities could be highlighted as following. First stage, we use video clip of `Problem of people about Sound Pollution'. Second stage, students will need to identification of potential solutions by design Home/Factory without noisy. The need of scientific and other knowledge will be proposed for various alternative solutions. Third stage, students will gain their scientific knowledge through laboratory and demonstration of sound wave. Fourth stage, students have to make decision for the best solution of designing safety Home/Factory based on their scientific knowledge and others (e.g. mathematics, economics, art, value, and so on). Finally, students will present and share their Design Safety Home/Factory in society (e.g. social media or exhibition) in order to validate their ideas and redesigning. The paper, then, will discuss how those activities would allow students' applying knowledge of science technology engineering, mathematics and others (art, culture and value) for their possible solution of the STS issues.

  17. Is Increasing Our Reliance on Technology Enhancing Education?

    Science.gov (United States)

    Sorensen, Andrew A.; Snider, John C.

    2001-01-01

    Analyzes the relationship between megatrends (technology, demographics, globalization, branding, consolidation, outsourcing) and use of technology in higher education. Considers how the university's historic mission is eroding and suggests possibilities for both a commitment to that mission and use of high-tech distance learning in the global…

  18. A Case Study of Technology-Enhanced Historical Inquiry

    Science.gov (United States)

    Yang, Shu Ching

    2009-01-01

    The paper describes the integration of web resources and technology as instructional and learning tools in oral history projects. The computer-mediated oral history project centred around interviews with community elders combined with new technologies to engage students in authentic historical inquiry. The study examined learners' affective…

  19. Uniting Legislation with RFID Privacy-Enhancing Technologies

    NARCIS (Netherlands)

    Rieback, M.R.; Crispo, B.; Tanenbaum, A.S.

    2005-01-01

    RFID is a popular identification and automation technology with serious security and privacy threats. Legislation expounds upon the actual security and privacy needs of people in RFID-enabled environments, while technology helps to ensure legal compliance. This paper examines the main aims of RFID

  20. Technology for enhancing statistical reasoning at the school level

    NARCIS (Netherlands)

    Biehler, R.; Ben-Zvi, D.; Bakker, A.; Makar, K.

    2013-01-01

    The purpose of this chapter is to provide an updated overview of digital technologies relevant to statistics education, and to summarize what is currently known about how these new technologies can support the development of students’ statistical reasoning at the school level. A brief literature

  1. LEVERAGING TECHNOLOGY TO ENHANCE ADDICTION TREATMENT AND RECOVERY

    Science.gov (United States)

    Marsch, Lisa A.

    2012-01-01

    Technology such as the Internet and mobile phones offers considerable promise for affecting the assessment, prevention, and treatment of and recovery from substance use disorders. Technology may enable entirely new models of behavioral health care within and outside of formal systems of care. This article reviews the promise of technology-based therapeutic tools for affecting the quality and reach of addiction treatment and recovery support systems, as well as the empirical support to date for this approach. Potential models for implementing technology-based interventions targeting substance use disorders are described. Opportunities to optimize the effectiveness and impact of technology-based interventions targeting addiction and recovery, along with outstanding research needs, are discussed. PMID:22873192

  2. Leveraging technology to enhance addiction treatment and recovery.

    Science.gov (United States)

    Marsch, Lisa A

    2012-01-01

    Technology such as the Internet and mobile phones offers considerable promise for affecting the assessment, prevention, and treatment of and recovery from substance use disorders. Technology may enable entirely new models of behavioral health care within and outside of formal systems of care. This article reviews the promise of technology-based therapeutic tools for affecting the quality and reach of addiction treatment and recovery support systems, as well as the empirical support to date for this approach. Potential models for implementing technology-based interventions targeting substance use disorders are described. Opportunities to optimize the effectiveness and impact of technology-based interventions targeting addiction and recovery, along with outstanding research needs, are discussed.

  3. Using Technology-Nested Instructional Strategies to Enhance Student Learning

    Directory of Open Access Journals (Sweden)

    Angela Lumpkin, PhD

    2015-08-01

    Full Text Available Students today expect the use of technology in their classes, rather than have to listen to less-than-engaging lectures. College students are connected electronically and incessant technology consumers. As a result, they may prefer the infusion of technologies to help them learn and enjoy the process of learning, rather than having to listen exclusively to lectures. To investigate this, the authors solicited student perceptions to assess the importance of learning through technology-nested instructional strategies. Student perceptions give direction to and affirm the benefits of instructional strategies that increase student motivation to engage more actively in their learning. Based on quantitative and qualitative responses through action research in multiple courses, students perceive their learning as more engaging and enjoyable when technology-nested instructional strategies are infused into their classes.

  4. 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

  5. A compilation of consumers' stories: the development of a video to enhance medication adherence in newly transplanted kidney recipients.

    Science.gov (United States)

    Low, Jac Kee; Crawford, Kimberley; Manias, Elizabeth; Williams, Allison

    2016-04-01

    To describe the design, development and evaluation of a consumer-centred video, which was underpinned by the Theory of Planned Behaviour and it was created to educate newly transplanted kidney recipients about the importance of medication adherence. Kidney transplantation is a treatment whereby medication adherence is critical to ensure long-term kidney graft success. To date, many interventions aimed to improve medication adherence in kidney transplantation have been conducted but consumers remain largely uninvolved in the interventional design. Qualitative sequential design. Twenty-two participants who had maintained their kidney transplant for at least 8 months and three participants who had experienced a kidney graft loss due to non-adherence were interviewed from March-May 2014 in Victoria, Australia. These interviews were independently reviewed by two researchers and were used to guide the design of the story plot and to identify storytellers for the video. The first draft of the video was evaluated by a panel of seven experts in the field, one independent educational expert and two consumers using Lynn's content validity questionnaire. The content of the video was regarded as highly relevant and comprehensive, which achieved a score of >3·7 out of a possible 4. The final 18-minute video comprised 15 sections. Topics included medication management, the factors affecting medication adherence and the absolute necessity of adherence to immunosuppressive medications for graft survival. This paper has demonstrated the feasibility of creating a consumer-driven video that supports medication adherence in an engaging way. © 2015 John Wiley & Sons Ltd.

  6. Understanding enhanced tourist experiences through technology: a brief approach to the Vilnius case

    Directory of Open Access Journals (Sweden)

    Ilona Beliatskaya

    2017-11-01

    Full Text Available The present research investigates the notion of enhanced tourist experiences through technology shedding light on co-creation practices and empowerment of customers. Neuhofer and Buhalis (2013 introduced a novel concept of technology-enhanced tourist experiences by generating a joint comprehension of new era of experiences which conjoin the elements of experiences, co-creation and technology. Being one of rather promoting cities in online environment Vilnius represents an interesting case of successive adoption of smart technologies in order to enhance tourist experiences and facilitate customer empowerment in Vilnius tourism domain. This study aims to determine technology-enhanced tourist experiences in order to measure factors of customer empowerment on the example of international incoming tourists to Vilnius (Lithuania. The mix-methods approach (qualitative online content and functionality analysis and quantitative survey was justified as being the most appropriate for the purpose of this research with intention to find a basis for applying of technology-enhanced tourist experiences in Vilnius tourism marketplace. The paper concludes with the definition of current level of ICTs application to enhance tourist experience co-creation and a discussion of practical implications of technology-enhanced tourist experiences development.

  7. Human Enhancement Technologies. Verso nuovi modelli antropologici Parte II

    Directory of Open Access Journals (Sweden)

    Luca Lo Sapio

    2013-06-01

    Full Text Available This paper tries to furnish some arguments against the dichotomical approach to human enhancement debate. In particular we flash out the major shortcomings of bioconservative perspective together with the principle criticalities of transhumanist point of view. We aim at delineating a different way of theorizing human enhancement topic pointing out the main results associated with the findings of current scientific research. Our thesis is that we ought to look at human enhancement within a conceptual framework which includes hybridization, openness to alterity, overcoming of nature/culture dichotomy.

  8. Using Social Media Technologies to Enhance Online Learning

    Directory of Open Access Journals (Sweden)

    Hershey H. Friedman

    2013-01-01

    Full Text Available Models of distance education have evolved over decades, just in time to collide with modern pedagogies in which communication, interaction, student engagement, and active learning are of critical importance. The number of college students taking online classes continues to grow. Today, nearly 30% of college students are taking at least one online class. The social media technologies encompass a wide variety of Web-based technologies such as blogs, wikis, online social networking, and virtual worlds. This paper examines the relevant published literature, looking at online learning activities through the prism of the defining characteristics of today’s new communication technologies.

  9. Video microblogging

    DEFF Research Database (Denmark)

    Bornoe, Nis; Barkhuus, Louise

    2010-01-01

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

  10. 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.

  11. Safety Enhancement Technologies for Airport Ramp Area Operations Project

    Data.gov (United States)

    National Aeronautics and Space Administration — NASA has been involved in developing advanced automation systems for improving the efficiency of air-traffic operations, reducing controller workload and enhancing...

  12. Technology Advancements Enhance Aircraft Support of Experiment Campaigns

    Science.gov (United States)

    Vachon, Jacques J.

    2009-01-01

    For over 30 years, the NASA Airborne Science Program has provided airborne platforms for space bound instrument development, for calibrating new and existing satellite systems, and for making in situ and remote sensing measurements that can only be made from aircraft. New technologies have expanded the capabilities of aircraft that are operated for these missions. Over the last several years a new technology investment portfolio has yielded improvements that produce better measurements for the airborne science communities. These new technologies include unmanned vehicles, precision trajectory control and advanced telecommunications capabilities. We will discuss some of the benefits of these new technologies and systems which aim to provide users with more precision, lower operational costs, quicker access to data, and better management of multi aircraft and multi sensor campaigns.

  13. Enhanced Performance of Recycled Aggregate Concrete with Atomic Polymer Technology

    Science.gov (United States)

    2012-06-01

    The atomic polymer technology in form of mesoporous inorganic polymer (MIP) can effectively improve material durability and performance of concrete by dramatically increase inter/intragranular bond strength of concrete at nano-scale. The strategy of ...

  14. 3D medical collaboration technology to enhance emergency healthcare

    DEFF Research Database (Denmark)

    Welch, Gregory F; Sonnenwald, Diane H.; Fuchs, Henry

    2009-01-01

    of the dynamic reconstructions. We call this idea remote 3D medical collaboration. In this article we motivate and explain the vision for 3D medical collaboration technology; we describe the relevant computer vision, computer graphics, display, and networking research; we present a proof-of-concept prototype...... system; and we present evaluation results supporting the general hypothesis that 3D remote medical collaboration technology could offer benefits over conventional 2D videoconferencing in emergency healthcare....

  15. Enhancing mHealth Technology in the PCMH Environment to Activate Chronic Care Patients

    Science.gov (United States)

    2017-09-01

    Award Number: W81XWH-15-C-0070 TITLE: Enhancing mHealth Technology in the PCMH Environment to Activate Chronic Care Patients PRINCIPAL...Enhancing mHealth Technology in the PCMH Environment to Activate Chronic Care Patients 5a. CONTRACT NUMBER W81XWH-15-C-0070 5b. GRANT NUMBER 5c...Continuing Education Meeting - Poster #2 – presented 11/29/16, National Harbor, Maryland – “Enhancing mHealth Technology in the DoD’s PCMH Environment to

  16. Climate regulation enhances the value of second generation biofuel technology

    Science.gov (United States)

    Hertel, T. W.; Steinbuks, J.; Tyner, W.

    2014-12-01

    Commercial scale implementation of second generation (2G) biofuels has long been 'just over the horizon - perhaps a decade away'. However, with recent innovations, and higher oil prices, we appear to be on the verge of finally seeing commercial scale implementations of cellulosic to liquid fuel conversion technologies. Interest in this technology derives from many quarters. Environmentalists see this as a way of reducing our carbon footprint, however, absent a global market for carbon emissions, private firms will not factor this into their investment decisions. Those interested in poverty and nutrition see this as a channel for lessening the biofuels' impact on food prices. But what is 2G technology worth to society? How valuable are prospective improvements in this technology? And how are these valuations affected by future uncertainties, including climate regulation, climate change impacts, and energy prices? This paper addresses all of these questions. We employ FABLE, a dynamic optimization model for the world's land resources which characterizes the optimal long run path for protected natural lands, managed forests, crop and livestock land use, energy extraction and biofuels over the period 2005-2105. By running this model twice for each future state of the world - once with 2G biofuels technology available and once without - we measure the contribution of the technology to global welfare. Given the uncertainty in how these technologies are likely to evolve, we consider a range cost estimates - from optimistic to pessimistic. In addition to technological uncertainty, there is great uncertainty in the conditions characterizing our baseline for the 21st century. For each of the 2G technology scenarios, we therefore also consider a range of outcomes for key drivers of global land use, including: population, income, oil prices, climate change impacts and climate regulation. We find that the social valuation of 2G technologies depends critically on climate change

  17. Some Effects of Video Streaming on Educational Achievement

    Science.gov (United States)

    Boster, Franklin J.; Meyer, Gary S.; Roberto, Anthony J.; Inge, Carol; Strom, Renee

    2006-01-01

    Although much contemporary thinking leads to the expectation that communication technology, such as video streaming, enhances educational performance on the average, a dearth of strong evidence consistent or inconsistent with this claim precludes a thoughtful evaluation of it. A series of experiments designed to examine this proposition…

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

    Science.gov (United States)

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

    2015-02-01

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

  19. Technology-Enhanced Problem-Based Learning Methodology in Geographically Dispersed Learners of Tshwane University of Technology

    Directory of Open Access Journals (Sweden)

    Sibitse M. Tlhapane

    2010-03-01

    Full Text Available Improving teaching and learning methodologies is not just a wish but rather strife for most educational institutions globally. To attain this, the Adelaide Tambo School of Nursing Science implemented a Technology-enhanced Problem-Based Learning methodology in the programme B Tech Occupational Nursing, in 2006. This is a two-year post-basic nursing program. The students are geographically dispersed and the curriculum design is the typically student-centred outcomes-based education. The research question posed by this paper is: How does technology-enhanced problem-based learning enhance student-centred learning, thinking skills, social skills and social space for learners? To answer the above question, a case study with both qualitative and quantitative data was utilised. The participants consisted of all students registered for the subject Occupational Health level 4. The sample group was chosen from willing participants from the Pretoria, eMalahleni and Polokwane learning sites, using the snowball method. This method was seen as appropriate due to the timing of the study. Data was collected using a questionnaire with both open and closed-ended questions. An analyses of the students‟ end of year examination was also done, including a comparison of performances by students on technology enhanced problem-based learning and those on problem-based learning only. The findings revealed that with Technology-enhanced Problem Based Learning (PBL, students‟ critical thinking, problem solving, and social skills improved and that social space was enhanced. This was supported by improved grades in students‟ on Technology-enhanced PBL as compared to those on PBL only.

  20. Enhancing public involvement in assistive technology design research.

    Science.gov (United States)

    Williamson, Tracey; Kenney, Laurence; Barker, Anthony T; Cooper, Glen; Good, Tim; Healey, Jamie; Heller, Ben; Howard, David; Matthews, Martin; Prenton, Sarah; Ryan, Julia; Smith, Christine

    2015-05-01

    To appraise the application of accepted good practice guidance on public involvement in assistive technology research and to identify its impact on the research team, the public, device and trial design. Critical reflection and within-project evaluation were undertaken in a case study of the development of a functional electrical stimulation device. Individual and group interviews were undertaken with lay members of a 10 strong study user advisory group and also research team members. Public involvement was seen positively by research team members, who reported a positive impact on device and study designs. The public identified positive impact on confidence, skills, self-esteem, enjoyment, contribution to improving the care of others and opportunities for further involvement in research. A negative impact concerned the challenge of engaging the public in dissemination after the study end. The public were able to impact significantly on the design of an assistive technology device which was made more fit for purpose. Research team attitudes to public involvement were more positive after having witnessed its potential first hand. Within-project evaluation underpins this case study which presents a much needed detailed account of public involvement in assistive technology design research to add to the existing weak evidence base. The evidence base for impact of public involvement in rehabilitation technology design is in need of development. Public involvement in co-design of rehabilitation devices can lead to technologies that are fit for purpose. Rehabilitation researchers need to consider the merits of active public involvement in research.

  1. Understanding and enhancing user acceptance of computer technology

    Science.gov (United States)

    Rouse, William B.; Morris, Nancy M.

    1986-01-01

    Technology-driven efforts to implement computer technology often encounter problems due to lack of acceptance or begrudging acceptance of the personnel involved. It is argued that individuals' acceptance of automation, in terms of either computerization or computer aiding, is heavily influenced by their perceptions of the impact of the automation on their discretion in performing their jobs. It is suggested that desired levels of discretion reflect needs to feel in control and achieve self-satisfaction in task performance, as well as perceptions of inadequacies of computer technology. Discussion of these factors leads to a structured set of considerations for performing front-end analysis, deciding what to automate, and implementing the resulting changes.

  2. Application of polymer flooding technology for enhanced oil recovery

    Directory of Open Access Journals (Sweden)

    Sarkyt Kudaivergenov

    2015-12-01

    Full Text Available Application of brine-initiated gelation of gellan for conformance control and water shutoff operations in field conditions was demonstrated. The developed technology was tested in Kumkol oilfield (Kyzylorda region, Kazakhstan on five injection wells. According to the results of the first oilfield test, the amount of additionally recovered oil during 11 months (from October 1, 2013 till September 1, 2014 was equal to 5890 tons. In 2014, the JSC “NIPIneftegas” (Aktau city, Kazakhstan carried out the second pilot test of polymer flooding technology on the same oilfield. The amount of additionally recovered oil during eight months (from October 2014 till May 2015 was equal to 8695 tons. The technology was tested for water shut-off purposes in producing well of Karabulak oilfield. After one-month treatment of production well the amount of water decreased 16 times in comparison with previous results.

  3. Building technology platform aimed to develop service robot with embedded personality and enhanced communication with social environment

    Directory of Open Access Journals (Sweden)

    Aleksandar Rodić

    2015-04-01

    Full Text Available The paper is addressed to prototyping of technology platform aimed to develop of ambient-aware human-centric indoor service robot with attributes of emotional intelligence to enhance interaction with social environment. The robot consists of a wheel-based mobile platform with spinal (segmented torso, bi-manual manipulation system with multi-finger robot hands and robot head. Robot prototype was designed to see, hear, speak and use its multimodal interface for enhanced communication with humans. Robot is capable of demonstrating its affective and social behavior by using audio and video interface as well as body gestures. Robot is equipped with advanced perceptive system based on heterogeneous sensorial system, including laser range finder, ultrasonic distance sensors and proximity detectors, 3-axis inertial sensor (accelerometer and gyroscope, stereo vision system, 2 wide-range microphones, and 2 loudspeakers. The device is foreseen to operate autonomously but it may be also operated remotely from a host computer through wireless communication link as well as by use of a smart-phone based on advanced client-server architecture. Robot prototype has embedded attributes of artificial intelligence and utilizes advanced cognitive capabilities such as spatial reasoning, obstacle and collision avoidance, simultaneous localization and mapping, etc. Robot is designed in a manner to enable uploading of new or changing existing algorithms of emotional intelligence that should provide to robot human-like affective and social behavior. The key objective of the project presented in the paper regards to building advanced technology platform for research and development of personal robots aimed to use for different purpose, e.g. robot-entertainer, battler, robot for medical care, security robot, etc. In a word, the designed technology platform is expected to help in development human-centered service robots to be used at home, in the office, public institutions

  4. Proceedings of the First European Workshop on Latent Semantic Analysis in Technology Enhanced Learning

    NARCIS (Netherlands)

    Wild, Fridolin; Kalz, Marco; Van Bruggen, Jan; Koper, Rob

    2007-01-01

    Wild, F., Kalz, M., Van Bruggen, J., & Koper, R. (Eds.) (2007). Proceedings of the First European Workshop on Latent Semantic Analysis in Technology Enhanced Learning. Heerlen, the Netherlands:Open University of the Netherlands.

  5. Technology-enhanced storytelling stimulating parent-child interaction and preschool children's vocabulary knowledge

    NARCIS (Netherlands)

    Teepe, R.C.; Molenaar, I.; Verhoeven, L.T.W.

    2017-01-01

    Preschool children's vocabulary mainly develops verbal through interaction. Therefore, the technology-enhanced storytelling (TES) activity Jeffy's Journey is developed to support parent-child interaction and vocabulary in preschool children. TES entails shared verbal storytelling supported by a

  6. Technology-enhanced storytelling stimulating parent–child interaction and preschool children's vocabulary knowledge

    NARCIS (Netherlands)

    Teepe, R.C.; Molenaar, I.; Verhoeven, L.

    2016-01-01

    Preschool children's vocabulary mainly develops verbal through interaction. Therefore, the technology-enhanced storytelling (TES) activity Jeffy's Journey is developed to support parent–child interaction and vocabulary in preschool children. TES entails shared verbal storytelling supported by a

  7. Social video content delivery

    CERN Document Server

    Wang, Zhi; Zhu, Wenwu

    2016-01-01

    This brief presents new architecture and strategies for distribution of social video content. A primary framework for socially-aware video delivery and a thorough overview of the possible approaches is provided. The book identifies the unique characteristics of socially-aware video access and social content propagation, revealing the design and integration of individual modules that are aimed at enhancing user experience in the social network context. The change in video content generation, propagation, and consumption for online social networks, has significantly challenged the traditional video delivery paradigm. Given the massive amount of user-generated content shared in online social networks, users are now engaged as active participants in the social ecosystem rather than as passive receivers of media content. This revolution is being driven further by the deep penetration of 3G/4G wireless networks and smart mobile devices that are seamlessly integrated with online social networking and media-sharing s...

  8. Universal Design for Learning: Application for Technology-Enhanced Learning

    Science.gov (United States)

    Morra, Thom; Reynolds, Jim

    2010-01-01

    The construct of Universal Design (UD) has been used in a number of fields such as engineering and architecture to design and produce products and services that are usable by people with a wide variety of characteristics. The field of UD supports a framework that can also be used to enhance the field of education. A number of constructs have been…

  9. Enhancing Field Research Methods with Mobile Survey Technology

    Science.gov (United States)

    Glass, Michael R.

    2015-01-01

    This paper assesses the experience of undergraduate students using mobile devices and a commercial application, iSurvey, to conduct a neighborhood survey. Mobile devices offer benefits for enhancing student learning and engagement. This field exercise created the opportunity for classroom discussions on the practicalities of urban research, the…

  10. Technology-Enhanced EFL Syllabus Design and Materials Development

    Science.gov (United States)

    Nguyen, Long V.

    2008-01-01

    In this paper, I am going to look at the issues of TESOL from one major critical point of view: How the use of the Internet technology might influence TESOL syllabus design and materials development. The article attempts to investigate some possibilities and opportunities provided by the Internet, focusing on the World Wide Web (WWW) as credible…

  11. The Effectiveness of a Technology-Enhanced Flipped Science Classroom

    Science.gov (United States)

    Sezer, Baris

    2017-01-01

    This study examined the effect on the learning and motivation of students of a flipped classroom environment enriched with technology. A mixed research design using a pretest or posttest experimental model, combined with qualitative data, was conducted in a public middle school in Turkey for 2 weeks (three class hours) within a science course.…

  12. Edutainment: Using Technology to Enhance the Management Learner Experience

    Science.gov (United States)

    Makarius, Erin E.

    2017-01-01

    Edutainment, while seemingly a new and trending idea, is quite simply the combination of education and entertainment, or improving learning by making it more engaging. What began as a way to teach children concepts in a fun way (e.g., School House Rock) has evolved into an integration of technology, design, and academics (e.g., TED talks).…

  13. Enhancing Health and Social Care Placement Learning through Mobile Technology

    Science.gov (United States)

    Lea, Susan; Callaghan, Lynne

    2011-01-01

    Health and social care students spend up to 50% of their course in practice. Placements are distributed across a wide geographical area and have varying degrees of IT access and support. Consequently, students may feel isolated from peers, academic staff, and resources required for effective learning. Mobile technology has considerable potential…

  14. Enhancement of Teaching-Learning Process through Multimedia Technology

    Science.gov (United States)

    Charles, R.

    2011-01-01

    The Indian educational system has to meet the challenges of knowledge explosion and its requirement of increased enrolment in higher education. Computer and technology plays a pre-dominant role to meet out its challenges. Recent innovative Educational approach recommends self and sensory oriented instruction. Computer based multimedia is a tool…

  15. Removal of arsenic by enhanced coagulation and membrane technology

    Energy Technology Data Exchange (ETDEWEB)

    Chang, S.D.; Ruiz, H. [CH2M Hill, Santa Ana, CA (United States); Bellamy, W.D. [CH2M Hill, Englewood, CO (United States); Spangenberg, C.W.; Clark, D.L. [Irvine Ranch Water District, Irvine, CA (United States)

    1994-12-31

    The US EPA is promulgating a new MCL for arsenic based on epidemiology studies. The concern from the water industry is that the new MCL will be significantly lower than the current MCL of 50 {micro}g/L. The new MCL, some speculate may be as low as 2 {micro}g/L or less, is expected to have a significant impact on water utilities that depend on groundwater supply or use aquifer storage and recovery technology for potable water resources. A questionnaire sent to the participants at the Arsenic Workshop (May, 1993) sponsored by Association of California Water Agencies and the Metropolitan Water District of Southern California indicated that 66% of the 50 water agencies responded will not be in compliance if the new MCL is set at 5 AGIL. The issues concern most of the water utilities are compliance cost and treatment technologies. There are very few, if any, water utilities that are treating water with the objective of removing arsenic to levels less than 2 {micro}g/L. Some technologies such as reverse osmosis are capable of removing arsenic to a very low level, however, there is no data available due to the analytical limitation. All these information are critical to the development of treatment technologies and compliance cost.

  16. Enhancing knowledge sharing management using BIM technology in construction.

    Science.gov (United States)

    Ho, Shih-Ping; Tserng, Hui-Ping; Jan, Shu-Hui

    2013-01-01

    Construction knowledge can be communicated and reused among project managers and jobsite engineers to alleviate problems on a construction jobsite and reduce the time and cost of solving problems related to constructability. This paper proposes a new methodology for the sharing of construction knowledge by using Building Information Modeling (BIM) technology. The main characteristics of BIM include illustrating 3D CAD-based presentations and keeping information in a digital format and facilitation of easy updating and transfer of information in the BIM environment. Using the BIM technology, project managers and engineers can gain knowledge related to BIM and obtain feedback provided by jobsite engineers for future reference. This study addresses the application of knowledge sharing management using BIM technology and proposes a BIM-based Knowledge Sharing Management (BIMKSM) system for project managers and engineers. The BIMKSM system is then applied in a selected case study of a construction project in Taiwan to demonstrate the effectiveness of sharing knowledge in the BIM environment. The results demonstrate that the BIMKSM system can be used as a visual BIM-based knowledge sharing management platform by utilizing the BIM technology.

  17. The role of information technology in enhancing the administrative ...

    African Journals Online (AJOL)

    The major objective of this paper is to demonstrate that the administrative capacity of a public organisation is a function of both high-level human resource capacity and the effective utilisation of Information Technology. In order to substantiate this, the paper elicited data from civil service employees in Ethiopia and USA, ...

  18. 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.

  19. 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…

  20. 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…

  1. 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…

  2. 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…

  3. A Novel RFID Sensing System Using Enhanced Surface Wave Technology for Battery Exchange Stations

    OpenAIRE

    Yeong-Lin Lai; Li-Chih Chang; Tai-Hwa Liu; Yi-Chun Sung; Cheng-Lun Yin

    2014-01-01

    This paper presents a novel radio-frequency identification (RFID) sensing system using enhanced surface wave technology for battery exchange stations (BESs) of electric motorcycles. Ultrahigh-frequency (UHF) RFID technology is utilized to automatically track and manage battery and user information without manual operation. The system includes readers, enhanced surface wave leaky cable antennas (ESWLCAs), coupling cable lines (CCLs), and small radiation patches (SRPs). The RFID sensing system ...

  4. Technology-enhanced focus groups as a component of instrument development.

    Science.gov (United States)

    Strout, Tania D; DiFazio, Rachel L; Vessey, Judith A

    2017-06-22

    Background Bullying is a critical public health problem and a screening tool for use in healthcare is needed. Focus groups are a common tool for generating qualitative data when developing an instrument and evidence suggests that technology-enhanced focus groups can be effective in simultaneously engaging participants from diverse settings. Aim To examine the use of technology-enhanced focus groups in generating an item pool to develop a youth-bullying screening tool. Discussion The authors explore methodological and ethical issues related to conducting technology-enhanced focus groups, drawing on their experience in developing a youth-bullying measure. They conducted qualitative focus groups with professionals from the front lines of bullying response and intervention. They describe the experience of conducting technology-enhanced focus group sessions, focusing on the methodological and ethical issues that researchers engaging in similar work may encounter. Challenges associated with this methodology include establishing rapport among participants, privacy concerns and limited non-verbal communication. Conclusion The use of technology-enhanced focus groups can be valuable in obtaining rich data from a wide variety of disciplines and contexts. Organising these focus groups was inexpensive and preferred by the study's participants. Implications for practice Researchers should consider using technology-enhanced focus groups to generate data to develop health-related measurement tools.

  5. 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

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

    CERN Document Server

    Singh, Chandralekha

    2016-01-01

    We discuss the development of interactive video tutorial-based problems to help introductory physics students learn effective problem solving heuristics. The video tutorials present problem solving strategies using concrete examples in an interactive environment. They force students to follow a systematic approach to problem solving and students are required to solve sub-problems (research-guided multiple choice questions) to show their level of understanding at every stage of prob lem solving. The tutorials are designed to provide scaffolding support at every stage of problem solving as needed and help students view the problem solving process as an opportunity for knowledge and skill acquisition rather than a "plug and chug" chore. A focus on helping students learn first to analyse a problem qualitatively, and then to plan a solution in terms of the relevant physics principles, can be useful for developing their reasoning skills. The reflection stage of problem solving can help students develop meta-cogniti...

  7. A reflexive evaluation of technology-enhanced learning

    Directory of Open Access Journals (Sweden)

    Suzanne Young

    2017-11-01

    Full Text Available This article explores the lived experiences of two academics in a UK Higher Education Institution who have embedded digital learning approaches within their curriculum delivery. Achieving student excellence can be impeded by a lack of engagement and sense of identity on large courses. Digital learning strategies can offer opportunities to overcome these challenges by empowering students to engage self-confidently. Through an evaluation of the authors’ own experiences of using social media, polling and web-conferencing software, the article shows how interacting with students via a range of learning technologies can create more inclusive and engaging learning environments. Including feedback from students within this article provides evidence that diversification of communication within teaching and learning practice gives students more choice and opportunity to interact with both their peers and teaching staff. The article concludes with recommendations for embedding technology, whilst acknowledging the well-established value of face-to-face interaction.

  8. Enhancing e-health information systems with agent technology.

    Science.gov (United States)

    Nguyen, Minh Tuan; Fuhrer, Patrik; Pasquier-Rocha, Jacques

    2009-01-01

    Agent Technology is an emerging and promising research area in software technology, which increasingly contributes to the development of value-added information systems for large healthcare organizations. Through the MediMAS prototype, resulting from a case study conducted at a local Swiss hospital, this paper aims at presenting the advantages of reinforcing such a complex E-health man-machine information organization with software agents. The latter will work on behalf of human agents, taking care of routine tasks, and thus increasing the speed, the systematic, and ultimately the reliability of the information exchanges. We further claim that the modeling of the software agent layer can be methodically derived from the actual "classical" laboratory organization and practices, as well as seamlessly integrated with the existing information system.

  9. Enhanced Antifungal Bioactivity of Coptis Rhizome Prepared by Ultrafining Technology

    Directory of Open Access Journals (Sweden)

    Ping-Chung Kuo

    2014-01-01

    Full Text Available The aim of this study was to identify and quantify the bioactive constituents in the methanol extracts of Coptis Rhizome prepared by ultrafining technology. The indicator compound was identified by spectroscopic method and its purity was determined by HPLC. Moreover, the crude extracts and indicator compound were examined for their ability to inhibit the growth of Rhizoctonia solani Kühn AG-4 on potato dextrose agar plates. The indicator compound is a potential candidate as a new plant derived pesticide to control Rhizoctonia damping-off in vegetable seedlings. In addition, the extracts of Coptis Rhizome prepared by ultrafining technology displayed higher contents of indicator compound; they not only improve their bioactivity but also reduce the amount of the pharmaceuticals required and, thereby, decrease the environmental degradation associated with the harvesting of the raw products.

  10. Enhanced E-bed bottoms upgrading using latest catalytic technology

    Energy Technology Data Exchange (ETDEWEB)

    Toshima, H.; Mayo, S.; Sedlacek, Z.; Hughes, T.; De Wind, M. [Albermarle Corp., Amsterdam (Netherlands)

    2009-07-01

    The profitability of refineries depends on heavy oil upgrading in terms of price, conversion, yields and quality of the product. The Ebullated-bed process represents a solution for the effective primary upgrading of heavy oils. Since the 1970s, Albemarle has commercialized several E-bed catalysts to upgrade the bottoms in low sediment and high hydrogenation operations. Although an E-bed is used to maximize the conversion of vacuum residuum (VR), it is often limited by fouling caused by sediment in the product. In order to reduce sedimentation in the product, Albemarle developed an improved E-bed catalytic technology by characterizing the asphaltenes and sediments in order to better understand the oil chemistry and compatibility. The most recent development involves the patented catalyst-staging technology and the improved single catalyst application. Both achieve very low sediment or higher hydrodesulphurization (HDS) and Conradson carbon (CCR) removal for improved bottom upgrading. tabs., figs.

  11. Plasma enhanced C1 chemistry for green technology

    Science.gov (United States)

    Nozaki, Tomohiro

    2013-09-01

    Plasma catalysis is one of the innovative next generation green technologies that meet the needs for energy and materials conservation as well as environmental protection. Non-thermal plasma uniquely generates reactive species independently of reaction temperature, and these species are used to initiate chemical reactions at unexpectedly lower temperatures than normal thermochemical reactions. Non-thermal plasma thus broadens the operation window of existing chemical conversion processes, and ultimately allows modification of the process parameters to minimize energy and material consumption. We have been specifically focusing on dielectric barrier discharge (DBD) as one of the viable non-thermal plasma sources for practical fuel reforming. In the presentation, room temperature one-step conversion of methane to methanol and hydrogen using a miniaturized DBD reactor (microplasma reactor) is highlighted. The practical impact of plasma technology on existing C1-chemistry is introduced, and then unique characteristics of plasma fuel reforming such as non-equilibrium product distribution is discussed.

  12. Supporting technology for enhanced oil recovery - EOR thermal processes

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1995-03-01

    This report contains the results of efforts under the six tasks of the Eighth Amendment and Extension of Annex IV, Enhanced Oil Recovery Thermal Processes of the Venezuela/USA Agreement. The report is presented in sections and each section contains one or more reports prepared by various individuals or groups describing the results of efforts under each of the tasks. A statement of each task, taken from the agreement, is presented on the first page of each section.

  13. Brain training with non-action video games enhances aspects of cognition in older adults : a randomized controlled trial

    OpenAIRE

    Ballesteros, Soledad; Prieto, Antonio; Mayes, Julia; Toril, Pilar; Pita, Carmen; Ponce de León, Laura; Reales, José; Waterworth, John

    2014-01-01

    Age-related cognitive and brain declines can result in functional deterioration in many cognitive domains, dependency, and dementia. A major goal of aging research is to investigate methods that help to maintain brain health, cognition, independent living and wellbeing in older adults. This randomized controlled study investigated the effects of 20 1-h non-action video game training sessions with games selected from a commercially available package (Lumosity) on a series of age-declined cogni...

  14. Integrating customised video clips into The veterinary nursing curriculum to enhance practical competency training and the development of student confidence

    OpenAIRE

    Dunne, Karen; Brereton, Bernadette; Bree, Ronan; Dallat, John

    2015-01-01

    Competency training is a critical aspect of veterinary nursing education, as graduates must complete a practical competency assessment prior to registration as a veterinary nurse. Despite this absolute requirement for practical training across a range of domestic animal species, there is a lack of published literature on optimal teaching approaches. The aim of this project was to assess the value of customised video clips in the practical skills training of veterinary nursing students. The ef...

  15. Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial

    OpenAIRE

    Soledad eBallesteros; Antonio ePrieto; Julia eMayas; Pilar eToril; Carmen ePita; Laura ePonce de León; José Manuel Reales; John eWaterworth

    2014-01-01

    Age-related cognitive and brain declines can result in functional deterioration in many cognitive domains, dependency, and dementia. A major goal of aging research is to investigate methods that help to maintain brain health, cognition, independent living and wellbeing in older adults. This randomized controlled study investigated the effects of 20 1-hr non-action video game training sessions with games selected from a commercially available package (Lumosity) on a series of age-declined cogn...

  16. From STEM to STEAM: Strategies for Enhancing Engineering & Technology Education

    OpenAIRE

    Andy M. Connor; Sangeeta Karmokar; Chris Whittington

    2015-01-01

    This paper sets out to challenge the common pedagogies found in STEM (Science, Technology, Engineering and Mathematics) education with a particular focus on engineering. The dominant engineering pedagogy remains “chalk and talk”; despite research evidence that demonstrates its ineffectiveness. Such pedagogical approaches do not embrace the possibilities provided by more student-centric approaches and more active learning. The paper argues that there is a potential confusion in engineering edu...

  17. Materials and Mechanics of Metamaterial Enhanced MEMS for Terahertz Technology

    Science.gov (United States)

    2013-12-23

    for electrical excitation in comparison to magnetic excitation in terms of hybridization arising from inductive and capacitive coupling...the capacitive and inductive coupling. However, for ABC-SRRs, in-plane shifting between the two resonators by more than 0.375 Lo (Lo=SRR sidelength...Field by Radar Cross Section Measurements," Presented at the International Workshop on Optical Terahertz Science and Technology, Santa Barbara, CA

  18. Teachers as Designers of Technology-Enhanced Outdoor Inquiry

    Directory of Open Access Journals (Sweden)

    Keren Sarah Levy

    2015-12-01

    Full Text Available Implementing inquiry in the outdoors introduces many challenges for teachers, some of which can be dealt with using mobile technologies. For productive use of these technologies, teachers should be provided with the opportunity to develop relevant knowledge and practices. In a professional development (PD program in this design-based research, 24 teachers were involved in adaptation of a learning environment supporting inquiry in the outdoors that included the use of mobile technologies. They first experienced the learning environment as learners, then adapted it for their own use, and finally, enacted the adapted environment with peers. We examined the scope and character of teacher involvement in adaptation, and the consequent professional growth, by analyzing observations, questionnaires, interviews and the adapted learning-environments. Findings indicate that all teachers demonstrated change processes, including changes in knowledge and practice, but the coherence of the learning environments decreased when substantial adaptations were made. Some teachers demonstrated professional growth, as reflected by their implementation of ideas learned in the PD program in their daily practice, long after the PD program had ended. This study demonstrates how the Teachers as Designers approach can support teacher learning and illustrates productive use of scaffolds for teacher growth and professional development.

  19. The Design and Use of Planetary Science Video Games to Teach Content while Enhancing Spatial Reasoning Skills

    Science.gov (United States)

    Ziffer, Julie; Nadirli, Orkhan; Rudnick, Benjamin; Pinkham, Sunny; Montgomery, Benjamin

    2016-10-01

    Traditional teaching of Planetary Science requires students to possess well developed spatial reasoning skills (SRS). Recent research has demonstrated that SRS, long known to be crucial to math and science success, can be improved among students who lack these skills (Sorby et al., 2009). Teaching spatial reasoning is particularly valuable to women and minorities who, through societal pressure, often doubt their abilities (Hill et al., 2010). To address SRS deficiencies, our team is developing video games that embed SRS training into Planetary Science content. Our first game, on Moon Phases, addresses the two primary challenges faced by students trying to understand the Sun-Earth-Moon system: 1) visualizing the system (specifically the difference between the Sun-Earth orbital plane and the Earth-Moon orbital plane) and 2) comprehending the relationship between time and the position-phase of the Moon. In our second video game, the student varies an asteroid's rotational speed, shape, and orientation to the light source while observing how these changes effect the resulting light curve. To correctly pair objects to their light curves, students use spatial reasoning skills to imagine how light scattering off a three dimensional rotating object is imaged on a sensor plane and is then reduced to a series of points on a light curve plot. These two games represent the first of our developing suite of high-interest video games designed to teach content while increasing the student's competence in spatial reasoning.

  20. IEngage: Using Technology to Enhance Students' Engagement in a Large Classroom

    Science.gov (United States)

    Sawang, Sukanlaya; O'Connor, Peter; Ali, Muhammad

    2017-01-01

    This paper aims to answer how we can increase students' engagement in a large class. We hypothesised that the use of KeyPad, an interactive student response system, can lead to enhanced student engagement in a large classroom. We tested a model of classroom technology integration enhancing the students' engagement among first year undergraduate…

  1. Integrating Technology-Enhanced Collaborative Surfaces and Gamification for the Next Generation Classroom

    Science.gov (United States)

    Barneva, Reneta P.; Kanev, Kamen; Kapralos, Bill; Jenkin, Michael; Brimkov, Boris

    2017-01-01

    We place collaborative student engagement in a nontraditional perspective by considering a novel, more interactive educational environment and explaining how to employ it to enhance student learning. To this end, we explore modern technological classroom enhancements as well as novel pedagogical techniques which facilitate collaborative learning.…

  2. Applying Questioning or Reading Strategy to Review Technology Enhanced Coedited Notes of Elementary School Students

    Science.gov (United States)

    Chiu, Chiung-Hui; Cheng, Hsiao-Wei; Wu, Chiu-Yi

    2016-01-01

    The authors examined whether applying questioning review better enhances elementary level students' learning from technology-enhanced coediting-based note taking than does traditional reading review. A nonequivalent comparison group quasi-experimental design was implemented and replicated on four independent units. Two sixth grade elementary…

  3. Can Digital Technology Enhance Social Connectedness Among Older Adults? A Feasibility Study.

    Science.gov (United States)

    Barbosa Neves, Barbara; Franz, Rachel; Judges, Rebecca; Beermann, Christian; Baecker, Ron

    2017-11-01

    This study examined the feasibility of a novel communication technology to enhance social connectedness among older adults in residential care. Research suggests that technology can create opportunities for social connectedness, helping alleviate social isolation and loneliness. Studies on implementation and feasibility of such technological interventions, particularly among frail and institutionalized older adults, are scant. Data were gathered in a 3-month deployment with 12 older adults, including semistructured interviews with participants and relatives/friends, psychometric scales, field observations, and usability tests. Data were analyzed with qualitative profiling, thematic analysis, and Friedman tests. The technology was a feasible communication tool, although requiring an adaptation period. Use increased perceived social interaction with ties, but increased social connectedness (meaningful social interaction) was only reported by participants with geographically distant relatives. Sense of well-being and confidence with technology was enhanced, but negative effects were also observed. Findings are useful for researchers and practitioners interested in technological interventions.

  4. Enhancement of science and technology infrastructure, faculty development, and curriculum at Shaw University. Final performance report

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1998-12-01

    The two primary objectives of the proposal were (1) to enhance science and technology infrastructure, faculty development, and curriculum by integrating technology throughout science education programs of study, and (2) to increase faculty and students` knowledge of and skills in modern technologies that are designed to enhance the effectiveness of teaching and learning through education, research and communications. These two primary objectives have been accomplished through: Installation and operation of a technology-ready classroom; Upgrading CIS 200 Introduction to Computers; Upgrading all science laboratory courses to include integration of science and technology through installation of computers; Faculty development through attendance at workshops, seminars, or conferences related to technology applicable to sciences; and Undergraduate research internships at the Oak Ridge National Laboratory. The paper briefly discusses the outcome of implementing this proposal.

  5. Review of Speech-to-Text Recognition Technology for Enhancing Learning

    National Research Council Canada - National Science Library

    Rustam Shadiev; Wu-Yuin Hwang; Nian-Shing Chen; Yueh-Min Huang

    2014-01-01

    ...) technology has been applied to enhance learning. The first aim of this review is to understand how STR technology has been used to support learning over the past fifteen years, and the second is to analyze all research evidence to understand...

  6. Leveraging Computer-Mediated Communication Technologies to Enhance Interactions in Online Learning

    Science.gov (United States)

    Wright, Linda J.

    2011-01-01

    Computer-mediated communication (CMC) technologies have been an integral part of distance education for many years. They are found in both synchronous and asynchronous platforms and are intended to enhance the learning experience for students. CMC technologies add an interactive element to the online learning environment. The findings from this…

  7. Collaborative Professional Development in Higher Education: Developing Knowledge of Technology Enhanced Teaching

    Science.gov (United States)

    Jaipal-Jamani, Kamini; Figg, Candace; Gallagher, Tiffany; Scott, Ruth McQuirter; Ciampa, Katia

    2015-01-01

    This paper describes a professional development initiative for teacher educators, called the "Digital Pedagogies Collaboration," in which the goal was to build faculty knowledge about technology enhanced teaching (TPACK knowledge), develop a collaborative learning and research community of faculty members around technology enhanced…

  8. Enhancing the Students' Positive Attitude in Learning Business English by Using Technology

    Science.gov (United States)

    Agustina, Lia

    2017-01-01

    Many research findings have stated that the use of technology in EFL classroom results invaluable achievements and develops positive attitudes. Technology may integrate sounds, pictures, motions, and colors that fi ure out a natural picture of real life. The aim of the study was to enhance the students' attitude toward learning English by using…

  9. Teachers as Participatory Designers: Two Case Studies with Technology-Enhanced Learning Environments

    Science.gov (United States)

    Cober, Rebecca; Tan, Esther; Slotta, Jim; So, Hyo-Jeong; Könings, Karen D.

    2015-01-01

    Teachers are not typically involved as participatory designers in the design of technology-enhanced learning environments. As they have unique and valuable perspectives on the role of technology in education, it is of utmost importance to engage them in a participatory design process. Adopting a case study methodology, we aim to reveal in what…

  10. Museum Learning via Social and Mobile Technologies: (How) Can Online Interactions Enhance the Visitor Experience?

    Science.gov (United States)

    Charitonos, Koula; Blake, Canan; Scanlon, Eileen; Jones, Ann

    2012-01-01

    Key to introducing information and communication technologies in museums is to support meaning-making activity in encounters with artefacts. The study presented in this paper is exploratory in nature and investigates the use of social and mobile technologies in school field trips as a means of enhancing the visitor experience. It is anchored in…

  11. A Delphi Study on Technology Enhanced Learning (TEL) Applied on Computer Science (CS) Skills

    Science.gov (United States)

    Porta, Marcela; Mas-Machuca, Marta; Martinez-Costa, Carme; Maillet, Katherine

    2012-01-01

    Technology Enhanced Learning (TEL) is a new pedagogical domain aiming to study the usage of information and communication technologies to support teaching and learning. The following study investigated how this domain is used to increase technical skills in Computer Science (CS). A Delphi method was applied, using three-rounds of online survey…

  12. 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

  13. Video Editing System

    Science.gov (United States)

    Schlecht, Leslie E.; Kutler, Paul (Technical Monitor)

    1998-01-01

    This is a proposal for a general use system based, on the SGI IRIS workstation platform, for recording computer animation to videotape. In addition, this system would provide features for simple editing and enhancement. Described here are a list of requirements for the system, and a proposed configuration including the SGI VideoLab Integrator, VideoMedia VLAN animation controller and the Pioneer rewritable laserdisc recorder.

  14. Political Minimalism and Social Debates: The Case of Human-Enhancement Technologies.

    Science.gov (United States)

    Rodríguez-Alcázar, Javier

    2017-09-01

    A faulty understanding of the relationship between morality and politics encumbers many contemporary debates on human enhancement. As a result, some ethical reflections on enhancement undervalue its social dimensions, while some social approaches to the topic lack normative import. In this essay, I use my own conception of the relationship between ethics and politics, which I call "political minimalism," in order to support and strengthen the existing social perspectives on human-enhancement technologies.

  15. HealthCall for the smartphone: technology enhancement of brief intervention in HIV alcohol dependent patients

    OpenAIRE

    Hasin, Deborah S; Aharonovich, Efrat; Greenstein, Eliana

    2014-01-01

    Background Heavy drinking jeopardizes the health of patients in HIV primary care. In alcohol dependent patients in HIV primary care, a technological enhancement of brief intervention, HealthCall administered via interactive voice response (HealthCall-IVR) was effective at reducing heavy drinking. The smartphone offered a technology platform to improve HealthCall. Methods Working with input from patients, technology experts, and HIV clinic personnel, we further developed HealthCall, harnessing...

  16. Yield enhancement methodologies for 90-nm technology and beyond

    Science.gov (United States)

    Allgair, John; Carey, Todd; Dougan, James; Etnyre, Tony; Langdon, Nate; Murray, Brooke

    2006-03-01

    In order to stay competitive in the rapidly advancing international semiconductor industry, a manufacturing company needs to continually focus on several areas including rapid yield learning, manufacturing cost, statistical process control limits, process yield, equipment availability, cycle time, turns per direct labor hour, customer on time delivery and zero customer defects. To hold a competitive position in the semiconductor market, performance to these measurable factors mut be maintained regardless of the technology generation. In this presentation, the methodology applied by Freescale Semiconductor to achieve the fastest yield learning curve in the industry, as cited by Dr. Robert Leachman of UC Berkley in 2003, will be discussed.

  17. From STEM to STEAM: Strategies for Enhancing Engineering & Technology Education

    Directory of Open Access Journals (Sweden)

    Andy M. Connor

    2015-05-01

    Full Text Available This paper sets out to challenge the common pedagogies found in STEM (Science, Technology, Engineering and Mathematics education with a particular focus on engineering. The dominant engineering pedagogy remains “chalk and talk”; despite research evidence that demonstrates its ineffectiveness. Such pedagogical approaches do not embrace the possibilities provided by more student-centric approaches and more active learning. The paper argues that there is a potential confusion in engineering education around the role of active learning approaches, and that the adoption of these approaches may be limited as a result of this confusion, combined with a degree of disciplinary egocentrism. The paper presents examples of design, engineering and technology projects that demonstrate the effectiveness of adopting pedagogies and delivery methods more usually attributed to the liberal arts such as studio based learning. The paper concludes with some suggestions about how best to create a fertile environment from which inquiry based learning can emerge as well as a reflection on whether the only real limitation on cultivating such approaches is the disciplinary egocentrism of traditional engineering educators.

  18. STORIES OF TECHNOLOGY-ENHANCEMENT IN HIGHER EDUCATION – A CRITICAL APPROACH

    Directory of Open Access Journals (Sweden)

    Trine Fossland

    2016-11-01

    Full Text Available There is a large body of research on technology-enhanced learning, but questions related to the educational effectiveness of technology use still needs to be questioned. In this paper, I argue that digital innovators’ stories about technology enhancement may constitute a rich source for understanding this complex educational phenomenon both in relation to teachers’ daily practices and the implementation of ICT in higher education at large. Based on biographical interviews with “digital innovators”, the aim of this paper is to investigate how [their] digital competence is used to enhance teaching and learning in higher education. This paper asks; how do digital innovators approach the use of ICT to enhance students’ learning and what are the organisational conditions for this approach? The findings suggests that technology-enhancement is linked to nine key characteristics: different educational models, authenticity, pedagogical added values, meaningful student activities, changing approaches to feedback, assessment and connection with the outside world, as well as holistic planning, supportive leaders and strong micro-cultures. This paper proposes a more nuanced understanding of the term technology enhanced learning and suggests strategies for educational development and further investigations related to this phenomenon in higher education.

  19. Disruptive Technology Enhanced Learning: The Use and Misuse of Digital Technologies in Higher Education

    Science.gov (United States)

    Flavin, Michael

    2017-01-01

    This book is about how technologies are used in practice to support learning and teaching in higher education. Despite digitization and e-learning becoming ever-increasingly popular in university teaching settings, this book convincingly argues instead in favour of simple and convenient technologies, thus disrupting traditional patterns of…

  20. Remote video assessment for missile launch facilities

    Energy Technology Data Exchange (ETDEWEB)

    Wagner, G.G.; Stewart, W.A.

    1995-07-01

    The widely dispersed, unmanned launch facilities (LFs) for land-based ICBMs (intercontinental ballistic missiles) currently do not have visual assessment capability for existing intrusion alarms. The security response force currently must assess each alarm on-site. Remote assessment will enhance manpower, safety, and security efforts. Sandia National Laboratories was tasked by the USAF Electronic Systems Center to research, recommend, and demonstrate a cost-effective remote video assessment capability at missile LFs. The project`s charter was to provide: system concepts; market survey analysis; technology search recommendations; and operational hardware demonstrations for remote video assessment from a missile LF to a remote security center via a cost-effective transmission medium and without using visible, on-site lighting. The technical challenges of this project were to: analyze various video transmission media and emphasize using the existing missile system copper line which can be as long as 30 miles; accentuate and extremely low-cost system because of the many sites requiring system installation; integrate the video assessment system with the current LF alarm system; and provide video assessment at the remote sites with non-visible lighting.