WorldWideScience

Sample records for videos displays publications

  1. Processing Decoded Video for LCD-LED Backlight Display

    DEFF Research Database (Denmark)

    Nadernejad, Ehsan

    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...... 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...... 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...

  2. Virtual displays for 360-degree video

    Science.gov (United States)

    Gilbert, Stephen; Boonsuk, Wutthigrai; Kelly, Jonathan W.

    2012-03-01

    In this paper we describe a novel approach for comparing users' spatial cognition when using different depictions of 360- degree video on a traditional 2D display. By using virtual cameras within a game engine and texture mapping of these camera feeds to an arbitrary shape, we were able to offer users a 360-degree interface composed of four 90-degree views, two 180-degree views, or one 360-degree view of the same interactive environment. An example experiment is described using these interfaces. This technique for creating alternative displays of wide-angle video facilitates the exploration of how compressed or fish-eye distortions affect spatial perception of the environment and can benefit the creation of interfaces for surveillance and remote system teleoperation.

  3. Does a video displaying a stair climbing model increase stair use in a worksite setting?

    Science.gov (United States)

    Van Calster, L; Van Hoecke, A-S; Octaef, A; Boen, F

    2017-08-01

    This study evaluated the effects of improving the visibility of the stairwell and of displaying a video with a stair climbing model on climbing and descending stair use in a worksite setting. Intervention study. Three consecutive one-week intervention phases were implemented: (1) the visibility of the stairs was improved by the attachment of pictograms that indicated the stairwell; (2) a video showing a stair climbing model was sent to the employees by email; and (3) the same video was displayed on a television screen at the point-of-choice (POC) between the stairs and the elevator. The interventions took place in two buildings. The implementation of the interventions varied between these buildings and the sequence was reversed. Improving the visibility of the stairs increased both stair climbing (+6%) and descending stair use (+7%) compared with baseline. Sending the video by email yielded no additional effect on stair use. By contrast, displaying the video at the POC increased stair climbing in both buildings by 12.5% on average. One week after the intervention, the positive effects on stair climbing remained in one of the buildings, but not in the other. These findings suggest that improving the visibility of the stairwell and displaying a stair climbing model on a screen at the POC can result in a short-term increase in both climbing and descending stair use. Copyright © 2017 The Royal Society for Public Health. Published by Elsevier Ltd. All rights reserved.

  4. Adoption Concerns for the Deployment of Interactive Public Displays at Schools

    Directory of Open Access Journals (Sweden)

    José Alberto Lencastre

    2014-12-01

    Full Text Available JuxtaLearn is a research project focused on ‘performance’ as a means of provoking students’ understanding of science and technology through the creation and sharing of educational videos. As the videos will be shared in public displays, the Portuguese research team developed three workshops with twelve teachers from a Portuguese Secondary School representing different school departments and sharing organizational responsibilities. The aim was to generate scenarios of possible features and interaction for the curricular integration of the technological device. Our findings suggest that teachers are not motivated to use, on their own, technologies in the classroom, but receptive to new and challenging technologies when properly stimulated. They were able to generate scenarios that take advantage of the possibilities offered by digital public displays to stimulate learning processes. However, there are pedagogical, organizational and ethical concerns in the management and control of content that need to be resolved before they feel confortable to deal with change and technological innovation.

  5. Standardized access, display, and retrieval of medical video

    Science.gov (United States)

    Bellaire, Gunter; Steines, Daniel; Graschew, Georgi; Thiel, Andreas; Bernarding, Johannes; Tolxdorff, Thomas; Schlag, Peter M.

    1999-05-01

    The system presented here enhances documentation and data- secured, second-opinion facilities by integrating video sequences into DICOM 3.0. We present an implementation for a medical video server extended by a DICOM interface. Security mechanisms conforming with DICOM are integrated to enable secure internet access. Digital video documents of diagnostic and therapeutic procedures should be examined regarding the clip length and size necessary for second opinion and manageable with today's hardware. Image sources relevant for this paper include 3D laparoscope, 3D surgical microscope, 3D open surgery camera, synthetic video, and monoscopic endoscopes, etc. The global DICOM video concept and three special workplaces of distinct applications are described. Additionally, an approach is presented to analyze the motion of the endoscopic camera for future automatic video-cutting. Digital stereoscopic video sequences are especially in demand for surgery . Therefore DSVS are also integrated into the DICOM video concept. Results are presented describing the suitability of stereoscopic display techniques for the operating room.

  6. High-definition video display based on the FPGA and THS8200

    Science.gov (United States)

    Qian, Jia; Sui, Xiubao

    2014-11-01

    This paper presents a high-definition video display solution based on the FPGA and THS8200. THS8200 is a video decoder chip launched by TI company, this chip has three 10-bit DAC channels which can capture video data in both 4:2:2 and 4:4:4 formats, and its data synchronization can be either through the dedicated synchronization signals HSYNC and VSYNC, or extracted from the embedded video stream synchronization information SAV / EAV code. In this paper, we will utilize the address and control signals generated by FPGA to access to the data-storage array, and then the FPGA generates the corresponding digital video signals YCbCr. These signals combined with the synchronization signals HSYNC and VSYNC that are also generated by the FPGA act as the input signals of THS8200. In order to meet the bandwidth requirements of the high-definition TV, we adopt video input in the 4:2:2 format over 2×10-bit interface. THS8200 is needed to be controlled by FPGA with I2C bus to set the internal registers, and as a result, it can generate the synchronous signal that is satisfied with the standard SMPTE and transfer the digital video signals YCbCr into analog video signals YPbPr. Hence, the composite analog output signals YPbPr are consist of image data signal and synchronous signal which are superimposed together inside the chip THS8200. The experimental research indicates that the method presented in this paper is a viable solution for high-definition video display, which conforms to the input requirements of the new high-definition display devices.

  7. Congenital malformations among children of women working with video display terminals

    DEFF Research Database (Denmark)

    Brandt, L P; Nielsen, C V

    1990-01-01

    In a case-base study among 214,108 commercial and clerical employees in Denmark the potential effect of the use of video display terminals on the risk of congenital malformations in pregnancy was investigated. The study base was identified by means of register linkage of the Medical Birth Register...... and the National Register of In-Patients. In the source population 24,352 pregnancy outcomes were registered, 661 of which with congenital malformations entered the case group, and a base sample of 2252 pregnancies was drawn. Data concerning the use of video display terminals, job stress, ergonomic factors......, exposure to organic solvents, and life-style factors were obtained from postal questionnaires. The results of this study did not support the hypothesis that the use of video display terminals during pregnancy is associated with an increased risk of congenital malformations....

  8. Young Children's Analogical Problem Solving: Gaining Insights from Video Displays

    Science.gov (United States)

    Chen, Zhe; Siegler, Robert S.

    2013-01-01

    This study examined how toddlers gain insights from source video displays and use the insights to solve analogous problems. Two- to 2.5-year-olds viewed a source video illustrating a problem-solving strategy and then attempted to solve analogous problems. Older but not younger toddlers extracted the problem-solving strategy depicted in the video…

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

    Directory of Open Access Journals (Sweden)

    Robert D. Gaglianello

    2000-01-01

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

  10. Human engineering guidelines for the evaluation and assessment of Video Display Units

    International Nuclear Information System (INIS)

    Gilmore, W.E.

    1985-07-01

    This report provides the Nuclear Regulatory Commission with a single source that documents known guidelines for conducting formal Human Factors evaluations of Video Display Units (VDUs). The handbook is a ''cookbook'' of acceptance guidelines for the reviewer faced with the task of evaluating VDUs already designed or planned for service in the control room. The areas addressed are video displays, controls, control/display integration, and workplace layout. Guidelines relevant to each of those areas are presented. The existence of supporting research is also indicated for each guideline. A Comment section and Method for Assessment section are provided for each set of guidelines

  11. Real-time embedded system for stereo video processing for multiview displays

    Science.gov (United States)

    Berretty, R.-P. M.; Riemens, A. K.; Machado, P. F.

    2007-02-01

    In video systems, the introduction of 3D video might be the next revolution after the introduction of color. Nowadays multiview auto-stereoscopic displays are entering the market. Such displays offer various views at the same time. Depending on its positions, the viewers' eyes see different images. Hence, the viewers' left eye receives a signal that is different from what his right eye gets; this gives, provided the signals have been properly processed, the impression of depth. New auto-stereoscopic products use an image-plus-depth interface. On the other hand, a growing number of 3D productions from the entertainment industry use a stereo format. In this paper, we show how to compute depth from the stereo signal to comply with the display interface format. Furthermore, we present a realisation suitable for a real-time cost-effective implementation on an embedded media processor.

  12. Video display terminals - should operators be concerned

    International Nuclear Information System (INIS)

    Repacholi, M.H.

    1985-01-01

    Although modern offices have traditionally been thought to be among the safest places to work, over the past few years office workers have become concerned that video display terminals could be causing a variety of health problems. Extensive testing has occurred in many countries to determine if VDTs emit hazardous levels of ionizing or non-ionizing radiation. Results of these surveys suggest that radiation emissions are not of concern but that ergonomic factors in the office environment may need to be improved

  13. Investigation of radiation emissions from video display terminals

    International Nuclear Information System (INIS)

    Zuk, W.M.; Stuchly, M.A.; Dvorak, P.; Deslauriers, Y.

    1983-01-01

    This report presents and discusses the results of radiation emission measurements carried out on video display terminals (VDTs) by the Radiation Protection Bureau. While the report is not intended to be an exhaustive review of all of the world literature on the subject, the more important studies performed on VDTs are summarized and reviewed. Attention is drawn to recent information which has not yet become generally available

  14. Ethernet direct display: a new dimension for in-vehicle video connectivity solutions

    Science.gov (United States)

    Rowley, Vincent

    2009-05-01

    To improve the local situational awareness (LSA) of personnel in light or heavily armored vehicles, most military organizations recognize the need to equip their fleets with high-resolution digital video systems. Several related upgrade programs are already in progress and, almost invariably, COTS IP/Ethernet is specified as the underlying transport mechanism. The high bandwidths, long reach, networking flexibility, scalability, and affordability of IP/Ethernet make it an attractive choice. There are significant technical challenges, however, in achieving high-performance, real-time video connectivity over the IP/Ethernet platform. As an early pioneer in performance-oriented video systems based on IP/Ethernet, Pleora Technologies has developed core expertise in meeting these challenges and applied a singular focus to innovating within the required framework. The company's field-proven iPORTTM Video Connectivity Solution is deployed successfully in thousands of real-world applications for medical, military, and manufacturing operations. Pleora's latest innovation is eDisplayTM, a smallfootprint, low-power, highly efficient IP engine that acquires video from an Ethernet connection and sends it directly to a standard HDMI/DVI monitor for real-time viewing. More costly PCs are not required. This paper describes Pleora's eDisplay IP Engine in more detail. It demonstrates how - in concert with other elements of the end-to-end iPORT Video Connectivity Solution - the engine can be used to build standards-based, in-vehicle video systems that increase the safety and effectiveness of military personnel while fully leveraging the advantages of the lowcost COTS IP/Ethernet platform.

  15. 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.

  16. Affordable multisensor digital video architecture for 360° situational awareness displays

    Science.gov (United States)

    Scheiner, Steven P.; Khan, Dina A.; Marecki, Alexander L.; Berman, David A.; Carberry, Dana

    2011-06-01

    One of the major challenges facing today's military ground combat vehicle operations is the ability to achieve and maintain full-spectrum situational awareness while under armor (i.e. closed hatch). Thus, the ability to perform basic tasks such as driving, maintaining local situational awareness, surveillance, and targeting will require a high-density array of real time information be processed, distributed, and presented to the vehicle operators and crew in near real time (i.e. low latency). Advances in display and sensor technologies are providing never before seen opportunities to supply large amounts of high fidelity imagery and video to the vehicle operators and crew in real time. To fully realize the advantages of these emerging display and sensor technologies, an underlying digital architecture must be developed that is capable of processing these large amounts of video and data from separate sensor systems and distributing it simultaneously within the vehicle to multiple vehicle operators and crew. This paper will examine the systems and software engineering efforts required to overcome these challenges and will address development of an affordable, integrated digital video architecture. The approaches evaluated will enable both current and future ground combat vehicle systems the flexibility to readily adopt emerging display and sensor technologies, while optimizing the Warfighter Machine Interface (WMI), minimizing lifecycle costs, and improve the survivability of the vehicle crew working in closed-hatch systems during complex ground combat operations.

  17. X-radiation from television receivers and video display terminals

    International Nuclear Information System (INIS)

    Huang, Ching-Chung; Lin, Pei-Huo; Lin, Yu-Ming; Weng, Pao-Shan.

    1986-01-01

    This paper deals with the X-radiation from television receivers and video display terminals. The bremsstrahlung production rate was calculated according to the thick target theory, and the transmitted X-radiation was measured by the spectrometry method. The calculated and the measured results were compared and discussed. In addition, evidences were shown that only the highest energy component of the bremsstrahlung can penetrate the cathode ray tube. (author)

  18. Coupled auralization and virtual video for immersive multimedia displays

    Science.gov (United States)

    Henderson, Paul D.; Torres, Rendell R.; Shimizu, Yasushi; Radke, Richard; Lonsway, Brian

    2003-04-01

    The implementation of maximally-immersive interactive multimedia in exhibit spaces requires not only the presentation of realistic visual imagery but also the creation of a perceptually accurate aural experience. While conventional implementations treat audio and video problems as essentially independent, this research seeks to couple the visual sensory information with dynamic auralization in order to enhance perceptual accuracy. An implemented system has been developed for integrating accurate auralizations with virtual video techniques for both interactive presentation and multi-way communication. The current system utilizes a multi-channel loudspeaker array and real-time signal processing techniques for synthesizing the direct sound, early reflections, and reverberant field excited by a moving sound source whose path may be interactively defined in real-time or derived from coupled video tracking data. In this implementation, any virtual acoustic environment may be synthesized and presented in a perceptually-accurate fashion to many participants over a large listening and viewing area. Subject tests support the hypothesis that the cross-modal coupling of aural and visual displays significantly affects perceptual localization accuracy.

  19. A low-cost system for graphical process monitoring with colour video symbol display units

    International Nuclear Information System (INIS)

    Grauer, H.; Jarsch, V.; Mueller, W.

    1977-01-01

    A system for computer controlled graphic process supervision, using color symbol video displays is described. It has the following characteristics: - compact unit: no external memory for image storage - problem oriented simple descriptive cut to the process program - no restriction of the graphical representation of process variables - computer and display independent, by implementation of colours and parameterized code creation for the display. (WB) [de

  20. Dissecting children's observational learning of complex actions through selective video displays.

    Science.gov (United States)

    Flynn, Emma; Whiten, Andrew

    2013-10-01

    Children can learn how to use complex objects by watching others, yet the relative importance of different elements they may observe, such as the interactions of the individual parts of the apparatus, a model's movements, and desirable outcomes, remains unclear. In total, 140 3-year-olds and 140 5-year-olds participated in a study where they observed a video showing tools being used to extract a reward item from a complex puzzle box. Conditions varied according to the elements that could be seen in the video: (a) the whole display, including the model's hands, the tools, and the box; (b) the tools and the box but not the model's hands; (c) the model's hands and the tools but not the box; (d) only the end state with the box opened; and (e) no demonstration. Children's later attempts at the task were coded to establish whether they imitated the hierarchically organized sequence of the model's actions, the action details, and/or the outcome. Children's successful retrieval of the reward from the box and the replication of hierarchical sequence information were reduced in all but the whole display condition. Only once children had attempted the task and witnessed a second demonstration did the display focused on the tools and box prove to be better for hierarchical sequence information than the display focused on the tools and hands only. Copyright © 2013 Elsevier Inc. All rights reserved.

  1. 36 CFR 1194.24 - Video and multimedia products.

    Science.gov (United States)

    2010-07-01

    ... 36 Parks, Forests, and Public Property 3 2010-07-01 2010-07-01 false Video and multimedia products... Video and multimedia products. (a) All analog television displays 13 inches and larger, and computer... training and informational video and multimedia productions which support the agency's mission, regardless...

  2. Modeling the Quality of Videos Displayed With Local Dimming Backlight at Different Peak White and Ambient Light Levels

    DEFF Research Database (Denmark)

    Mantel, Claire; Søgaard, Jacob; Bech, Søren

    2016-01-01

    is computed using a model of the display. Widely used objective quality metrics are applied based on the rendering models of the videos to predict the subjective evaluations. As these predictions are not satisfying, three machine learning methods are applied: partial least square regression, elastic net......This paper investigates the impact of ambient light and peak white (maximum brightness of a display) on the perceived quality of videos displayed using local backlight dimming. Two subjective tests providing quality evaluations are presented and analyzed. The analyses of variance show significant...

  3. Internet Protocol Display Sharing Solution for Mission Control Center Video System

    Science.gov (United States)

    Brown, Michael A.

    2009-01-01

    With the advent of broadcast television as a constant source of information throughout the NASA manned space flight Mission Control Center (MCC) at the Johnson Space Center (JSC), the current Video Transport System (VTS) characteristics provides the ability to visually enhance real-time applications as a broadcast channel that decision making flight controllers come to rely on, but can be difficult to maintain and costly. The Operations Technology Facility (OTF) of the Mission Operations Facility Division (MOFD) has been tasked to provide insight to new innovative technological solutions for the MCC environment focusing on alternative architectures for a VTS. New technology will be provided to enable sharing of all imagery from one specific computer display, better known as Display Sharing (DS), to other computer displays and display systems such as; large projector systems, flight control rooms, and back supporting rooms throughout the facilities and other offsite centers using IP networks. It has been stated that Internet Protocol (IP) applications are easily readied to substitute for the current visual architecture, but quality and speed may need to be forfeited for reducing cost and maintainability. Although the IP infrastructure can support many technologies, the simple task of sharing ones computer display can be rather clumsy and difficult to configure and manage to the many operators and products. The DS process shall invest in collectively automating the sharing of images while focusing on such characteristics as; managing bandwidth, encrypting security measures, synchronizing disconnections from loss of signal / loss of acquisitions, performance latency, and provide functions like, scalability, multi-sharing, ease of initial integration / sustained configuration, integration with video adjustments packages, collaborative tools, host / recipient controllability, and the utmost paramount priority, an enterprise solution that provides ownership to the whole

  4. Dimensions of Situatedness for Digital Public Displays

    Directory of Open Access Journals (Sweden)

    Rui José

    2014-01-01

    Full Text Available Public displays are often strongly situated signs deeply embedded in their physical, social, and cultural setting. Understanding how the display is coupled with on-going situations, its level of situatedness, provides a key element for the interpretation of the displays themselves but is also an element for the interpretation of place, its situated practices, and its social context. Most digital displays, however, do not achieve the same sense of situatedness that seems so natural in their nondigital counterparts. This paper investigates people’s perception of situatedness when considering the connection between public displays and their context. We have collected over 300 photos of displays and conducted a set of analysis tasks involving focus groups and structured interviews with 15 participants. The contribution is a consolidated list of situatedness dimensions that should provide a valuable resource for reasoning about situatedness in digital displays and informing the design and development of display systems.

  5. Smart TV-Smartphone Multiscreen Interactive Middleware for Public Displays.

    Science.gov (United States)

    Martinez-Pabon, Francisco; Caicedo-Guerrero, Jaime; Ibarra-Samboni, Jhon Jairo; Ramirez-Gonzalez, Gustavo; Hernández-Leo, Davinia

    2015-01-01

    A new generation of public displays demands high interactive and multiscreen features to enrich people's experience in new pervasive environments. Traditionally, research on public display interaction has involved mobile devices as the main characters during the use of personal area network technologies such as Bluetooth or NFC. However, the emergent Smart TV model arises as an interesting alternative for the implementation of a new generation of public displays. This is due to its intrinsic connection capabilities with surrounding devices like smartphones or tablets. Nonetheless, the different approaches proposed by the most important vendors are still underdeveloped to support multiscreen and interaction capabilities for modern public displays, because most of them are intended for domestic environments. This research proposes multiscreen interactive middleware for public displays, which was developed from the principles of a loosely coupled interaction model, simplicity, stability, concurrency, low latency, and the usage of open standards and technologies. Moreover, a validation prototype is proposed in one of the most interesting public display scenarios: the advertising.

  6. Pins and posters: Paradigms for content publication on situated displays.

    Science.gov (United States)

    José, Rui; Pinto, Hélder; Silva, Bruno; Melro, Ana

    2013-01-01

    Public-display systems are still far from being a medium for meeting people's diverse communication goals. Moving toward open displays will require publication paradigms that can overcome the challenges of meaningful engagement and enable users to fully understand and control the publication process. The metaphors of pins and posters have inspired two complementary paradigms for public displays. Researchers implemented these paradigms in the Instant Places system, which they deployed on 10 displays in diverse urban locations for six months. They collected user and system data regarding the users' practices. The findings improve the understanding of what might drive user-generated content in networks of urban displays. Such knowledge can inform the design of tools and procedures for situated publication in public displays.

  7. Smart TV-Smartphone Multiscreen Interactive Middleware for Public Displays

    Directory of Open Access Journals (Sweden)

    Francisco Martinez-Pabon

    2015-01-01

    Full Text Available A new generation of public displays demands high interactive and multiscreen features to enrich people’s experience in new pervasive environments. Traditionally, research on public display interaction has involved mobile devices as the main characters during the use of personal area network technologies such as Bluetooth or NFC. However, the emergent Smart TV model arises as an interesting alternative for the implementation of a new generation of public displays. This is due to its intrinsic connection capabilities with surrounding devices like smartphones or tablets. Nonetheless, the different approaches proposed by the most important vendors are still underdeveloped to support multiscreen and interaction capabilities for modern public displays, because most of them are intended for domestic environments. This research proposes multiscreen interactive middleware for public displays, which was developed from the principles of a loosely coupled interaction model, simplicity, stability, concurrency, low latency, and the usage of open standards and technologies. Moreover, a validation prototype is proposed in one of the most interesting public display scenarios: the advertising.

  8. Smart TV-Smartphone Multiscreen Interactive Middleware for Public Displays

    Science.gov (United States)

    Martinez-Pabon, Francisco; Caicedo-Guerrero, Jaime; Ibarra-Samboni, Jhon Jairo; Ramirez-Gonzalez, Gustavo; Hernández-Leo, Davinia

    2015-01-01

    A new generation of public displays demands high interactive and multiscreen features to enrich people's experience in new pervasive environments. Traditionally, research on public display interaction has involved mobile devices as the main characters during the use of personal area network technologies such as Bluetooth or NFC. However, the emergent Smart TV model arises as an interesting alternative for the implementation of a new generation of public displays. This is due to its intrinsic connection capabilities with surrounding devices like smartphones or tablets. Nonetheless, the different approaches proposed by the most important vendors are still underdeveloped to support multiscreen and interaction capabilities for modern public displays, because most of them are intended for domestic environments. This research proposes multiscreen interactive middleware for public displays, which was developed from the principles of a loosely coupled interaction model, simplicity, stability, concurrency, low latency, and the usage of open standards and technologies. Moreover, a validation prototype is proposed in one of the most interesting public display scenarios: the advertising. PMID:25950018

  9. Video Recordings in Public Libraries.

    Science.gov (United States)

    Doyle, Stephen

    1984-01-01

    Reports on development and operation of public library collection of video recordings, describes results of user survey conducted over 6-month period, and offers brief guidelines. Potential users, censorship and copyright, organization of collection, fees, damage and loss, funding, purchasing and promotion, formats, processing and cataloging,…

  10. Irradiation from video display terminals

    International Nuclear Information System (INIS)

    Backe, S.; Hannevik, M.

    1987-01-01

    Video display terminals (VDT's) are in common use by computer operators. In the last years this group of workers has expressed growing concern about their work environment and possible hazardious effects in connection with radiation emission from VDT's. Radiation types and levels of emission and possible biological effects have been the subject of research activity in Norway and in other countries. This report summarizes the various radiation types and their levels of emission from VDT's. An overview of recent epidemiological studies and animal experiments, and the conclusions given by the research groups are also presented. The conclusions drawn in this report based on the current knowledge are: Radiation, other than low frequency pulsed magnetic fields, have low and negligible emission levels and will not represent any health hazard to VDT-operator or to the foetus of pregnant operators. The biological effects of low frequency pulsed mangetic fields have been the subject of epidemiological studies and animal experiments. Epidemiological studies carried out in Canada, Finland, Sweden and Norway gave no support for any correlation between pregnancy complications and operation of VDT's. From animal experiments it has so far been impossible to assert an effect on pregnancy outcome from low frequency pulsed magnetic fields

  11. GridOrbit public display

    DEFF Research Database (Denmark)

    Ramos, Juan David Hincapie; Tabard, Aurélien; Bardram, Jakob

    2010-01-01

    We introduce GridOrbit, a public awareness display that visualizes the activity of a community grid used in a biology laboratory. This community grid executes bioin-formatics algorithms and relies on users to donate CPU cycles to the grid. The goal of GridOrbit is to create a shared awareness about...

  12. Evaluation of stereoscopic medical video content on an autostereoscopic display for undergraduate medical education

    Science.gov (United States)

    Ilgner, Justus F. R.; Kawai, Takashi; Shibata, Takashi; Yamazoe, Takashi; Westhofen, Martin

    2006-02-01

    Introduction: An increasing number of surgical procedures are performed in a microsurgical and minimally-invasive fashion. However, the performance of surgery, its possibilities and limitations become difficult to teach. Stereoscopic video has evolved from a complex production process and expensive hardware towards rapid editing of video streams with standard and HDTV resolution which can be displayed on portable equipment. This study evaluates the usefulness of stereoscopic video in teaching undergraduate medical students. Material and methods: From an earlier study we chose two clips each of three different microsurgical operations (tympanoplasty type III of the ear, endonasal operation of the paranasal sinuses and laser chordectomy for carcinoma of the larynx). This material was added by 23 clips of a cochlear implantation, which was specifically edited for a portable computer with an autostereoscopic display (PC-RD1-3D, SHARP Corp., Japan). The recording and synchronization of left and right image was performed at the University Hospital Aachen. The footage was edited stereoscopically at the Waseda University by means of our original software for non-linear editing of stereoscopic 3-D movies. Then the material was converted into the streaming 3-D video format. The purpose of the conversion was to present the video clips by a file type that does not depend on a television signal such as PAL or NTSC. 25 4th year medical students who participated in the general ENT course at Aachen University Hospital were asked to estimate depth clues within the six video clips plus cochlear implantation clips. Another 25 4th year students who were shown the material monoscopically on a conventional laptop served as control. Results: All participants noted that the additional depth information helped with understanding the relation of anatomical structures, even though none had hands-on experience with Ear, Nose and Throat operations before or during the course. The monoscopic

  13. Pins and posters: paradigms for content publication on situated displays

    OpenAIRE

    José, Rui; Pinto, Helder; Siva, Bruno; Melro, Ana

    2013-01-01

    Public display systems are still far from being a communication medium that people can appropriate to serve diverse communication goals. Moving towards open displays will require new publication paradigms that can overcome the challenges of meaningful engagement and enable users to fully understand and control the entire publication process. In this paper, we report on the study of two novel and complimentary communication paradigms for public displays inspired by the metaphors of pin badges ...

  14. Modeling the Subjective Quality of Highly Contrasted Videos Displayed on LCD With Local Backlight Dimming

    DEFF Research Database (Denmark)

    Mantel, Claire; Bech, Søren; Korhonen, Jari

    2015-01-01

    Local backlight dimming is a technology aiming at both saving energy and improving visual quality on television sets. As the rendition of the image is specified locally, the numerical signal corresponding to the displayed image needs to be computed through a model of the display. This simulated...... signal can then be used as input to objective quality metrics. The focus of this paper is on determining which characteristics of locally backlit displays influence quality assessment. A subjective experiment assessing the quality of highly contrasted videos displayed with various local backlight......-dimming algorithms is set up. Subjective results are then compared with both objective measures and objective quality metrics using different display models. The first analysis indicates that the most significant objective features are temporal variations, power consumption (probably representing leakage...

  15. Using Interactive Video Instruction To Enhance Public Speaking Instruction.

    Science.gov (United States)

    Cronin, Michael W.; Kennan, William R.

    Noting that interactive video instruction (IVI) should not and cannot replace classroom instruction, this paper offers an introduction to interactive video instruction as an innovative technology that can be used to expand pedagogical opportunities in public speaking instruction. The paper: (1) defines the distinctive features of IVI; (2) assesses…

  16. 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…

  17. Modeling the Color Image and Video Quality on Liquid Crystal Displays with Backlight Dimming

    DEFF Research Database (Denmark)

    Korhonen, Jari; Mantel, Claire; Burini, Nino

    2013-01-01

    Objective image and video quality metrics focus mostly on the digital representation of the signal. However, the display characteristics are also essential for the overall Quality of Experience (QoE). In this paper, we use a model of a backlight dimming system for Liquid Crystal Display (LCD......) and show how the modeled image can be used as an input to quality assessment algorithms. For quality assessment, we propose an image quality metric, based on Peak Signal-to-Noise Ratio (PSNR) computation in the CIE L*a*b* color space. The metric takes luminance reduction, color distortion and loss...

  18. Markerless Augmented Reality via Stereo Video See-Through Head-Mounted Display Device

    Directory of Open Access Journals (Sweden)

    Chung-Hung Hsieh

    2015-01-01

    Full Text Available Conventionally, the camera localization for augmented reality (AR relies on detecting a known pattern within the captured images. In this study, a markerless AR scheme has been designed based on a Stereo Video See-Through Head-Mounted Display (HMD device. The proposed markerless AR scheme can be utilized for medical applications such as training, telementoring, or preoperative explanation. Firstly, a virtual model for AR visualization is aligned to the target in physical space by an improved Iterative Closest Point (ICP based surface registration algorithm, with the target surface structure reconstructed by a stereo camera pair; then, a markerless AR camera localization method is designed based on the Kanade-Lucas-Tomasi (KLT feature tracking algorithm and the Random Sample Consensus (RANSAC correction algorithm. Our AR camera localization method is shown to be better than the traditional marker-based and sensor-based AR environment. The demonstration system was evaluated with a plastic dummy head and the display result is satisfactory for a multiple-view observation.

  19. Large-video-display-format conversion

    NARCIS (Netherlands)

    Haan, de G.

    2000-01-01

    High-quality video-format converters apply motion estimation and motion compensation to prevent jitter resulting from picture-rate conversion, and aliasing due to de-interlacing, in sequences with motion. Although initially considered as too expensive, high-quality conversion is now economically

  20. Video Comparator

    International Nuclear Information System (INIS)

    Rose, R.P.

    1978-01-01

    The Video Comparator is a comparative gage that uses electronic images from two sources, a standard and an unknown. Two matched video cameras are used to obtain the electronic images. The video signals are mixed and displayed on a single video receiver (CRT). The video system is manufactured by ITP of Chatsworth, CA and is a Tele-Microscope II, Model 148. One of the cameras is mounted on a toolmaker's microscope stand and produces a 250X image of a cast. The other camera is mounted on a stand and produces an image of a 250X template. The two video images are mixed in a control box provided by ITP and displayed on a CRT. The template or the cast can be moved to align the desired features. Vertical reference lines are provided on the CRT, and a feature on the cast can be aligned with a line on the CRT screen. The stage containing the casts can be moved using a Boeckleler micrometer equipped with a digital readout, and a second feature aligned with the reference line and the distance moved obtained from the digital display

  1. Subjective quality of videos displayed with local backlight dimming at different peak white and ambient light levels

    DEFF Research Database (Denmark)

    Mantel, Claire; Korhonen, Jari; Forchhammer, Søren

    2015-01-01

    In this paper the influence of ambient light and peak white (maximum brightness) of a display on the subjective quality of videos shown with local backlight dimming is examined. A subjective experiment investigating those factors is set-up using high contrast test sequences. The results are firstly...

  2. What do we do with all this video? Better understanding public engagement for image and video annotation

    Science.gov (United States)

    Wiener, C.; Miller, A.; Zykov, V.

    2016-12-01

    Advanced robotic vehicles are increasingly being used by oceanographic research vessels to enable more efficient and widespread exploration of the ocean, particularly the deep ocean. With cutting-edge capabilities mounted onto robotic vehicles, data at high resolutions is being generated more than ever before, enabling enhanced data collection and the potential for broader participation. For example, high resolution camera technology not only improves visualization of the ocean environment, but also expands the capacity to engage participants remotely through increased use of telepresence and virtual reality techniques. Schmidt Ocean Institute is a private, non-profit operating foundation established to advance the understanding of the world's oceans through technological advancement, intelligent observation and analysis, and open sharing of information. Telepresence-enabled research is an important component of Schmidt Ocean Institute's science research cruises, which this presentation will highlight. Schmidt Ocean Institute is one of the only research programs that make their entire underwater vehicle dive series available online, creating a collection of video that enables anyone to follow deep sea research in real time. We encourage students, educators and the general public to take advantage of freely available dive videos. Additionally, other SOI-supported internet platforms, have engaged the public in image and video annotation activities. Examples of these new online platforms, which utilize citizen scientists to annotate scientific image and video data will be provided. This presentation will include an introduction to SOI-supported video and image tagging citizen science projects, real-time robot tracking, live ship-to-shore communications, and an array of outreach activities that enable scientists to interact with the public and explore the ocean in fascinating detail.

  3. Visualization of ground truth tracks for the video 'Tracking a "facer's" behavior in a public plaza'

    DEFF Research Database (Denmark)

    2015-01-01

    The video shows the ground truth tracks in GIS of all pedestrians in the video 'Tracking a 'facer's" behavior in a public plaza'. The visualization was made using QGIS TimeManager.......The video shows the ground truth tracks in GIS of all pedestrians in the video 'Tracking a 'facer's" behavior in a public plaza'. The visualization was made using QGIS TimeManager....

  4. A comparison of head-mounted and hand-held displays for 360° videos with focus on attitude and behavior change

    DEFF Research Database (Denmark)

    Fonseca, Diana; Kraus, Martin

    2016-01-01

    The present study is designed to test how immersion, presence, and narrative content (with a focus on emotional immersion) can affect one's pro-environmental attitude and behavior with specific interest in 360° videos and meat consumption as a non pro-environmental behavior. This research describes...... a between-group design experiment that compares two systems with different levels of immersion and two types of narratives, one with and one without emotional content. In the immersive video (IV) condition (high immersion), 21 participants used a Head-Mounted Display (HMD) to watch an emotional 360° video...... about meat consumption and its effects on the environment; another 21 participants experienced the tablet condition (low immersion) where they viewed the same video but with a 10.1 inch tablet; 22 participants in the control condition viewed a non emotional video about submarines with an HMD...

  5. Development of P4140 video data wall projector; Video data wall projector

    Energy Technology Data Exchange (ETDEWEB)

    Watanabe, H.; Inoue, H. [Toshiba Corp., Tokyo (Japan)

    1998-12-01

    The P4140 is a 3 cathode-ray tube (CRT) video data wall projector for super video graphics array (SVGA) signals. It is used as an image display unit, providing a large screen when several sets are put together. A high-quality picture has been realized by higher resolution and improved color uniformity technology. A new convergence adjustment system has also been developed through the optimal combination of digital and analog technologies. This video data wall installation has been greatly enhanced by the automation of cubes and cube performance settings. The P4140 video data wall projector can be used for displaying not only data but video as well. (author)

  6. [Influence of different lighting levels at workstations with video display terminals on operators' work efficiency].

    Science.gov (United States)

    Janosik, Elzbieta; Grzesik, Jan

    2003-01-01

    The aim of this work was to evaluate the influence of different lighting levels at workstations with video display terminals (VDTs) on the course of the operators' visual work, and to determine the optimal levels of lighting at VDT workstations. For two kinds of job (entry of figures from a typescript and edition of the text displayed on the screen), the work capacity, the degree of the visual strain and the operators' subjective symptoms were determined for four lighting levels (200, 300, 500 and 750 lx). It was found that the work at VDT workstations may overload the visual system and cause eyes complaints as well as the reduction of accommodation or convergence strength. It was also noted that the edition of the text displayed on the screen is more burdening for operators than the entry of figures from a typescript. Moreover, the examination results showed that the lighting at VDT workstations should be higher than 200 lx and that 300 lx makes the work conditions most comfortable during the entry of figures from a typescript, and 500 lx during the edition of the text displayed on the screen.

  7. Identifying Unsafe Videos on Online Public Media using Real-time Crowdsourcing

    OpenAIRE

    Mridha, Sankar Kumar; Sarkar, Braznev; Chatterjee, Sujoy; Bhattacharyya, Malay

    2017-01-01

    Due to the significant growth of social networking and human activities through the web in recent years, attention to analyzing big data using real-time crowdsourcing has increased. This data may appear in the form of streaming images, audio or videos. In this paper, we address the problem of deciding the appropriateness of streaming videos in public media with the help of crowdsourcing in real-time.

  8. Radiation survey at video display terminals (VDTs): a credibility issue

    International Nuclear Information System (INIS)

    Deitchman, R.; Gross, L.

    1986-01-01

    New York Telephone and Harvard University routinely monitor video display terminals as part of employee education or office design projects. Measurements are made with sensitive geiger end window or pancake detectors at the screen surface. In previous years all measurements indicated no difference from background levels in the occupied space. Recently, some newer VDTs were found to have measurable levels consistently above normal background at the screen surface. A gamma spectral analysis was made of one of the VDTs using a high resolution Ge-Li gamma ray detector coupled to a multi-channel gamma ray spectrometer. A slightly elevated potassium-40 level was detected and it was hypothesized that the potassium-40 was contained in the glass of the screen surface. The authors recommend that VDTs should be surveyed with the unit turned off to determine if the source of elevated readings may be in the glass. They also recommend expert advice in determining the proper radiation monitoring instrumentation for use in making these measurements

  9. Display Sharing: An Alternative Paradigm

    Science.gov (United States)

    Brown, Michael A.

    2010-01-01

    The current Johnson Space Center (JSC) Mission Control Center (MCC) Video Transport System (VTS) provides flight controllers and management the ability to meld raw video from various sources with telemetry to improve situational awareness. However, maintaining a separate infrastructure for video delivery and integration of video content with data adds significant complexity and cost to the system. When considering alternative architectures for a VTS, the current system's ability to share specific computer displays in their entirety to other locations, such as large projector systems, flight control rooms, and back supporting rooms throughout the facilities and centers must be incorporated into any new architecture. Internet Protocol (IP)-based systems also support video delivery and integration. IP-based systems generally have an advantage in terms of cost and maintainability. Although IP-based systems are versatile, the task of sharing a computer display from one workstation to another can be time consuming for an end-user and inconvenient to administer at a system level. The objective of this paper is to present a prototype display sharing enterprise solution. Display sharing is a system which delivers image sharing across the LAN while simultaneously managing bandwidth, supporting encryption, enabling recovery and resynchronization following a loss of signal, and, minimizing latency. Additional critical elements will include image scaling support, multi -sharing, ease of initial integration and configuration, integration with desktop window managers, collaboration tools, host and recipient controls. This goal of this paper is to summarize the various elements of an IP-based display sharing system that can be used in today's control center environment.

  10. Nest-crowdcontrol: Advanced video-based crowd monitoring for large public events

    OpenAIRE

    Monari, Eduardo; Fischer, Yvonne; Anneken, Mathias

    2015-01-01

    Current video surveillance systems still lack of intelligent video and data analysis modules for supporting situation awareness of decision makers. Especially in mass gatherings like large public events, the decision maker would benefit from different views of the area, especially from crowd density estimations. This article describes a multi-camera system called NEST and its application for crowd density analysis. First, the overall system design is presented. Based on this, the crowd densit...

  11. Mechanisms of video-game epilepsy.

    Science.gov (United States)

    Fylan, F; Harding, G F; Edson, A S; Webb, R M

    1999-01-01

    We aimed to elucidate the mechanisms underlying video-game epilepsy by comparing the flicker- and spatial-frequency ranges over which photic and pattern stimulation elicited photoparoxysmal responses in two different populations: (a) 25 patients with a history of seizures experienced while playing video games; and (b) 25 age- and medication-matched controls with a history of photosensitive epilepsy, but no history of video-game seizures. Abnormality ranges were determined by measuring photoparoxysmal EEG abnormalities as a function of the flicker frequency of patterned and diffuse intermittent photic stimulation (IPS) and the spatial frequency of patterns on a raster display. There was no significant difference between the groups in respect of the abnormality ranges elicited by patterned or diffuse IPS or by spatial patterns. When the groups were compared at one specific IPS frequency (-50 Hz), however, the flicker frequency of European television displays, the video-game patients were significantly more likely to be sensitive. The results suggest that video-game seizures are a manifestation of photosensitive epilepsy. The increased sensitivity of video-game patients to IPS at 50 Hz indicates that display flicker may underlie video-game seizures. The similarity in photic- and pattern-stimulation ranges over which abnormalities are elicited in video-game patients and controls suggests that all patients with photosensitive epilepsy may be predisposed toward video-game-induced seizures. Photosensitivity screening should therefore include assessment by using both IPS at 50 Hz and patterns displayed on a television or monitor with a 50-Hz frame rate.

  12. Video surveillance in public libraries : A case of unintended consequences?

    NARCIS (Netherlands)

    Newell, Bryce; Randall, David P.

    This paper presents the findings of an exploratory qualitative research study in which we examine why two public libraries have implemented video security systems and why one of these libraries has reversed course and recently removed a previously installed surveillance system.

  13. Outside in America: George Michael's music video, public sex and global pop culture

    NARCIS (Netherlands)

    Kooijman, J.

    2004-01-01

    Six months after his controversial arrest for ‘lewd conduct’ at a men’s public restroom in Beverly Hills, British pop star George Michael released the song and music video ‘Outside’ which can be seen as an explicit commentary on the controversy. In this article, I read the music video in three ways:

  14. Head-motion-controlled video goggles: preliminary concept for an interactive laparoscopic image display (i-LID).

    Science.gov (United States)

    Aidlen, Jeremy T; Glick, Sara; Silverman, Kenneth; Silverman, Harvey F; Luks, Francois I

    2009-08-01

    Light-weight, low-profile, and high-resolution head-mounted displays (HMDs) now allow personalized viewing, of a laparoscopic image. The advantages include unobstructed viewing, regardless of position at the operating table, and the possibility to customize the image (i.e., enhanced reality, picture-in-picture, etc.). The bright image display allows use in daylight surroundings and the low profile of the HMD provides adequate peripheral vision. Theoretic disadvantages include reliance for all on the same image capture and anticues (i.e., reality disconnect) when the projected image remains static, despite changes in head position. This can lead to discomfort and even nausea. We have developed a prototype of interactive laparoscopic image display that allows hands-free control of the displayed image by changes in spatial orientation of the operator's head. The prototype consists of an HMD, a spatial orientation device, and computer software to enable hands-free panning and zooming of a video-endoscopic image display. The spatial orientation device uses magnetic fields created by a transmitter and receiver, each containing three orthogonal coils. The transmitter coils are efficiently driven, using USB power only, by a newly developed circuit, each at a unique frequency. The HMD-mounted receiver system links to a commercially available PC-interface PCI-bus sound card (M-Audiocard Delta 44; Avid Technology, Tewksbury, MA). Analog signals at the receiver are filtered, amplified, and converted to digital signals, which are processed to control the image display. The prototype uses a proprietary static fish-eye lens and software for the distortion-free reconstitution of any portion of the captured image. Left-right and up-down motions of the head (and HMD) produce real-time panning of the displayed image. Motion of the head toward, or away from, the transmitter causes real-time zooming in or out, respectively, of the displayed image. This prototype of the interactive HMD

  15. 50 CFR 18.31 - Scientific research permits and public display permits.

    Science.gov (United States)

    2010-10-01

    ... the population stock and the marine ecosystem. In determining whether to issue a public display permit... 50 Wildlife and Fisheries 6 2010-10-01 2010-10-01 false Scientific research permits and public..., DEPARTMENT OF THE INTERIOR (CONTINUED) TAKING, POSSESSION, TRANSPORTATION, SALE, PURCHASE, BARTER...

  16. Video integrated measurement system. [Diagnostic display devices

    Energy Technology Data Exchange (ETDEWEB)

    Spector, B.; Eilbert, L.; Finando, S.; Fukuda, F.

    1982-06-01

    A Video Integrated Measurement (VIM) System is described which incorporates the use of various noninvasive diagnostic procedures (moire contourography, electromyography, posturometry, infrared thermography, etc.), used individually or in combination, for the evaluation of neuromusculoskeletal and other disorders and their management with biofeedback and other therapeutic procedures. The system provides for measuring individual diagnostic and therapeutic modes, or multiple modes by split screen superimposition, of real time (actual) images of the patient and idealized (ideal-normal) models on a video monitor, along with analog and digital data, graphics, color, and other transduced symbolic information. It is concluded that this system provides an innovative and efficient method by which the therapist and patient can interact in biofeedback training/learning processes and holds considerable promise for more effective measurement and treatment of a wide variety of physical and behavioral disorders.

  17. Telemetry and Communication IP Video Player

    Science.gov (United States)

    OFarrell, Zachary L.

    2011-01-01

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

  18. Student learning outcomes associated with video vs. paper cases in a public health dentistry course.

    Science.gov (United States)

    Chi, Donald L; Pickrell, Jacqueline E; Riedy, Christine A

    2014-01-01

    Educational technologies such as video cases can improve health professions student learning outcomes, but few studies in dentistry have evaluated video-based technologies. The goal of this study was to compare outcomes associated with video and paper cases used in an introductory public health dentistry course. This was a retrospective cohort study with a historical control group. Based on dual coding theory, the authors tested the hypotheses that dental students who received a video case (n=37) would report better affective, cognitive, and overall learning outcomes than students who received a paper case (n=75). One-way ANOVA was used to test the hypotheses across ten cognitive, two affective, and one general assessment measures (α=0.05). Students in the video group reported a significantly higher overall mean effectiveness score than students in the paper group (4.2 and 3.3, respectively; p<0.001). Video cases were also associated with significantly higher mean scores across the remaining twelve measures and were effective in helping students achieve cognitive (e.g., facilitating good discussions, identifying public health problems, realizing how health disparities might impact their future role as dentists) and affective (e.g., empathizing with vulnerable individuals, appreciating how health disparities impact real people) goals. Compared to paper cases, video cases significantly improved cognitive, affective, and overall learning outcomes for dental students.

  19. Understanding Why Scholars Hold Different Views on the Influences of Video Games on Public Health

    OpenAIRE

    Ferguson, C.J.; Colwell, J.

    2017-01-01

    Despite decades of research, no scholarly consensus has been achieved regarding the potential impact of video games on youth aggression or other public health concerns. In recent years, hypotheses have been raised that scholarly opinions on video games may resemble past moral panics, with attitudes reflective of generational conflicts. These hypotheses are tested in a sample of 175 criminologists, psychologists and media scholars, examining both overall negative attitudes about video games an...

  20. The Aesthetics of the Ambient Video Experience

    Directory of Open Access Journals (Sweden)

    Jim Bizzocchi

    2008-01-01

    Full Text Available Ambient Video is an emergent cultural phenomenon, with roots that go deeply into the history of experimental film and video art. Ambient Video, like Brian Eno's ambient music, is video that "must be as easy to ignore as notice" [9]. This minimalist description conceals the formidable aesthetic challenge that faces this new form. Ambient video art works will hang on the walls of our living rooms, corporate offices, and public spaces. They will play in the background of our lives, living video paintings framed by the new generation of elegant, high-resolution flat-panel display units. However, they cannot command attention like a film or television show. They will patiently play in the background of our lives, yet they must always be ready to justify our attention in any given moment. In this capacity, ambient video works need to be equally proficient at rewarding a fleeting glance, a more direct look, or a longer contemplative gaze. This paper connects a series of threads that collectively illuminate the aesthetics of this emergent form: its history as a popular culture phenomenon, its more substantive artistic roots in avant-garde cinema and video art, its relationship to new technologies, the analysis of the viewer's conditions of reception, and the work of current artists who practice within this form.

  1. Design and Implementation of a New Run-time Life-cycle for Interactive Public Display Applications

    OpenAIRE

    Cardoso, Jorge C. S.; Perpétua, Alice

    2015-01-01

    Public display systems are becoming increasingly complex. They are moving from passive closed systems to open interactive systems that are able to accommodate applications from several independent sources. This shift needs to be accompanied by a more flexible and powerful application management. In this paper, we propose a run-time life-cycle model for interactive public display applications that addresses several shortcomings of current display systems. Our mo...

  2. The Eye Catching Property of Digital-Signage with Scent and a Scent-Emitting Video Display System

    Science.gov (United States)

    Tomono, Akira; Otake, Syunya

    In this paper, the effective method of inducing a glance aimed at the digital signage by emitting a scent is described. The simulation experiment was done using the immersive VR System because there were a lot of restrictions to the experiment in an actual passageway. In order to investigate the eye catching property of the digital signage, the passer-by's eye movement was analyzed. Through the experiment, they were clarified that the digital signage with the scent was paid to attention, and the strong impression remained in the memory. Next, a scent-emitting video display system applying to the digital signage is described. To this end, a scent-emitting device that is able to quickly change the scents it is releasing, and present them from a distance (by the non-contact method), thus maintaining a relationship between the scent and the image, must be developed. We propose a new method where a device that can release pressurized gases is placed behind the display screen filled with tiny pores. Scents are then ejected from this device, traveling through the pores to the front side of the screen. An excellent scent delivery characteristic was obtained because the distance to the user is close and the scent is presented from the front. We also present a method for inducing viewer reactions using on-screen images, thereby enabling scent release to coincide precisely with viewer inhalations. We anticipate that the simultaneous presentation of scents and video images will deepen viewers' comprehension of these images.

  3. Possible Biases of Researchers' Attitudes Toward Video Games: Publication Trends Analysis of the Medical Literature (1980-2013).

    Science.gov (United States)

    Segev, Aviv; Rovner, Mitchell; Appel, David Ian; Abrams, Aaron W; Rotem, Michal; Bloch, Yuval

    2016-07-18

    The study of video games is expanding, and so is the debate regarding their possible positive and deleterious effects. As controversies continue, several researchers have expressed their concerns about substantial biases existing in the field, which might lead to the creation of a skewed picture, both in the professional and in the lay literature. However, no study has tried to examine this issue quantitatively. The objective of our study was to examine possible systematic biases in the literature, by analyzing the publication trends of the medical and life sciences literature regarding video games. We performed a complete and systematic PubMed search up to December 31, 2013. We assessed all 1927 articles deemed relevant for their attitude toward video games according to the focus, hypothesis, and authors' interpretation of the study results, using a 3-category outcome (positive, negative, and neutral). We assessed the prevalence of different attitudes for possible association with year of publication, location of researchers, academic discipline, methodological research, and centrality of the publishing journals. The attitude toward video games presented in publications varied by year of publication, location, academic discipline, and methodological research applied (Pimpact factor (Pvideo games. Readers, both lay and professional, should weigh these contextual variables when interpreting studies' results, in light of the possible bias they carry. The results also support a need for a more balanced, open-minded approach toward video games, as it is likely that this complex phenomenon carries novel opportunities as well as new hazards.

  4. Competitive action video game players display rightward error bias during on-line video game play.

    Science.gov (United States)

    Roebuck, Andrew J; Dubnyk, Aurora J B; Cochran, David; Mandryk, Regan L; Howland, John G; Harms, Victoria

    2017-09-12

    Research in asymmetrical visuospatial attention has identified a leftward bias in the general population across a variety of measures including visual attention and line-bisection tasks. In addition, increases in rightward collisions, or bumping, during visuospatial navigation tasks have been demonstrated in real world and virtual environments. However, little research has investigated these biases beyond the laboratory. The present study uses a semi-naturalistic approach and the online video game streaming service Twitch to examine navigational errors and assaults as skilled action video game players (n = 60) compete in Counter Strike: Global Offensive. This study showed a significant rightward bias in both fatal assaults and navigational errors. Analysis using the in-game ranking system as a measure of skill failed to show a relationship between bias and skill. These results suggest that a leftward visuospatial bias may exist in skilled players during online video game play. However, the present study was unable to account for some factors such as environmental symmetry and player handedness. In conclusion, video game streaming is a promising method for behavioural research in the future, however further study is required before one can determine whether these results are an artefact of the method applied, or representative of a genuine rightward bias.

  5. A new video programme

    CERN Multimedia

    CERN video productions

    2011-01-01

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

  6. YouTube videos of 'research in action' foster diverse public interest in science

    Directory of Open Access Journals (Sweden)

    Michael A. Gil

    2017-08-01

    Full Text Available Globally, scientific enterprises seek to diversify interest and participation in STEM fields, to both provide equitable opportunities and to push research forward. However, diversity in STEM remains low in many institutions. Internet-based video has emerged as a dominant communication medium that scientists can use to communicate the motivations, process, and products of their work to a diverse, mass audience. Here I describe my use of internet-based video about my research and career as a marine biologist as a tool to inspire broad public interest in science. With my YouTube videos, I have reached a diverse and growing global viewership, amassing >10,000 hours of watch time at the time of this writing. Viewer surveys revealed that my videos have improved individual perceptions about science and science careers, particularly among women and minority groups. I conclude that the emergence of internet-based video as a dominant, ever-expanding communication medium provides an unprecedented but largely untapped opportunity for scientists to broadly communicate their research and to inspire diverse interest in STEM careers.

  7. Is Tickling Torture? Assessing Welfare towards Slow Lorises (Nycticebus spp.) within Web 2.0 Videos.

    Science.gov (United States)

    Nekaris, K Anne I; Musing, Louisa; Vazquez, Asier Gil; Donati, Giuseppe

    2015-01-01

    Videos, memes and images of pet slow lorises have become increasingly popular on the Internet. Although some video sites allow viewers to tag material as 'animal cruelty', no site has yet acknowledged the presence of cruelty in slow loris videos. We examined 100 online videos to assess whether they violated the 'five freedoms' of animal welfare and whether presence or absence of these conditions contributed to the number of thumbs up and views received by the videos. We found that all 100 videos showed at least 1 condition known as negative for lorises, indicating absence of the necessary freedom; 4% showed only 1 condition, but in nearly one third (31.3%) all 5 chosen criteria were present, including human contact (57%), daylight (87%), signs of stress/ill health (53%), unnatural environment (91%) and isolation from conspecifics (77%). The public were more likely to like videos where a slow loris was kept in the light or displayed signs of stress. Recent work on primates has shown that imagery of primates in a human context can cause viewers to perceive them as less threatened. Prevalence of a positive public opinion of such videos is a real threat towards awareness of the conservation crisis faced by slow lorises. © 2016 S. Karger AG, Basel.

  8. Video Retrieval Berdasarkan Teks dan Gambar

    Directory of Open Access Journals (Sweden)

    Rahmi Hidayati

    2013-01-01

    Abstract Retrieval video has been used to search a video based on the query entered by user which were text and image. This system could increase the searching ability on video browsing and expected to reduce the video’s retrieval time. The research purposes were designing and creating a software application of retrieval video based on the text and image on the video. The index process for the text is tokenizing, filtering (stopword, stemming. The results of stemming to saved in the text index table. Index process for the image is to create an image color histogram and compute the mean and standard deviation at each primary color red, green and blue (RGB of each image. The results of feature extraction is stored in the image table The process of video retrieval using the query text, images or both. To text query system to process the text query by looking at the text index tables. If there is a text query on the index table system will display information of the video according to the text query. To image query system to process the image query by finding the value of the feature extraction means red, green means, means blue, red standard deviation, standard deviation and standard deviation of blue green. If the value of the six features extracted query image on the index table image will display the video information system according to the query image. To query text and query images, the system will display the video information if the query text and query images have a relationship that is query text and query image has the same film title.   Keywords—  video, index, retrieval, text, image

  9. Video game addiction in emerging adulthood: Cross-sectional evidence of pathology in video game addicts as compared to matched healthy controls.

    Science.gov (United States)

    Stockdale, Laura; Coyne, Sarah M

    2018-01-01

    The Internet Gaming Disorder Scale (IGDS) is a widely used measure of video game addiction, a pathology affecting a small percentage of all people who play video games. Emerging adult males are significantly more likely to be video game addicts. Few researchers have examined how people who qualify as video game addicts based on the IGDS compared to matched controls based on age, gender, race, and marital status. The current study compared IGDS video game addicts to matched non-addicts in terms of their mental, physical, social-emotional health using self-report, survey methods. Addicts had poorer mental health and cognitive functioning including poorer impulse control and ADHD symptoms compared to controls. Additionally, addicts displayed increased emotional difficulties including increased depression and anxiety, felt more socially isolated, and were more likely to display internet pornography pathological use symptoms. Female video game addicts were at unique risk for negative outcomes. The sample for this study was undergraduate college students and self-report measures were used. Participants who met the IGDS criteria for video game addiction displayed poorer emotional, physical, mental, and social health, adding to the growing evidence that video game addictions are a valid phenomenon. Copyright © 2017 Elsevier B.V. All rights reserved.

  10. Breaking News: Utilizing Video Simulations to Improve Educational Leaders' Public Speaking Skills

    Science.gov (United States)

    Friend, Jennifer; Adams, April; Curry, George

    2011-01-01

    This article examines specific uses of video simulations in one educational leadership preparation program to advance future school and district leaders' skills related to public speaking and participation in televised news interviews. One faculty member and two advanced educational leadership candidates share their perspectives of several…

  11. Math on a sphere: Making use of public displays in mathematics and programming education

    Directory of Open Access Journals (Sweden)

    Michael Eisenberg

    2014-06-01

    Full Text Available Science on a Sphere (SoS is a compelling educational display installed at numerous museums and planetariums around the world; essentially the SoS display is a large spherical surface on which multicolor high-resolution depictions of (e.g. planetary weather maps may be depicted. Fascinating as the SoS display is, however, it is in practice restricted to the use of museum professionals; students (and for that matter, older museum visitors are unable to create their own displays for the surface. This paper describes a working software system, Math on a Sphere (MoS, that democratizes the SoS display by providing a simple programming interface to the public, over the World Wide Web. Briefly, our system allows anyone to write programs for spherical graphics patterns, and then to upload those programs at a planetarium or museum site and see the result on the giant sphere. This paper describes the implementation of the MoS system; sketches a sample project; and concludes with a more wide-ranging discussion of our user testing to date, as well as strategies for empowering children and students with greater control of public displays.

  12. Impact of video games on plasticity of the hippocampus.

    Science.gov (United States)

    West, G L; Konishi, K; Diarra, M; Benady-Chorney, J; Drisdelle, B L; Dahmani, L; Sodums, D J; Lepore, F; Jolicoeur, P; Bohbot, V D

    2017-08-08

    The hippocampus is critical to healthy cognition, yet results in the current study show that action video game players have reduced grey matter within the hippocampus. A subsequent randomised longitudinal training experiment demonstrated that first-person shooting games reduce grey matter within the hippocampus in participants using non-spatial memory strategies. Conversely, participants who use hippocampus-dependent spatial strategies showed increased grey matter in the hippocampus after training. A control group that trained on 3D-platform games displayed growth in either the hippocampus or the functionally connected entorhinal cortex. A third study replicated the effect of action video game training on grey matter in the hippocampus. These results show that video games can be beneficial or detrimental to the hippocampal system depending on the navigation strategy that a person employs and the genre of the game.Molecular Psychiatry advance online publication, 8 August 2017; doi:10.1038/mp.2017.155.

  13. Image processing of integrated video image obtained with a charged-particle imaging video monitor system

    International Nuclear Information System (INIS)

    Iida, Takao; Nakajima, Takehiro

    1988-01-01

    A new type of charged-particle imaging video monitor system was constructed for video imaging of the distributions of alpha-emitting and low-energy beta-emitting nuclides. The system can display not only the scintillation image due to radiation on the video monitor but also the integrated video image becoming gradually clearer on another video monitor. The distortion of the image is about 5% and the spatial resolution is about 2 line pairs (lp)mm -1 . The integrated image is transferred to a personal computer and image processing is performed qualitatively and quantitatively. (author)

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

    CSIR Research Space (South Africa)

    Adeyeye, MO

    2014-01-01

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

  15. SnapVideo: Personalized Video Generation for a Sightseeing Trip.

    Science.gov (United States)

    Zhang, Luming; Jing, Peiguang; Su, Yuting; Zhang, Chao; Shaoz, Ling

    2017-11-01

    Leisure tourism is an indispensable activity in urban people's life. Due to the popularity of intelligent mobile devices, a large number of photos and videos are recorded during a trip. Therefore, the ability to vividly and interestingly display these media data is a useful technique. In this paper, we propose SnapVideo, a new method that intelligently converts a personal album describing of a trip into a comprehensive, aesthetically pleasing, and coherent video clip. The proposed framework contains three main components. The scenic spot identification model first personalizes the video clips based on multiple prespecified audience classes. We then search for some auxiliary related videos from YouTube 1 according to the selected photos. To comprehensively describe a scenery, the view generation module clusters the crawled video frames into a number of views. Finally, a probabilistic model is developed to fit the frames from multiple views into an aesthetically pleasing and coherent video clip, which optimally captures the semantics of a sightseeing trip. Extensive user studies demonstrated the competitiveness of our method from an aesthetic point of view. Moreover, quantitative analysis reflects that semantically important spots are well preserved in the final video clip. 1 https://www.youtube.com/.

  16. ENVIRONMENTAL REVIEWS AND CASE STUDIES: Addressing the Public Outreach Responsibilities of the National Historic Preservation Act: Argonne National Laboratory’s Box Digital Display Platform

    Energy Technology Data Exchange (ETDEWEB)

    O’Rourke, Daniel J.; Weber, Cory C.; Richmond, Pamela D.

    2016-07-29

    Federal agencies are made responsible for managing the historic properties under their jurisdiction by the National Historic Preservation Act of 1966, as amended. A component of this responsibility is to mitigate the effect of a federal undertaking on historic properties through mitigation often through documentation. Providing public access to this documentation has always been a challenge. To address the issue of public access to mitigation information, personnel from Argonne National Laboratory created the Box Digital Display Platform, a system for communicating information about historic properties to the public. The platform, developed for the US Army Dugway Proving Ground, uses short introductory videos to present a topic but can also incorporate photos, drawings, GIS information, and documents. The system operates from a small, self-contained computer that can be attached to any digital monitor via an HDMI cable. The system relies on web-based software that allows the information to be republished as a touch-screen device application or as a website. The system does not connect to the Internet, and this increases security and eliminates the software maintenance fees associated with websites. The platform is designed to incorporate the products of past documentation to make this information more accessible to the public; specifically those documentations developed using the Historic American Building Survey/ Historic American Engineering Record (HABS/HAER) standards. Argonne National Laboratory’s Box Digital Display Platform can assist federal agencies in complying with the requirements of the National Historic Preservation Act.

    Environmental Practice 18: 209–213 (2016)

  17. Possible Biases of Researchers’ Attitudes Toward Video Games: Publication Trends Analysis of the Medical Literature (1980–2013)

    Science.gov (United States)

    Rovner, Mitchell; Appel, David Ian; Abrams, Aaron W; Rotem, Michal; Bloch, Yuval

    2016-01-01

    Background The study of video games is expanding, and so is the debate regarding their possible positive and deleterious effects. As controversies continue, several researchers have expressed their concerns about substantial biases existing in the field, which might lead to the creation of a skewed picture, both in the professional and in the lay literature. However, no study has tried to examine this issue quantitatively. Objective The objective of our study was to examine possible systematic biases in the literature, by analyzing the publication trends of the medical and life sciences literature regarding video games. Methods We performed a complete and systematic PubMed search up to December 31, 2013. We assessed all 1927 articles deemed relevant for their attitude toward video games according to the focus, hypothesis, and authors’ interpretation of the study results, using a 3-category outcome (positive, negative, and neutral). We assessed the prevalence of different attitudes for possible association with year of publication, location of researchers, academic discipline, methodological research, and centrality of the publishing journals. Results The attitude toward video games presented in publications varied by year of publication, location, academic discipline, and methodological research applied (Pvideo games. Readers, both lay and professional, should weigh these contextual variables when interpreting studies’ results, in light of the possible bias they carry. The results also support a need for a more balanced, open-minded approach toward video games, as it is likely that this complex phenomenon carries novel opportunities as well as new hazards. PMID:27430187

  18. 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…

  19. Millisecond accuracy video display using OpenGL under Linux.

    Science.gov (United States)

    Stewart, Neil

    2006-02-01

    To measure people's reaction times to the nearest millisecond, it is necessary to know exactly when a stimulus is displayed. This article describes how to display stimuli with millisecond accuracy on a normal CRT monitor, using a PC running Linux. A simple C program is presented to illustrate how this may be done within X Windows using the OpenGL rendering system. A test of this system is reported that demonstrates that stimuli may be consistently displayed with millisecond accuracy. An algorithm is presented that allows the exact time of stimulus presentation to be deduced, even if there are relatively large errors in measuring the display time.

  20. Fermilab | Publications and Videos

    Science.gov (United States)

    collection of particle physics books and journals. The Library also offers a range of services including Benefits Milestones Photos and videos Latest news For the media Particle Physics Neutrinos Fermilab and the computing Quantum initiatives Research and development Key discoveries Benefits of particle physics Particle

  1. High Dynamic Range Video

    CERN Document Server

    Myszkowski, Karol

    2008-01-01

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

  2. Is Content Really King? An Objective Analysis of the Public's Response to Medical Videos on YouTube

    Science.gov (United States)

    Desai, Tejas; Shariff, Afreen; Dhingra, Vibhu; Minhas, Deeba; Eure, Megan; Kats, Mark

    2013-01-01

    Medical educators and patients are turning to YouTube to teach and learn about medical conditions. These videos are from authors whose credibility cannot be verified & are not peer reviewed. As a result, studies that have analyzed the educational content of YouTube have reported dismal results. These studies have been unable to exclude videos created by questionable sources and for non-educational purposes. We hypothesize that medical education YouTube videos, authored by credible sources, are of high educational value and appropriately suited to educate the public. Credible videos about cardiovascular diseases were identified using the Mayo Clinic's Center for Social Media Health network. Content in each video was assessed by the presence/absence of 7 factors. Each video was also evaluated for understandability using the Suitability Assessment of Materials (SAM). User engagement measurements were obtained for each video. A total of 607 videos (35 hours) were analyzed. Half of all videos contained 3 educational factors: treatment, screening, or prevention. There was no difference between the number of educational factors present & any user engagement measurement (p NS). SAM scores were higher in videos whose content discussed more educational factors (pYouTube. PMID:24367517

  3. 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

  4. Whole body interaction with public displays

    CERN Document Server

    Walter, Robert

    2017-01-01

    This book develops valuable new approaches to digital out-of-home media and digital signage in urban environments. It offers solutions for communicating interactive features of digital signage to passers-by. Digital out-of-home media and digital signage screens are becoming increasingly interactive thanks to touch input technology and gesture recognition. To optimize their conversion rate, interactive public displays must 1) attract attention, 2) communicate to passers-by that they are interactive, 3) explain the interaction, and 4) provide a motivation for passers-by to interact. This book highlights solutions to problems 2 and 3 above. The focus is on whole-body interaction, where the positions and orientations of users and their individual body parts are captured by specialized sensors (e.g., depth cameras). The book presents revealing findings from a field study on communicating interactivity, a laboratory on analysing visual attention, a field study on mid-air gestures, and a field study on using mid-air...

  5. Patterned Video Sensors For Low Vision

    Science.gov (United States)

    Juday, Richard D.

    1996-01-01

    Miniature video cameras containing photoreceptors arranged in prescribed non-Cartesian patterns to compensate partly for some visual defects proposed. Cameras, accompanied by (and possibly integrated with) miniature head-mounted video display units restore some visual function in humans whose visual fields reduced by defects like retinitis pigmentosa.

  6. Added value of an autosterioscopic multiview 3-D display for advertising in a public environment

    NARCIS (Netherlands)

    de Boer, Chantal N.; Verleur, R.; Heuvelman, A.; Heynderickx, Ingrid

    2010-01-01

    The rapid development of new media has made it increasingly possible to present people with ever richer experiences. The two experiments in this paper examine the mediating role of presence in a 3-D display as compared to a 2-D display with respect to commercials in a public environment. The results

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

    Directory of Open Access Journals (Sweden)

    I Made Oka Widyantara

    2015-12-01

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

  8. Measurement of the exposure rate due to low energy x-rays emitted from video display terminals

    International Nuclear Information System (INIS)

    Campos, L.L.

    1988-01-01

    Thermoluminescent dosimeters of CaSO 4 :Dy have been used to measure the low energy x-rays emitted from Video Display Terminals (VDTs). For each terminal, three points were measured with five dosimeters at each point. The points were at distances of 5 and 50 cm in front of the screen and at 65 cm with an angle of approximately 50 0 . The last two positions approximate to positions of the lenses of the eye and the gonads respectively. A survey of 50 VDTs at a distance of 5 cm from the screen resulted in exposure rates nearly fifteen times below the exposure rate of 0.5 mR h -1 (0.129 μC kg -1 h -1 ) which is the limit recommended by the International Atomic Energy Agency (IAEA), Safety Series No. 9 (1967) Basic Safety Standards for Radiation Protection. (author)

  9. Processing Decoded Video for Backlight Dimming

    DEFF Research Database (Denmark)

    Burini, Nino; Korhonen, Jari

    rendition of the signals, particularly in the case of LCDs with dynamic local backlight. This thesis shows that it is possible to model LCDs with dynamic backlight to design algorithms that improve the visual quality of 2D and 3D content, and that digital video coding artifacts like blocking or ringing can......Quality of digital image and video signals on TV screens is aected by many factors, including the display technology and compression standards. An accurate knowledge of the characteristics of the display andof the video signals can be used to develop advanced algorithms that improve the visual...... be reduced with post-processing. LCD screens with dynamic local backlight are modeled in their main aspects, like pixel luminance, light diusion and light perception. Following the model, novel algorithms based on optimization are presented and extended, then reduced in complexity, to produce backlights...

  10. Flat-panel video resolution LED display system

    Science.gov (United States)

    Wareberg, P. G.; Kennedy, D. I.

    The system consists of a 128 x 128 element X-Y addressable LED array fabricated from green-emitting gallium phosphide. The LED array is interfaced with a 128 x 128 matrix TV camera. Associated electronics provides for seven levels of grey scale above zero with a grey scale ratio of square root of 2. Picture elements are on 0.008 inch centers resulting in a resolution of 125 lines-per-inch and a display area of approximately 1 sq. in. The LED array concept lends itself to modular construction, permitting assembly of a flat panel screen of any desired size from 1 x 1 inch building blocks without loss of resolution. A wide range of prospective aerospace applications exist extending from helmet-mounted systems involving small dedicated arrays to multimode cockpit displays constructed as modular screens. High-resolution LED arrays are already used as CRT replacements in military film-marking reconnaissance applications.

  11. Spatiotemporal video deinterlacing using control grid interpolation

    Science.gov (United States)

    Venkatesan, Ragav; Zwart, Christine M.; Frakes, David H.; Li, Baoxin

    2015-03-01

    With the advent of progressive format display and broadcast technologies, video deinterlacing has become an important video-processing technique. Numerous approaches exist in the literature to accomplish deinterlacing. While most earlier methods were simple linear filtering-based approaches, the emergence of faster computing technologies and even dedicated video-processing hardware in display units has allowed higher quality but also more computationally intense deinterlacing algorithms to become practical. Most modern approaches analyze motion and content in video to select different deinterlacing methods for various spatiotemporal regions. We introduce a family of deinterlacers that employs spectral residue to choose between and weight control grid interpolation based spatial and temporal deinterlacing methods. The proposed approaches perform better than the prior state-of-the-art based on peak signal-to-noise ratio, other visual quality metrics, and simple perception-based subjective evaluations conducted by human viewers. We further study the advantages of using soft and hard decision thresholds on the visual performance.

  12. Informal Physics Learning from Video Games: A Case Study Using Gameplay Videos

    Science.gov (United States)

    Croxton, DeVaughn; Kortemeyer, Gerd

    2018-01-01

    Researching informal gameplay can be challenging, since as soon as a formal study design is imposed, it becomes neither casual nor self-motivated. As a case study of a non-invasive design, we analyze publicly posted gameplay videos to assess the effectiveness of a physics educational video game on special relativity. These videos offer unique…

  13. Video Games: A Human Factors Guide to Visual Display Design and Instructional System Design

    Science.gov (United States)

    1984-04-01

    Abstract K Electronic video games have many of the same technological and psychological characteristics that are found in military computer-based...employed as learning vehicles, the especially compelling characteristics of electronic video games have not been fully explored for possible exploitation...new electronic video games . !? Accordingly, the following experiment was designed to determine those m dimensions along which electronic

  14. Energy expenditure of three public and three home-based active video games in children

    NARCIS (Netherlands)

    Simons, Monique|info:eu-repo/dai/nl/323255639; De Vries, Sanne I.|info:eu-repo/dai/nl/333758412; Jongert, Tinus; Verheijden, Marieke W.

    2014-01-01

    The purpose of this study was to assess the energy expenditure (EE) experienced by children when playing six active video games, which can be used in a home environment and in a public setting (e.g. game center), and to evaluate whether the intensity of playing these games can meet the threshold for

  15. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  16. High Resolution Displays Using NCAP Liquid Crystals

    Science.gov (United States)

    Macknick, A. Brian; Jones, Phil; White, Larry

    1989-07-01

    Nematic curvilinear aligned phase (NCAP) liquid crystals have been found useful for high information content video displays. NCAP materials are liquid crystals which have been encapsulated in a polymer matrix and which have a light transmission which is variable with applied electric fields. Because NCAP materials do not require polarizers, their on-state transmission is substantially better than twisted nematic cells. All dimensional tolerances are locked in during the encapsulation process and hence there are no critical sealing or spacing issues. By controlling the polymer/liquid crystal morphology, switching speeds of NCAP materials have been significantly improved over twisted nematic systems. Recent work has combined active matrix addressing with NCAP materials. Active matrices, such as thin film transistors, have given displays of high resolution. The paper will discuss the advantages of NCAP materials specifically designed for operation at video rates on transistor arrays; applications for both backlit and projection displays will be discussed.

  17. Perceptual tools for quality-aware video networks

    Science.gov (United States)

    Bovik, A. C.

    2014-01-01

    Monitoring and controlling the quality of the viewing experience of videos transmitted over increasingly congested networks (especially wireless networks) is a pressing problem owing to rapid advances in video-centric mobile communication and display devices that are straining the capacity of the network infrastructure. New developments in automatic perceptual video quality models offer tools that have the potential to be used to perceptually optimize wireless video, leading to more efficient video data delivery and better received quality. In this talk I will review key perceptual principles that are, or could be used to create effective video quality prediction models, and leading quality prediction models that utilize these principles. The goal is to be able to monitor and perceptually optimize video networks by making them "quality-aware."

  18. Aspects of radiation effects due to visual display units at work

    International Nuclear Information System (INIS)

    Vana, N.

    1988-01-01

    The introduction and acceptance of video display units at work have led to a huge flood of information, rumours, and half-truths about those units. As the population became increasingly sensitized to 'radioactive radiation', there was, and in part still is, a tendency to consider particularly effects of unclear origin, first of all ionizing radiation and later on also non-ionizing radiation, as the main threat from video display units at work. Such important issuses as ergonomics, stress load, visual stress load, and social hygiene are often effaced by the question for 'the radiation load from visual display units'. The paper is an attempt to deal with aspects of radiation effects of visual display units at work. The discussion also extends to hazards, respectively the 'radiation environment', at the site of the visual display unit. (orig./DG) [de

  19. Meibomian gland dysfunction and ocular discomfort in video display terminal workers.

    Science.gov (United States)

    Fenga, C; Aragona, P; Cacciola, A; Spinella, R; Di Nola, C; Ferreri, F; Rania, L

    2008-01-01

    Meibomian gland dysfunction (MGD) is one of the most common ocular disorders encountered in clinical practice. The clinical manifestations of MGD are related to the changes in the tear film and ocular surface with symptoms of ocular discomfort. In recent years, many surveys have evaluated symptoms associated with the use of Video Display Terminals (VDT), and VDT use is recognized as a risk factor for eye discomfort. The aim of the present study was to determine if the presence of MGD contributes to the signs and symptoms of ocular discomfort during the use of VDT. In course of a routine health surveillance programme, a group of 70 subjects fulfilled the inclusion criteria and responded to a questionnaire about symptoms of ocular discomfort. The following ocular tests were performed: tear break-up time, fluorescein corneal stain, and basal tear secretion test. A total of 52 subjects out of 70 (74.3%) had MGD. A statistically significant correlation between the symptoms of ocular discomfort and hours spent on VDT work was observed in the total population (r=0.358; P=0.002; 95% CI 0.13-0.54) and in the group of subjects with MGD (r=0.365; P=0.009; 95% CI 0.103-0.58). Such correlation was not shown in subjects without MGD. The high prevalence of MGD among the subjects with symptoms of ocular discomfort suggests that this diagnosis should be considered when occupational health practitioners encounter ocular complaints among VDT operators. It appears that MGD can contribute to the development of ocular discomfort in VDT operators.

  20. How the "Understanding Research Evidence" Web-Based Video Series From the National Collaborating Centre for Methods and Tools Contributes to Public Health Capacity to Practice Evidence-Informed Decision Making: Mixed-Methods Evaluation.

    Science.gov (United States)

    Chan, Linda; Mackintosh, Jeannie; Dobbins, Maureen

    2017-09-28

    The National Collaborating Centre for Methods and Tools (NCCMT) offers workshops and webinars to build public health capacity for evidence-informed decision-making. Despite positive feedback for NCCMT workshops and resources, NCCMT users found key terms used in research papers difficult to understand. The Understanding Research Evidence (URE) videos use plain language, cartoon visuals, and public health examples to explain complex research concepts. The videos are posted on the NCCMT website and YouTube channel. The first four videos in the URE web-based video series, which explained odds ratios (ORs), confidence intervals (CIs), clinical significance, and forest plots, were evaluated. The evaluation examined how the videos affected public health professionals' practice. A mixed-methods approach was used to examine the delivery mode and the content of the videos. Specifically, the evaluation explored (1) whether the videos were effective at increasing knowledge on the four video topics, (2) whether public health professionals were satisfied with the videos, and (3) how public health professionals applied the knowledge gained from the videos in their work. A three-part evaluation was conducted to determine the effectiveness of the first four URE videos. The evaluation included a Web-based survey, telephone interviews, and pretest and posttests, which evaluated public health professionals' experience with the videos and how the videos affected their public health work. Participants were invited to participate in this evaluation through various open access, public health email lists, through informational flyers and posters at the Canadian Public Health Association (CPHA) conference, and through targeted recruitment to NCCMT's network. In the Web-based surveys (n=46), participants achieved higher scores on the knowledge assessment questions from watching the OR (P=.04), CI (P=.04), and clinical significance (P=.05) videos but not the forest plot (P=.12) video, as

  1. Video displays, work, and vision

    National Research Council Canada - National Science Library

    National Research Council Staff; Committee on Vision; Commission on Behavioral and Social Sciences and Education; Division of Behavioral and Social Sciences and Education; National Research Council; National Academy of Sciences

    1983-01-01

    ... Sciences and Education National Research Council NATIONAL ACADEMY PRESS Washington, D.C. 1983 Copyrightthe cannot be not from book, paper however, version for formatting, original authoritative the typesetting-specific the as from created publication files XML from other this and of recomposed styles, version heading pri...

  2. Natural display mode for digital DICOM-conformant diagnostic imaging.

    Science.gov (United States)

    Peters, Klaus-Ruediger; Ramsby, Gale R

    2002-09-01

    The authors performed this study to investigate the verification of the contrast display properties defined by the digital imaging and communication in medicine (DICOM) PS (picture archiving and communication system [PACS] standard) 3.14-2001 gray-scale display function standard and their dependency on display luminance range and video signal bandwidth. Contrast sensitivity and contrast linearity of DICOM-conformant displays were measured in just-noticeable differences (JNDs) on special perceptual contrast test patterns. Measurements were obtained six times at various display settings under dark room conditions. Display luminance range and video bandwidth had a significant effect on contrast perception. The perceptual promises of the standard could be established only with displays that were calibrated to a unity contrast resolution, at which the number of displayed intensity steps was equal to the number of perceivable contrast steps (JNDs). Such display conditions provide for visual perception information at the level of single-step contrast sensitivity and full-range contrast linearity. These "natural display" conditions also help minimize the Mach banding effects that otherwise reduce contrast sensitivity and contrast linearity. Most, if not all, conventionally used digital display modalities are driven with a contrast resolution larger than 1. Such conditions reduce contrast perception when compared with natural imaging conditions. The DICOM-conformant display conditions at unity contrast resolution were characterized as the "natural display" mode, and, thus, the authors a priori recommend them as being useful for making a primary diagnosis with PACS and teleradiology and as a standard for psychophysical research and performance measurements.

  3. Simulated laparoscopy using a head-mounted display vs traditional video monitor: an assessment of performance and muscle fatigue.

    Science.gov (United States)

    Maithel, S K; Villegas, L; Stylopoulos, N; Dawson, S; Jones, D B

    2005-03-01

    The direction of visual gaze may be an important ergonomic factor that affects operative performance. We designed a study to determine whether a head-mounted display (HMD) worn by the surgeon would improve task performance and/or reduce muscle fatigue during a laparoscopic task when compared to the use of a traditional video monitor display (VMD). Surgical residents (n = 30) were enrolled in the study. A junior group, consisting of 15 postgraduate year (PGY) = 1 subjects with no previous laparoscopic experience, and a senior group, consisting of 15 PGY 4 and PGY 5 subjects with experience, completed a laparoscopic task that was repeated four times using the Computer Enhanced Laparoscopic Training System (CELTS). Groups alternated between using the HMD with the task placed in a downward frontal position and the VMD with the task at a 30 degrees lateral angle. The CELTS module assessed task completion time, depth perception, path length of instruments, response orientation, motion smoothness; the system then generated an overall score. Electromyography (EMG) was used to record sternocleidomastoid muscle activity. Display preference was surveyed. The senior residents performed better than the junior residents overall on all parameters (p < 0.05) except for motion smoothness, where there was no difference. In both groups, the HMD significantly improved motion smoothness when compared to the VMD (p < 0.05). All other parameters were equal. There was less muscle fatigue when using the VMD (p < 0.05). We found that 66% of the junior residents but only 20% of the senior residents preferred the HMD. The CELTS module demonstrated evidence of construct validity by differentiating the performances of junior and senior residents. By aligning the surgeon's visual gaze with the instruments, HMD improved smoothness of motion. Experienced residents preferred the traditional monitor display. Although the VMD produced less muscle fatigue, inexperienced residents preferred the HMD

  4. COMPARISON OF 2D AND 3D VIDEO DISPLAYS FOR TEACHING VITREORETINAL SURGERY.

    Science.gov (United States)

    Chhaya, Nisarg; Helmy, Omar; Piri, Niloofar; Palacio, Agustina; Schaal, Shlomit

    2017-07-11

    To compare medical students' learning uptake and understanding of vitreoretinal surgeries by watching either 2D or 3D video recordings. Three vitreoretinal procedures (tractional retinal detachment, exposed scleral buckle removal, and four-point scleral fixation of an intraocular lens [TSS]) were recorded simultaneously with a conventional recorder for two-dimensional viewing and a VERION 3D HD system using Sony HVO-1000MD for three-dimensional viewing. Two videos of each surgery, one 2D and the other 3D, were edited to have the same content side by side. One hundred UMass medical students randomly assigned to a 2D group or 3D, then watched corresponding videos on a MacBook. All groups wore BiAL Red-blue 3D glasses and were appropriately randomized. Students filled out questionnaires about surgical steps or anatomical relationships of the pathologies or tissues, and their answers were compared. There was no significant difference in comprehension between the two groups for the extraocular scleral buckle procedure. However, for the intraocular TSS and tractional retinal detachment videos, the 3D group performed better than 2D (P < 0.05) on anatomy comprehension questions. Three-dimensional videos may have value in teaching intraocular ophthalmic surgeries. Surgical procedure steps and basic ocular anatomy may have to be reviewed to ensure maximal teaching efficacy.

  5. Hierarchical video surveillance architecture: a chassis for video big data analytics and exploration

    Science.gov (United States)

    Ajiboye, Sola O.; Birch, Philip; Chatwin, Christopher; Young, Rupert

    2015-03-01

    There is increasing reliance on video surveillance systems for systematic derivation, analysis and interpretation of the data needed for predicting, planning, evaluating and implementing public safety. This is evident from the massive number of surveillance cameras deployed across public locations. For example, in July 2013, the British Security Industry Association (BSIA) reported that over 4 million CCTV cameras had been installed in Britain alone. The BSIA also reveal that only 1.5% of these are state owned. In this paper, we propose a framework that allows access to data from privately owned cameras, with the aim of increasing the efficiency and accuracy of public safety planning, security activities, and decision support systems that are based on video integrated surveillance systems. The accuracy of results obtained from government-owned public safety infrastructure would improve greatly if privately owned surveillance systems `expose' relevant video-generated metadata events, such as triggered alerts and also permit query of a metadata repository. Subsequently, a police officer, for example, with an appropriate level of system permission can query unified video systems across a large geographical area such as a city or a country to predict the location of an interesting entity, such as a pedestrian or a vehicle. This becomes possible with our proposed novel hierarchical architecture, the Fused Video Surveillance Architecture (FVSA). At the high level, FVSA comprises of a hardware framework that is supported by a multi-layer abstraction software interface. It presents video surveillance systems as an adapted computational grid of intelligent services, which is integration-enabled to communicate with other compatible systems in the Internet of Things (IoT).

  6. 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.

  7. Restocking the optical designers' toolbox for next-generation wearable displays (Presentation Recording)

    Science.gov (United States)

    Kress, Bernard C.

    2015-09-01

    Three years ago, industry and consumers learned that there was more to Head Mounted Displays (HMDs) than the long-lasting but steady market for defense or the market for gadget video player headsets: the first versions of Smart Glasses were introduced to the public. Since then, most major consumer electronics companies unveiled their own versions of Connected Glasses, Smart Glasses or Smart Eyewear, AR (Augmented Reality) and VR (Virtual Reality) headsets. This rush resulted in the build-up of a formidable zoo of optical technologies, each claiming to be best suited for the task on hand. Today, the question is not so much anymore "will the Smart Glass market happen?" but rather "which optical technologies will be best fitted for the various declinations of the existing wearable display market," one of the main declination being the Smart Glasses market.

  8. How the “Understanding Research Evidence” Web-Based Video Series From the National Collaborating Centre for Methods and Tools Contributes to Public Health Capacity to Practice Evidence-Informed Decision Making: Mixed-Methods Evaluation

    Science.gov (United States)

    Chan, Linda; Mackintosh, Jeannie

    2017-01-01

    Background The National Collaborating Centre for Methods and Tools (NCCMT) offers workshops and webinars to build public health capacity for evidence-informed decision-making. Despite positive feedback for NCCMT workshops and resources, NCCMT users found key terms used in research papers difficult to understand. The Understanding Research Evidence (URE) videos use plain language, cartoon visuals, and public health examples to explain complex research concepts. The videos are posted on the NCCMT website and YouTube channel. Objective The first four videos in the URE web-based video series, which explained odds ratios (ORs), confidence intervals (CIs), clinical significance, and forest plots, were evaluated. The evaluation examined how the videos affected public health professionals’ practice. A mixed-methods approach was used to examine the delivery mode and the content of the videos. Specifically, the evaluation explored (1) whether the videos were effective at increasing knowledge on the four video topics, (2) whether public health professionals were satisfied with the videos, and (3) how public health professionals applied the knowledge gained from the videos in their work. Methods A three-part evaluation was conducted to determine the effectiveness of the first four URE videos. The evaluation included a Web-based survey, telephone interviews, and pretest and posttests, which evaluated public health professionals’ experience with the videos and how the videos affected their public health work. Participants were invited to participate in this evaluation through various open access, public health email lists, through informational flyers and posters at the Canadian Public Health Association (CPHA) conference, and through targeted recruitment to NCCMT’s network. Results In the Web-based surveys (n=46), participants achieved higher scores on the knowledge assessment questions from watching the OR (P=.04), CI (P=.04), and clinical significance (P=.05) videos but

  9. Tweeting badges: user motivations for displaying achievement in publicly networked environments.

    Science.gov (United States)

    Kwon, K Hazel; Halavais, Alexander; Havener, Shannon

    2015-02-01

    Badge systems, a common mechanism for gamification on social media platforms, provide a way for users to present their knowledge or experience to others. This study aims to contribute to the understanding of why social media users publicize their achievements in the form of online badges. Five motivational factors for badge display in public networked environments are distinguished-self-efficacy, social incentives, networked support, passing time, and inattentive sharing-and it is suggested that different badge types are associated with different motivations. System developers are advised to consider these components in their designs, applying the elements most appropriate to the communities they serve. Comparing user motivations associated with badges shared across boundaries provides a better understanding of how online badges relate to the larger social media ecosystem.

  10. 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.

  11. Three-dimensional Imaging, Visualization, and Display

    CERN Document Server

    Javidi, Bahram; Son, Jung-Young

    2009-01-01

    Three-Dimensional Imaging, Visualization, and Display describes recent developments, as well as the prospects and challenges facing 3D imaging, visualization, and display systems and devices. With the rapid advances in electronics, hardware, and software, 3D imaging techniques can now be implemented with commercially available components and can be used for many applications. This volume discusses the state-of-the-art in 3D display and visualization technologies, including binocular, multi-view, holographic, and image reproduction and capture techniques. It also covers 3D optical systems, 3D display instruments, 3D imaging applications, and details several attractive methods for producing 3D moving pictures. This book integrates the background material with new advances and applications in the field, and the available online supplement will include full color videos of 3D display systems. Three-Dimensional Imaging, Visualization, and Display is suitable for electrical engineers, computer scientists, optical e...

  12. Classification of video sequences into chosen generalized use classes of target size and lighting level.

    Science.gov (United States)

    Leszczuk, Mikołaj; Dudek, Łukasz; Witkowski, Marcin

    The VQiPS (Video Quality in Public Safety) Working Group, supported by the U.S. Department of Homeland Security, has been developing a user guide for public safety video applications. According to VQiPS, five parameters have particular importance influencing the ability to achieve a recognition task. They are: usage time-frame, discrimination level, target size, lighting level, and level of motion. These parameters form what are referred to as Generalized Use Classes (GUCs). The aim of our research was to develop algorithms that would automatically assist classification of input sequences into one of the GUCs. Target size and lighting level parameters were approached. The experiment described reveals the experts' ambiguity and hesitation during the manual target size determination process. However, the automatic methods developed for target size classification make it possible to determine GUC parameters with 70 % compliance to the end-users' opinion. Lighting levels of the entire sequence can be classified with an efficiency reaching 93 %. To make the algorithms available for use, a test application has been developed. It is able to process video files and display classification results, the user interface being very simple and requiring only minimal user interaction.

  13. Toward enhancing the distributed video coder under a multiview video codec framework

    Science.gov (United States)

    Lee, Shih-Chieh; Chen, Jiann-Jone; Tsai, Yao-Hong; Chen, Chin-Hua

    2016-11-01

    The advance of video coding technology enables multiview video (MVV) or three-dimensional television (3-D TV) display for users with or without glasses. For mobile devices or wireless applications, a distributed video coder (DVC) can be utilized to shift the encoder complexity to decoder under the MVV coding framework, denoted as multiview distributed video coding (MDVC). We proposed to exploit both inter- and intraview video correlations to enhance side information (SI) and improve the MDVC performance: (1) based on the multiview motion estimation (MVME) framework, a categorized block matching prediction with fidelity weights (COMPETE) was proposed to yield a high quality SI frame for better DVC reconstructed images. (2) The block transform coefficient properties, i.e., DCs and ACs, were exploited to design the priority rate control for the turbo code, such that the DVC decoding can be carried out with fewest parity bits. In comparison, the proposed COMPETE method demonstrated lower time complexity, while presenting better reconstructed video quality. Simulations show that the proposed COMPETE can reduce the time complexity of MVME to 1.29 to 2.56 times smaller, as compared to previous hybrid MVME methods, while the image peak signal to noise ratios (PSNRs) of a decoded video can be improved 0.2 to 3.5 dB, as compared to H.264/AVC intracoding.

  14. Reduced complexity MPEG2 video post-processing for HD display

    DEFF Research Database (Denmark)

    Virk, Kamran; Li, Huiying; Forchhammer, Søren

    2008-01-01

    implementation. The enhanced deringing combined with the deblocking achieves PSNR improvements on average of 0.5 dB over the basic deblocking and deringing on SDTV and HDTV test sequences. The deblocking and deringing models described in the paper are generic and applicable to a wide variety of common (8times8......) DCT-block based real-time video schemes....

  15. Effects of training intervention on non-ergonomic positions among video display terminals (VDT) users.

    Science.gov (United States)

    Mirmohammadi, Seyed Jalil; Mehrparvar, Amir Houshang; Olia, Mohammad Bagher; Mirmohammadi, Monirolsadat

    2012-01-01

    Substantial evidence shows an association between musculoskeletal disorders (MSDs) and certain work-related physical factors. One of the jobs with known ergonomic hazards is working with video display terminals (VDTs). Redesign, ergonomic improvements, and education have generally been recommended as solutions for the prevention of musculoskeletal disorders. We designed this study to assess the effects of ergonomic training on the working postures of VDT users. In an intervention study, we assessed the impact of ergonomic training on the ergonomic hazards and work postures in employees working with VDTs. Participants and their workstations were assessed by Rapid Upper Limb Assessment (RULA) method before and after training. 70 employees of an office, working with a VDT more than four hours per day entered the study. The greatest compliance with OSHA workstation recommendations was seen with the monitor (21.4% of cases) and the least compliance with the one was the chair (10.0%). Mean RULA score before and after intervention were 5.90, and 5.07, respectively, and the difference was statistically significant (p training office ergonomics to the VDT users, even without changing work place components can significantly improve VDT users' behavior and ability to properly fit a workstation to him/herself.

  16. Modeling 3D Unknown object by Range Finder and Video Camera ...

    African Journals Online (AJOL)

    real world); proprioceptive and exteroceptive sensors allowing the recreating of the 3D geometric database of an environment (virtual world). The virtual world is projected onto a video display terminal (VDT). Computer-generated and video ...

  17. Learning from Multiple Sources for Video Summarisation

    OpenAIRE

    Zhu, Xiatian; Loy, Chen Change; Gong, Shaogang

    2015-01-01

    Many visual surveillance tasks, e.g.video summarisation, is conventionally accomplished through analysing imagerybased features. Relying solely on visual cues for public surveillance video understanding is unreliable, since visual observations obtained from public space CCTV video data are often not sufficiently trustworthy and events of interest can be subtle. On the other hand, non-visual data sources such as weather reports and traffic sensory signals are readily accessible but are not exp...

  18. The Relation of Visual Signs In The Narrative Structure of MTV Exit Human Trafficking Campaign Video

    Directory of Open Access Journals (Sweden)

    Winny Gunarti

    2013-08-01

    Full Text Available Human trafficking is a violation of the human rights. One of the campaign to fight against this crime takes the form of a digital campaign that aired on television and internet.   This study discusses the narrative structure of human trafficking campaign video from non-profit organization MTV Exit in 2012. This video campaign combines art collage and graphic art in its narrative structure. Nonverbal visual elements displayed in the form of a digital photo collage with animated illustrations setting. We consider this video campaign quite interesting as it is visually inform the public about the importance of safe migration through the visual signs in the narrative structure. This study analyzes qualitatively the relation of nonverbal visual signs in the narrative collage and illustration. Denotative and connotative analysis with structural semiotics approach is needed to understand the meaning of visual signs in the context of humans as cultural beings in their communities. This study is expected to be a model example of visual communication campaigns that can foster public awareness of the issue of human trafficking, especially for young women and children as young generation.

  19. Acquisition, compression and rendering of depth and texture for multi-view video

    NARCIS (Netherlands)

    Morvan, Y.

    2009-01-01

    Three-dimensional (3D) video and imaging technologies is an emerging trend in the development of digital video systems, as we presently witness the appearance of 3D displays, coding systems, and 3D camera setups. Three-dimensional multi-view video is typically obtained from a set of synchronized

  20. Health issues of the operators on video display units - the consequence of electromagnetic radiation or something else

    International Nuclear Information System (INIS)

    Brumen, V.; Garaj-Vrhovac, V.; Franekic Colic, J.; Radalj, Z.

    2005-01-01

    Over the last few decades, video display units (VDUs) have become inevitable in a number of workplaces. This raised a debate on possible health effects of occupational exposure to VDUs. Most frequently reported complaints are eyestrain, bone/muscle disorders and psychological problems related to monotonous, repetitive work. Questions have been raised whether regular exposure to electromagnetic fields generated by the screen could induce cataract. In response to a direct inquiry of VDU operators from a large Croatian company, whether their eye discomforts could be attributed to screen irradiation, we measured electromagnetic fields generated by screens. Measurements were performed using a portable measuring device PMM 8051, serial number 0182 (PMM Costruzioni Elettroniche Centro Misure Radioelettriche s.r. Milan, Italy) with three different probes, with and without a filter. The results showed that screen-generated fields were far bellow the threshold required for a causing a cataract, which overruled the possibility that the actinic effect should produce eye discomfort.(author)

  1. Beyond advertising : large displays for supporting people’s needs and activities in public space

    NARCIS (Netherlands)

    Kanis, Marije; Groen, Maarten; Meys, Wouter; Slakhorst, Wout; Veenstra, Mettina

    2011-01-01

    This paper explores how displays can be used to support human needs and activities in public spaces rather than be employed for commercial purposes only. Based on our analysis of screen usage around the world, eight different categories of usage are described and motivated. For the purpose of

  2. Toxicologic study of electromagnetic radiation emitted by television and video display screens and cellular telephones on chickens and mice

    International Nuclear Information System (INIS)

    Bastide, M.; Youbicier-Simo, B.J.; Lebecq, J.C.; Giaimis, J.; Youbicier-Simo, B.J.

    2001-01-01

    The effects of continuous exposure of chick embryos and young chickens to the electromagnetic fields (EMFs) emitted by video display units (VDUs) and GSM cell phone radiation, either the whole spectrum emitted or attenuated by a copper gauze, were investigated. Permanent exposure to the EMFs radiated by a VDU was associated with significantly increased fetal loss (47-68%) and markedly depressed levels of circulating specific antibodies (lgG), corticosterone and melatonin. We have also shown that under chronic exposure conditions, GSM cell phone radiation was harmful to chick embryos, stressful for healthy mice and, in this species, synergistic with cancer insofar as it depleted stress hormones. The same pathological results were observed after substantial reduction of the microwaves radiated from the cell phone by attenuating them with a copper gauze. (author)

  3. VAP/VAT: video analytics platform and test bed for testing and deploying video analytics

    Science.gov (United States)

    Gorodnichy, Dmitry O.; Dubrofsky, Elan

    2010-04-01

    Deploying Video Analytics in operational environments is extremely challenging. This paper presents a methodological approach developed by the Video Surveillance and Biometrics Section (VSB) of the Science and Engineering Directorate (S&E) of the Canada Border Services Agency (CBSA) to resolve these problems. A three-phase approach to enable VA deployment within an operational agency is presented and the Video Analytics Platform and Testbed (VAP/VAT) developed by the VSB section is introduced. In addition to allowing the integration of third party and in-house built VA codes into an existing video surveillance infrastructure, VAP/VAT also allows the agency to conduct an unbiased performance evaluation of the cameras and VA software available on the market. VAP/VAT consists of two components: EventCapture, which serves to Automatically detect a "Visual Event", and EventBrowser, which serves to Display & Peruse of "Visual Details" captured at the "Visual Event". To deal with Open architecture as well as with Closed architecture cameras, two video-feed capture mechanisms have been developed within the EventCapture component: IPCamCapture and ScreenCapture.

  4. Empathy at a distance: a qualitative study on the impact of publically-displayed art on observers.

    Science.gov (United States)

    Hurley, John; Linsley, Paul; Rowe, Shelley; Fontanella, Freea

    2014-10-01

    While there is some evidence in the literature on the impact of art therapy for consumers, there is comparatively little written on how art that has been created by consumers impacts on those observing the art. This paper reports on a qualitative research study that sought to determine if publically-displayed art created by young consumers impacted on stigma reduction and self-help-seeking behaviours of the observers. The findings derived from the thematic analysis of qualitative interviews suggested that publically-displayed art is a safe medium, through which empathy and understanding towards young people with mental illness can be enhanced, and that the art generates discussion and self-help behaviours for mental illness. These findings highlight how mental health nurses can promote social inclusion and reduce stigma through public mental health initiatives that are an important inclusion in the scope of mental health nursing practice. © 2014 Australian College of Mental Health Nurses Inc.

  5. Video interactivo en realidad virtual inmersiva

    OpenAIRE

    Gordo Ara, Juan

    2016-01-01

    Currently, developers are creating new virtual reality applications related to the field of video games or graphics environments created by computers. This is due largely to the arrival to the consumer market of new technologies to experience these virtual reality environments. This has provoked a wide adoption of 360º videos, which can be viewed directly from smartphones. In addition, cheap adapters allow converting the phone into a virtual reality display. In this project we investigated me...

  6. New ultraportable display technology and applications

    Science.gov (United States)

    Alvelda, Phillip; Lewis, Nancy D.

    1998-08-01

    MicroDisplay devices are based on a combination of technologies rooted in the extreme integration capability of conventionally fabricated CMOS active-matrix liquid crystal display substrates. Customized diffraction grating and optical distortion correction technology for lens-system compensation allow the elimination of many lenses and systems-level components. The MicroDisplay Corporation's miniature integrated information display technology is rapidly leading to many new defense and commercial applications. There are no moving parts in MicroDisplay substrates, and the fabrication of the color generating gratings, already part of the CMOS circuit fabrication process, is effectively cost and manufacturing process-free. The entire suite of the MicroDisplay Corporation's technologies was devised to create a line of application- specific integrated circuit single-chip display systems with integrated computing, memory, and communication circuitry. Next-generation portable communication, computer, and consumer electronic devices such as truly portable monitor and TV projectors, eyeglass and head mounted displays, pagers and Personal Communication Services hand-sets, and wristwatch-mounted video phones are among the may target commercial markets for MicroDisplay technology. Defense applications range from Maintenance and Repair support, to night-vision systems, to portable projectors for mobile command and control centers.

  7. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... Amblyopia Listen NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia Animations Blindness Cataract Convergence ... is maintained by the NEI Office of Science Communications, Public Liaison, and Education. Technical questions about this ...

  8. Musculoskeletal disorders among video display terminal (VDT workers comparing with other office workers

    Directory of Open Access Journals (Sweden)

    H. Akbari

    2010-07-01

    Full Text Available Background and aimsScientific and industrial development has led to increased production,which has been associated with different complications, including occupational stress, and increased incidence of work-related musculoskeletal disorders. Musculoskeletal disorders arefrequent causes of absenteeism in developed countries. We designed this study to assess musculoskeletal disorders and occupational stress among video display terminal (VDT workers in comparison with other office workers.MethodsThis was a cross-sectional study on 72 VDT workers (case and 145 office workers (control. In this study we used Nordic and Osipow questionnaires in order to evaluate musculoskeletal disorders and job stress, respectively. The questionnaires were filled by direct interview. T test, chi square, Fisher test and logistic regression were used for data analysis.ResultsThe frequency of musculoskeletal disorders among VDT users in the last 12 months was 46.5%, 20.3%, 5.1%, 12.4% and 57.6% in neck, shoulder, elbow, wrist and low back areas, respectively. The frequency of musculoskeletal complaints in neck, shoulder and wrist and mean score of occupational stress was significantly higher in the case group comparing with controlgroup, and both results were statistically significant.ConclusionVDT working is a high-risk job for musculoskeletal disorders. In this study the frequency of musculoskeletal disorders, especially in high-risk regions for this job, was higher in VDTworkers than other office workers. We recommend to perform other studies in order to find non-ergonomic points and postures in these persons.

  9. Virtual Pinball / Video Arcade games

    NARCIS (Netherlands)

    1997-01-01

    For use in multimedia or other environments, a virtual pinball/video arcade game displays one or more computer-generated runner elements, runner inject elements, and runner interactivity elements. It has a programmed computer for simulating movement of the runner elements. This is interfered with by

  10. High Performance Paper White- and Full-Color Reflective Displays

    National Research Council Canada - National Science Library

    Fiske, Thomas

    2001-01-01

    This report documents work performed by a team led by dpiX LLC to develop fabrication technology for a paper-white, video-rate, full-color reflective display technology based on holographically formed...

  11. Motion sickness and postural sway in console video games.

    Science.gov (United States)

    Stoffregen, Thomas A; Faugloire, Elise; Yoshida, Ken; Flanagan, Moira B; Merhi, Omar

    2008-04-01

    We tested the hypotheses that (a) participants might develop motion sickness while playing "off-the-shelf" console video games and (b) postural motion would differ between sick and well participants, prior to the onset of motion sickness. There have been many anecdotal reports of motion sickness among people who play console video games (e.g., Xbox, PlayStation). Participants (40 undergraduate students) played a game continuously for up to 50 min while standing or sitting. We varied the distance to the display screen (and, consequently, the visual angle of the display). Across conditions, the incidence of motion sickness ranged from 42% to 56%; incidence did not differ across conditions. During game play, head and torso motion differed between sick and well participants prior to the onset of subjective symptoms of motion sickness. The results indicate that console video games carry a significant risk of motion sickness. Potential applications of this research include changes in the design of console video games and recommendations for how such systems should be used.

  12. Video Surveillance: Privacy Issues and Legal Compliance

    DEFF Research Database (Denmark)

    Mahmood Rajpoot, Qasim; Jensen, Christian D.

    2015-01-01

    Pervasive usage of video surveillance is rapidly increasing in developed countries. Continuous security threats to public safety demand use of such systems. Contemporary video surveillance systems offer advanced functionalities which threaten the privacy of those recorded in the video. There is a...

  13. Museums as a venue for public health intervention.

    Science.gov (United States)

    Ickovics, Jeannette R

    2013-12-01

    Big Food: Health, Culture, and the Evolution of Eating broke numerous records for museum attendance, highlighting the public's appetite for public health. During its 10-month run at the Yale Peabody Museum of Natural History, more than 120 000 visitors attended Big Food, including 25 000 students through the museum's public education program, an increase of 30% more than the average student attendance in the past decade. Big Food cost approximately $100 000 to build, comprising printed panels and objects, installation displays (e.g., custom-built cases to house such objects as sugar-sweetened beverages and healthy and diseased organs), temporary walls, video monitors, food products, and more. At less than $1 per visitor, this provided extraordinary public health value.

  14. Method for operating video game with back-feeding a video image of a player, and a video game arranged for practicing the method.

    NARCIS (Netherlands)

    2006-01-01

    In a video gaming environment, a player is enabled to interact with the environment. Further, a score and/or performance of the player in a particular session is machine detected and fed fed back into the gaming environment and a representation of said score and/or performance is displayed in visual

  15. American Lung Association's radon public information program

    International Nuclear Information System (INIS)

    McCurdy, L.E.

    1992-01-01

    The American Lung Association (ALA), the nation's oldest voluntary health organization, is dedicated to the conquest of lung disease and the promotion of lung health. The objective of the ALA Radon Public Information Program is to reduce public exposure to elevated indoor radon levels through implementing grassroots-based radon public awareness campaigns by 22 local ALA groups. The program, which is funded by a grant from the US Environmental Protection Agency (EPA), was initiated in December 1989; the first phase will continue until May, 1991. Activities of local Lung Associations include distribution of free or reduced-cost radon kits; presenting programs in elementary and secondary schools; presenting information on TV news series and talk shows, and on radio Public Service Announcements and talk shows; presenting articles and feature stories in the print media; holding conferences, workshops, and displays at fairs and other exhibitions; distributing radon fact sheets through libraries and utility company mailings; and distributing videos through video chains and libraries. The local Lung Associations also serve as promoters for the EPA/Advertising Council Radon Public Service Announcement Campaign. We will highlight the activities of the groups in communicating radon health risks to the public; we will describe the results obtained and will attempt to evaluate the merits of the various approaches on the basis of the initial results

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

    Science.gov (United States)

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

    2008-02-01

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

  17. Cobra: A content-based video retrieval system

    NARCIS (Netherlands)

    Petkovic, M.; Jonker, W.; Jensen, C.S.; Jeffery, K.G.; Pokorny, J.; Saltenis, S.; Bertino, E.; Böhm, K.; Jarke, M.

    2002-01-01

    An increasing number of large publicly available video libraries results in a demand for techniques that can manipulate the video data based on content. In this paper, we present a content-based video retrieval system called Cobra. The system supports automatic extraction and retrieval of high-level

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

    Science.gov (United States)

    Richardson, Anthony E; Collaer, Marcia L

    2011-04-01

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

  19. Head-mounted display for use in functional endoscopic sinus surgery

    Science.gov (United States)

    Wong, Brian J.; Lee, Jon P.; Dugan, F. Markoe; MacArthur, Carol J.

    1995-05-01

    Since the introduction of functional endoscopic sinus surgery (FESS), the procedure has undergone rapid change with evolution keeping pace with technological advances. The advent of low cost charge coupled device 9CCD) cameras revolutionized the practice and instruction of FESS. Video-based FESS has allowed for documentation of the surgical procedure as well as interactive instruction during surgery. Presently, the technical requirements of video-based FESS include the addition of one or more television monitors positioned strategically in the operating room. Thought video monitors have greatly enhanced surgical endoscopy by re- involving nurses and assistants in the actual mechanics of surgery, video monitors require the operating surgeon to be focused on the screen instead of the patient. In this study, we describe the use of a new low-cost liquid crystal display (LCD) based device that functions as a monitor but is mounted on the head on a visor (PT-O1, O1 Products, Westlake Village, CA). This study illustrates the application of these HMD devices to FESS operations. The same surgeon performed the operation in each patient. In one nasal fossa, surgery was performed using conventional video FESS methods. The contralateral side was operated on while wearing the head mounted video display. The device had adequate resolution for the purposes of FESS. No adverse effects were noted intraoperatively. The results on the patients ipsalateral and contralateral sides were similar. The visor did eliminated significant torsion of the surgeon's neck during the operation, while at the same time permitted simultaneous viewing of both the patient and the intranasal surgical field.

  20. Are Internet use and video-game-playing addictive behaviors? Biological, clinical and public health implications for youths and adults

    Science.gov (United States)

    Yau, Yvonne H. C.; Crowley, Michael J.; Mayes, Linda C.; Potenza, Marc N.

    2013-01-01

    Internet use and video-game playing are experiencing rapid growth among both youth and adult populations. Research suggests that a minority of users experience symptoms traditionally associated with substance-related addictions. Mental health professionals, policy makers and the general public continue to debate the issue of Internet addiction (IA) and problematic video-game playing (PVG). This review identifies existing studies into the clinical and biological characteristics of these disorders that may help guide decisions as to whether or not IA and PVG should be grouped together with substance use disorders (SUDs). PMID:24288435

  1. Video Analytics for Business Intelligence

    CERN Document Server

    Porikli, Fatih; Xiang, Tao; Gong, Shaogang

    2012-01-01

    Closed Circuit TeleVision (CCTV) cameras have been increasingly deployed pervasively in public spaces including retail centres and shopping malls. Intelligent video analytics aims to automatically analyze content of massive amount of public space video data and has been one of the most active areas of computer vision research in the last two decades. Current focus of video analytics research has been largely on detecting alarm events and abnormal behaviours for public safety and security applications. However, increasingly CCTV installations have also been exploited for gathering and analyzing business intelligence information, in order to enhance marketing and operational efficiency. For example, in retail environments, surveillance cameras can be utilised to collect statistical information about shopping behaviour and preference for marketing (e.g., how many people entered a shop; how many females/males or which age groups of people showed interests to a particular product; how long did they stay in the sho...

  2. Nuclear image display controller

    International Nuclear Information System (INIS)

    Roth, D.A.

    1985-01-01

    In a nuclear imaging system the digitized x and y coordinates of gamma ray photon emission events address memory locations corresponding to the coordinates. The respective locations are incremented each time they are addressed so at the end of a selected time or event count period the locations contain digital values or raw data corresponding to the intensity of pixels comprising an image frame. The raw data for a frame is coupled to one input of an arithmetic logic unit (ALU) whose output is coupled to a display controller memory. The output of the controller memory is coupled to another ALU input with a feedback bus and is also coupled to a further signal processing circuit which includes means for converting processed data to analog video signals for television display. The ALU is selectively controlled to let raw image data pass through to the display controllor memory or alternately to add (or subtract) raw data for the last image frame developed to the raw data for preceding frames held in the display controller to thereby produce the visual effect on the television screen of an isotope flowing through anatomy

  3. Viewing speech in action: speech articulation videos in the public domain that demonstrate the sounds of the International Phonetic Alphabet (IPA)

    OpenAIRE

    Nakai, S.; Beavan, D.; Lawson, E.; Leplâtre, G.; Scobbie, J. M.; Stuart-Smith, J.

    2016-01-01

    In this article, we introduce recently released, publicly available resources, which allow users to watch videos of hidden articulators (e.g. the tongue) during the production of various types of sounds found in the world’s languages. The articulation videos on these resources are linked to a clickable International Phonetic Alphabet chart ([International Phonetic Association. 1999. Handbook of the International Phonetic Association: A Guide to the Use of the International Phonetic Alphabet. ...

  4. Scalable Adaptive Graphics Environment (SAGE) Software for the Visualization of Large Data Sets on a Video Wall

    Science.gov (United States)

    Jedlovec, Gary; Srikishen, Jayanthi; Edwards, Rita; Cross, David; Welch, Jon; Smith, Matt

    2013-01-01

    The use of collaborative scientific visualization systems for the analysis, visualization, and sharing of "big data" available from new high resolution remote sensing satellite sensors or four-dimensional numerical model simulations is propelling the wider adoption of ultra-resolution tiled display walls interconnected by high speed networks. These systems require a globally connected and well-integrated operating environment that provides persistent visualization and collaboration services. This abstract and subsequent presentation describes a new collaborative visualization system installed for NASA's Shortterm Prediction Research and Transition (SPoRT) program at Marshall Space Flight Center and its use for Earth science applications. The system consists of a 3 x 4 array of 1920 x 1080 pixel thin bezel video monitors mounted on a wall in a scientific collaboration lab. The monitors are physically and virtually integrated into a 14' x 7' for video display. The display of scientific data on the video wall is controlled by a single Alienware Aurora PC with a 2nd Generation Intel Core 4.1 GHz processor, 32 GB memory, and an AMD Fire Pro W600 video card with 6 mini display port connections. Six mini display-to-dual DVI cables are used to connect the 12 individual video monitors. The open source Scalable Adaptive Graphics Environment (SAGE) windowing and media control framework, running on top of the Ubuntu 12 Linux operating system, allows several users to simultaneously control the display and storage of high resolution still and moving graphics in a variety of formats, on tiled display walls of any size. The Ubuntu operating system supports the open source Scalable Adaptive Graphics Environment (SAGE) software which provides a common environment, or framework, enabling its users to access, display and share a variety of data-intensive information. This information can be digital-cinema animations, high-resolution images, high-definition video

  5. Scalable Adaptive Graphics Environment (SAGE) Software for the Visualization of Large Data Sets on a Video Wall

    Science.gov (United States)

    Jedlovec, G.; Srikishen, J.; Edwards, R.; Cross, D.; Welch, J. D.; Smith, M. R.

    2013-12-01

    The use of collaborative scientific visualization systems for the analysis, visualization, and sharing of 'big data' available from new high resolution remote sensing satellite sensors or four-dimensional numerical model simulations is propelling the wider adoption of ultra-resolution tiled display walls interconnected by high speed networks. These systems require a globally connected and well-integrated operating environment that provides persistent visualization and collaboration services. This abstract and subsequent presentation describes a new collaborative visualization system installed for NASA's Short-term Prediction Research and Transition (SPoRT) program at Marshall Space Flight Center and its use for Earth science applications. The system consists of a 3 x 4 array of 1920 x 1080 pixel thin bezel video monitors mounted on a wall in a scientific collaboration lab. The monitors are physically and virtually integrated into a 14' x 7' for video display. The display of scientific data on the video wall is controlled by a single Alienware Aurora PC with a 2nd Generation Intel Core 4.1 GHz processor, 32 GB memory, and an AMD Fire Pro W600 video card with 6 mini display port connections. Six mini display-to-dual DVI cables are used to connect the 12 individual video monitors. The open source Scalable Adaptive Graphics Environment (SAGE) windowing and media control framework, running on top of the Ubuntu 12 Linux operating system, allows several users to simultaneously control the display and storage of high resolution still and moving graphics in a variety of formats, on tiled display walls of any size. The Ubuntu operating system supports the open source Scalable Adaptive Graphics Environment (SAGE) software which provides a common environment, or framework, enabling its users to access, display and share a variety of data-intensive information. This information can be digital-cinema animations, high-resolution images, high-definition video

  6. Effects of Video Self-Modeling on Eliminating Public Undressing by Elementary-Aged Students with Developmental Disabilities during Urination

    Science.gov (United States)

    Ohtake, Yoshihisa; Takeuchi, Ai; Watanabe, Kentaro

    2014-01-01

    This study investigated the effectiveness of video self-modeling (VSM) for eliminating the public undressing of two elementary-aged students with developmental disabilities during urination. A multiple-probe design across participants revealed that the degree of exposed body parts decreased immediately after introduction of VSM. However, exposure…

  7. Quality of Experience for Large Ultra-High-Resolution Tiled Displays with Synchronization Mismatch

    Directory of Open Access Journals (Sweden)

    Deshpande Sachin

    2011-01-01

    Full Text Available This paper relates to quality of experience when viewing images, video, or other content on large ultra-high-resolution displays made from individual display tiles. We define experiments to measure vernier acuity caused by synchronization mismatch for moving images. The experiments are used to obtain synchronization mismatch acuity threshold as a function of object velocity and as a function of occlusion or gap width. Our main motivation for measuring the synchronization mismatch vernier acuity is its relevance in the application of tiled display systems, which create a single contiguous image using individual discrete panels arranged in a matrix with each panel utilizing a distributed synchronization algorithm to display parts of the overall image. We also propose a subjective assessment method for perception evaluation of synchronization mismatch for large ultra-high-resolution tiled displays. For this, we design a synchronization mismatch measurement test video set for various tile configurations for various interpanel synchronization mismatch values. The proposed method for synchronization mismatch perception can evaluate tiled displays with or without tile bezels. The results from this work can help during design of low-cost tiled display systems, which utilize distributed synchronization mechanisms for a contiguous or bezeled image display.

  8. Discontinuity minimization for omnidirectional video projections

    Science.gov (United States)

    Alshina, Elena; Zakharchenko, Vladyslav

    2017-09-01

    Advances in display technologies both for head mounted devices and television panels demand resolution increase beyond 4K for source signal in virtual reality video streaming applications. This poses a problem of content delivery trough a bandwidth limited distribution networks. Considering a fact that source signal covers entire surrounding space investigation reviled that compression efficiency may fluctuate 40% in average depending on origin selection at the conversion stage from 3D space to 2D projection. Based on these knowledge the origin selection algorithm for video compression applications has been proposed. Using discontinuity entropy minimization function projection origin rotation may be defined to provide optimal compression results. Outcome of this research may be applied across various video compression solutions for omnidirectional content.

  9. Generating high gray-level resolution monochrome displays with conventional computer graphics cards and color monitors.

    Science.gov (United States)

    Li, Xiangrui; Lu, Zhong-Lin; Xu, Pengjing; Jin, Jianzhong; Zhou, Yifeng

    2003-11-30

    Display systems based on conventional computer graphics cards are capable of generating images with about 8-bit luminance resolution. However, most vision experiments require more than 12 bits of luminance resolution. Pelli and Zhang [Spatial Vis. 10 (1997) 443] described a video attenuator for generating high luminance resolution displays on a monochrome monitor, or for driving just the green gun of a color monitor. Here we show how to achieve a white display by adding video amplifiers to duplicate the monochrome signal to drive all three guns of any color monitor. Because of the lack of the availability of high quality monochrome monitors, our method provides an inexpensive way to achieve high-resolution monochromatic displays using conventional, easy-to-get equipment. We describe the design principles, test results, and a few additional functionalities.

  10. Helping Video Games Rewire "Our Minds"

    Science.gov (United States)

    Pope, Alan T.; Palsson, Olafur S.

    2001-01-01

    Biofeedback-modulated video games are games that respond to physiological signals as well as mouse, joystick or game controller input; they embody the concept of improving physiological functioning by rewarding specific healthy body signals with success at playing a video game. The NASA patented biofeedback-modulated game method blends biofeedback into popular off-the- shelf video games in such a way that the games do not lose their entertainment value. This method uses physiological signals (e.g., electroencephalogram frequency band ratio) not simply to drive a biofeedback display directly, or periodically modify a task as in other systems, but to continuously modulate parameters (e.g., game character speed and mobility) of a game task in real time while the game task is being performed by other means (e.g., a game controller). Biofeedback-modulated video games represent a new generation of computer and video game environments that train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies are poised to exploit the revolution in interactive multimedia home entertainment for the personal improvement, not just the diversion, of the user.

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

    Directory of Open Access Journals (Sweden)

    Muhammad Audy Bazly

    2015-12-01

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

  12. Public online information about tinnitus: A cross-sectional study of YouTube videos.

    Science.gov (United States)

    Basch, Corey H; Yin, Jingjing; Kollia, Betty; Adedokun, Adeyemi; Trusty, Stephanie; Yeboah, Felicia; Fung, Isaac Chun-Hai

    2018-01-01

    To examine the information about tinnitus contained in different video sources on YouTube. The 100 most widely viewed tinnitus videos were manually coded. Firstly, we identified the sources of upload: consumer, professional, television-based clip, and internet-based clip. Secondly, the videos were analyzed to ascertain what pertinent information they contained from a current National Institute on Deafness and Other Communication Disorders fact sheet. Of the videos, 42 were consumer-generated, 33 from media, and 25 from professionals. Collectively, the 100 videos were viewed almost 9 million times. The odds of mentioning "objective tinnitus" in professional videos were 9.58 times those from media sources [odds ratio (OR) = 9.58; 95% confidence interval (CI): 1.94, 47.42; P = 0.01], whereas these odds in consumer videos were 51% of media-generated videos (OR = 0.51; 95% CI: 0.20, 1.29; P = 0.16). The odds that the purpose of a video was to sell a product or service were nearly the same for both consumer and professional videos. Consumer videos were found to be 4.33 times as likely to carry a theme about an individual's own experience with tinnitus (OR = 4.33; 95% CI: 1.62, 11.63; P = 0.004) as media videos. Of the top 100 viewed videos on tinnitus, most were uploaded by consumers, sharing individuals' experiences. Actions are needed to make scientific medical information more prominently available and accessible on YouTube and other social media.

  13. A Multi-Mode Video Driver for a High Resolution LCoS Display

    OpenAIRE

    Farrell, Ronan; Jacob, Mark; Maher, Roger

    2000-01-01

    This paper describes the design of a display driver for Liquid Crystal on Silicon (LCoS) microdisplays. These are high resolution reflective display devices which allow up to 1280x1024 pixels on an area of 3.75cm2, and are typically refreshed at 120Hz. The required driver consists of a digital section capable of taking the common display formats such as SVGA and new formats, SXGA, and processing these to a common 120HzRGB signal, requiring an output rate of 160 mega-pixels/second. This signal...

  14. Video content analysis of surgical procedures.

    Science.gov (United States)

    Loukas, Constantinos

    2018-02-01

    In addition to its therapeutic benefits, minimally invasive surgery offers the potential for video recording of the operation. The videos may be archived and used later for reasons such as cognitive training, skills assessment, and workflow analysis. Methods from the major field of video content analysis and representation are increasingly applied in the surgical domain. In this paper, we review recent developments and analyze future directions in the field of content-based video analysis of surgical operations. The review was obtained from PubMed and Google Scholar search on combinations of the following keywords: 'surgery', 'video', 'phase', 'task', 'skills', 'event', 'shot', 'analysis', 'retrieval', 'detection', 'classification', and 'recognition'. The collected articles were categorized and reviewed based on the technical goal sought, type of surgery performed, and structure of the operation. A total of 81 articles were included. The publication activity is constantly increasing; more than 50% of these articles were published in the last 3 years. Significant research has been performed for video task detection and retrieval in eye surgery. In endoscopic surgery, the research activity is more diverse: gesture/task classification, skills assessment, tool type recognition, shot/event detection and retrieval. Recent works employ deep neural networks for phase and tool recognition as well as shot detection. Content-based video analysis of surgical operations is a rapidly expanding field. Several future prospects for research exist including, inter alia, shot boundary detection, keyframe extraction, video summarization, pattern discovery, and video annotation. The development of publicly available benchmark datasets to evaluate and compare task-specific algorithms is essential.

  15. Probable Effects Of Exposure To Electromagnetic Waves Emitted From Video Display Terminals On Ocular Functions

    International Nuclear Information System (INIS)

    Ahmed, M.A.

    2013-01-01

    There is growing body of evidence that usage of computers can adversely affect the visual health. Considering the rising number of computer users in Egypt, computer-related visual symptoms might take an epidemic form. In view of that, this study was undertaken to find out the magnitude of the visual problems in computer operators and its relationship with various personal and workplace factors. Aim: To evaluate the probable effects of exposure to electromagnetic waves radiated from visual display terminals on some visual functions. Subjects and Methods: hundred fifty computer operators working in different institutes were randomly selected. They were asked to fill a pre-tested questionnaire (written in Arabic), after obtaining their verbal consent. The selected exposed subjects were were subjected to the following clinical assessment: 1-Visual acuity measurements 2-Refraction (using autorefractometer). 3- Measurements of the ocular dryness defects using the following different diagnostic tests: Schirmer test-,Fluorescein staining , Rose Bengal staining, Tear Break Up Time (TBUT) and LIPCOF test (lid parallel conjunctival fold). A control group included hundred fifty participants, they are working in a field does not necessitate exposure to video display terminals. Inclusion criteria of the subjects were as follows: minimum three symptoms of computer vision syndrome (CVS), minimum one year exposure to (VDT, s) and minimum 6 hs/day in 5working days/week. Exclusion criteria included candidates having ocular pathology like: glaucoma, optic atrophy, diabetic retinopathy, papilledema The following complaints were studied: 1-Tired eyes. 2- Burning eyes with excessive tear production. 3-Dry sore eyes 4-Blurred near vision (letters on the screen run together). 5-Asthenopia. 6-Neck, shoulder and back aches, overall bodily fatigue or tiredness. An interventional protective measure for the selected subjects from the exposed group was administered, it included the following (1

  16. Reconstructing the Past? Low German and the Creating of Regional Identity in Public Language Display

    Science.gov (United States)

    Reershemius, Gertrud

    2011-01-01

    This article deals with language contact between a dominant standard language--German--and a lesser-used variety--Low German--in a situation in which the minoritised language is threatened by language shift and language loss. It analyses the application of Low German in forms of public language display and the self-presentation of the community in…

  17. The Important Elements of a Science Video

    Science.gov (United States)

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

    2012-12-01

    New technologies have revolutionized use of video as a means of communication. Films have become easier to create and to distribute. Video is omnipresent in our culture and supplements or even replaces writing in many applications. How can scientists and educators best use video to communicate scientific results? Video podcasts are being used in addition to journal, print, and online publications to communicate the relevance of scientific findings of the U.S. Geological Survey's (USGS) National Water-Quality Assessment (NAWQA) program to general audiences such as resource managers, educational groups, public officials, and the general public. In an effort to improve the production of science videos a survey was developed to provide insight into effective science communication with video. Viewers of USGS podcast videos were surveyed using Likert response- scaling to identify the important elements of science videos. The surveys were of 120 scientists and educators attending the 2010 and 2011 Fall Meetings of the American Geophysical Union and the 2012 meeting of the National Monitoring Council. The median age of the respondents was 44 years, with an education level of a Bachelor's Degree or higher. Respondents reported that their primary sources for watching science videos were YouTube and science websites. Video length was the single most important element associated with reaching the greatest number of viewers. The surveys indicated a median length of 5 minutes as appropriate for a web video, with 5-7 minutes the 25th-75th percentiles. An illustration of the effect of length: a 5-minute and a 20-minute version of a USGS film on the effect of urbanization on water-quality was made available on the same website. The short film has been downloaded 3 times more frequently than the longer film version. The survey showed that the most important elements to include in a science film are style elements including strong visuals, an engaging story, and a simple message, and

  18. An Attention-Information-Based Spatial Adaptation Framework for Browsing Videos via Mobile Devices

    Directory of Open Access Journals (Sweden)

    Li Houqiang

    2007-01-01

    Full Text Available With the growing popularity of personal digital assistant devices and smart phones, more and more consumers are becoming quite enthusiastic to appreciate videos via mobile devices. However, limited display size of the mobile devices has been imposing significant barriers for users to enjoy browsing high-resolution videos. In this paper, we present an attention-information-based spatial adaptation framework to address this problem. The whole framework includes two major parts: video content generation and video adaptation system. During video compression, the attention information in video sequences will be detected using an attention model and embedded into bitstreams with proposed supplement-enhanced information (SEI structure. Furthermore, we also develop an innovative scheme to adaptively adjust quantization parameters in order to simultaneously improve the quality of overall encoding and the quality of transcoding the attention areas. When the high-resolution bitstream is transmitted to mobile users, a fast transcoding algorithm we developed earlier will be applied to generate a new bitstream for attention areas in frames. The new low-resolution bitstream containing mostly attention information, instead of the high-resolution one, will be sent to users for display on the mobile devices. Experimental results show that the proposed spatial adaptation scheme is able to improve both subjective and objective video qualities.

  19. Video game players show more precise multisensory temporal processing abilities.

    Science.gov (United States)

    Donohue, Sarah E; Woldorff, Marty G; Mitroff, Stephen R

    2010-05-01

    Recent research has demonstrated enhanced visual attention and visual perception in individuals with extensive experience playing action video games. These benefits manifest in several realms, but much remains unknown about the ways in which video game experience alters perception and cognition. In the present study, we examined whether video game players' benefits generalize beyond vision to multisensory processing by presenting auditory and visual stimuli within a short temporal window to video game players and non-video game players. Participants performed two discrimination tasks, both of which revealed benefits for video game players: In a simultaneity judgment task, video game players were better able to distinguish whether simple visual and auditory stimuli occurred at the same moment or slightly offset in time, and in a temporal-order judgment task, they revealed an enhanced ability to determine the temporal sequence of multisensory stimuli. These results suggest that people with extensive experience playing video games display benefits that extend beyond the visual modality to also impact multisensory processing.

  20. Public Relations on Fusion in Europe

    Science.gov (United States)

    Ongena, J.; van Oost, G.; Paris, P. J.

    2000-10-01

    A summary will be presented of PR efforts on fusion energy research in Europe. A 3-D movie of a fusion research experimental reactor has been realized at the start of this year. It has been made entirely on virtual animation basis. Two versions exists, a short version of 3 min., as a video clip, and a longer version of nearly 8 min. Both could be viewed in 3D, using special projections and passive glasses or in normal VHS video projections. A new CD-ROM for individual and classroom use will be presented, discussing (i) the different energy forms, (ii) general principles of fusion, (iii) current research efforts and (iv) future prospects of fusion. This CD-ROM is now produced in English, German, French, Spanish, Italian and Portuguese Several new brochures and leaflets intended to increase the public awareness on fusion in Europe will be on display.

  1. Web Audio/Video Streaming Tool

    Science.gov (United States)

    Guruvadoo, Eranna K.

    2003-01-01

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

  2. YouTube Professors Scholars as Online Video Stars

    Science.gov (United States)

    Young, Jeffrey R.

    2008-01-01

    This article takes a look at how professors are becoming the latest YouTube stars. The popularity of their appearances on YouTube and other video-sharing sites end up opening the classroom and making teaching--which once took place behind closed doors--a more public art. Web videos open a new form of public intellectualism to scholars looking to…

  3. Varifocal mirror display of organ surfaces from CT scans

    International Nuclear Information System (INIS)

    Pizer, S.M.; Fuchs, H.; Bloomberg, S.H.; Li Ching Tsai; Heinz, E.R.

    1982-01-01

    A means will be presented of constructing a powerful varifocal mirror 3D display system with limited cost based on an ordinary color video digital display system. The importance of dynamic interactive control of the display of these images will be discussed; in particular, the design and usefulness of a method allowing real-time user-controlled motion of the 3D object being displayed will be discussed. Also, an effective method will be described of presenting images made of surfaces by the straightforward, automatic calculation of 3D edge strength, the ordering of the resulting voxels by edge strength, and the 3D grey-scale display of the top voxels on this ordered list. The application of these ideas to the 3D display of the intimal wall of the region of bifurcation of the carotid artery from 12-24 CT scans of the neck will be discussed

  4. Multimodal Semantics Extraction from User-Generated Videos

    Directory of Open Access Journals (Sweden)

    Francesco Cricri

    2012-01-01

    Full Text Available User-generated video content has grown tremendously fast to the point of outpacing professional content creation. In this work we develop methods that analyze contextual information of multiple user-generated videos in order to obtain semantic information about public happenings (e.g., sport and live music events being recorded in these videos. One of the key contributions of this work is a joint utilization of different data modalities, including such captured by auxiliary sensors during the video recording performed by each user. In particular, we analyze GPS data, magnetometer data, accelerometer data, video- and audio-content data. We use these data modalities to infer information about the event being recorded, in terms of layout (e.g., stadium, genre, indoor versus outdoor scene, and the main area of interest of the event. Furthermore we propose a method that automatically identifies the optimal set of cameras to be used in a multicamera video production. Finally, we detect the camera users which fall within the field of view of other cameras recording at the same public happening. We show that the proposed multimodal analysis methods perform well on various recordings obtained in real sport events and live music performances.

  5. The Use of Active Video Games in Physical Education and Sport

    Directory of Open Access Journals (Sweden)

    Natalia Chukhlantseva

    2017-02-01

    Full Text Available ICT cause and accelerate the processes of getting and developing knowledge, facilitate the process of modernization of education. Active video games, which involve physical movement of the player’s body, are used to increase the efficiency of perception of the educational material connected with motor activity and to raise the level of motor activity of young people Active video games which require the display of strength, coordination and flexibility are included into the curriculum of physical education, combining physical education with a game. These games use the player’s body movements as a controller, thus providing an alternative to static games and helping to preserve health. The study is the analysis of publications on the use of ICT, namely active video games (exergames in the field of physical culture and sports. The study has found that the use of active video games in educational and training process promotes physical qualities, improves cognitive functions, improves socialization and motivation to exercise. It has been proved that the use of exergames motivation increases motor activity of students and adults. Specially selected exergames help to familiarize students with various types of sports activities, such as those that are difficult to practice in the gym. Rational use of active video games in the classroom optimizes the educational process. Modern mobile exergames on one platform include several sports and can be used outside sports facilities, encouraging more people to exercise. Exergames personalize elements of the game, the level of difficulty, type of physical activity, have a system of evaluation of changes in the user’s preparedness, increase motivation to exercise.

  6. Implications of Shared Interactive Displays for Work at a Surgery Ward: Coordination, Articulation Work and Context-awareness

    DEFF Research Database (Denmark)

    Bossen, Claus; Jensen, Lis Witte Kjær

    2008-01-01

    We report on experiences gained from the use at a surgery ward of shared interactive displays to support coordination and communication.  The displays merge large displays, video feed, RFID tag, chat and mobile phones to facilitate better coordination and articulation of work tasks and enhance...

  7. Bibliographic Displays in OPACs and Web Catalogs: How Well Do They Comply with Display Guidelines?

    Science.gov (United States)

    Cherry, Joan M.

    1998-01-01

    Evaluation of data from assessments of full bibliographic displays in academic library OPACs (online public access catalogs) and World Wide Web catalogs against a checklist of desirable features found that OPAC displays scored 58% and Web displays scored 60%. Discusses weaknesses, focusing on those found in the majority of the displays…

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

    Science.gov (United States)

    Croxton, DeVaughn; Kortemeyer, Gerd

    2018-01-01

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

  9. Modular integrated video system (MIVS) review station

    International Nuclear Information System (INIS)

    Garcia, M.L.

    1988-01-01

    An unattended video surveillance unit, the Modular Integrated Video System (MIVS), has been developed by Sandia National Laboratories for International Safeguards use. An important support element of this system is a semi-automatic Review Station. Four component modules, including an 8 mm video tape recorder, a 4-inch video monitor, a power supply and control electronics utilizing a liquid crystal display (LCD) are mounted in a suitcase for probability. The unit communicates through the interactive, menu-driven LCD and may be operated on facility power through the world. During surveillance, the MIVS records video information at specified time intervals, while also inserting consecutive scene numbers and tamper event information. Using either of two available modes of operation, the Review Station reads the inserted information and counts the number of missed scenes and/or tamper events encountered on the tapes, and reports this to the user on the LCD. At the end of a review session, the system will summarize the results of the review, stop the recorder, and advise the user of the completion of the review. In addition, the Review Station will check for any video loss on the tape

  10. Optical Head-Mounted Computer Display for Education, Research, and Documentation in Hand Surgery.

    Science.gov (United States)

    Funk, Shawn; Lee, Donald H

    2016-01-01

    Intraoperative photography and capturing videos is important for the hand surgeon. Recently, optical head-mounted computer display has been introduced as a means of capturing photographs and videos. In this article, we discuss this new technology and review its potential use in hand surgery. Copyright © 2016 American Society for Surgery of the Hand. Published by Elsevier Inc. All rights reserved.

  11. Expert Behavior in Children's Video Game Play.

    Science.gov (United States)

    VanDeventer, Stephanie S.; White, James A.

    2002-01-01

    Investigates the display of expert behavior by seven outstanding video game-playing children ages 10 and 11. Analyzes observation and debriefing transcripts for evidence of self-monitoring, pattern recognition, principled decision making, qualitative thinking, and superior memory, and discusses implications for educators regarding the development…

  12. An integrated port camera and display system for laparoscopy.

    Science.gov (United States)

    Terry, Benjamin S; Ruppert, Austin D; Steinhaus, Kristen R; Schoen, Jonathan A; Rentschler, Mark E

    2010-05-01

    In this paper, we built and tested the port camera, a novel, inexpensive, portable, and battery-powered laparoscopic tool that integrates the components of a vision system with a cannula port. This new device 1) minimizes the invasiveness of laparoscopic surgery by combining a camera port and tool port; 2) reduces the cost of laparoscopic vision systems by integrating an inexpensive CMOS sensor and LED light source; and 3) enhances laparoscopic surgical procedures by mechanically coupling the camera, tool port, and liquid crystal display (LCD) screen to provide an on-patient visual display. The port camera video system was compared to two laparoscopic video systems: a standard resolution unit from Karl Storz (model 22220130) and a high definition unit from Stryker (model 1188HD). Brightness, contrast, hue, colorfulness, and sharpness were compared. The port camera video is superior to the Storz scope and approximately equivalent to the Stryker scope. An ex vivo study was conducted to measure the operative performance of the port camera. The results suggest that simulated tissue identification and biopsy acquisition with the port camera is as efficient as with a traditional laparoscopic system. The port camera was successfully used by a laparoscopic surgeon for exploratory surgery and liver biopsy during a porcine surgery, demonstrating initial surgical feasibility.

  13. Stereoscopic 3D video games and their effects on engagement

    Science.gov (United States)

    Hogue, Andrew; Kapralos, Bill; Zerebecki, Chris; Tawadrous, Mina; Stanfield, Brodie; Hogue, Urszula

    2012-03-01

    With television manufacturers developing low-cost stereoscopic 3D displays, a large number of consumers will undoubtedly have access to 3D-capable televisions at home. The availability of 3D technology places the onus on content creators to develop interesting and engaging content. While the technology of stereoscopic displays and content generation are well understood, there are many questions yet to be answered surrounding its effects on the viewer. Effects of stereoscopic display on passive viewers for film are known, however video games are fundamentally different since the viewer/player is actively (rather than passively) engaged in the content. Questions of how stereoscopic viewing affects interaction mechanics have previously been studied in the context of player performance but very few have attempted to quantify the player experience to determine whether stereoscopic 3D has a positive or negative influence on their overall engagement. In this paper we present a preliminary study of the effects stereoscopic 3D have on player engagement in video games. Participants played a video game in two conditions, traditional 2D and stereoscopic 3D and their engagement was quantified using a previously validated self-reporting tool. The results suggest that S3D has a positive effect on immersion, presence, flow, and absorption.

  14. Ultrasonic recording and display techniques for the inspection of nuclear power plant

    International Nuclear Information System (INIS)

    Ely, R.W.; Hall, G.D.; Johnson, A.; Pascoe, P.T.

    1985-01-01

    This paper describes four systems: MDU, PURDIE, LAURA and DRUID, under development as ultrasonic recording and display techniques for the inspection of nuclear power plant. The MDU system plots either plan or sectional views of the component under test onto a bistable storage screen. PURDIE is a system based around a video cassette recorder which has been modified to record ultrasonic A-scan waveforms and probe positional information. MDU and PURDIE are portable systems, for use under difficult site conditions. They may be manufactured in quantity to satisfy the demanding inspection programmes of nuclear power stations. LAURA is a desk top replay system for the video cassette tapes produced on site by PURDIE. DRUID is a digital desk top replay/display system incorporating a high resolution colour graphics terminal and therefore offering more flexibility and improved display formats. The systems are compatible with each other and some component units are directly interchangeable between the various systems

  15. Effects of Viewing Displays from Different Distances on Human Visual System

    Directory of Open Access Journals (Sweden)

    Mohamed Z. Ramadan

    2017-11-01

    Full Text Available The current stereoscopic 3D displays have several human-factor issues including visual-fatigue symptoms such as eyestrain, headache, fatigue, nausea, and malaise. The viewing time and viewing distance are factors that considerably affect the visual fatigue associated with 3D displays. Hence, this study analyzes the effects of display type (2D vs. 3D and viewing distance on visual fatigue during a 60-min viewing session based on electroencephalogram (EEG relative beta power, and alpha/beta power ratio. In this study, twenty male participants watched four videos. The EEGs were recorded at two occipital lobes (O1 and O2 of each participant in the pre-session (3 min, post-session (3 min, and during a 60-min viewing session. The results showed that the decrease in relative beta power of the EEG and the increase in the alpha/beta ratio from the start until the end of the viewing session were significantly higher when watching the 3D display. When the viewing distance was increased from 1.95 m to 3.90 m, the visual fatigue was decreased in the case of the 3D-display, whereas the fatigue was increased in the case of the 2D-display. Moreover, there was approximately the same level of visual fatigue when watching videos in 2D or 3D from a long viewing distance (3.90 m.

  16. When less is best: female brown-headed cowbirds prefer less intense male displays.

    Science.gov (United States)

    O'Loghlen, Adrian L; Rothstein, Stephen I

    2012-01-01

    Sexual selection theory predicts that females should prefer males with the most intense courtship displays. However, wing-spread song displays that male brown-headed cowbirds (Molothrus ater) direct at females are generally less intense than versions of this display that are directed at other males. Because male-directed displays are used in aggressive signaling, we hypothesized that females should prefer lower intensity performances of this display. To test this hypothesis, we played audiovisual recordings showing the same males performing both high intensity male-directed and low intensity female-directed displays to females (N = 8) and recorded the females' copulation solicitation display (CSD) responses. All eight females responded strongly to both categories of playbacks but were more sexually stimulated by the low intensity female-directed displays. Because each pair of high and low intensity playback videos had the exact same audio track, the divergent responses of females must have been based on differences in the visual content of the displays shown in the videos. Preferences female cowbirds show in acoustic CSD studies are correlated with mate choice in field and captivity studies and this is also likely to be true for preferences elucidated by playback of audiovisual displays. Female preferences for low intensity female-directed displays may explain why male cowbirds rarely use high intensity displays when signaling to females. Repetitive high intensity displays may demonstrate a male's current condition and explain why these displays are used in male-male interactions which can escalate into physical fights in which males in poorer condition could be injured or killed. This is the first study in songbirds to use audiovisual playbacks to assess how female sexual behavior varies in response to variation in a male visual display.

  17. A Practical Strategy for Teaching a Child with Autism to Attend to and Imitate a Portable Video Model

    Science.gov (United States)

    Plavnick, Joshua B.

    2012-01-01

    Video modeling is an effective and efficient methodology for teaching new skills to individuals with autism. New technology may enhance video modeling as smartphones or tablet computers allow for portable video displays. However, the reduced screen size may decrease the likelihood of attending to the video model for some children. The present…

  18. A Framework for Realistic Modeling and Display of Object Surface Appearance

    Science.gov (United States)

    Darling, Benjamin A.

    With advances in screen and video hardware technology, the type of content presented on computers has progressed from text and simple shapes to high-resolution photographs, photorealistic renderings, and high-definition video. At the same time, there have been significant advances in the area of content capture, with the development of devices and methods for creating rich digital representations of real-world objects. Unlike photo or video capture, which provide a fixed record of the light in a scene, these new technologies provide information on the underlying properties of the objects, allowing their appearance to be simulated for novel lighting and viewing conditions. These capabilities provide an opportunity to continue the computer display progression, from high-fidelity image presentations to digital surrogates that recreate the experience of directly viewing objects in the real world. In this dissertation, a framework was developed for representing objects with complex color, gloss, and texture properties and displaying them onscreen to appear as if they are part of the real-world environment. At its core, there is a conceptual shift from a traditional image-based display workflow to an object-based one. Instead of presenting the stored patterns of light from a scene, the objective is to reproduce the appearance attributes of a stored object by simulating its dynamic patterns of light for the real viewing and lighting geometry. This is accomplished using a computational approach where the physical light sources are modeled and the observer and display screen are actively tracked. Surface colors are calculated for the real spectral composition of the illumination with a custom multispectral rendering pipeline. In a set of experiments, the accuracy of color and gloss reproduction was evaluated by measuring the screen directly with a spectroradiometer. Gloss reproduction was assessed by comparing gonio measurements of the screen output to measurements of the

  19. Intelligent Model for Video Survillance Security System

    Directory of Open Access Journals (Sweden)

    J. Vidhya

    2013-12-01

    Full Text Available Video surveillance system senses and trails out all the threatening issues in the real time environment. It prevents from security threats with the help of visual devices which gather the information related to videos like CCTV’S and IP (Internet Protocol cameras. Video surveillance system has become a key for addressing problems in the public security. They are mostly deployed on the IP based network. So, all the possible security threats exist in the IP based application might also be the threats available for the reliable application which is available for video surveillance. In result, it may increase cybercrime, illegal video access, mishandling videos and so on. Hence, in this paper an intelligent model is used to propose security for video surveillance system which ensures safety and it provides secured access on video.

  20. Tickled to death: analysing public perceptions of 'cute' videos of threatened species (slow lorises - Nycticebus spp.) on Web 2.0 sites.

    Science.gov (United States)

    Anne-Isola Nekaris, K; Nekaris, By K Anne-Isola; Campbell, Nicola; Coggins, Tim G; Rode, E Johanna; Nijman, Vincent

    2013-01-01

    The internet is gaining importance in global wildlife trade and changing perceptions of threatened species. There is little data available to examine the impact that popular Web 2.0 sites play on public perceptions of threatened species. YouTube videos portraying wildlife allow us to quantify these perceptions. Focussing on a group of threatened and globally protected primates, slow lorises, we quantify public attitudes towards wildlife conservation by analysing 12,411 comments and associated data posted on a viral YouTube video 'tickling slow loris' over a 33-months period. In the initial months a quarter of commentators indicated wanting a loris as a pet, but as facts about their conservation and ecology became more prevalent this dropped significantly. Endorsements, where people were directed to the site by celebrities, resulted mostly in numerous neutral responses with few links to conservation or awareness. Two conservation-related events, linked to Wikipedia and the airing of a television documentary, led to an increase in awareness, and ultimately to the removal of the analysed video. Slow loris videos that have gone viral have introduced these primates to a large cross-section of society that would not normally come into contact with them. Analyses of webometric data posted on the internet allow us quickly to gauge societal sentiments. We showed a clear temporal change in some views expressed but without an apparent increase in knowledge about the conservation plight of the species, or the illegal nature of slow loris trade. Celebrity endorsement of videos showing protected wildlife increases visits to such sites, but does not educate about conservation issues. The strong desire of commentators to express their want for one as a pet demonstrates the need for Web 2.0 sites to provide a mechanism via which illegal animal material can be identified and policed.

  1. Tickled to death: analysing public perceptions of 'cute' videos of threatened species (slow lorises - Nycticebus spp. on Web 2.0 sites.

    Directory of Open Access Journals (Sweden)

    K Anne-Isola Nekaris

    Full Text Available BACKGROUND: The internet is gaining importance in global wildlife trade and changing perceptions of threatened species. There is little data available to examine the impact that popular Web 2.0 sites play on public perceptions of threatened species. YouTube videos portraying wildlife allow us to quantify these perceptions. METHODOLOGY/PRINCIPAL FINDINGS: Focussing on a group of threatened and globally protected primates, slow lorises, we quantify public attitudes towards wildlife conservation by analysing 12,411 comments and associated data posted on a viral YouTube video 'tickling slow loris' over a 33-months period. In the initial months a quarter of commentators indicated wanting a loris as a pet, but as facts about their conservation and ecology became more prevalent this dropped significantly. Endorsements, where people were directed to the site by celebrities, resulted mostly in numerous neutral responses with few links to conservation or awareness. Two conservation-related events, linked to Wikipedia and the airing of a television documentary, led to an increase in awareness, and ultimately to the removal of the analysed video. CONCLUSIONS/SIGNIFICANCE: Slow loris videos that have gone viral have introduced these primates to a large cross-section of society that would not normally come into contact with them. Analyses of webometric data posted on the internet allow us quickly to gauge societal sentiments. We showed a clear temporal change in some views expressed but without an apparent increase in knowledge about the conservation plight of the species, or the illegal nature of slow loris trade. Celebrity endorsement of videos showing protected wildlife increases visits to such sites, but does not educate about conservation issues. The strong desire of commentators to express their want for one as a pet demonstrates the need for Web 2.0 sites to provide a mechanism via which illegal animal material can be identified and policed.

  2. A generic flexible and robust approach for intelligent real-time video-surveillance systems

    Science.gov (United States)

    Desurmont, Xavier; Delaigle, Jean-Francois; Bastide, Arnaud; Macq, Benoit

    2004-05-01

    In this article we present a generic, flexible and robust approach for an intelligent real-time video-surveillance system. A previous version of the system was presented in [1]. The goal of these advanced tools is to provide help to operators by detecting events of interest in visual scenes and highlighting alarms and compute statistics. The proposed system is a multi-camera platform able to handle different standards of video inputs (composite, IP, IEEE1394 ) and which can basically compress (MPEG4), store and display them. This platform also integrates advanced video analysis tools, such as motion detection, segmentation, tracking and interpretation. The design of the architecture is optimised to playback, display, and process video flows in an efficient way for video-surveillance application. The implementation is distributed on a scalable computer cluster based on Linux and IP network. It relies on POSIX threads for multitasking scheduling. Data flows are transmitted between the different modules using multicast technology and under control of a TCP-based command network (e.g. for bandwidth occupation control). We report here some results and we show the potential use of such a flexible system in third generation video surveillance system. We illustrate the interest of the system in a real case study, which is the indoor surveillance.

  3. Projection display industry market and technology trends

    Science.gov (United States)

    Castellano, Joseph A.; Mentley, David E.

    1995-04-01

    The projection display industry is diverse, embracing a variety of technologies and applications. In recent years, there has been a high level of interest in projection displays, particularly those using LCD panels or light valves because of the difficulty in making large screen, direct view displays. Many developers feel that projection displays will be the wave of the future for large screen HDTV (high-definition television), penetrating the huge existing market for direct view CRT-based televisions. Projection displays can have the images projected onto a screen either from the rear or the front; the main characteristic is their ability to be viewed by more than one person. In addition to large screen home television receivers, there are numerous other uses for projection displays including conference room presentations, video conferences, closed circuit programming, computer-aided design, and military command/control. For any given application, the user can usually choose from several alternative technologies. These include CRT front or rear projectors, LCD front or rear projectors, LCD overhead projector plate monitors, various liquid or solid-state light valve projectors, or laser-addressed systems. The overall worldwide market for projection information displays of all types and for all applications, including home television, will top DOL4.6 billion in 1995 and DOL6.45 billion in 2001.

  4. Future of photorefractive based holographic 3D display

    Science.gov (United States)

    Blanche, P.-A.; Bablumian, A.; Voorakaranam, R.; Christenson, C.; Lemieux, D.; Thomas, J.; Norwood, R. A.; Yamamoto, M.; Peyghambarian, N.

    2010-02-01

    The very first demonstration of our refreshable holographic display based on photorefractive polymer was published in Nature early 20081. Based on the unique properties of a new organic photorefractive material and the holographic stereography technique, this display addressed a gap between large static holograms printed in permanent media (photopolymers) and small real time holographic systems like the MIT holovideo. Applications range from medical imaging to refreshable maps and advertisement. Here we are presenting several technical solutions for improving the performance parameters of the initial display from an optical point of view. Full color holograms can be generated thanks to angular multiplexing, the recording time can be reduced from minutes to seconds with a pulsed laser, and full parallax hologram can be recorded in a reasonable time thanks to parallel writing. We also discuss the future of such a display and the possibility of video rate.

  5. Hardware and software improvements to a low-cost horizontal parallax holographic video monitor.

    Science.gov (United States)

    Henrie, Andrew; Codling, Jesse R; Gneiting, Scott; Christensen, Justin B; Awerkamp, Parker; Burdette, Mark J; Smalley, Daniel E

    2018-01-01

    Displays capable of true holographic video have been prohibitively expensive and difficult to build. With this paper, we present a suite of modularized hardware components and software tools needed to build a HoloMonitor with basic "hacker-space" equipment, highlighting improvements that have enabled the total materials cost to fall to $820, well below that of other holographic displays. It is our hope that the current level of simplicity, development, design flexibility, and documentation will enable the lay engineer, programmer, and scientist to relatively easily replicate, modify, and build upon our designs, bringing true holographic video to the masses.

  6. Speed Biases With Real-Life Video Clips

    Directory of Open Access Journals (Sweden)

    Federica Rossi

    2018-03-01

    Full Text Available We live almost literally immersed in an artificial visual world, especially motion pictures. In this exploratory study, we asked whether the best speed for reproducing a video is its original, shooting speed. By using adjustment and double staircase methods, we examined speed biases in viewing real-life video clips in three experiments, and assessed their robustness by manipulating visual and auditory factors. With the tested stimuli (short clips of human motion, mixed human-physical motion, physical motion and ego-motion, speed underestimation was the rule rather than the exception, although it depended largely on clip content, ranging on average from 2% (ego-motion to 32% (physical motion. Manipulating display size or adding arbitrary soundtracks did not modify these speed biases. Estimated speed was not correlated with estimated duration of these same video clips. These results indicate that the sense of speed for real-life video clips can be systematically biased, independently of the impression of elapsed time. Measuring subjective visual tempo may integrate traditional methods that assess time perception: speed biases may be exploited to develop a simple, objective test of reality flow, to be used for example in clinical and developmental contexts. From the perspective of video media, measuring speed biases may help to optimize video reproduction speed and validate “natural” video compression techniques based on sub-threshold temporal squeezing.

  7. LMDS Lightweight Modular Display System.

    Science.gov (United States)

    1982-02-16

    based on standard functions. This means that the cost to produce a particular display function can be met in the most economical fashion and at the same...not mean that the NTDS interface would be eliminated. What is anticipated is the use of ETHERNET at a low level of system interface, ie internal to...GENERATOR dSYMBOL GEN eCOMMUNICATION 3-2 The architecture of the unit’s (fig 3-4) input circuitry is based on a video table look-up ROM. The function

  8. Video image processor on the Spacelab 2 Solar Optical Universal Polarimeter /SL2 SOUP/

    Science.gov (United States)

    Lindgren, R. W.; Tarbell, T. D.

    1981-01-01

    The SOUP instrument is designed to obtain diffraction-limited digital images of the sun with high photometric accuracy. The Video Processor originated from the requirement to provide onboard real-time image processing, both to reduce the telemetry rate and to provide meaningful video displays of scientific data to the payload crew. This original concept has evolved into a versatile digital processing system with a multitude of other uses in the SOUP program. The central element in the Video Processor design is a 16-bit central processing unit based on 2900 family bipolar bit-slice devices. All arithmetic, logical and I/O operations are under control of microprograms, stored in programmable read-only memory and initiated by commands from the LSI-11. Several functions of the Video Processor are described, including interface to the High Rate Multiplexer downlink, cosmetic and scientific data processing, scan conversion for crew displays, focus and exposure testing, and use as ground support equipment.

  9. Staff acceptance of video monitoring for coordination: a video system to support perioperative situation awareness.

    Science.gov (United States)

    Kim, Young Ju; Xiao, Yan; Hu, Peter; Dutton, Richard

    2009-08-01

    To understand staff acceptance of a remote video monitoring system for operating room (OR) coordination. Improved real-time remote visual access to OR may enhance situational awareness but also raises privacy concerns for patients and staff. Survey. A system was implemented in a six-room surgical suite to display OR monitoring video at an access restricted control desk area. Image quality was manipulated to improve staff acceptance. Two months after installation, interviews and a survey were conducted on staff acceptance of video monitoring. About half of all OR personnel responded (n = 63). Overall levels of concerns were low, with 53% rated no concerns and 42% little concern. Top two reported uses of the video were to see if cases are finished and to see if a room is ready. Viewing the video monitoring system as useful did not reduce levels of concern. Staff in supervisory positions perceived less concern about the system's impact on privacy than did those supervised (p < 0.03). Concerns for patient privacy correlated with concerns for staff privacy and performance monitoring. Technical means such as manipulating image quality helped staff acceptance. Manipulation of image quality resulted overall acceptance of monitoring video, with residual levels of concerns. OR nurses may express staff privacy concern in the form of concerns over patient privacy. This study provided suggestions for technological and implementation strategies of video monitoring for coordination use in OR. Deployment of communication technology and integration of clinical information will likely raise concerns over staff privacy and performance monitoring. The potential gain of increased information access may be offset by negative impact of a sense of loss of autonomy.

  10. Visual Speed of Processing and Publically Observable Feedback in Video-Game Players

    OpenAIRE

    Patten, James William

    2016-01-01

    Time spent playing action-oriented video-games has been proposed to improve the functioning of visual attention and perception in a number of areas. These benefits are not always consistently reported, however. It was hypothesized that an improvement to visual Speed of Processing (SOP) in action-oriented Video-Game Players (VGPs) underlies many of the benefits of action video-game play, and furthermore the expression of this improvement was modulated by a Hawthorne effect (individuals behavin...

  11. Video Bandwidth Compression System.

    Science.gov (United States)

    1980-08-01

    scaling function, located between the inverse DPCM and inverse transform , on the decoder matrix multiplier chips. 1"V1 T.. ---- i.13 SECURITY...Bit Unpacker and Inverse DPCM Slave Sync Board 15 e. Inverse DPCM Loop Boards 15 f. Inverse Transform Board 16 g. Composite Video Output Board 16...36 a. Display Refresh Memory 36 (1) Memory Section 37 (2) Timing and Control 39 b. Bit Unpacker and Inverse DPCM 40 c. Inverse Transform Processor 43

  12. A kind of video image digitizing circuit based on computer parallel port

    International Nuclear Information System (INIS)

    Wang Yi; Tang Le; Cheng Jianping; Li Yuanjing; Zhang Binquan

    2003-01-01

    A kind of video images digitizing circuit based on parallel port was developed to digitize the flash x ray images in our Multi-Channel Digital Flash X ray Imaging System. The circuit can digitize the video images and store in static memory. The digital images can be transferred to computer through parallel port and can be displayed, processed and stored. (authors)

  13. Operational characteristics of pediatric radiology: Image display stations

    International Nuclear Information System (INIS)

    Taira, R.K.

    1987-01-01

    The display of diagnostic images is accomplished in the UCLA Pediatric Radiology Clinical Radiology Imaging System (CRIS) using 3 different types of digital viewing stations. These include a low resolution station with six 512 x 512 monitors, a high resolution station with three 1024 x 1024 monitors, and a very high resolution workstation with two 2048 x 2048 monitors. The display stations provide very basic image processing manipulations including zoom and scroll, contrast enhancement, and contrast reversal. The display stations are driven by a computer system which is dedicated for clinical use. During times when the clinical computer is unavailable (maintenance or system malfunction), the 512 x 512 workstation can be switched to operate from a research PACS system in the UCLA Image Processing Laboratory via a broadband communication network. Our initial clinical implementation involves digital viewing for pediatric radiology conferences. Presentation of inpatient cases use the six monitor 512 x 512 multiple viewing station. Later stages of the clinical implementation involve the use of higher resolution displays for the purpose of primary diagnosis from video displays

  14. 77 FR 70970 - Accessible Emergency Information, and Apparatus Requirements for Emergency Information and Video...

    Science.gov (United States)

    2012-11-28

    ... and better access video programming.'' H.R. Rep. No. 111-563, 111th Cong., 2d Sess. at 19 (2010... distributors, providers, and owners of television video programming, as well as the manufacturers of devices that display such programming. DATES: Comments are due on or before December 18, 2012; reply comments...

  15. Playing a first-person shooter video game induces neuroplastic change.

    Science.gov (United States)

    Wu, Sijing; Cheng, Cho Kin; Feng, Jing; D'Angelo, Lisa; Alain, Claude; Spence, Ian

    2012-06-01

    Playing a first-person shooter (FPS) video game alters the neural processes that support spatial selective attention. Our experiment establishes a causal relationship between playing an FPS game and neuroplastic change. Twenty-five participants completed an attentional visual field task while we measured ERPs before and after playing an FPS video game for a cumulative total of 10 hr. Early visual ERPs sensitive to bottom-up attentional processes were little affected by video game playing for only 10 hr. However, participants who played the FPS video game and also showed the greatest improvement on the attentional visual field task displayed increased amplitudes in the later visual ERPs. These potentials are thought to index top-down enhancement of spatial selective attention via increased inhibition of distractors. Individual variations in learning were observed, and these differences show that not all video game players benefit equally, either behaviorally or in terms of neural change.

  16. A head-mounted display system for augmented reality: Initial evaluation for interventional MRI

    International Nuclear Information System (INIS)

    Wendt, M.; Wacker, F.K.

    2003-01-01

    Purpose: To discuss the technical details of a head mounted display with an augmented reality (AR) system and to describe a first pre-clinical evaluation in interventional MRI. Method: The AR system consists of a video-see-through head mounted display (HMD), mounted with a mini video camera for tracking and a stereo pair of mini cameras that capture live images of the scene. The live video view of the phantom/patient is augmented with graphical representations of anatomical structures from MRI image data and is displayed on the HMD. The application of the AR system with interventional MRI was tested using a MRI data set of the head and a head phantom. Results: The HMD enables the user to move around and observe the scene dynamically from various viewpoints. Within a short time the natural hand-eye coordination can easily be adapted to the slightly different view. The 3D perception is based on stereo and kinetic depth cues. A circular target with a diameter of 0.5 square centimeter was hit in 19 of 20 attempts. In a first evaluation the MRI image data augmented reality scene of a head phantom allowed good planning and precise simulation of a puncture. Conclusion: The HMD in combination with AR provides a direct, intuitive guidance for interventional MR procedures. (orig.) [de

  17. Video Games and Youth Violence: A Prospective Analysis in Adolescents

    Science.gov (United States)

    Ferguson, Christopher J.

    2011-01-01

    The potential influence of violent video games on youth violence remains an issue of concern for psychologists, policymakers and the general public. Although several prospective studies of video game violence effects have been conducted, none have employed well validated measures of youth violence, nor considered video game violence effects in…

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

    Science.gov (United States)

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

    2017-04-01

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

  19. On-line video image processing system for real-time neutron radiography

    Energy Technology Data Exchange (ETDEWEB)

    Fujine, S; Yoneda, K; Kanda, K [Kyoto Univ., Kumatori, Osaka (Japan). Research Reactor Inst.

    1983-09-15

    The neutron radiography system installed at the E-2 experimental hole of the KUR (Kyoto University Reactor) has been used for some NDT applications in the nuclear field. The on-line video image processing system of this facility is introduced in this paper. A 0.5 mm resolution in images was obtained by using a super high quality TV camera developed for X-radiography viewing a NE-426 neutron-sensitive scintillator. The image of the NE-426 on a CRT can be observed directly and visually, thus many test samples can be sequentially observed when necessary for industrial purposes. The video image signals from the TV camera are digitized, with a 33 ms delay, through a video A/D converter (ADC) and can be stored in the image buffer (32 KB DRAM) of a microcomputer (Z-80) system. The digitized pictures are taken with 16 levels of gray scale and resolved to 240 x 256 picture elements (pixels) on a monochrome CRT, with the capability also to display 16 distinct colors on a RGB video display. The direct image of this system could be satisfactory for penetrating the side plates to test MTR type reactor fuels and for the investigation of moving objects.

  20. User interface using a 3D model for video surveillance

    Science.gov (United States)

    Hata, Toshihiko; Boh, Satoru; Tsukada, Akihiro; Ozaki, Minoru

    1998-02-01

    These days fewer people, who must carry out their tasks quickly and precisely, are required in industrial surveillance and monitoring applications such as plant control or building security. Utilizing multimedia technology is a good approach to meet this need, and we previously developed Media Controller, which is designed for the applications and provides realtime recording and retrieval of digital video data in a distributed environment. In this paper, we propose a user interface for such a distributed video surveillance system in which 3D models of buildings and facilities are connected to the surveillance video. A novel method of synchronizing camera field data with each frame of a video stream is considered. This method records and reads the camera field data similarity to the video data and transmits it synchronously with the video stream. This enables the user interface to have such useful functions as comprehending the camera field immediately and providing clues when visibility is poor, for not only live video but also playback video. We have also implemented and evaluated the display function which makes surveillance video and 3D model work together using Media Controller with Java and Virtual Reality Modeling Language employed for multi-purpose and intranet use of 3D model.

  1. Human recognition in a video network

    Science.gov (United States)

    Bhanu, Bir

    2009-10-01

    Video networks is an emerging interdisciplinary field with significant and exciting scientific and technological challenges. It has great promise in solving many real-world problems and enabling a broad range of applications, including smart homes, video surveillance, environment and traffic monitoring, elderly care, intelligent environments, and entertainment in public and private spaces. This paper provides an overview of the design of a wireless video network as an experimental environment, camera selection, hand-off and control, anomaly detection. It addresses challenging questions for individual identification using gait and face at a distance and present new techniques and their comparison for robust identification.

  2. Diagnostic image quality of video-digitized chest images

    International Nuclear Information System (INIS)

    Winter, L.H.; Butler, R.B.; Becking, W.B.; Warnars, G.A.O.; Haar Romeny, B. ter; Ottes, F.P.; Valk, J.-P.J. de

    1989-01-01

    The diagnostic accuracy obtained with the Philips picture archiving and communications subsystem was investigated by means of an observer performance study using receiver operating characteristic (ROC) analysis. The image qualities of conventional films and video digitized images were compared. The scanner had a 1024 x 1024 x 8 bit memory. The digitized images were displayed on a 60 Hz interlaced display monitor 1024 lines. Posteroanterior (AP) roetgenograms of a chest phantom with superimposed simulated interstitial pattern disease (IPD) were produced; there were 28 normal and 40 abnormal films. Normal films were produced by the chest phantom alone. Abnormal films were taken of the chest phantom with varying degrees of superimposed simulated intersitial disease (PND) for an observer performance study, because the results of a simulated interstitial pattern disease study are less likely to be influenced by perceptual capabilities. The conventional films and the video digitized images were viewed by five experienced observers during four separate sessions. Conventional films were presented on a viewing box, the digital images were displayed on the monitor described above. The presence of simulated intersitial disease was indicated on a 5-point ROC certainty scale by each observer. We analyzed the differences between ROC curves derived from correlated data statistically. The mean time required to evaluate 68 digitized images is approximately four times the mean time needed to read the convential films. The diagnostic quality of the video digitized images was significantly lower (at the 5% level) than that of the conventional films (median area under the curve (AUC) of 0.71 and 0.94, respectively). (author). 25 refs.; 2 figs.; 4 tabs

  3. Feasibility of video codec algorithms for software-only playback

    Science.gov (United States)

    Rodriguez, Arturo A.; Morse, Ken

    1994-05-01

    Software-only video codecs can provide good playback performance in desktop computers with a 486 or 68040 CPU running at 33 MHz without special hardware assistance. Typically, playback of compressed video can be categorized into three tasks: the actual decoding of the video stream, color conversion, and the transfer of decoded video data from system RAM to video RAM. By current standards, good playback performance is the decoding and display of video streams of 320 by 240 (or larger) compressed frames at 15 (or greater) frames-per- second. Software-only video codecs have evolved by modifying and tailoring existing compression methodologies to suit video playback in desktop computers. In this paper we examine the characteristics used to evaluate software-only video codec algorithms, namely: image fidelity (i.e., image quality), bandwidth (i.e., compression) ease-of-decoding (i.e., playback performance), memory consumption, compression to decompression asymmetry, scalability, and delay. We discuss the tradeoffs among these variables and the compromises that can be made to achieve low numerical complexity for software-only playback. Frame- differencing approaches are described since software-only video codecs typically employ them to enhance playback performance. To complement other papers that appear in this session of the Proceedings, we review methods derived from binary pattern image coding since these methods are amenable for software-only playback. In particular, we introduce a novel approach called pixel distribution image coding.

  4. Cupping for treating neck pain in video display terminal (VDT) users: a randomized controlled pilot trial.

    Science.gov (United States)

    Kim, Tae-Hun; Kang, Jung Won; Kim, Kun Hyung; Lee, Min Hee; Kim, Jung Eun; Kim, Joo-Hee; Lee, Seunghoon; Shin, Mi-Suk; Jung, So-Young; Kim, Ae-Ran; Park, Hyo-Ju; Hong, Kwon Eui

    2012-01-01

    This was a randomized controlled pilot trial to evaluate the effectiveness of cupping therapy for neck pain in video display terminal (VDT) workers. Forty VDT workers with moderate to severe neck pain were recruited from May, 2011 to February, 2012. Participants were randomly allocated into one of the two interventions: 6 sessions of wet and dry cupping or heating pad application. The participants were offered an exercise program to perform during the participation period. A 0 to 100 numeric rating scale (NRS) for neck pain, measure yourself medical outcome profile 2 score (MYMOP2 score), cervical spine range of motion (C-spine ROM), neck disability index (NDI), the EuroQol health index (EQ-5D), short form stress response inventory (SRI-SF) and fatigue severity scale (FSS) were assessed at several points during a 7-week period. Compared with a heating pad, cupping was more effective in improving pain (adjusted NRS difference: -1.29 [95% CI -1.61, -0.97] at 3 weeks (p=0.025) and -1.16 [-1.48, -0.84] at 7 weeks (p=0.005)), neck function (adjusted NDI difference: -0.79 [-1.11, -0.47] at 3 (p=0.0039) and 7 weeks (pcupping and 0.91 [0.86, 0.91] with heating pad treatment, p=0.0054). Four participants reported mild adverse events of cupping. Two weeks of cupping therapy and an exercise program may be effective in reducing pain and improving neck function in VDT workers.

  5. Digitized video subject positioning and surveillance system for PET

    International Nuclear Information System (INIS)

    Picard, Y.; Thompson, C.J.

    1995-01-01

    Head motion is a significant contribution to the degradation of image quality of Positron Emission Tomography (PET) studies. Images from different studies must also be realigned digitally to be correlated when the subject position has changed. These constraints could be eliminated if the subject's head position could be monitored accurately. The authors have developed a video camera-based surveillance system to monitor the head position and motion of subjects undergoing PET studies. The system consists of two CCD (charge-coupled device) cameras placed orthogonally such that both face and profile views of the subject's head are displayed side by side on an RGB video monitor. Digitized images overlay the live images in contrasting colors on the monitor. Such a system can be used to (1) position the subject in the field of view (FOV) by displaying the position of the scanner's slices on the monitor along with the current subject position, (2) monitor head motion and alert the operator of any motion during the study and (3) reposition the subject accurately for subsequent studies by displaying the previous position along with the current position in a contrasting color

  6. A new technique for presentation of scientific works: video in poster.

    Science.gov (United States)

    Bozdag, Ali Dogan

    2008-07-01

    Presentations at scientific congresses and symposiums can be in two different forms: poster or oral presentation. Each method has some advantages and disadvantages. To combine the advantages of oral and poster presentations, a new presentation type was conceived: "video in poster." The top of the portable digital video display (DVD) player is opened 180 degrees to keep the screen and the body of the DVD player in the same plane. The poster is attached to the DVD player and a window is made in the poster to expose the screen of the DVD player so the screen appears as a picture on the poster. Then this video in poster is fixed to the panel. When the DVD player is turned on, the video presentation of the surgical procedure starts. Several posters were presented at different medical congresses in 2007 using the "video in poster" technique, and they received poster awards. The video in poster combines the advantages of both oral and poster presentations.

  7. Market response to the public display of energy performance rating at property sales

    International Nuclear Information System (INIS)

    Jensen, Ole Michael; Hansen, Anders Rhiger; Kragh, Jesper

    2016-01-01

    Energy labels have generally received positive response from consumers and have moved the market for white goods and cars in the direction of more energy-efficient products. On the real estate market, it was expected that an energy label, rating the energy performance of a property based on a national energy performance certificate (EPC) might receive similar response. However, in Denmark no response to the energy performance rating was observed for 15 years. This was a surprise considering that Denmark was the first country to implement an A to G rating of the energy performance of buildings. A statistical examination of data on property sales prices and energy performance ratings was carried out. All relevant property transaction data from 2007 till 2012 were examined and they showed that energy performance ratings had an impact on property sales prices. However, before June 2010, the impact was modest, whereas after June 2010 the impact of energy performance ratings on property sales prices increased significantly as a result of an EU requirement to display the energy performance rating in connection with property sales. On this background, it was concluded that a public display of the energy performance rating is fundamental for market response. - Highlights: •Energy performance ratings of buildings have an impact on property sales prices. •A statistical examination shows that since 2010 sales prices reflect energy performance. •Mandatory display of the rating prescribed by EU Directive was decisive. •The positive market response will be an incentive for energy upgrading of the property.

  8. View Synthesis for Advanced 3D Video Systems

    Directory of Open Access Journals (Sweden)

    2009-02-01

    Full Text Available Interest in 3D video applications and systems is growing rapidly and technology is maturating. It is expected that multiview autostereoscopic displays will play an important role in home user environments, since they support multiuser 3D sensation and motion parallax impression. The tremendous data rate cannot be handled efficiently by representation and coding formats such as MVC or MPEG-C Part 3. Multiview video plus depth (MVD is a new format that efficiently supports such advanced 3DV systems, but this requires high-quality intermediate view synthesis. For this, a new approach is presented that separates unreliable image regions along depth discontinuities from reliable image regions, which are treated separately and fused to the final interpolated view. In contrast to previous layered approaches, our algorithm uses two boundary layers and one reliable layer, performs image-based 3D warping only, and was generically implemented, that is, does not necessarily rely on 3D graphics support. Furthermore, different hole-filling and filtering methods are added to provide high-quality intermediate views. As a result, high-quality intermediate views for an existing 9-view auto-stereoscopic display as well as other stereo- and multiscopic displays are presented, which prove the suitability of our approach for advanced 3DV systems.

  9. View Synthesis for Advanced 3D Video Systems

    Directory of Open Access Journals (Sweden)

    Müller Karsten

    2008-01-01

    Full Text Available Abstract Interest in 3D video applications and systems is growing rapidly and technology is maturating. It is expected that multiview autostereoscopic displays will play an important role in home user environments, since they support multiuser 3D sensation and motion parallax impression. The tremendous data rate cannot be handled efficiently by representation and coding formats such as MVC or MPEG-C Part 3. Multiview video plus depth (MVD is a new format that efficiently supports such advanced 3DV systems, but this requires high-quality intermediate view synthesis. For this, a new approach is presented that separates unreliable image regions along depth discontinuities from reliable image regions, which are treated separately and fused to the final interpolated view. In contrast to previous layered approaches, our algorithm uses two boundary layers and one reliable layer, performs image-based 3D warping only, and was generically implemented, that is, does not necessarily rely on 3D graphics support. Furthermore, different hole-filling and filtering methods are added to provide high-quality intermediate views. As a result, high-quality intermediate views for an existing 9-view auto-stereoscopic display as well as other stereo- and multiscopic displays are presented, which prove the suitability of our approach for advanced 3DV systems.

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

    Directory of Open Access Journals (Sweden)

    Mohammad Shorfuzzaman

    2009-01-01

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

  11. Tickled to Death: Analysing Public Perceptions of ‘Cute’ Videos of Threatened Species (Slow Lorises – Nycticebus spp.) on Web 2.0 Sites

    Science.gov (United States)

    Nekaris, By K. Anne-Isola; Campbell, Nicola; Coggins, Tim G.; Rode, E. Johanna; Nijman, Vincent

    2013-01-01

    Background The internet is gaining importance in global wildlife trade and changing perceptions of threatened species. There is little data available to examine the impact that popular Web 2.0 sites play on public perceptions of threatened species. YouTube videos portraying wildlife allow us to quantify these perceptions. Methodology/Principal Findings Focussing on a group of threatened and globally protected primates, slow lorises, we quantify public attitudes towards wildlife conservation by analysing 12,411 comments and associated data posted on a viral YouTube video ‘tickling slow loris’ over a 33-months period. In the initial months a quarter of commentators indicated wanting a loris as a pet, but as facts about their conservation and ecology became more prevalent this dropped significantly. Endorsements, where people were directed to the site by celebrities, resulted mostly in numerous neutral responses with few links to conservation or awareness. Two conservation-related events, linked to Wikipedia and the airing of a television documentary, led to an increase in awareness, and ultimately to the removal of the analysed video. Conclusions/Significance Slow loris videos that have gone viral have introduced these primates to a large cross-section of society that would not normally come into contact with them. Analyses of webometric data posted on the internet allow us quickly to gauge societal sentiments. We showed a clear temporal change in some views expressed but without an apparent increase in knowledge about the conservation plight of the species, or the illegal nature of slow loris trade. Celebrity endorsement of videos showing protected wildlife increases visits to such sites, but does not educate about conservation issues. The strong desire of commentators to express their want for one as a pet demonstrates the need for Web 2.0 sites to provide a mechanism via which illegal animal material can be identified and policed. PMID:23894432

  12. Cognitive Cost of Using Augmented Reality Displays.

    Science.gov (United States)

    Baumeister, James; Ssin, Seung Youb; ElSayed, Neven A M; Dorrian, Jillian; Webb, David P; Walsh, James A; Simon, Timothy M; Irlitti, Andrew; Smith, Ross T; Kohler, Mark; Thomas, Bruce H

    2017-11-01

    This paper presents the results of two cognitive load studies comparing three augmented reality display technologies: spatial augmented reality, the optical see-through Microsoft HoloLens, and the video see-through Samsung Gear VR. In particular, the two experiments focused on isolating the cognitive load cost of receiving instructions for a button-pressing procedural task. The studies employed a self-assessment cognitive load methodology, as well as an additional dual-task cognitive load methodology. The results showed that spatial augmented reality led to increased performance and reduced cognitive load. Additionally, it was discovered that a limited field of view can introduce increased cognitive load requirements. The findings suggest that some of the inherent restrictions of head-mounted displays materialize as increased user cognitive load.

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

    DEFF Research Database (Denmark)

    Doulamis, Anastasios; Doulamis, Nikolaos; Bertini, Marco

    2016-01-01

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

  14. Impact of different cloud deployments on real-time video applications for mobile video cloud users

    Science.gov (United States)

    Khan, Kashif A.; Wang, Qi; Luo, Chunbo; Wang, Xinheng; Grecos, Christos

    2015-02-01

    The latest trend to access mobile cloud services through wireless network connectivity has amplified globally among both entrepreneurs and home end users. Although existing public cloud service vendors such as Google, Microsoft Azure etc. are providing on-demand cloud services with affordable cost for mobile users, there are still a number of challenges to achieve high-quality mobile cloud based video applications, especially due to the bandwidth-constrained and errorprone mobile network connectivity, which is the communication bottleneck for end-to-end video delivery. In addition, existing accessible clouds networking architectures are different in term of their implementation, services, resources, storage, pricing, support and so on, and these differences have varied impact on the performance of cloud-based real-time video applications. Nevertheless, these challenges and impacts have not been thoroughly investigated in the literature. In our previous work, we have implemented a mobile cloud network model that integrates localized and decentralized cloudlets (mini-clouds) and wireless mesh networks. In this paper, we deploy a real-time framework consisting of various existing Internet cloud networking architectures (Google Cloud, Microsoft Azure and Eucalyptus Cloud) and a cloudlet based on Ubuntu Enterprise Cloud over wireless mesh networking technology for mobile cloud end users. It is noted that the increasing trend to access real-time video streaming over HTTP/HTTPS is gaining popularity among both research and industrial communities to leverage the existing web services and HTTP infrastructure in the Internet. To study the performance under different deployments using different public and private cloud service providers, we employ real-time video streaming over the HTTP/HTTPS standard, and conduct experimental evaluation and in-depth comparative analysis of the impact of different deployments on the quality of service for mobile video cloud users. Empirical

  15. Design and hardware alternatives for a Safety-Parameter Display System

    International Nuclear Information System (INIS)

    Honeycutt, F.; Merten, W.T.; Roy, G.M.; Segraves, E.; Stone, G.P.

    1981-05-01

    The SPDS is a dedicated control room operator aid and is viewed as an important safety improvement within the context of other post-TMI fixes. Hardware configurations and components to implement the NSAC display format of a Safety Parameter Display System (SPDS) are evaluated. The evaluation was made on the basis of five alternative hardware configurations which use commercially available components. Four of the alternatives use computer/video display architecture. The fifth alternative is a simple hardwired system which uses strip chart recorders. SPDS regulatory requirements are defined by NUREG 0696. Overall feasibility of the NSAC concept was evaluated in terms of performance, reliability, cost, licensability, and flexibility. The flexibility evaluation relates to the ability to handle other display formats, the data acquisition needs of the other emergency facilities and the impact of expected future NRC requirements

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

    Science.gov (United States)

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

    2017-11-01

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

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

    Science.gov (United States)

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

    2017-07-01

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

  18. Video-speed electronic paper based on electrowetting

    Science.gov (United States)

    Hayes, Robert A.; Feenstra, B. J.

    2003-09-01

    In recent years, a number of different technologies have been proposed for use in reflective displays. One of the most appealing applications of a reflective display is electronic paper, which combines the desirable viewing characteristics of conventional printed paper with the ability to manipulate the displayed information electronically. Electronic paper based on the electrophoretic motion of particles inside small capsules has been demonstrated and commercialized; but the response speed of such a system is rather slow, limited by the velocity of the particles. Recently, we have demonstrated that electrowetting is an attractive technology for the rapid manipulation of liquids on a micrometre scale. Here we show that electrowetting can also be used to form the basis of a reflective display that is significantly faster than electrophoretic displays, so that video content can be displayed. Our display principle utilizes the voltage-controlled movement of a coloured oil film adjacent to a white substrate. The reflectivity and contrast of our system approach those of paper. In addition, we demonstrate a colour concept, which is intrinsically four times brighter than reflective liquid-crystal displays and twice as bright as other emerging technologies. The principle of microfluidic motion at low voltages is applicable in a wide range of electro-optic devices.

  19. Microcomputer-controlled world time display for public area viewing

    Science.gov (United States)

    Yep, S.; Rashidian, M.

    1982-05-01

    The design, development, and implementation of a microcomputer-controlled world clock is discussed. The system, designated international Time Display System (ITDS), integrates a Geochron Calendar Map and a microcomputer-based digital display to automatically compensate for daylight savings time, leap year, and time zone differences. An in-depth technical description of the design and development of the electronic hardware, firmware, and software systems is provided. Reference material on the time zones, fabrication techniques, and electronic subsystems are also provided.

  20. A Smart Spoofing Face Detector by Display Features Analysis

    Directory of Open Access Journals (Sweden)

    ChinLun Lai

    2016-07-01

    Full Text Available In this paper, a smart face liveness detector is proposed to prevent the biometric system from being “deceived” by the video or picture of a valid user that the counterfeiter took with a high definition handheld device (e.g., iPad with retina display. By analyzing the characteristics of the display platform and using an expert decision-making core, we can effectively detect whether a spoofing action comes from a fake face displayed in the high definition display by verifying the chromaticity regions in the captured face. That is, a live or spoof face can be distinguished precisely by the designed optical image sensor. To sum up, by the proposed method/system, a normal optical image sensor can be upgraded to a powerful version to detect the spoofing actions. The experimental results prove that the proposed detection system can achieve very high detection rate compared to the existing methods and thus be practical to implement directly in the authentication systems.

  1. A Smart Spoofing Face Detector by Display Features Analysis.

    Science.gov (United States)

    Lai, ChinLun; Tai, ChiuYuan

    2016-07-21

    In this paper, a smart face liveness detector is proposed to prevent the biometric system from being "deceived" by the video or picture of a valid user that the counterfeiter took with a high definition handheld device (e.g., iPad with retina display). By analyzing the characteristics of the display platform and using an expert decision-making core, we can effectively detect whether a spoofing action comes from a fake face displayed in the high definition display by verifying the chromaticity regions in the captured face. That is, a live or spoof face can be distinguished precisely by the designed optical image sensor. To sum up, by the proposed method/system, a normal optical image sensor can be upgraded to a powerful version to detect the spoofing actions. The experimental results prove that the proposed detection system can achieve very high detection rate compared to the existing methods and thus be practical to implement directly in the authentication systems.

  2. [Serious video games in pediatrics].

    Science.gov (United States)

    Drummond, D; Tesnière, A; Hadchouel, A

    2018-01-01

    Playing video games has been associated with several negative effects in children. However, serious games, which are video games designed for a primary purpose other than pure entertainment, should not be neglected by pediatricians. In the field of public health, some serious games are a means to decrease drug consumption and improve sexual health behavior in adolescents. In schools, serious games can be used to change students' perception of the disease of one of their classmates, or to train students on basic life support. Serious games are also used with patients: they can distract them from a painful procedure, increase their compliance to treatments, or participate in their rehabilitation. Finally, serious games allow healthcare professionals to train on the management of various medical situations without risk. For every field of application, this review presents the rationale of the use of video games, followed by concrete examples of video games and the results of their scientific evaluation. Copyright © 2017 Elsevier Masson SAS. All rights reserved.

  3. Multi-target camera tracking, hand-off and display LDRD 158819 final report

    International Nuclear Information System (INIS)

    Anderson, Robert J.

    2014-01-01

    Modern security control rooms gather video and sensor feeds from tens to hundreds of cameras. Advanced camera analytics can detect motion from individual video streams and convert unexpected motion into alarms, but the interpretation of these alarms depends heavily upon human operators. Unfortunately, these operators can be overwhelmed when a large number of events happen simultaneously, or lulled into complacency due to frequent false alarms. This LDRD project has focused on improving video surveillance-based security systems by changing the fundamental focus from the cameras to the targets being tracked. If properly integrated, more cameras shouldn't lead to more alarms, more monitors, more operators, and increased response latency but instead should lead to better information and more rapid response times. For the course of the LDRD we have been developing algorithms that take live video imagery from multiple video cameras, identifies individual moving targets from the background imagery, and then displays the results in a single 3D interactive video. In this document we summarize the work in developing this multi-camera, multi-target system, including lessons learned, tools developed, technologies explored, and a description of current capability.

  4. Multi-target camera tracking, hand-off and display LDRD 158819 final report

    Energy Technology Data Exchange (ETDEWEB)

    Anderson, Robert J. [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States)

    2014-10-01

    Modern security control rooms gather video and sensor feeds from tens to hundreds of cameras. Advanced camera analytics can detect motion from individual video streams and convert unexpected motion into alarms, but the interpretation of these alarms depends heavily upon human operators. Unfortunately, these operators can be overwhelmed when a large number of events happen simultaneously, or lulled into complacency due to frequent false alarms. This LDRD project has focused on improving video surveillance-based security systems by changing the fundamental focus from the cameras to the targets being tracked. If properly integrated, more cameras shouldn't lead to more alarms, more monitors, more operators, and increased response latency but instead should lead to better information and more rapid response times. For the course of the LDRD we have been developing algorithms that take live video imagery from multiple video cameras, identifies individual moving targets from the background imagery, and then displays the results in a single 3D interactive video. In this document we summarize the work in developing this multi-camera, multi-target system, including lessons learned, tools developed, technologies explored, and a description of current capability.

  5. Multi-Target Camera Tracking, Hand-off and Display LDRD 158819 Final Report

    Energy Technology Data Exchange (ETDEWEB)

    Anderson, Robert J. [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States). Robotic and Security Systems Dept.

    2014-10-01

    Modern security control rooms gather video and sensor feeds from tens to hundreds of cameras. Advanced camera analytics can detect motion from individual video streams and convert unexpected motion into alarms, but the interpretation of these alarms depends heavily upon human operators. Unfortunately, these operators can be overwhelmed when a large number of events happen simultaneously, or lulled into complacency due to frequent false alarms. This LDRD project has focused on improving video surveillance-based security systems by changing the fundamental focus from the cameras to the targets being tracked. If properly integrated, more cameras shouldn’t lead to more alarms, more monitors, more operators, and increased response latency but instead should lead to better information and more rapid response times. For the course of the LDRD we have been developing algorithms that take live video imagery from multiple video cameras, identify individual moving targets from the background imagery, and then display the results in a single 3D interactive video. In this document we summarize the work in developing this multi-camera, multi-target system, including lessons learned, tools developed, technologies explored, and a description of current capability.

  6. Passive ultra-brief video training improves performance of compression-only cardiopulmonary resuscitation.

    Science.gov (United States)

    Benoit, Justin L; Vogele, Jennifer; Hart, Kimberly W; Lindsell, Christopher J; McMullan, Jason T

    2017-06-01

    Bystander compression-only cardiopulmonary resuscitation (CPR) improves survival after out-of-hospital cardiac arrest. To broaden CPR training, 1-2min ultra-brief videos have been disseminated via the Internet and television. Our objective was to determine whether participants passively exposed to a televised ultra-brief video perform CPR better than unexposed controls. This before-and-after study was conducted with non-patients in an urban Emergency Department waiting room. The intervention was an ultra-brief CPR training video displayed via closed-circuit television 3-6 times/hour. Participants were unaware of the study and not told to watch the video. Pre-intervention, no video was displayed. Participants were asked to demonstrate compression-only CPR on a manikin. Performance was scored based on critical actions: check for responsiveness, call for help, begin compressions immediately, and correct hand placement, compression rate and depth. The primary outcome was the proportion of participants who performed all actions correctly. There were 50 control and 50 exposed participants. Mean age was 37, 51% were African-American, 52% were female, and 10% self-reported current CPR certification. There were no statistically significant differences in baseline characteristics between groups. The number of participants who performed all actions correctly was 0 (0%) control vs. 10 (20%) exposed (difference 20%, 95% confidence interval [CI] 8.9-31.1%, ptraining is associated with improved performance of compression-only CPR. Copyright © 2017 Elsevier B.V. All rights reserved.

  7. Performance and Preference with Various VDT (Video Display Terminal) Phosphors

    Science.gov (United States)

    1987-04-24

    aesthetic judgment, but that ignore psycnophysics and task requirements, can degrade visual performance and comfort." The quality of a retinal image depends...K.N, (1961). Poveal contrast thresholds with blurring of the retinal image and increasing size of test stimulus. J. Opt. Soc. Am. 51:862-869. Ohlsson...Van Nes, F.L. (1986). Space, colour and typography on visual display terminals. Behav. and Info, Tech. 5: 99-118. Van Nes, F.L. and Bouman, M.A. (1967

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

    Directory of Open Access Journals (Sweden)

    Acevedo Clavijo Edwin Jovanny

    2010-07-01

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

  9. Studying the Recent Improvements in Holograms for Three-Dimensional Display

    Directory of Open Access Journals (Sweden)

    Hamed Abbasi

    2014-01-01

    Full Text Available Displayers tend to become three-dimensional. The most advantage of holographic 3D displays is the possibility to observe 3D images without using glasses. The quality of created images by this method has surprised everyone. In this paper, the experimental steps of making a transmission hologram have been mentioned. In what follows, current advances of this science-art will be discussed. The aim of this paper is to study the recent improvements in creating three-dimensional images and videos by means of holographic techniques. In the last section we discuss the potentials of holography to be applied in future.

  10. Summarization of Surveillance Video Sequences Using Face Quality Assessment

    DEFF Research Database (Denmark)

    Nasrollahi, Kamal; Moeslund, Thomas B.; Rahmati, Mohammad

    2011-01-01

    Constant working surveillance cameras in public places, such as airports and banks, produce huge amount of video data. Faces in such videos can be extracted in real time. However, most of these detected faces are either redundant or useless. Redundant information adds computational costs to facial...

  11. Using Video Modeling with Voice-over Instruction to Train Public School Staff to Implement a Preference Assessment.

    Science.gov (United States)

    Bovi, Gina M Delli; Vladescu, Jason C; DeBar, Ruth M; Carroll, Regina A; Sarokoff, Randi A

    2017-03-01

    The identification of putative reinforcers is a critical component of programming for individuals with disabilities. A multiple stimulus without replacement preference assessment is one option for identifying putative reinforcers; however, staff must be trained on the steps necessary to conduct the assessment for it to be useful in practice. This study examined the effectiveness of using video modeling with voice-over instruction (VMVO) to train two public school staff to conduct this assessment. Results demonstrate that VMVO was effective in training, producing generalized responding, maintenance, and high social validity ratings.

  12. Concerns of Quality and Safety in Public Domain Surgical Education Videos: An Assessment of the Critical View of Safety in Frequently Used Laparoscopic Cholecystectomy Videos.

    Science.gov (United States)

    Deal, Shanley B; Alseidi, Adnan A

    2017-12-01

    Online videos are among the most common resources for case preparation. Using crowd sourcing, we evaluated the relationship between operative quality and viewing characteristics of online laparoscopic cholecystectomy videos. We edited 160 online videos of laparoscopic cholecystectomy to 60 seconds or less. Crowd workers (CW) rated videos using Global Objective Assessment of Laparoscopic Skills (GOALS), the critical view of safety (CVS) criteria, and assigned overall pass/fail ratings if CVS was achieved; linear mixed effects models derived average ratings. Views, likes, dislikes, subscribers, and country were recorded for subset analysis of YouTube videos. Spearman correlation coefficient (SCC) assessed correlation between performance measures. One video (0.06%) achieved a passing CVS score of ≥5; 23%, ≥4; 44%, ≥3; 79%, ≥2; and 100% ≥1. Pass/fail ratings correlated to CVS, SCC 0.95 (p quality. The average CVS and GOALS scores were no different for videos with >20,000 views (22%) compared with those with online surgical videos of LC. Favorable characteristics, such as number of views or likes, do not translate to higher quality. Copyright © 2017 American College of Surgeons. Published by Elsevier Inc. All rights reserved.

  13. Scorebox extraction from mobile sports videos using Support Vector Machines

    Science.gov (United States)

    Kim, Wonjun; Park, Jimin; Kim, Changick

    2008-08-01

    Scorebox plays an important role in understanding contents of sports videos. However, the tiny scorebox may give the small-display-viewers uncomfortable experience in grasping the game situation. In this paper, we propose a novel framework to extract the scorebox from sports video frames. We first extract candidates by using accumulated intensity and edge information after short learning period. Since there are various types of scoreboxes inserted in sports videos, multiple attributes need to be used for efficient extraction. Based on those attributes, the optimal information gain is computed and top three ranked attributes in terms of information gain are selected as a three-dimensional feature vector for Support Vector Machines (SVM) to distinguish the scorebox from other candidates, such as logos and advertisement boards. The proposed method is tested on various videos of sports games and experimental results show the efficiency and robustness of our proposed method.

  14. Pathological video-gaming among Singaporean youth.

    Science.gov (United States)

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

    2010-11-01

    Increase in internet use and video-gaming contributes to public concern on pathological or obsessive play of video games among children and adolescents worldwide. Nevertheless, little is known about the prevalence of pathological symptoms in video-gaming among Singaporean youth and the psychometric properties of instruments measuring pathological symptoms in video-gaming. A total of 2998 children and adolescents from 6 primary and 6 secondary schools in Singapore responded to a comprehensive survey questionnaire on sociodemographic characteristics, video-gaming habits, school performance, somatic symptoms, various psychological traits, social functioning and pathological symptoms of video-gaming. After weighting, the survey data were analysed to determine the prevalence of pathological video-gaming among Singaporean youth and gender differences in the prevalence. The construct validity of instrument used to measure pathological symptoms of video-gaming was tested. Of all the study participants, 8.7% were classified as pathological players with more boys reporting more pathological symptoms than girls. All variables, including impulse control problem, social competence, hostility, academic performance, and damages to social functioning, tested for construct validity, were significantly associated with pathological status, providing good evidence for the construct validity of the instrument used. The prevalence rate of pathological video-gaming among Singaporean youth is comparable with that from other countries studied thus far, and gender differences are also consistent with the findings of prior research. The positive evidence of construct validity supports the potential use of the instrument for future research and clinical screening on Singapore children and adolescents' pathological video-gaming.

  15. Design and management of public health outreach using interoperable mobile multimedia: an analysis of a national winter weather preparedness campaign

    Directory of Open Access Journals (Sweden)

    Cesar Bandera

    2016-05-01

    Full Text Available Abstract Background The Office of Public Health Preparedness and Response (OPHPR in the Centers for Disease Control and Prevention conducts outreach for public preparedness for natural and manmade incidents. In 2011, OPHPR conducted a nationwide mobile public health (m-Health campaign that pushed brief videos on preparing for severe winter weather onto cell phones, with the objective of evaluating the interoperability of multimedia m-Health outreach with diverse cell phones (including handsets without Internet capability, carriers, and user preferences. Methods Existing OPHPR outreach material on winter weather preparedness was converted into mobile-ready multimedia using mobile marketing best practices to improve audiovisual quality and relevance. Middleware complying with opt-in requirements was developed to push nine bi-weekly multimedia broadcasts onto subscribers’ cell phones, and OPHPR promoted the campaign on its web site and to subscribers on its govdelivery.com notification platform. Multimedia, text, and voice messaging activity to/from the middleware was logged and analyzed. Results Adapting existing media into mobile video was straightforward using open source and commercial software, including web pages, PDF documents, and public service announcements. The middleware successfully delivered all outreach videos to all participants (a total of 504 videos regardless of the participant’s device. 54 % of videos were viewed on cell phones, 32 % on computers, and 14 % were retrieved by search engine web crawlers. 21 % of participating cell phones did not have Internet access, yet still received and displayed all videos. The time from media push to media viewing on cell phones was half that of push to viewing on computers. Conclusions Video delivered through multimedia messaging can be as interoperable as text messages, while providing much richer information. This may be the only multimedia mechanism available to outreach campaigns

  16. Design and management of public health outreach using interoperable mobile multimedia: an analysis of a national winter weather preparedness campaign.

    Science.gov (United States)

    Bandera, Cesar

    2016-05-25

    The Office of Public Health Preparedness and Response (OPHPR) in the Centers for Disease Control and Prevention conducts outreach for public preparedness for natural and manmade incidents. In 2011, OPHPR conducted a nationwide mobile public health (m-Health) campaign that pushed brief videos on preparing for severe winter weather onto cell phones, with the objective of evaluating the interoperability of multimedia m-Health outreach with diverse cell phones (including handsets without Internet capability), carriers, and user preferences. Existing OPHPR outreach material on winter weather preparedness was converted into mobile-ready multimedia using mobile marketing best practices to improve audiovisual quality and relevance. Middleware complying with opt-in requirements was developed to push nine bi-weekly multimedia broadcasts onto subscribers' cell phones, and OPHPR promoted the campaign on its web site and to subscribers on its govdelivery.com notification platform. Multimedia, text, and voice messaging activity to/from the middleware was logged and analyzed. Adapting existing media into mobile video was straightforward using open source and commercial software, including web pages, PDF documents, and public service announcements. The middleware successfully delivered all outreach videos to all participants (a total of 504 videos) regardless of the participant's device. 54 % of videos were viewed on cell phones, 32 % on computers, and 14 % were retrieved by search engine web crawlers. 21 % of participating cell phones did not have Internet access, yet still received and displayed all videos. The time from media push to media viewing on cell phones was half that of push to viewing on computers. Video delivered through multimedia messaging can be as interoperable as text messages, while providing much richer information. This may be the only multimedia mechanism available to outreach campaigns targeting vulnerable populations impacted by the digital divide

  17. Analysis of User Requirements in Interactive 3D Video Systems

    Directory of Open Access Journals (Sweden)

    Haiyue Yuan

    2012-01-01

    Full Text Available The recent development of three dimensional (3D display technologies has resulted in a proliferation of 3D video production and broadcasting, attracting a lot of research into capture, compression and delivery of stereoscopic content. However, the predominant design practice of interactions with 3D video content has failed to address its differences and possibilities in comparison to the existing 2D video interactions. This paper presents a study of user requirements related to interaction with the stereoscopic 3D video. The study suggests that the change of view, zoom in/out, dynamic video browsing, and textual information are the most relevant interactions with stereoscopic 3D video. In addition, we identified a strong demand for object selection that resulted in a follow-up study of user preferences in 3D selection using virtual-hand and ray-casting metaphors. These results indicate that interaction modality affects users’ decision of object selection in terms of chosen location in 3D, while user attitudes do not have significant impact. Furthermore, the ray-casting-based interaction modality using Wiimote can outperform the volume-based interaction modality using mouse and keyboard for object positioning accuracy.

  18. Video enhancement of dental radiographic films

    International Nuclear Information System (INIS)

    Van Dis, M.L.; Beck, F.M.; Miles, D.A.

    1989-01-01

    A prototype video image display system, a real-time analog enhancer (RAE), was compared to conventional viewing conditions with the use of nonscreen dental films. When medium optical density films were evaluated, there was no significant difference in the number of radiographic details detected. Conventional viewing conditions allowed perception of more details when dark films were evaluated; however, the RAE unit allowed the perception of more details when light films were viewed

  19. A Super-resolution Reconstruction Algorithm for Surveillance Video

    Directory of Open Access Journals (Sweden)

    Jian Shao

    2017-01-01

    Full Text Available Recent technological developments have resulted in surveillance video becoming a primary method of preserving public security. Many city crimes are observed in surveillance video. The most abundant evidence collected by the police is also acquired through surveillance video sources. Surveillance video footage offers very strong support for solving criminal cases, therefore, creating an effective policy, and applying useful methods to the retrieval of additional evidence is becoming increasingly important. However, surveillance video has had its failings, namely, video footage being captured in low resolution (LR and bad visual quality. In this paper, we discuss the characteristics of surveillance video and describe the manual feature registration – maximum a posteriori – projection onto convex sets to develop a super-resolution reconstruction method, which improves the quality of surveillance video. From this method, we can make optimal use of information contained in the LR video image, but we can also control the image edge clearly as well as the convergence of the algorithm. Finally, we make a suggestion on how to adjust the algorithm adaptability by analyzing the prior information of target image.

  20. CANDU 9 operator plant display system

    International Nuclear Information System (INIS)

    Trueman, R.; Webster, A.; MacBeth, M.J.

    1997-01-01

    To meet evolving client and regulatory needs, AECL has adopted an evolutionary approach to the design of the CANDU 9 control centre. That is, the design incorporates feedback from existing stations, reflects the growing diversity in the roles and responsibilities of the operating staff, and reduces costs associated with plant capital and operations, maintenance and administration (OM and A), through the appropriate introduction of new technologies. Underlying this approach is a refined engineering design process that cost-effectively integrates operational feedback and human factors engineering to define the operating staff information and information presentation requirements. Based on this approach, the CANDU 9 control centre will provide utility operating staff with the means to achieve improved operations and reduced OM and A costs. One of the design features that will contribute to the improved operational capabilities of the control centre is a new Plant Display System (PDS) that is separate from the digital control system. The PDS will be used to implement non-safety panel, and console video display systems within the CANDU 9 main control room (MCR). This paper presents a detailed description of the CANDU 9 Plant Display System and features that provide increased operational capabilities. (author)

  1. Towards new advertising models for situated displays

    OpenAIRE

    José, Rui; Soares, Ana Maria

    2010-01-01

    Advertising is often a key element in the business case for public display networks. However, the respective advertising models do not yet provide effective solutions to the key issues of campaign targeting and impact measurement that are now so common in web advertising. In this paper, we specifically discuss some of the directions and principles that may emerge in advertising models for public displays. We make this analysis combining some of the lessons from other media, ...

  2. Holovideo: Real-time 3D range video encoding and decoding on GPU

    Science.gov (United States)

    Karpinsky, Nikolaus; Zhang, Song

    2012-02-01

    We present a 3D video-encoding technique called Holovideo that is capable of encoding high-resolution 3D videos into standard 2D videos, and then decoding the 2D videos back into 3D rapidly without significant loss of quality. Due to the nature of the algorithm, 2D video compression such as JPEG encoding with QuickTime Run Length Encoding (QTRLE) can be applied with little quality loss, resulting in an effective way to store 3D video at very small file sizes. We found that under a compression ratio of 134:1, Holovideo to OBJ file format, the 3D geometry quality drops at a negligible level. Several sets of 3D videos were captured using a structured light scanner, compressed using the Holovideo codec, and then uncompressed and displayed to demonstrate the effectiveness of the codec. With the use of OpenGL Shaders (GLSL), the 3D video codec can encode and decode in realtime. We demonstrated that for a video size of 512×512, the decoding speed is 28 frames per second (FPS) with a laptop computer using an embedded NVIDIA GeForce 9400 m graphics processing unit (GPU). Encoding can be done with this same setup at 18 FPS, making this technology suitable for applications such as interactive 3D video games and 3D video conferencing.

  3. Watching video games. Playing with Archaeology and Prehistory

    Directory of Open Access Journals (Sweden)

    Daniel García Raso

    2016-12-01

    Full Text Available Video games have become a mass culture phenomenon typical of the West Post-Industrial Society as well as an avant-garde narrative medium. The main focus of this paper is to explore and analyze the public image of Archaeology and Prehistory spread by video games and how we can achieve a virtual faithful image of both. Likewise, we are going to proceed to construct an archaeological outline of video games, understanding them as an element of the Contemporary Material Culture and, therefore, subject to being studied by Archaeology.

  4. Study of the Subjective Visibility of Packet Loss Artifacts in Decoded Video Sequences

    DEFF Research Database (Denmark)

    Korhonen, Jari

    2018-01-01

    Packet loss is a significant cause of visual impairments in video broadcasting over packet-switched networks. There are several subjective and objective video quality assessment methods focused on the overall perception of video quality. However, less attention has been paid on the visibility...... of packet loss artifacts appearing in spatially and temporally limited regions of a video sequence. In this paper, we present the results of a subjective study, using a methodology where a video sequence is displayed on a touchscreen and the users tap it in the positions where they observe artifacts. We...... also analyze the objective features derived from those artifacts, and propose different models for combining those features into an objective metric for assessing the noticeability of the artifacts. The practical results show that the proposed metric predicts visibility of packet loss impairments...

  5. An Investigation for Arranging the Video Display Unit Information in a Main Control Room of Advanced Nuclear Power Plants

    Energy Technology Data Exchange (ETDEWEB)

    Hsu, Chong Cheng; Yang, Chih Wei [Institute of Nuclear Energy Research, Atomic Energy Council, Taoyuan (China)

    2014-08-15

    Current digital instrumentation and control and main control room (MCR) technology has extended the capability of integrating information from numerous plant systems and transmitting needed information to operations personnel in a timely manner that could not be envisioned when previous generation plants were designed and built. A MCR operator can complete all necessary operating actions on the video display unit (VDU). It is extremely flexible and convenient for operators to select and to control the system display on the screen. However, a high degree of digitalization has some risks. For example, in nuclear power plants, failures in the instrumentation and control devices could stop the operation of the plant. Human factors engineering (HFE) approaches would be a manner to solve this problem. Under HFE considerations, there exists 'population stereotype' for operation. That is, the operator is used to operating a specific display on the specific VDU for operation. Under emergency conditions, there is possibility that the operator will response with this habit population stereotype, and not be aware that the current situation has already changed. Accordingly, the advanced nuclear power plant should establish the MCR VDU configuration plan to meet the consistent teamwork goal under normal operation, transient and accident conditions. On the other hand, the advanced nuclear power plant should establish the human factors verification and validation plan of the MCR VDU configuration to verify and validate the configuration of the MCR VDUs, and to ensure that the MCR VDU configuration allows the operator shift to meet the HFE consideration and the consistent teamwork goal under normal operation, transient and accident conditions. This paper is one of the HF V V plans of the MCR VDU configuration of the advanced nuclear power plant. The purpose of this study is to confirm whether the VDU configuration meets the human factors principles and the consistent

  6. An Investigation for Arranging the Video Display Unit Information in a Main Control Room of Advanced Nuclear Power Plants

    International Nuclear Information System (INIS)

    Hsu, Chong Cheng; Yang, Chih Wei

    2014-01-01

    Current digital instrumentation and control and main control room (MCR) technology has extended the capability of integrating information from numerous plant systems and transmitting needed information to operations personnel in a timely manner that could not be envisioned when previous generation plants were designed and built. A MCR operator can complete all necessary operating actions on the video display unit (VDU). It is extremely flexible and convenient for operators to select and to control the system display on the screen. However, a high degree of digitalization has some risks. For example, in nuclear power plants, failures in the instrumentation and control devices could stop the operation of the plant. Human factors engineering (HFE) approaches would be a manner to solve this problem. Under HFE considerations, there exists 'population stereotype' for operation. That is, the operator is used to operating a specific display on the specific VDU for operation. Under emergency conditions, there is possibility that the operator will response with this habit population stereotype, and not be aware that the current situation has already changed. Accordingly, the advanced nuclear power plant should establish the MCR VDU configuration plan to meet the consistent teamwork goal under normal operation, transient and accident conditions. On the other hand, the advanced nuclear power plant should establish the human factors verification and validation plan of the MCR VDU configuration to verify and validate the configuration of the MCR VDUs, and to ensure that the MCR VDU configuration allows the operator shift to meet the HFE consideration and the consistent teamwork goal under normal operation, transient and accident conditions. This paper is one of the HF V V plans of the MCR VDU configuration of the advanced nuclear power plant. The purpose of this study is to confirm whether the VDU configuration meets the human factors principles and the consistent

  7. Lateralisation of aggressive displays in a tephritid fly

    Science.gov (United States)

    Benelli, Giovanni; Donati, Elisa; Romano, Donato; Stefanini, Cesare; Messing, Russell H.; Canale, Angelo

    2015-02-01

    Lateralisation (i.e. different functional and/or structural specialisations of the left and right sides of the brain) of aggression has been examined in several vertebrate species, while evidence for invertebrates is scarce. In this study, we investigated lateralisation of aggressive displays (boxing with forelegs and wing strikes) in the Mediterranean fruit fly, Ceratitis capitata. We attempted to answer the following questions: (1) do medflies show lateralisation of aggressive displays at the population-level; (2) are there sex differences in lateralisation of aggressive displays; and (3) does lateralisation of aggression enhance fighting success? Results showed left-biased population-level lateralisation of aggressive displays, with no consistent differences among sexes. In both male-male and female-female conflicts, aggressive behaviours performed with left body parts led to greater fighting success than those performed with right body parts. As we found left-biased preferential use of body parts for both wing strikes and boxing, we predicted that the left foreleg/wing is quicker in exploring/striking than the right one. We characterised wing strike and boxing using high-speed videos, calculating mean velocity of aggressive displays. For both sexes, aggressive displays that led to success were faster than unsuccessful ones. However, left wing/legs were not faster than right ones while performing aggressive acts. Further research is needed on proximate causes allowing enhanced fighting success of lateralised aggressive behaviour. This is the first report supporting the adaptive role of lateralisation of aggressive displays in insects.

  8. YouTube Professors: Scholars as Online Video Stars

    Science.gov (United States)

    Young, Jeffrey R.

    2008-01-01

    This article takes a look at the rising popularity of professors as the latest YouTube stars. The popularity of their appearances on YouTube and other video-sharing sites is making it possible for classrooms to be opened up and making teaching--which once took place behind closed doors--a more public art. Web video has generated a new form of…

  9. Protocol Standards for Reporting Video Data in Academic Journals.

    Science.gov (United States)

    Rowland, Pamela A; Ignacio, Romeo C; de Moya, Marc A

    2016-04-01

    Editors of biomedical journals have estimated that a majority (40%-90%) of studies published in scientific journals cannot be replicated, even though an inherent principle of publication is that others should be able to replicate and build on published claims. Each journal sets its own protocols for establishing "quality" in articles, yet over the past 50 years, few journals in any field--especially medical education--have specified protocols for reporting the use of video data in research. The authors found that technical and industry-driven aspects of video recording, as well as a lack of standardization and reporting requirements by research journals, have led to major limitations in the ability to assess or reproduce video data used in research. Specific variables in the videotaping process (e.g., camera angle), which can be changed or be modified, affect the quality of recorded data, leading to major reporting errors and, in turn, unreliable conclusions. As more data are now in the form of digital videos, the historical lack of reporting standards makes it increasingly difficult to accurately replicate medical educational studies. Reproducibility is especially important as the medical education community considers setting national high-stakes standards in medicine and surgery based on video data. The authors of this Perspective provide basic protocol standards for investigators and journals using video data in research publications so as to allow for reproducibility.

  10. Mono or 3D video production for scientific dissemination of nuclear energy applications

    International Nuclear Information System (INIS)

    Freitas, Victor Goncalves G.; Mol, Antonio Carlos A.; Biermann, Bruna; Jorge, Carlos Alexandre F.; Araujo, Tawein

    2011-01-01

    This work presents results of educational videos development, mono or stereo, for scientific dissemination of nuclear energy applications. Nuclear energy span through many important applications for the society, ranging from electrical power generation to nuclear medicine, among others. Thus, the purpose is to disseminate this information for the general public and specially for students. Educational videos consist in a good approach for this purpose, due to the involvement of the public they provide, more than simply text or oral exposition, or even static images presentation. Stereo videos result in even more involvement of the public, besides immersion, the later due to the realism 3D views provide. The video developed in this work deals with explanations of electrical power generation, including nuclear reactor operation, shows the percentage of nuclear source as power generation all over the world, and explains also nuclear energy application in medicine. It is expected all these characteristics provided by the use of video or virtual reality techniques will achieve the purpose of disseminating such important information, regarding the benefits of nuclear energy to the society. (author)

  11. Mono or 3D video production for scientific dissemination of nuclear energy applications

    Energy Technology Data Exchange (ETDEWEB)

    Freitas, Victor Goncalves G.; Mol, Antonio Carlos A.; Biermann, Bruna; Jorge, Carlos Alexandre F., E-mail: mol@ien.gov.b, E-mail: vgoncalves@ien.gov.b, E-mail: calexandre@ien.gov.b [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil); Araujo, Tawein [Universidade Federal do Rio de Janeiro (UFRJ), RJ (Brazil). Escola de Belas Artes; Legey, Ana Paula [Universidade Gama Filho (UGF), Rio de Janeiro, RJ (Brazil)

    2011-07-01

    This work presents results of educational videos development, mono or stereo, for scientific dissemination of nuclear energy applications. Nuclear energy span through many important applications for the society, ranging from electrical power generation to nuclear medicine, among others. Thus, the purpose is to disseminate this information for the general public and specially for students. Educational videos consist in a good approach for this purpose, due to the involvement of the public they provide, more than simply text or oral exposition, or even static images presentation. Stereo videos result in even more involvement of the public, besides immersion, the later due to the realism 3D views provide. The video developed in this work deals with explanations of electrical power generation, including nuclear reactor operation, shows the percentage of nuclear source as power generation all over the world, and explains also nuclear energy application in medicine. It is expected all these characteristics provided by the use of video or virtual reality techniques will achieve the purpose of disseminating such important information, regarding the benefits of nuclear energy to the society. (author)

  12. A storage and display method for radioisotope imaging using scan conversion memory

    International Nuclear Information System (INIS)

    Takizawa, Masaomi; Kobayashi, Toshio; Nakanishi, Fumiko; Suzuki, Shigeo; Miyabayashi, Hiroyasu

    1975-01-01

    The scan conversion memory (SCM) has been applied to a method for the storage and display of radioisotope images. Scan data were fed into SCM as pulse signals with X and Y axis from the scinti-scanner or the scinti-camera. The electric charge on the SCM target is directly proportional to the pulse density. A TV display was executed immediately after the recording of a radioisotope image. If necessary, a seven additive color display to the image density could be obtained by a simple color slicer, and the image could be hard-copied by a video hard-copy printer. Characteristics of the SCM were experimentally clarified as follows: the practical resolution was 700 line/TV; ten levels gray scale were discriminated on the video monitor, the uniformity, measured by an oscilloscope was less than 20%, and dead time of the pulse interval at full scale signal was 5 μ sec. In their representation, the SCM scintigrams were observed as closely resembling conventional film scintigrams. Superimposed imaging of an X-ray picture and a radioisotope image can be realized by using the SCM, for an increase in anatomical localization on reading images. The SCM scintigram can be applied rapidly and can be the viewer of radioisotope imaging. (auth.)

  13. The modular integrated video system (MIVS)

    International Nuclear Information System (INIS)

    Schneider, S.L.; Sonnier, C.S.

    1987-01-01

    The Modular Integrated Video System (MIVS) is being developed for the International Atomic Energy Agency (IAEA) for use in facilities where mains power is available and the separation of the Camera and Recording Control Unit is desirable. The system is being developed under the US Program for Technical Assistance to the IAEA Safeguards (POTAS). The MIVS is designed to be a user-friendly system, allowing operation with minimal effort and training. The system software, through the use of a Liquid Crystal Display (LCD) and four soft keys, leads the inspector through the setup procedures to accomplish the intended surveillance or maintenance task. Review of surveillance data is accomplished with the use of a Portable Review Station. This Review Station will aid the inspector in the review process and determine the number of missed video scenes during a surveillance period

  14. An effective method of collecting practical knowledge by presentation of videos and related words

    Directory of Open Access Journals (Sweden)

    Satoshi Shimada

    2017-12-01

    Full Text Available The concentration of practical knowledge and experiential knowledge in the form of collective intelligence (the wisdom of the crowd is of interest in the area of skill transfer. Previous studies have confirmed that collective intelligence can be formed through the utilization of video annotation systems where knowledge that is recalled while watching videos of work tasks can be assigned in the form of a comment. The knowledge that can be collected is limited, however, to the content that can be depicted in videos, meaning that it is necessary to prepare many videos when collecting knowledge. This paper proposes a method for expanding the scope of recall from the same video through the automatic generation and simultaneous display of related words and video scenes. Further, the validity of the proposed method is empirically illustrated through the example of a field experiment related to mountaineering skills.

  15. Head-worn display-based augmented reality system for manufacturing

    Science.gov (United States)

    Sarwal, Alok; Baker, Chris; Filipovic, Dragan

    2005-05-01

    This system provides real-time guidance for training and problem-solving on production-line machinery. A prototype of a wearable, real-time, video guidance, interactive system for use in manufacturing, has been developed and demonstrated. Anticipated benefits are: relatively inexperienced personnel can provide machine servicing and the dependency on the vendor to repair or maintain equipment is significantly reduced. Additionally, servicing, training or part change-over schedules can be exercised more predictably and with less training. This approach utilizes Head Worn Display or Head Mounted Display (HMD) technology that can be readily adapted for various machines on the factory floor with training steps for a new location. Such a system can support various applications in manufacturing such as direct video guiding or applying scheduled maintenance and training to effectively resolve servicing emergencies and reduce machine downtime. It can also provide training of inexperienced operators and maintenance personnel. The gap between production line complexity and ability of production personnel to effectively maintain equipment is expected to widen in the future and advanced equipment will require complex servicing procedures that are neither well documented nor user-friendly. This system offers benefits in increased manufacturing equipment availability by facilitating effective servicing and training and can interface to a server system for additional computational resources on an as-needed basis. This system utilizes markers to guide the user and enforces a well defined sequence of operations. It performs augmentation of information on the display in order to provide guidance in real-time.

  16. Real-time Holographic Display Based on a Super Fast Response Thin Film

    International Nuclear Information System (INIS)

    Gao, Hongyue; Li, Xiao; He, Zhenghong; Su, Yikai; Poon, Ting-Chung

    2013-01-01

    Real-time dynamic holographic display is obtained with super fast response in a thin film without any applied electric field. Holograms can be refreshed in the order of a millisecond and there is no cross talk between the recorded holograms because the hologram formed in the film is transient and can be completely self erased, and the hologram formation time and self-erasure time are both ∼1 ms. Holographic video display is achieved, which shows the real-time holographic image display capability of the thin film, and its much higher resolution than those of commercially available spatial light modulators. Furthermore, multiplexed hologram display using two polarization directions of a recorded light and multiple color holographic display at different laser wavelengths are presented, which demonstrate the feasibility of a RGB color holographic three-dimensional display with the thin film. Because the sample is easy to be fabricated into a large size screen and needs no external applied electric field, we think that the film can be developed into a large-size, dynamic, and color holographic three-dimensional display in the future.

  17. FPGA-Based Real-Time Motion Detection for Automated Video Surveillance Systems

    Directory of Open Access Journals (Sweden)

    Sanjay Singh

    2016-03-01

    Full Text Available Design of automated video surveillance systems is one of the exigent missions in computer vision community because of their ability to automatically select frames of interest in incoming video streams based on motion detection. This research paper focuses on the real-time hardware implementation of a motion detection algorithm for such vision based automated surveillance systems. A dedicated VLSI architecture has been proposed and designed for clustering-based motion detection scheme. The working prototype of a complete standalone automated video surveillance system, including input camera interface, designed motion detection VLSI architecture, and output display interface, with real-time relevant motion detection capabilities, has been implemented on Xilinx ML510 (Virtex-5 FX130T FPGA platform. The prototyped system robustly detects the relevant motion in real-time in live PAL (720 × 576 resolution video streams directly coming from the camera.

  18. Content and ratings of teen-rated video games.

    Science.gov (United States)

    Haninger, Kevin; Thompson, Kimberly M

    2004-02-18

    Children's exposure to violence, blood, sexual themes, profanity, substances, and gambling in the media remains a source of public health concern. However, content in video games played by older children and adolescents has not been quantified or compared with the rating information provided to consumers by the Entertainment Software Rating Board (ESRB). To quantify and characterize the content in video games rated T (for "Teen") and to measure the agreement between the content observed in game play and the ESRB-assigned content descriptors displayed on the game box. We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001, to identify the distribution of games by genre and to characterize the distribution of ESRB-assigned content descriptors. We randomly sampled 80 video game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, quantitatively assessed the content, and compared the content we observed with the content descriptors assigned by the ESRB. Depictions of violence, blood, sexual themes, gambling, and alcohol, tobacco, or other drugs; whether injuring or killing characters is rewarded or is required to advance in the game; characterization of gender associated with sexual themes; and use of profanity in dialogue, lyrics, or gestures. Analysis of all content descriptors assigned to the 396 T-rated video game titles showed 373 (94%) received content descriptors for violence, 102 (26%) for blood, 60 (15%) for sexual themes, 57 (14%) for profanity, 26 (7%) for comic mischief, 6 (2%) for substances, and none for gambling. In the random sample of 81 games we played, we found that 79 (98%) involved intentional violence for an average of 36% of game play, 73 (90%) rewarded or required the player to injure characters, 56 (69%) rewarded or required the player to kill, 34 (42%) depicted blood, 22 (27%) depicted sexual themes

  19. Video Surveillance in Mental Health Facilities: Is it Ethical?

    Science.gov (United States)

    Stolovy, Tali; Melamed, Yuval; Afek, Arnon

    2015-05-01

    Video surveillance is a tool for managing safety and security within public spaces. In mental health facilities, the major benefit of video surveillance is that it enables 24 hour monitoring of patients, which has the potential to reduce violent and aggressive behavior. The major disadvantage is that such observation is by nature intrusive. It diminishes privacy, a factor of huge importance for psychiatric inpatients. Thus, an ongoing debate has developed following the increasing use of cameras in this setting. This article presents the experience of a medium-large academic state hospital that uses video surveillance, and explores the various ethical and administrative aspects of video surveillance in mental health facilities.

  20. Displays for promotion of public understanding of geological repository concept and the spatial scale

    International Nuclear Information System (INIS)

    Shobu, Nobuhiro; Kashiwazaki, Hiroshi

    2003-05-01

    Japan Nuclear Cycle Development Institutes (JNC) has a few thousands of short term visitors to Geological Isolation Basic Research Facility of Tokai works in every year. From the viewpoint of promotion of the visitor's understanding and also smooth communication between researchers and visitors, the explanation of the technical information on geological disposal should be carried out in more easily understandable methods, as well as conventional tour to the engineering-scale test facility (ENTRY). This paper reports on the background information and the appearance of displays, which were installed at ENTRY, to promote public understanding of geological repository concept and the spatial scale. They have been practically used as one of the explanation tools to support visitor's understanding. (author)

  1. Using self-similarity compensation for improving inter-layer prediction in scalable 3D holoscopic video coding

    Science.gov (United States)

    Conti, Caroline; Nunes, Paulo; Ducla Soares, Luís.

    2013-09-01

    Holoscopic imaging, also known as integral imaging, has been recently attracting the attention of the research community, as a promising glassless 3D technology due to its ability to create a more realistic depth illusion than the current stereoscopic or multiview solutions. However, in order to gradually introduce this technology into the consumer market and to efficiently deliver 3D holoscopic content to end-users, backward compatibility with legacy displays is essential. Consequently, to enable 3D holoscopic content to be delivered and presented on legacy displays, a display scalable 3D holoscopic coding approach is required. Hence, this paper presents a display scalable architecture for 3D holoscopic video coding with a three-layer approach, where each layer represents a different level of display scalability: Layer 0 - a single 2D view; Layer 1 - 3D stereo or multiview; and Layer 2 - the full 3D holoscopic content. In this context, a prediction method is proposed, which combines inter-layer prediction, aiming to exploit the existing redundancy between the multiview and the 3D holoscopic layers, with self-similarity compensated prediction (previously proposed by the authors for non-scalable 3D holoscopic video coding), aiming to exploit the spatial redundancy inherent to the 3D holoscopic enhancement layer. Experimental results show that the proposed combined prediction can improve significantly the rate-distortion performance of scalable 3D holoscopic video coding with respect to the authors' previously proposed solutions, where only inter-layer or only self-similarity prediction is used.

  2. What's 'Awe' The Hype? Motivations to Share Video Game Information

    OpenAIRE

    Blankenbeckler, Logan Bryan

    2017-01-01

    Over the past few decades, video games have become a popular avenue for dissemination of information and publicity about video games is word-of-mouth sharing. Thus, it is imperative for researchers to examine the social, and individual processes that guide this behavior. Focusing on prerelease sharing behavior specifically, this pair of studies aimed to identify predictors and dimensions of video game information sharing, and explore the impact content characteristics have on individuals' ...

  3. Utilizing Video Games

    Science.gov (United States)

    Blaize, L.

    Almost from its birth, the computer and video gaming industry has done an admirable job of communicating the vision and attempting to convey the experience of traveling through space to millions of gamers from all cultures and demographics. This paper will propose several approaches the 100 Year Starship Study can take to use the power of interactive media to stir interest in the Starship and related projects among a global population. It will examine successful gaming franchises from the past that are relevant to the mission and consider ways in which the Starship Study could cooperate with game development studios to bring the Starship vision to those franchises and thereby to the public. The paper will examine ways in which video games can be used to crowd-source research aspects for the Study, and how video games are already considering many of the same topics that will be examined by this Study. Finally, the paper will propose some mechanisms by which the 100 Year Starship Study can establish very close ties with the gaming industry and foster cooperation in pursuit of the Study's goals.

  4. PERANCANGAN VIDEO PANDUAN FITNES SEBAGAI MEDIA PEMBELAJARAN

    Directory of Open Access Journals (Sweden)

    Rizkysari Meimaharani

    2013-06-01

    Full Text Available ABSTRACT Designing fitness exercise tutorial level beginner as learning and promotion media for life gym was designed to provide guidelines of good movement in the fitness training sessions for beginners, especially the gym because life member will be distributed free of charge for new members sign up. For the process of editing video tutorial software and hardware needed adequate for smooth production. The results also depend on the ability of either constituent knowledge of a general nature and especially directing, editing, creativity, and the ability of hardware, software and technology / computer. Excess video guide allows members to understand the movement is good and right to avoid unwanted injury. Not only guides the movement are presented in this video project but also the member is given petuntuk diet and proper diet for target practice can be easily achieved. Excess video guide allows members to understand the movement is good and right to avoid unwanted injury. Not only guides the movement are presented in this video project but also the member is given guide of diet and proper diet for target practice can be easily achieved. The presence of video editing technology offers convenience to an agency to educate the public through video learning and served as media promotion of a service or related agency theme of the video.

  5. Three-directional motion-compensation mask-based novel look-up table on graphics processing units for video-rate generation of digital holographic videos of three-dimensional scenes.

    Science.gov (United States)

    Kwon, Min-Woo; Kim, Seung-Cheol; Kim, Eun-Soo

    2016-01-20

    A three-directional motion-compensation mask-based novel look-up table method is proposed and implemented on graphics processing units (GPUs) for video-rate generation of digital holographic videos of three-dimensional (3D) scenes. Since the proposed method is designed to be well matched with the software and memory structures of GPUs, the number of compute-unified-device-architecture kernel function calls can be significantly reduced. This results in a great increase of the computational speed of the proposed method, allowing video-rate generation of the computer-generated hologram (CGH) patterns of 3D scenes. Experimental results reveal that the proposed method can generate 39.8 frames of Fresnel CGH patterns with 1920×1080 pixels per second for the test 3D video scenario with 12,088 object points on dual GPU boards of NVIDIA GTX TITANs, and they confirm the feasibility of the proposed method in the practical application fields of electroholographic 3D displays.

  6. Automated Generation of Geo-Referenced Mosaics From Video Data Collected by Deep-Submergence Vehicles: Preliminary Results

    Science.gov (United States)

    Rhzanov, Y.; Beaulieu, S.; Soule, S. A.; Shank, T.; Fornari, D.; Mayer, L. A.

    2005-12-01

    Many advances in understanding geologic, tectonic, biologic, and sedimentologic processes in the deep ocean are facilitated by direct observation of the seafloor. However, making such observations is both difficult and expensive. Optical systems (e.g., video, still camera, or direct observation) will always be constrained by the severe attenuation of light in the deep ocean, limiting the field of view to distances that are typically less than 10 meters. Acoustic systems can 'see' much larger areas, but at the cost of spatial resolution. Ultimately, scientists want to study and observe deep-sea processes in the same way we do land-based phenomena so that the spatial distribution and juxtaposition of processes and features can be resolved. We have begun development of algorithms that will, in near real-time, generate mosaics from video collected by deep-submergence vehicles. Mosaics consist of >>10 video frames and can cover 100's of square-meters. This work builds on a publicly available still and video mosaicking software package developed by Rzhanov and Mayer. Here we present the results of initial tests of data collection methodologies (e.g., transects across the seafloor and panoramas across features of interest), algorithm application, and GIS integration conducted during a recent cruise to the Eastern Galapagos Spreading Center (0 deg N, 86 deg W). We have developed a GIS database for the region that will act as a means to access and display mosaics within a geospatially-referenced framework. We have constructed numerous mosaics using both video and still imagery and assessed the quality of the mosaics (including registration errors) under different lighting conditions and with different navigation procedures. We have begun to develop algorithms for efficient and timely mosaicking of collected video as well as integration with navigation data for georeferencing the mosaics. Initial results indicate that operators must be properly versed in the control of the

  7. Integrative, Interdisciplinary Learning in Bermuda Through Video Projects

    Science.gov (United States)

    Fox, R. J.; Connaughton, M.

    2017-12-01

    Understanding an ecosystem and how humans impact it requires a multidisciplinary perspective and immersive, experiential learning is an exceptional way to achieve understanding. In summer 2017 we took 18 students to the Bermuda Institute of Ocean Sciences (BIOS) as part of a Washington College two-week, four-credit summer field course. We took a multi-disciplinary approach in choosing the curriculum. We focused on the ecology of the islands and surrounding coral reefs as well as the environmental impacts humans are having on the islands. Additionally, we included geology and both local and natural history. Our teaching was supplemented by the BIOS staff and local tour guides. The student learning was integrated and reinforced through student-led video projects. Groups of three students were tasked with creating a 5-7 minute video appropriate for a public audience. We selected video topics based upon locations we would visit in the first week and topics were randomly assigned. The project intention was for the students to critically analyze and evaluate an area of Bermuda that is a worthwhile tourist destination. Students presented why a tourist should visit a locale, the area's ecological distinctiveness and complexity, the impact humans are having, and ways tourists can foster stewardship of that locale. These projects required students to learn how to make and edit videos, collaborate with peers, communicate a narrative to the public, integrate multi-disciplinary topics for a clear, whole-system perspective, observe the environment from a critical viewpoint, and interview local experts. The students produced the videos within the two-week period, and we viewed the videos as a group on the last day. The students worked hard, were proud of their final products, and produced excellent videos. They enjoyed the process, which provided them opportunities to collaborate, show individual strengths, be creative, and work independently of the instructors.

  8. Perceived Intensity of Emotional Point-Light Displays Is Reduced in Subjects with ASD

    Science.gov (United States)

    Krüger, Britta; Kaletsch, Morten; Pilgramm, Sebastian; Schwippert, Sven-Sören; Hennig, Jürgen; Stark, Rudolf; Lis, Stefanie; Gallhofer, Bernd; Sammer, Gebhard; Zentgraf, Karen; Munzert, Jörn

    2018-01-01

    One major characteristic of autism spectrum disorder (ASD) is problems with social interaction and communication. The present study explored ASD-related alterations in perceiving emotions expressed via body movements. 16 participants with ASD and 16 healthy controls observed video scenes of human interactions conveyed by point-light displays. They…

  9. Power and Surveillance in Video Games

    Directory of Open Access Journals (Sweden)

    Héctor Puente Bienvenido

    2014-08-01

    Full Text Available In this article we explore the history of video games (focusing on multiplayer ones, from the perspective of power relationships and the ways in which authority has been excesiced by the game industry and game players over time. From a hierarchical system of power and domain to the increasing flatness of the current structure, we address the systems of control and surveillance. We will finish our display assessing the emergent forms of production and relationships between players and developers.

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

    Science.gov (United States)

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

    2017-12-01

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

  11. A comparison of cigarette- and hookah-related videos on YouTube.

    Science.gov (United States)

    Carroll, Mary V; Shensa, Ariel; Primack, Brian A

    2013-09-01

    YouTube is now the second most visited site on the internet. The authors aimed to compare characteristics of and messages conveyed by cigarette- and hookah-related videos on YouTube. Systematic search procedures yielded 66 cigarette-related and 61 hookah-related videos. After three trained qualitative researchers used an iterative approach to develop and refine definitions for the coding of variables, two of them independently coded each video for content including positive and negative associations with smoking and major content type. Median view counts were 606,884 for cigarettes-related videos and 102,307 for hookah-related videos (puser-generated videos related to cigarette smoking often acknowledge harmful consequences and provide explicit antismoking messages, hookah-related videos do not. It may be valuable for public health programmes to correct common misconceptions regarding hookah use.

  12. 75 FR 18056 - Safety Zone; Fireworks Display, Patuxent River, Solomons Island Harbor, MD

    Science.gov (United States)

    2010-04-09

    ... the event, and enhancing public and maritime safety. Basis and Purpose Fireworks displays are... promote public and maritime safety during a fireworks display, and to protect mariners transiting the area...-AA00 Safety Zone; Fireworks Display, Patuxent River, Solomons Island Harbor, MD AGENCY: Coast Guard...

  13. Comparative study of the blinking time between young adult and adult video display terminal users in indoor environment.

    Science.gov (United States)

    Schaefer, Tânia Mara Cunha; Schaefer, Arthur Rubens Cunha; Abib, Fernando Cesar; José, Newton Kara

    2009-01-01

    Investigate the average blinking time in conversation and in Video Display Terminal use of young adults and adults in the presbyopic age group. A transversal analytical study in a readily accessible sample consisting of Volkswagen do Brasil - Curitiba, Paraná employees was performed. The cohort group consisted of 108 subjects divided into two age groups: Group 1, the young adult group (age range 20-39): 77 employees, mean age of 30.09 +/- 5.09; Group 2, the presbyopic adult group, (age range 40-53): 31 employees, mean age of 44.17 +/- 3. Subjects under 18 years of age, with a history of ocular disorders, contact lens wearers and computer non-users were excluded. The subjects had their faces filmed for 10 minutes in conversation and VDT reading. Student's t-test was used and the statistical significance level was 95%. The average time between blinks in Group 1 for conversation and VDT reading was 5.16 +/- 1.83 and 10.42 +/- 7.78 seconds, respectively; in Group 2. 4,9 +/- 1.49 and 10.46 +/- 5.54 seconds. In both age groups, the time between blinks in VDT reading situations was higher (pgroups were compared (p>0.05). There was an increase in the blinking time between young adults and the presbyopic group in VDT use situations when compared with reading situations. The difference in the blinking frequency between young adults and the presbyopic group in VDT use and reading situations was not statistically significant.

  14. Teaching Surgical Procedures with Movies: Tips for High-quality Video Clips

    OpenAIRE

    Jacquemart, Mathieu; Bouletreau, Pierre; Breton, Pierre; Mojallal, Ali; Sigaux, Nicolas

    2016-01-01

    Summary: Video must now be considered as a precious tool for learning surgery. However, the medium does present production challenges, and currently, quality movies are not always accessible. We developed a series of 7 surgical videos and made them available on a publicly accessible internet website. Our videos have been viewed by thousands of people worldwide. High-quality educational movies must respect strategic and technical points to be reliable.

  15. Teaching Surgical Procedures with Movies: Tips for High-quality Video Clips.

    Science.gov (United States)

    Jacquemart, Mathieu; Bouletreau, Pierre; Breton, Pierre; Mojallal, Ali; Sigaux, Nicolas

    2016-09-01

    Video must now be considered as a precious tool for learning surgery. However, the medium does present production challenges, and currently, quality movies are not always accessible. We developed a series of 7 surgical videos and made them available on a publicly accessible internet website. Our videos have been viewed by thousands of people worldwide. High-quality educational movies must respect strategic and technical points to be reliable.

  16. Impact of the motion and visual complexity of the background on players' performance in video game-like displays.

    Science.gov (United States)

    Caroux, Loïc; Le Bigot, Ludovic; Vibert, Nicolas

    2013-01-01

    The visual interfaces of virtual environments such as video games often show scenes where objects are superimposed on a moving background. Three experiments were designed to better understand the impact of the complexity and/or overall motion of two types of visual backgrounds often used in video games on the detection and use of superimposed, stationary items. The impact of background complexity and motion was assessed during two typical video game tasks: a relatively complex visual search task and a classic, less demanding shooting task. Background motion impaired participants' performance only when they performed the shooting game task, and only when the simplest of the two backgrounds was used. In contrast, and independently of background motion, performance on both tasks was impaired when the complexity of the background increased. Eye movement recordings demonstrated that most of the findings reflected the impact of low-level features of the two backgrounds on gaze control.

  17. Quantitative Measurement of Eyestrain on 3D Stereoscopic Display Considering the Eye Foveation Model and Edge Information

    Directory of Open Access Journals (Sweden)

    Hwan Heo

    2014-05-01

    Full Text Available We propose a new method for measuring the degree of eyestrain on 3D stereoscopic displays using a glasses-type of eye tracking device. Our study is novel in the following four ways: first, the circular area where a user’s gaze position exists is defined based on the calculated gaze position and gaze estimation error. Within this circular area, the position where edge strength is maximized can be detected, and we determine this position as the gaze position that has a higher probability of being the correct one. Based on this gaze point, the eye foveation model is defined. Second, we quantitatively evaluate the correlation between the degree of eyestrain and the causal factors of visual fatigue, such as the degree of change of stereoscopic disparity (CSD, stereoscopic disparity (SD, frame cancellation effect (FCE, and edge component (EC of the 3D stereoscopic display using the eye foveation model. Third, by comparing the eyestrain in conventional 3D video and experimental 3D sample video, we analyze the characteristics of eyestrain according to various factors and types of 3D video. Fourth, by comparing the eyestrain with or without the compensation of eye saccades movement in 3D video, we analyze the characteristics of eyestrain according to the types of eye movements in 3D video. Experimental results show that the degree of CSD causes more eyestrain than other factors.

  18. Portrayal of smokeless tobacco in YouTube videos.

    Science.gov (United States)

    Bromberg, Julie E; Augustson, Erik M; Backinger, Cathy L

    2012-04-01

    Videos of smokeless tobacco (ST) on YouTube are abundant and easily accessible, yet no studies have examined the content of ST videos. This study assesses the overall portrayal, genre, and messages of ST YouTube videos. In August 2010, researchers identified the top 20 search results on YouTube by "relevance" and "view count" for the following search terms: "ST," "chewing tobacco," "snus," and "Skoal." After eliminating videos that were not about ST (n = 26), non-English (n = 14), or duplicate (n = 42), a final sample of 78 unique videos was coded for overall portrayal, genre, and various content measures. Among the 78 unique videos, 15.4% were anti-ST, while 74.4% were pro-ST. Researchers were unable to determine the portrayal of ST in the remaining 10.3% of videos because they involved excessive or "sensationalized" use of the ST, which could be interpreted either positively or negatively, depending on the viewer. The most common ST genre was positive video diaries (or "vlogs"), which made up almost one third of the videos (29.5%), followed by promotional advertisements (20.5%) and anti-ST public service announcements (12.8%). While YouTube is intended for user-generated content, 23.1% of the videos were created by professional organizations. These results demonstrate that ST videos on YouTube are overwhelmingly pro-ST. More research is needed to determine who is viewing these ST YouTube videos and how they may affect people's knowledge, attitudes, and behaviors regarding ST use.

  19. [Use of data display screens and ocular hypertension in local public sector workers].

    Science.gov (United States)

    Abellán Torró, Rosana; Merelles Tormo, Antoni

    2014-01-01

    The main objective of this study is to examine the association between work with data display screens (DDS) and ocular hypertension (OHT). A cross-sectional study among local public sector workers (Diputación Provincial de Valencia). Data from 620 people were collected over 25 months, from periodic medical examinations performed at an occupational health unit. Intraocular pressure (IOP) was obtained with a portable puff tonometer validated for screening, establishing the cut-off point for OHT at 22 mmHg. Both biological characteristics and other work-related variables were taken into account as covariates. Descriptive statistics of the data were obtained, together with nonparametric tests with a level of significance of 95% and logistic regression with p 〈0.1 as the level of significance of the likelihood test. The average age of the study population is 52.8 years. The prevalence of OHT was 3.5% (5.1% among men and 1.2% among women; p=0.012). No significant associations were found between hours of DDS-related work and OHT were found (p=0.395). Logistic regression corroborated the association between gender and OHT, with women less affected (OR = 0.234; 95%CI: 0.068 - 0.799; p=0.020). In our study, no associations were found between time of exposure to data display screens and ocular hypertension. Logistic regression points to a certain association between ocular hypertension and gender, with men being more predisposed. Copyright belongs to the Societat Catalana de Salut Laboral.

  20. Gaze-based interaction with public displays using off-the-shelf components

    DEFF Research Database (Denmark)

    San Agustin, Javier; Hansen, John Paulin; Tall, Martin Henrik

    Eye gaze can be used to interact with high-density information presented on large displays. We have built a system employing off-the-shelf hardware components and open-source gaze tracking software that enables users to interact with an interface displayed on a 55” screen using their eye movement...

  1. Risk Factor, Job Stress and Quality of Life in Workers With Lower Extremity Pain Who Use Video Display Terminals.

    Science.gov (United States)

    Choi, Sehoon; Jang, Seong Ho; Lee, Kyu Hoon; Kim, Mi Jung; Park, Si-Bog; Han, Seung Hoon

    2018-02-01

    To investigate the general characteristics of video display terminal (VDT) workers with lower extremity pain, to identify the risk factors of work-related lower extremity pain, and to examine the relationship between work stress and health-related quality of life. A questionnaire about the general characteristics of the survey group and the musculoskeletal symptom was used. A questionnaire about job stress used the Korean Occupational Stress Scale and medical outcome study 36-item Short Form Health Survey (SF-36) to assess health-related quality of life. There were 1,711 subjects in the lower extremity group and 2,208 subjects in the control group. Age, sex, hobbies, and feeling of loading affected lower extremity pain as determined in a crossover analysis of all variables with and without lower extremity pain. There were no statistically significant difference between the two groups in terms of job stress and SF-36 values of the pain and control groups. Job stress in VDT workers was higher than average, and the quality of life decreased as the stress increased. Factors such as younger age, women, hobbies other than exercise, and feeling of loading influenced lower extremity pain of workers. Further long-term follow-up and supplementary studies are needed to identify risk factors for future lower extremity pain, taking into account ergonomic factors such as worker's posture.

  2. Music, videos and the risk for CERN

    CERN Multimedia

    Computer Security Team

    2012-01-01

    Do you like listening to music while you work? What about watching videos during your leisure time? Sure this is fun. Having your colleagues participate in this is even more fun. However, this fun is usually not free. There are artists and the music and film companies who earn their living from music and videos.   Thus, if you want to listen to music or watch films at CERN, make sure that you own the proper rights to do so (and that you have the agreement of your supervisor to do this during working hours). Note that these rights are personal: you usually do not have the right to share music or videos with third parties without violating copyrights. Therefore, making copyrighted music and videos public, or sharing music and videos as well as other copyrighted material, is forbidden at CERN and outside CERN. It violates the CERN Computing Rules and it contradicts CERN's Code of Conduct, which expects each of us to behave ethically and honestly, and to credit others for their c...

  3. Music, videos and the risk for CERN

    CERN Multimedia

    IT Department

    2010-01-01

    Do you like listening to music while working? What about watching videos during leisure time? Sure this is fun. Having your colleagues participating in this is even more fun. However, this fun is usually not free. There are music and film companies who earn their living from music and videos. Thus, if you want to listen to music or watch films at CERN, make sure that you own the proper rights to do so (and you have the agreement of your supervisor to do this during working hours). Note that these rights are personal: You usually do not have the right to share this music or these videos with third parties without violating copyrights. Therefore, making copyrighted music and videos public, or sharing music and video files as well as other copyrighted material, is forbidden at CERN --- and also outside CERN. It violates the CERN Computing Rules (http://cern.ch/ComputingRules) and it contradicts CERN's Code of Coduct (https://cern.ch/hr-info/codeofconduct.asp) which expects each of us to behave ethically and be ...

  4. VideoSET: Video Summary Evaluation through Text

    OpenAIRE

    Yeung, Serena; Fathi, Alireza; Fei-Fei, Li

    2014-01-01

    In this paper we present VideoSET, a method for Video Summary Evaluation through Text that can evaluate how well a video summary is able to retain the semantic information contained in its original video. We observe that semantics is most easily expressed in words, and develop a text-based approach for the evaluation. Given a video summary, a text representation of the video summary is first generated, and an NLP-based metric is then used to measure its semantic distance to ground-truth text ...

  5. Implications of Shared Interactive Displays for Work at a Surgery Ward: Coordination, Articulation Work and Context-awareness

    DEFF Research Database (Denmark)

    Bossen, Claus; Jensen, Lis Witte Kjær

    2008-01-01

    We report on experiences gained from the use at a surgery ward of shared interactive displays to support coordination and communication.  The displays merge large displays, video feed, RFID tag, chat and mobile phones to facilitate better coordination and articulation of work tasks and enhance...... appropriate meaning to new clues by clinicians and learning new ways of cooperating. Trade-offs had to be made, since work and benefits were differentially redistributed. We propose that computer support for medical work should support flexible appropriation and learning....

  6. DLC as a Marketing Tool in the Video Game Industry

    OpenAIRE

    Brádlerová, Andrea

    2017-01-01

    This thesis deals with the phenomenon of DLC in the context of marketing communication. DLC or downloadable content expanding the basic game, is a relatively new concept in the video game industry and its role is increasingly important in marketing communication in video games. The main focus of this thesis is to map DLC and analyze its importance in marketing communication and public relations of video game titles of various genres. Theoretical part of the thesis is focused on explaining the...

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

    Science.gov (United States)

    Razavi, Rouzbeh; Fleury, Martin; Ghanbari, Mohammed

    2008-12-01

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

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

    Science.gov (United States)

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

    2016-08-01

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

  9. System design description for the LDUA common video end effector system (CVEE)

    International Nuclear Information System (INIS)

    Pardini, A.F.

    1998-01-01

    The Common Video End Effector System (CVEE), system 62-60, was designed by the Idaho National Engineering Laboratory (INEL) to provide the control interface of the various video end effectors used on the LDUA. The CVEE system consists of a Support Chassis which contains the input and output Opto-22 modules, relays, and power supplies and the Power Chassis which contains the bipolar supply and other power supplies. The combination of the Support Chassis and the Power Chassis make up the CVEE system. The CVEE system is rack mounted in the At Tank Instrument Enclosure (ATIE). Once connected it is controlled using the LDUA supervisory data acquisition system (SDAS). Video and control status will be displayed on monitors within the LDUA control center

  10. Large-screen display industry: market and technology trends for direct view and projection displays

    Science.gov (United States)

    Castellano, Joseph A.; Mentley, David E.

    1996-03-01

    Large screen information displays are defined as dynamic electronic displays that can be viewed by more than one person and are at least 2-feet wide. These large area displays for public viewing provide convenience, entertainment, security, and efficiency to the viewers. There are numerous uses for large screen information displays including those in advertising, transportation, traffic control, conference room presentations, computer aided design, banking, and military command/control. A noticeable characteristic of the large screen display market is the interchangeability of display types. For any given application, the user can usually choose from at least three alternative technologies, and sometimes from many more. Some display types have features that make them suitable for specific applications due to temperature, brightness, power consumption, or other such characteristic. The overall worldwide unit consumption of large screen information displays of all types and for all applications (excluding consumer TV) will increase from 401,109 units in 1995 to 655,797 units in 2002. On a unit consumption basis, applications in business and education represent the largest share of unit consumption over this time period; in 1995, this application represented 69.7% of the total. The market (value of shipments) will grow from DOL3.1 billion in 1995 to DOL3.9 billion in 2002. The market will be dominated by front LCD projectors and LCD overhead projector plates.

  11. Bit-depth scalable video coding with new inter-layer prediction

    Directory of Open Access Journals (Sweden)

    Chiang Jui-Chiu

    2011-01-01

    Full Text Available Abstract The rapid advances in the capture and display of high-dynamic range (HDR image/video content make it imperative to develop efficient compression techniques to deal with the huge amounts of HDR data. Since HDR device is not yet popular for the moment, the compatibility problems should be considered when rendering HDR content on conventional display devices. To this end, in this study, we propose three H.264/AVC-based bit-depth scalable video-coding schemes, called the LH scheme (low bit-depth to high bit-depth, the HL scheme (high bit-depth to low bit-depth, and the combined LH-HL scheme, respectively. The schemes efficiently exploit the high correlation between the high and the low bit-depth layers on the macroblock (MB level. Experimental results demonstrate that the HL scheme outperforms the other two schemes in some scenarios. Moreover, it achieves up to 7 dB improvement over the simulcast approach when the high and low bit-depth representations are 12 bits and 8 bits, respectively.

  12. Modeling the leakage of LCD displays with local backlight for quality assessment

    DEFF Research Database (Denmark)

    Mantel, Claire; Korhonen, Jari; Pedersen, Jesper M.

    2014-01-01

    The recent technique of local backlight dimming has a significant impact on the quality of images displayed with a LCD screen with LED local dimming. Therefore it represents a necessary step in the quality assessment chain, independently from the other processes applied to images. This paper...... investigates the modeling of one of the major spatial artifacts produced by local dimming: leakage. Leakage appears in dark areas when the backlight level is too high for LC cells to block sufficiently and the final displayed brightness is higher than it should. A subjective quality experiment was run...... on videos displayed on LCD TV with local backlight dimming viewed from a 0° and 15° angles. The subjective results are then compared objective data using different leakage models: constant over the whole display or horizontally varying and three leakage factor (no leakage, measured at 0° and 15...

  13. Technology survey on video face tracking

    Science.gov (United States)

    Zhang, Tong; Gomes, Herman Martins

    2014-03-01

    With the pervasiveness of monitoring cameras installed in public areas, schools, hospitals, work places and homes, video analytics technologies for interpreting these video contents are becoming increasingly relevant to people's lives. Among such technologies, human face detection and tracking (and face identification in many cases) are particularly useful in various application scenarios. While plenty of research has been conducted on face tracking and many promising approaches have been proposed, there are still significant challenges in recognizing and tracking people in videos with uncontrolled capturing conditions, largely due to pose and illumination variations, as well as occlusions and cluttered background. It is especially complex to track and identify multiple people simultaneously in real time due to the large amount of computation involved. In this paper, we present a survey on literature and software that are published or developed during recent years on the face tracking topic. The survey covers the following topics: 1) mainstream and state-of-the-art face tracking methods, including features used to model the targets and metrics used for tracking; 2) face identification and face clustering from face sequences; and 3) software packages or demonstrations that are available for algorithm development or trial. A number of publically available databases for face tracking are also introduced.

  14. Design of batch audio/video conversion platform based on JavaEE

    Science.gov (United States)

    Cui, Yansong; Jiang, Lianpin

    2018-03-01

    With the rapid development of digital publishing industry, the direction of audio / video publishing shows the diversity of coding standards for audio and video files, massive data and other significant features. Faced with massive and diverse data, how to quickly and efficiently convert to a unified code format has brought great difficulties to the digital publishing organization. In view of this demand and present situation in this paper, basing on the development architecture of Sptring+SpringMVC+Mybatis, and combined with the open source FFMPEG format conversion tool, a distributed online audio and video format conversion platform with a B/S structure is proposed. Based on the Java language, the key technologies and strategies designed in the design of platform architecture are analyzed emphatically in this paper, designing and developing a efficient audio and video format conversion system, which is composed of “Front display system”, "core scheduling server " and " conversion server ". The test results show that, compared with the ordinary audio and video conversion scheme, the use of batch audio and video format conversion platform can effectively improve the conversion efficiency of audio and video files, and reduce the complexity of the work. Practice has proved that the key technology discussed in this paper can be applied in the field of large batch file processing, and has certain practical application value.

  15. Identification, synchronisation and composition of user-generated videos

    OpenAIRE

    Bano, Sophia

    2016-01-01

    Cotutela Universitat Politècnica de Catalunya i Queen Mary University of London The increasing availability of smartphones is facilitating people to capture videos of their experience when attending events such as concerts, sports competitions and public rallies. Smartphones are equipped with inertial sensors which could be beneficial for event understanding. The captured User-Generated Videos (UGVs) are made available on media sharing websites. Searching and mining of UGVs of the same eve...

  16. Pervasive displays understanding the future of digital signage

    CERN Document Server

    Davies, Nigel; Alt, Florian

    2014-01-01

    Fueled by falling display hardware costs and rising demand, digital signage and pervasive displays are becoming ever more ubiquitous. Such systems have traditionally been used for advertising and information dissemination, with digital signage commonplace in shopping malls, airports and public spaces. While advertising and broadcasting announcements remain important applications, developments in sensing and interaction technologies are enabling entirely new classes of display applications that tailor content to the situation and audience of the display. As a result, signage systems are beginni

  17. The good, the bad and the ugly: a meta-analytic review of positive and negative effects of violent video games.

    Science.gov (United States)

    Ferguson, Christopher John

    2007-12-01

    Video game violence has become a highly politicized issue for scientists and the general public. There is continuing concern that playing violent video games may increase the risk of aggression in players. Less often discussed is the possibility that playing violent video games may promote certain positive developments, particularly related to visuospatial cognition. The objective of the current article was to conduct a meta-analytic review of studies that examine the impact of violent video games on both aggressive behavior and visuospatial cognition in order to understand the full impact of such games. A detailed literature search was used to identify peer-reviewed articles addressing violent video game effects. Effect sizes r (a common measure of effect size based on the correlational coefficient) were calculated for all included studies. Effect sizes were adjusted for observed publication bias. Results indicated that publication bias was a problem for studies of both aggressive behavior and visuospatial cognition. Once corrected for publication bias, studies of video game violence provided no support for the hypothesis that violent video game playing is associated with higher aggression. However playing violent video games remained related to higher visuospatial cognition (r (x) = 0.36). Results from the current analysis did not support the conclusion that violent video game playing leads to aggressive behavior. However, violent video game playing was associated with higher visuospatial cognition. It may be advisable to reframe the violent video game debate in reference to potential costs and benefits of this medium.

  18. Portrayal of Smokeless Tobacco in YouTube Videos

    Science.gov (United States)

    Augustson, Erik M.; Backinger, Cathy L.

    2012-01-01

    Objectives: Videos of smokeless tobacco (ST) on YouTube are abundant and easily accessible, yet no studies have examined the content of ST videos. This study assesses the overall portrayal, genre, and messages of ST YouTube videos. Methods: In August 2010, researchers identified the top 20 search results on YouTube by “relevance” and “view count” for the following search terms: “ST,” “chewing tobacco,” “snus,” and “Skoal.” After eliminating videos that were not about ST (n = 26), non-English (n = 14), or duplicate (n = 42), a final sample of 78 unique videos was coded for overall portrayal, genre, and various content measures. Results: Among the 78 unique videos, 15.4% were anti-ST, while 74.4% were pro-ST. Researchers were unable to determine the portrayal of ST in the remaining 10.3% of videos because they involved excessive or “sensationalized” use of the ST, which could be interpreted either positively or negatively, depending on the viewer. The most common ST genre was positive video diaries (or “vlogs”), which made up almost one third of the videos (29.5%), followed by promotional advertisements (20.5%) and anti-ST public service announcements (12.8%). While YouTube is intended for user-generated content, 23.1% of the videos were created by professional organizations. Conclusions: These results demonstrate that ST videos on YouTube are overwhelmingly pro-ST. More research is needed to determine who is viewing these ST YouTube videos and how they may affect people’s knowledge, attitudes, and behaviors regarding ST use. PMID:22080585

  19. Objective analysis of image quality of video image capture systems

    Science.gov (United States)

    Rowberg, Alan H.

    1990-07-01

    As Picture Archiving and Communication System (PACS) technology has matured, video image capture has become a common way of capturing digital images from many modalities. While digital interfaces, such as those which use the ACR/NEMA standard, will become more common in the future, and are preferred because of the accuracy of image transfer, video image capture will be the dominant method in the short term, and may continue to be used for some time because of the low cost and high speed often associated with such devices. Currently, virtually all installed systems use methods of digitizing the video signal that is produced for display on the scanner viewing console itself. A series of digital test images have been developed for display on either a GE CT9800 or a GE Signa MRI scanner. These images have been captured with each of five commercially available image capture systems, and the resultant images digitally transferred on floppy disk to a PC1286 computer containing Optimast' image analysis software. Here the images can be displayed in a comparative manner for visual evaluation, in addition to being analyzed statistically. Each of the images have been designed to support certain tests, including noise, accuracy, linearity, gray scale range, stability, slew rate, and pixel alignment. These image capture systems vary widely in these characteristics, in addition to the presence or absence of other artifacts, such as shading and moire pattern. Other accessories such as video distribution amplifiers and noise filters can also add or modify artifacts seen in the captured images, often giving unusual results. Each image is described, together with the tests which were performed using them. One image contains alternating black and white lines, each one pixel wide, after equilibration strips ten pixels wide. While some systems have a slew rate fast enough to track this correctly, others blur it to an average shade of gray, and do not resolve the lines, or give

  20. Rapid, low-cost, image analysis through video processing

    International Nuclear Information System (INIS)

    Levinson, R.A.; Marrs, R.W.; Grantham, D.G.

    1976-01-01

    Remote Sensing now provides the data necessary to solve many resource problems. However, many of the complex image processing and analysis functions used in analysis of remotely-sensed data are accomplished using sophisticated image analysis equipment. High cost of this equipment places many of these techniques beyond the means of most users. A new, more economical, video system capable of performing complex image analysis has now been developed. This report describes the functions, components, and operation of that system. Processing capability of the new video image analysis system includes many of the tasks previously accomplished with optical projectors and digital computers. Video capabilities include: color separation, color addition/subtraction, contrast stretch, dark level adjustment, density analysis, edge enhancement, scale matching, image mixing (addition and subtraction), image ratioing, and construction of false-color composite images. Rapid input of non-digital image data, instantaneous processing and display, relatively low initial cost, and low operating cost gives the video system a competitive advantage over digital equipment. Complex pre-processing, pattern recognition, and statistical analyses must still be handled through digital computer systems. The video system at the University of Wyoming has undergone extensive testing, comparison to other systems, and has been used successfully in practical applications ranging from analysis of x-rays and thin sections to production of color composite ratios of multispectral imagery. Potential applications are discussed including uranium exploration, petroleum exploration, tectonic studies, geologic mapping, hydrology sedimentology and petrography, anthropology, and studies on vegetation and wildlife habitat

  1. Simulated monitor display for CCTV

    International Nuclear Information System (INIS)

    Steele, B.J.

    1982-01-01

    Two computer programs have been developed which generate a two-dimensional graphic perspective of the video output produced by a Closed Circuit Television (CCTV) camera. Both programs were primarily written to produce a graphic display simulating the field-of-view (FOV) of a perimeter assessment system as seen on a CCTV monitor. The original program was developed for use on a Tektronix 4054 desktop computer; however, the usefulness of this graphic display program led to the development of a similar program for a Hewlett-Packard 9845B desktop computer. After entry of various input parameters, such as, camera lens and orientation, the programs automatically calculate and graphically plot the locations of various items, e.g., fences, an assessment zone, running men, and intrusion detection sensors. Numerous special effects can be generated to simulate such things as roads, interior walls, or sides of buildings. Other objects can be digitized and entered into permanent memory similar to the running men. With this type of simulated monitor perspective, proposed camera locations with respect to fences and a particular assessment zone can be rapidly evaluated without the costly time delays and expenditures associated with field evaluation

  2. Capturing and displaying microscopic images used in medical diagnostics and forensic science using 4K video resolution - an application in higher education.

    Science.gov (United States)

    Maier, Hans; de Heer, Gert; Ortac, Ajda; Kuijten, Jan

    2015-11-01

    To analyze, interpret and evaluate microscopic images, used in medical diagnostics and forensic science, video images for educational purposes were made with a very high resolution of 4096 × 2160 pixels (4K), which is four times as many pixels as High-Definition Video (1920 × 1080 pixels). The unprecedented high resolution makes it possible to see details that remain invisible to any other video format. The images of the specimens (blood cells, tissue sections, hair, fibre, etc.) are recorded using a 4K video camera which is attached to a light microscope. After processing, this resulted in very sharp and highly detailed images. This material was then used in education for classroom discussion. Spoken explanation by experts in the field of medical diagnostics and forensic science was also added to the high-resolution video images to make it suitable for self-study. © 2015 The Authors. Journal of Microscopy published by John Wiley & Sons Ltd on behalf of Royal Microscopical Society.

  3. Two studies: working in public

    OpenAIRE

    Sleeper, Clinton James

    2014-01-01

    Two Studies: Working in Public is comprised of release of an artist book and the presentation of several large-scale projections created from original recombinant video. Developed around research into generosity, maintenance, urbanism, and novel practices, this ambitious investigation of Mierle Laderman Ukeles’ Manifesto for Maintenance Art includes a generative video system; which sorts through source footage of the artist repairing public benches and playgrounds. The artwork also includes a...

  4. A multi-viewer tiled autostereoscopic virtual reality display

    KAUST Repository

    Kooima, Robert; Prudhomme, Andrew; Schulze, Jurgen; Sandin, Daniel; DeFanti, Thomas

    2010-01-01

    Recognizing the value of autostereoscopy for 3D displays in public contexts, we pursue the goal of large-scale, high-resolution, immersive virtual reality using lenticular displays. Our contributions include the scalable tiling of lenticular displays to large fields of view and the use of GPU image interleaving and application optimization for real-time performance. In this context, we examine several ways to improve group-viewing by combining user tracking with multi-view displays. Copyright © 2010 by the Association for Computing Machinery, Inc.

  5. 360-degree videos: a new visualization technique for astrophysical simulations

    Science.gov (United States)

    Russell, Christopher M. P.

    2017-11-01

    360-degree videos are a new type of movie that renders over all 4π steradian. Video sharing sites such as YouTube now allow this unique content to be shared via virtual reality (VR) goggles, hand-held smartphones/tablets, and computers. Creating 360° videos from astrophysical simulations is not only a new way to view these simulations as you are immersed in them, but is also a way to create engaging content for outreach to the public. We present what we believe is the first 360° video of an astrophysical simulation: a hydrodynamics calculation of the central parsec of the Galactic centre. We also describe how to create such movies, and briefly comment on what new science can be extracted from astrophysical simulations using 360° videos.

  6. Portrayal of tobacco in Mongolian language YouTube videos: policy gaps.

    Science.gov (United States)

    Tsai, Feng-Jen; Sainbayar, Bolor

    2016-07-01

    This study examined how effectively current policy measures control depictions of tobacco in Mongolian language YouTube videos. A search of YouTube videos using the Mongolian term for 'tobacco', and employing 'relevance' and 'view count' criteria, resulted in a total sample of 120 videos, from which 38 unique videos were coded and analysed. Most videos were antismoking public service announcements; however, analyses of viewing patterns showed that pro-smoking videos accounted for about two-thirds of all views. Pro-smoking videos were also perceived more positively and had a like:dislike ratio of 4.6 compared with 3.5 and 1.5, respectively, for the magic trick and antismoking videos. Although Mongolia prohibits tobacco advertising, 3 of the pro-smoking videos were made by a tobacco company; additionally, 1 pro-smoking video promoted electronic cigarettes. Given the popularity of Mongolian YouTube videos that promote smoking, policy changes are urgently required to control this medium, and more effectively protect youth and young adults from insidious tobacco marketing. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/

  7. CLINICAL SURFACES - Activity-Based Computing for Distributed Multi-Display Environments in Hospitals

    Science.gov (United States)

    Bardram, Jakob E.; Bunde-Pedersen, Jonathan; Doryab, Afsaneh; Sørensen, Steffen

    A multi-display environment (MDE) is made up of co-located and networked personal and public devices that form an integrated workspace enabling co-located group work. Traditionally, MDEs have, however, mainly been designed to support a single “smart room”, and have had little sense of the tasks and activities that the MDE is being used for. This paper presents a novel approach to support activity-based computing in distributed MDEs, where displays are physically distributed across a large building. CLINICAL SURFACES was designed for clinical work in hospitals, and enables context-sensitive retrieval and browsing of patient data on public displays. We present the design and implementation of CLINICAL SURFACES, and report from an evaluation of the system at a large hospital. The evaluation shows that using distributed public displays to support activity-based computing inside a hospital is very useful for clinical work, and that the apparent contradiction between maintaining privacy of medical data in a public display environment can be mitigated by the use of CLINICAL SURFACES.

  8. Zika Virus on YouTube: An Analysis of English-language Video Content by Source

    Directory of Open Access Journals (Sweden)

    Corey H. Basch

    2017-03-01

    Full Text Available Objectives The purpose of this study was to describe the source, length, number of views, and content of the most widely viewed Zika virus (ZIKV-related YouTube videos. We hypothesized that ZIKV-related videos uploaded by different sources contained different content. Methods The 100 most viewed English ZIKV-related videos were manually coded and analyzed statistically. Results Among the 100 videos, there were 43 consumer-generated videos, 38 Internet-based news videos, 15 TV-based news videos, and 4 professional videos. Internet news sources captured over two-thirds of the total of 8 894 505 views. Compared with consumer-generated videos, Internet-based news videos were more likely to mention the impact of ZIKV on babies (odds ratio [OR], 6.25; 95% confidence interval [CI], 1.64 to 23.76, the number of cases in Latin America (OR, 5.63; 95% CI, 1.47 to 21.52; and ZIKV in Africa (OR, 2.56; 95% CI, 1.04 to 6.31. Compared with consumer-generated videos, TV-based news videos were more likely to express anxiety or fear of catching ZIKV (OR, 6.67; 95% CI, 1.36 to 32.70; to highlight fear of ZIKV among members of the public (OR, 7.45; 95% CI, 1.20 to 46.16; and to discuss avoiding pregnancy (OR, 3.88; 95% CI, 1.13 to 13.25. Conclusions Public health agencies should establish a larger presence on YouTube to reach more people with evidence-based information about ZIKV.

  9. Effectiveness of an Ergonomics Training Program on Decreasing Work-Related Musculoskeletal Disorders Risk among Video Display Terminals Users

    Directory of Open Access Journals (Sweden)

    Yahya Rasoulzadeh

    2012-07-01

    Full Text Available loskeletaldisorders (WMSDs among the video display terminals (VDTs users, Prevention ofthese disorders among this population is a challenge for many workplaces today. ErgonomicallyImproving of VDT workstations may be an effective and applicable way to decrease the risk ofWMSDs. This study evaluated the effect of an ergonomics-training program on the risk ofWMSDs among VDT users.Methods: This study was conducted among a large group of computer users in SAPCO industrialcompany, Tehran, Iran (84 persons with 29.85±11.2 years of age and with 6.98±2.54 years ofexperience. An active ergonomics-training program was designed and implemented during 14days to empower the VDT users and involve them in improving their workstations. The directobservational RULA (Rapid Upper Limb Assessment method was used in pre and postinterventionstages to evaluate the risk of WMSDs among participants.Results: The RULA final scores showed that 18.8 % of VDT users were at action level 2, 63.5%at action level 3 and 17.6% at action level 4 before any intervention. In addition, 8.2% of userswere at action level 1, 44.7% at action level 2, 42.4% at action level 3 and 4.7% at action level 4 atthe post-intervention stage. The results of Wilcoxon statistical test indicated that RULA scoresere decreased significantly after interventions (P < 0.05 and consequently, decreased risk ofWMSDs.Conclusion: Active ergonomics training programs can be used effectively to improve the VDTworkstations and decrease the risk of musculoskeletal disorders among VDT users.

  10. Active Galactic Videos: A YouTube Channel for Astronomy Education and Outreach

    Science.gov (United States)

    Calahan, Jenny; Gibbs, Aidan; Hardegree-Ullman, Melody; Hardegree-Ullman, Michael; Impey, Chris David; Kevis, Charlotte; Lewter, Austin; Mauldin, Emmalee; McKee, Carolyn; Olmedo, Alejandro; Pereira, Victoria; Thomas, Melissa; Wenger, Matthew

    2018-01-01

    Active Galactic Videos is an astronomy-focused YouTube channel run by a team at the University of Arizona. The channel both produces astronomy-focused educational content for public audiences and opens a window into the world of professional astronomy by showcasing the work done at Steward Observatory and in Southern Arizona. The channel is mainly run by undergraduate students from a variety of backgrounds including: astronomy, education, film, music, english, and writing. In addition to providing educational content for public audiences, this project provides opportunities for undergraduate students to learn about astronomy content, general astronomy pedagogy, as well as science communication. This is done through developing the practical skills needed to take on the challenge of creating effective and engaging videos. Students write, film, score, direct, and edit each video while conscious of how each piece can affect the teaching/storytelling of the concept at hand. The team has produced various styles of video: presentational, interviews, musical/poetic, tours, and documentaries. In addition to YouTube, the Active Galactic Videos team maintains a social media presence on Facebook, Twitter, and Instagram. These help to widely distribute the content as well as to publicize the main Youtube channel. In addition to providing an overview of our educational work, we present 51 videos, or two year's, worth of online analytics that we are using to better understand our audience, to examine what videos have been popular and successful, and how people are accessing our content. We will present our experience in order to help others learn about improving astronomy education online, as well as astronomy communication and outreach in general.We acknowledge the Howard Hughes Medical Institute for grant support of this and related education initiatives

  11. Evaluating display fidelity and interaction fidelity in a virtual reality game.

    Science.gov (United States)

    McMahan, Ryan P; Bowman, Doug A; Zielinski, David J; Brady, Rachael B

    2012-04-01

    In recent years, consumers have witnessed a technological revolution that has delivered more-realistic experiences in their own homes through high-definition, stereoscopic televisions and natural, gesture-based video game consoles. Although these experiences are more realistic, offering higher levels of fidelity, it is not clear how the increased display and interaction aspects of fidelity impact the user experience. Since immersive virtual reality (VR) allows us to achieve very high levels of fidelity, we designed and conducted a study that used a six-sided CAVE to evaluate display fidelity and interaction fidelity independently, at extremely high and low levels, for a VR first-person shooter (FPS) game. Our goal was to gain a better understanding of the effects of fidelity on the user in a complex, performance-intensive context. The results of our study indicate that both display and interaction fidelity significantly affect strategy and performance, as well as subjective judgments of presence, engagement, and usability. In particular, performance results were strongly in favor of two conditions: low-display, low-interaction fidelity (representative of traditional FPS games) and high-display, high-interaction fidelity (similar to the real world).

  12. Comparing Pictures and Videos for Teaching Action Labels to Children with Communication Delays

    Science.gov (United States)

    Schebell, Shannon; Shepley, Collin; Mataras, Theologia; Wunderlich, Kara

    2018-01-01

    Children with communication delays often display difficulties labeling stimuli in their environment, particularly related to actions. Research supports direct instruction with video and picture stimuli for increasing children's action labeling repertoires; however, no studies have compared which type of stimuli results in more efficient,…

  13. A head-mounted display-based personal integrated-image monitoring system for transurethral resection of the prostate.

    Science.gov (United States)

    Yoshida, Soichiro; Kihara, Kazunori; Takeshita, Hideki; Fujii, Yasuhisa

    2014-12-01

    The head-mounted display (HMD) is a new image monitoring system. We developed the Personal Integrated-image Monitoring System (PIM System) using the HMD (HMZ-T2, Sony Corporation, Tokyo, Japan) in combination with video splitters and multiplexers as a surgical guide system for transurethral resection of the prostate (TURP). The imaging information obtained from the cystoscope, the transurethral ultrasonography (TRUS), the video camera attached to the HMD, and the patient's vital signs monitor were split and integrated by the PIM System and a composite image was displayed by the HMD using a four-split screen technique. Wearing the HMD, the lead surgeon and the assistant could simultaneously and continuously monitor the same information displayed by the HMD in an ergonomically efficient posture. Each participant could independently rearrange the images comprising the composite image depending on the engaging step. Two benign prostatic hyperplasia (BPH) patients underwent TURP performed by surgeons guided with this system. In both cases, the TURP procedure was successfully performed, and their postoperative clinical courses had no remarkable unfavorable events. During the procedure, none of the participants experienced any HMD-wear related adverse effects or reported any discomfort.

  14. The influence of motion quality on responses towards video playback stimuli

    Directory of Open Access Journals (Sweden)

    Emma Ware

    2015-07-01

    Full Text Available Visual motion, a critical cue in communication, can be manipulated and studied using video playback methods. A primary concern for the video playback researcher is the degree to which objects presented on video appear natural to the non-human subject. Here we argue that the quality of motion cues on video, as determined by the video's image presentation rate (IPR, are of particular importance in determining a subject's social response behaviour. We present an experiment testing the effect of variations in IPR on pigeon (Columbia livia response behaviour towards video images of courting opposite sex partners. Male and female pigeons were presented with three video playback stimuli, each containing a different social partner. Each stimulus was then modified to appear at one of three IPRs: 15, 30 or 60 progressive (p frames per second. The results showed that courtship behaviour became significantly longer in duration as IPR increased. This finding implies that the IPR significantly affects the perceived quality of motion cues impacting social behaviour. In males we found that the duration of courtship also depended on the social partner viewed and that this effect interacted with the effects of IPR on behaviour. Specifically, the effect of social partner reached statistical significance only when the stimuli were displayed at 60 p, demonstrating the potential for erroneous results when insufficient IPRs are used. In addition to demonstrating the importance of IPR in video playback experiments, these findings help to highlight and describe the role of visual motion processing in communication behaviour.

  15. Digital video clips for improved pedagogy and illustration of scientific research — with illustrative video clips on atomic spectrometry

    Science.gov (United States)

    Michel, Robert G.; Cavallari, Jennifer M.; Znamenskaia, Elena; Yang, Karl X.; Sun, Tao; Bent, Gary

    1999-12-01

    This article is an electronic publication in Spectrochimica Acta Electronica (SAE), a section of Spectrochimica Acta Part B (SAB). The hardcopy text is accompanied by an electronic archive, stored on the CD-ROM accompanying this issue. The archive contains video clips. The main article discusses the scientific aspects of the subject and explains the purpose of the video files. Short, 15-30 s, digital video clips are easily controllable at the computer keyboard, which gives a speaker the ability to show fine details through the use of slow motion. Also, they are easily accessed from the computer hard drive for rapid extemporaneous presentation. In addition, they are easily transferred to the Internet for dissemination. From a pedagogical point of view, the act of making a video clip by a student allows for development of powers of observation, while the availability of the technology to make digital video clips gives a teacher the flexibility to demonstrate scientific concepts that would otherwise have to be done as 'live' demonstrations, with all the likely attendant misadventures. Our experience with digital video clips has been through their use in computer-based presentations by undergraduate and graduate students in analytical chemistry classes, and by high school and middle school teachers and their students in a variety of science and non-science classes. In physics teaching laboratories, we have used the hardware to capture digital video clips of dynamic processes, such as projectiles and pendulums, for later mathematical analysis.

  16. Alcohol and substance use portrayals in Nigerian video tapes: an analysis of 479 films and implications for public drug education.

    Science.gov (United States)

    Aina, Olatunji F; Olorunshola, Derin A

    There is an observed increasing trend of substance use among the adolescents and young adults. One of the important aetiologies is "modeling" especially from popular artists portraying their use to the viewing public over the electronic media. Indigenous films on video tapes acted in English or "Yoruba" (a popular Nigerian language) were randomly selected from various retail outlets in Lagos for viewing. The settings were the Ikorodu and Ipaja suburbs of Lagos. The viewing audience in each center was made up of a researcher and two adolescent secondary school students. They were to make notes on each film with scenes of substance use, type, and nature of use. A total of 479 video tapes were studied over a 6 month period, of which 268 (55.9%) contained scenes portraying the use of one or more substances. Two hundred forty-seven (51.6%, N = 479) depicted the use of only one type of substance and the rest, 21 (4.3%, N = 479), portrayed the use of multiple substances. The commonest substance portrayed to be used was alcohol, 197 (41.1%, N = 479), followed by tobacco, 81 (16.9%, N = 479). Cannabis was shown to be used in only 3 (0.6%, N = 479); Cocaine and Heroin in 8 (1.6%, N = 479) of the films. There was no statistically significant difference on substance use portrayal between the home movies acted in English and Yoruba (chi2 = 32.8; df = 7 at p > or = 0.05). A significant number of films on video tapes in Nigeria portrayed substance use which could act as triggers or reinforcement for substance use among the viewing audience, especially adolescents and young adults. The need to censor video tapes on substance use portrayal was advocated.

  17. SVC VIDEO STREAM ALLOCATION AND ADAPTATION IN HETEROGENEOUS NETWORK

    Directory of Open Access Journals (Sweden)

    E. A. Pakulova

    2016-07-01

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

  18. Forensic analysis of video steganography tools

    Directory of Open Access Journals (Sweden)

    Thomas Sloan

    2015-05-01

    Full Text Available Steganography is the art and science of concealing information in such a way that only the sender and intended recipient of a message should be aware of its presence. Digital steganography has been used in the past on a variety of media including executable files, audio, text, games and, notably, images. Additionally, there is increasing research interest towards the use of video as a media for steganography, due to its pervasive nature and diverse embedding capabilities. In this work, we examine the embedding algorithms and other security characteristics of several video steganography tools. We show how all feature basic and severe security weaknesses. This is potentially a very serious threat to the security, privacy and anonymity of their users. It is important to highlight that most steganography users have perfectly legal and ethical reasons to employ it. Some common scenarios would include citizens in oppressive regimes whose freedom of speech is compromised, people trying to avoid massive surveillance or censorship, political activists, whistle blowers, journalists, etc. As a result of our findings, we strongly recommend ceasing any use of these tools, and to remove any contents that may have been hidden, and any carriers stored, exchanged and/or uploaded online. For many of these tools, carrier files will be trivial to detect, potentially compromising any hidden data and the parties involved in the communication. We finish this work by presenting our steganalytic results, that highlight a very poor current state of the art in practical video steganography tools. There is unfortunately a complete lack of secure and publicly available tools, and even commercial tools offer very poor security. We therefore encourage the steganography community to work towards the development of more secure and accessible video steganography tools, and make them available for the general public. The results presented in this work can also be seen as a useful

  19. Remote stereoscopic video play platform for naked eyes based on the Android system

    Science.gov (United States)

    Jia, Changxin; Sang, Xinzhu; Liu, Jing; Cheng, Mingsheng

    2014-11-01

    As people's life quality have been improved significantly, the traditional 2D video technology can not meet people's urgent desire for a better video quality, which leads to the rapid development of 3D video technology. Simultaneously people want to watch 3D video in portable devices,. For achieving the above purpose, we set up a remote stereoscopic video play platform. The platform consists of a server and clients. The server is used for transmission of different formats of video and the client is responsible for receiving remote video for the next decoding and pixel restructuring. We utilize and improve Live555 as video transmission server. Live555 is a cross-platform open source project which provides solutions for streaming media such as RTSP protocol and supports transmission of multiple video formats. At the receiving end, we use our laboratory own player. The player for Android, which is with all the basic functions as the ordinary players do and able to play normal 2D video, is the basic structure for redevelopment. Also RTSP is implemented into this structure for telecommunication. In order to achieve stereoscopic display, we need to make pixel rearrangement in this player's decoding part. The decoding part is the local code which JNI interface calls so that we can extract video frames more effectively. The video formats that we process are left and right, up and down and nine grids. In the design and development, a large number of key technologies from Android application development have been employed, including a variety of wireless transmission, pixel restructuring and JNI call. By employing these key technologies, the design plan has been finally completed. After some updates and optimizations, the video player can play remote 3D video well anytime and anywhere and meet people's requirement.

  20. The relationship between violent video games, acculturation, and aggression among Latino adolescents.

    Science.gov (United States)

    Escobar-Chaves, S Liliana; Kelder, Steve; Orpinas, Pamela

    2002-12-01

    Multiple factors are involved in the occurrence of aggressive behavior. The purpose of this study was to evaluate the hypotheses that Latino middle school children exposed to higher levels of video game playing will exhibit a higher level of aggression and fighting compared to children exposed to lower levels and that the more acculturated middle school Latino children will play more video games and will prefer more violent video games compared to less acculturated middle school Latino children. This study involved 5,831 students attending eight public schools in Texas. A linear relationship was observed between the time spent playing video games and aggression scores. Higher aggression scores were significantly associated with heavier video playing for boys and girls (p video games, the more they fought at school (p video game playing increased, as well as the amount of time they played video games. Students who reported speaking more Spanish at home and with their friends were less likely to spend large amounts of time playing video games and less likely to prefer violent video games (p < 0.05).

  1. Content-based video retrieval by example video clip

    Science.gov (United States)

    Dimitrova, Nevenka; Abdel-Mottaleb, Mohamed

    1997-01-01

    This paper presents a novel approach for video retrieval from a large archive of MPEG or Motion JPEG compressed video clips. We introduce a retrieval algorithm that takes a video clip as a query and searches the database for clips with similar contents. Video clips are characterized by a sequence of representative frame signatures, which are constructed from DC coefficients and motion information (`DC+M' signatures). The similarity between two video clips is determined by using their respective signatures. This method facilitates retrieval of clips for the purpose of video editing, broadcast news retrieval, or copyright violation detection.

  2. Design of a projection display screen with vanishing color shift for rear-projection HDTV

    Science.gov (United States)

    Liu, Xiu; Zhu, Jin-lin

    1996-09-01

    Using bi-convex cylinder lens with matrix structure, the transmissive projection display screen with high contrast and wider viewing angle has been widely used in large rear projection TV and video projectors, it obtained a inhere color shift and puzzled the designer of display screen for RGB projection tube in-line adjustment. Based on the method of light beam racing, the general software of designing projection display screen has been developed and the computer model of vanishing color shift for rear projection HDTV has bee completed. This paper discussed the practical designing method to vanish the defect of color shift and mentioned the relations between the primary optical parameters of display screen and relative geometry sizes of lens' surface. The distributions of optical gain to viewing angle and the influences on engineering design are briefly analyzed.

  3. Beat the Fear of Public Speaking: Mobile 360° Video Virtual Reality Exposure Training in Home Environment Reduces Public Speaking Anxiety.

    Science.gov (United States)

    Stupar-Rutenfrans, Snežana; Ketelaars, Loes E H; van Gisbergen, Marnix S

    2017-10-01

    With this article, we aim to increase our understanding of how mobile virtual reality exposure therapy (VRET) can help reduce speaking anxiety. Using the results of a longitudinal study, we examined the effect of a new VRET strategy (Public Speech Trainer, PST), that incorporates 360° live recorded VR environments, on the reduction of public speaking anxiety. The PST was developed as a 360° smartphone application for a VR head-mounted device that participants could use at home. Realistic anxiety experiences were created by means of live 360° video recordings of a lecture hall containing three training sessions based on graded exposure framework; empty classroom (a) and with a small (b) and large audience (c). Thirty-five students participated in all sessions using PST. Anxiety levels were measured before and after each session over a period of 4 weeks. As expected, speaking anxiety significantly decreased after the completion of all PST sessions, and the decrement was the strongest in participants with initially high speaking anxiety baseline levels. Results also revealed that participants with moderate and high speaking anxiety baseline level differ in the anxiety state pattern over time. Conclusively and in line with habituation theory, the results supported the notion that VRET is more effective when aimed at reducing high-state anxiety levels. Further implications for future research and improvement of current VRET strategies are discussed.

  4. Hewlett-Packard's Approaches to Full Color Reflective Displays

    Science.gov (United States)

    Gibson, Gary

    2012-02-01

    Reflective displays are desirable in applications requiring low power or daylight readability. However, commercial reflective displays are currently either monochrome or capable of only dim color gamuts. Low cost, high-quality color technology would be rapidly adopted in existing reflective display markets and would enable new solutions in areas such as retail pricing and outdoor digital signage. Technical breakthroughs are required to enable bright color gamuts at reasonable cost. Pixel architectures that rely on pure reflection from a single layer of side-by-side primary-color sub-pixels use only a fraction of the display area to reflect incident light of a given color and are, therefore, unacceptably dark. Reflective devices employing stacked color primaries offer the possibility of a somewhat brighter color gamut but can be more complex to manufacture. In this talk, we describe HP's successes in addressing these fundamental challenges and creating both high performance stacked-primary reflective color displays as well as inexpensive single layer prototypes that provide good color. Our stacked displays utilize a combination of careful light management techniques, proprietary high-contrast electro-optic shutters, and highly transparent active-matrix TFT arrays based on transparent metal oxides. They also offer the possibility of relatively low cost manufacturing through roll-to-roll processing on plastic webs. To create even lower cost color displays with acceptable brightness, we have developed means for utilizing photoluminescence to make more efficient use of ambient light in a single layer device. Existing reflective displays create a desired color by reflecting a portion of the incident spectrum while absorbing undesired wavelengths. We have developed methods for converting the otherwise-wasted absorbed light to desired wavelengths via tailored photoluminescent composites. Here we describe a single active layer prototype display that utilizes these materials

  5. Immersive video

    Science.gov (United States)

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

    1996-03-01

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

  6. A Snapshot of the Depiction of Electronic Cigarettes in YouTube Videos.

    Science.gov (United States)

    Romito, Laura M; Hurwich, Risa A; Eckert, George J

    2015-11-01

    To assess the depiction of e-cigarettes in YouTube videos. The sample (N = 63) was selected from the top 20 search results for "electronic cigarette," and "e-cig" with each term searched twice by the filters "Relevance" and "View Count." Data collected included title, length, number of views, "likes," "dislikes," comments, and inferred demographics of individuals appearing in the videos. Seventy-six percent of videos included at least one man, 62% included a Caucasian, and 50% included at least one young individual. Video content connotation was coded as positive (76%), neutral (18%), or negative (6%). Videos were categorized as advertisement (33%), instructional (17%), news clip (19%), product review (13%), entertainment (11%), public health (3%), and personal testimonial (3%). Most e-cigarette YouTube videos are non-traditional or covert advertisements featuring young Caucasian men.

  7. Video profile monitor diagnostic system for GTA

    International Nuclear Information System (INIS)

    Sandoval, D.P.; Garcia, R.C.; Gilpatrick, J.D.; Johnson, K.F.; Shinas, M.A.; Wright, R.; Yuan, V.; Zander, M.E.

    1992-01-01

    This paper describes a video diagnostic system used to measure the beam profile and position of the Ground Test Accelerator 2.5-MeV H - ion beam as it exits the intermediate matching section. Inelastic collisions between H-ions and residual nitrogen to fluoresce. The resulting light is captured through transport optics by an intensified CCD camera and is digitized. Real-time beam-profile images are displayed and stored for detailed analysis. Analyzed data showing resolutions for both position and profile measurements will also be presented

  8. Content-Based Video Retrieval: A Database Perspective

    NARCIS (Netherlands)

    Petkovic, M.; Jonker, Willem

    2003-01-01

    Recent advances in computing, communication, and data storage have led to an increasing number of large digital libraries publicly available on the Internet. In addition to alphanumeric data, other modalities, including video play an important role in these libraries. Ordinary techniques will not

  9. 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.

  10. Energy-dependent imaging in digital radiography: a review on acquisition, processing and display technique

    International Nuclear Information System (INIS)

    Coppini, G.; Maltinti, G.; Valli, G.; Baroni, M.; Buchignan, M.; Valli, G.

    1986-01-01

    The capabilities of energy-dependent imaging in digital radiography are analyzed paying particular attention to digital video systems. The main techniques developed in recent years for selective energy imaging are reviewed following a unified approach. Discussion about advantages and limits of energy methods is carried out by a comparative analysis of computer simulated data and experimental results as obtained by standard x-ray equipments coupled to a digital video unit. Geometric phantoms are used as test object, as also images of a chest phantom are produced. Since signal-to-noise ratio degradation is one of the major problems when dealing with selective imaging, a particular effort is made to investigate noise effects. In this perspective, an original colour encoding display of energy sequences is presented. By mapping the various energy measurements on different colour bands (typically those of an RGB TV-monitor), an increased image conspicuity is obtained without a significant noise degradation: this is ensured by the energy dependence of attenuation coefficients and by the integrating characteristics of the display device

  11. Video pedagogy

    OpenAIRE

    Länsitie, Janne; Stevenson, Blair; Männistö, Riku; Karjalainen, Tommi; Karjalainen, Asko

    2016-01-01

    The short film is an introduction to the concept of video pedagogy. The five categories of video pedagogy further elaborate how videos can be used as a part of instruction and learning process. Most pedagogical videos represent more than one category. A video itself doesn’t necessarily define the category – the ways in which the video is used as a part of pedagogical script are more defining factors. What five categories did you find? Did you agree with the categories, or are more...

  12. Progress on visual display terminal syndrome in children

    Directory of Open Access Journals (Sweden)

    Xiao-Fang Ren

    2013-12-01

    Full Text Available With the rapid development of information era, video display terminal(VDThas entered people's lives, and the operator's health problems have been recognized, which is so called VDT syndrome. At the same time, the frequency of children's exposure to the VDT is higher and higher. Childhood is the critical period of visual development. As the data show that the excessive use of VDT can cause eye fatigue, myopia, dry eye, abnormal blinking, headache and other symptoms. In this article, we will talk about the symptoms, mechanism, and the prevention and treatment of children's VDT syndrome.

  13. Actively addressed single pixel full-colour plasmonic display

    Science.gov (United States)

    Franklin, Daniel; Frank, Russell; Wu, Shin-Tson; Chanda, Debashis

    2017-05-01

    Dynamic, colour-changing surfaces have many applications including displays, wearables and active camouflage. Plasmonic nanostructures can fill this role by having the advantages of ultra-small pixels, high reflectivity and post-fabrication tuning through control of the surrounding media. However, previous reports of post-fabrication tuning have yet to cover a full red-green-blue (RGB) colour basis set with a single nanostructure of singular dimensions. Here, we report a method which greatly advances this tuning and demonstrates a liquid crystal-plasmonic system that covers the full RGB colour basis set, only as a function of voltage. This is accomplished through a surface morphology-induced, polarization-dependent plasmonic resonance and a combination of bulk and surface liquid crystal effects that manifest at different voltages. We further demonstrate the system's compatibility with existing LCD technology by integrating it with a commercially available thin-film-transistor array. The imprinted surface interfaces readily with computers to display images as well as video.

  14. Displays of emotion and citizen support for Merkel and Gysi.

    Science.gov (United States)

    Gabriel, Oscar W; Masch, Lena

    2017-01-01

    Emotional appeals have always been an important instrument in the mobilization of political support in modern societies. As found in several experimental studies from the United States, the emotions displayed by leading politicians in their televised public appearances have an impact on the political attitudes and behaviors of the public. Positive emotions such as joy or happiness, pride, and amusement elicit a more positive assessment of politicians, whereas showing negative emotions such as anger or outrage often diminishes the public's support. This transfer of emotions from sender to recipient has been described as "emotional contagion." However, under specific circumstances, emotions expressed by politicians can result in counter-empathic reactions among recipients. To examine the role of emotions between political leaders and the public in an institutional and cultural setting outside the United States, this article presents experimental findings on the impact of emotions expressed by two leading German politicians on the German public. The study used emotional displays by Chancellor Angela Merkel and former parliamentary leader of the Left Party, Gregor Gysi, observing how their assessments by the German public changed in response to these displays. Consistent with existing research, we discovered positive effects on the evaluation of both politicians when they displayed positive emotions. However, the impact of negative emotions is different for Merkel and Gysi and can be described as contagion in the former and counter-contagion in the latter case. Furthermore, we found that individual recognition of the expressed emotions modified the effect they had on the evaluation of some leadership characteristics.

  15. Violent Video Gaming and Moral Reasoning in Adolescents: Is There an Association?

    Science.gov (United States)

    Bajovic, Mirjana

    2013-01-01

    In this study of 109 adolescents from the eighth grade of seven public elementary schools in Canada, the relationship between adolescents' violent video game playing patterns, habits and attitudes, and their levels of moral reasoning was investigated. The results suggested that playing violent video games in general was a very popular activity…

  16. 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

  17. Effect of video self-observations vs. observations of others on insight in psychotic disorders.

    Science.gov (United States)

    David, Anthony S; Chis Ster, Irina; Zavarei, Hooman

    2012-04-01

    Improving insight in patients with schizophrenia and related disorders is a worthwhile goal. Previous work has suggested that patients' insight may improve if they see videos of themselves taken when ill. Our aim was to test the hypothesis that schizophrenia patients improve their insight after viewing videos of themselves when unwell more so than after viewing an actor. Forty patients admitted with an acute psychotic disorder underwent a videotaped recording of a clinical interview. The patients were then randomized to viewing this or a "control" video of a same-sex actor displaying psychotic symptoms approximately 3 weeks later. Insight, psychopathology, and mood were assessed before and 24 to 48 hours after viewing the videos. All participants showed general improvement across all measures. There was a trend for scores on the Schedule for the Assessment of Insight to improve more in those who viewed themselves when ill, but there were no clear statistically significant differences between the "self" and "other" video groups. In conclusion, video self-confrontation seems to be a safe and potentially effective means of enhancing insight, but evidence for a specific effect is lacking.

  18. High-Definition 3D Stereoscopic Microscope Display System for Biomedical Applications

    Directory of Open Access Journals (Sweden)

    Yoo Kwan-Hee

    2010-01-01

    Full Text Available Biomedical research has been performed by using advanced information techniques, and micro-high-quality stereo images have been used by researchers and/or doctors for various aims in biomedical research and surgery. To visualize the stereo images, many related devices have been developed. However, the devices are difficult to learn for junior doctors and demanding to supervise for experienced surgeons. In this paper, we describe the development of a high-definition (HD three-dimensional (3D stereoscopic imaging display system for operating a microscope or experimenting on animals. The system consists of a stereoscopic camera part, image processing device for stereoscopic video recording, and stereoscopic display. In order to reduce eyestrain and viewer fatigue, we use a preexisting stereo microscope structure and polarized-light stereoscopic display method that does not reduce the quality of the stereo images. The developed system can overcome the discomfort of the eye piece and eyestrain caused by use over a long period of time.

  19. Development of an Evaluation Method for the Design Complexity of Computer-Based Displays

    Energy Technology Data Exchange (ETDEWEB)

    Kim, Hyoung Ju; Lee, Seung Woo; Kang, Hyun Gook; Seong, Poong Hyun [KAIST, Daejeon (Korea, Republic of); Park, Jin Kyun [Korea Atomic Energy Research Institute, Daejeon (Korea, Republic of)

    2011-10-15

    The importance of the design of human machine interfaces (HMIs) for human performance and the safety of process industries has long been continuously recognized for many decades. Especially, in the case of nuclear power plants (NPPs), HMIs have significant implications for the safety of the NPPs because poor HMIs can impair the decision making ability of human operators. In order to support and increase the decision making ability of human operators, advanced HMIs based on the up-to-date computer technology are provided. Human operators in advanced main control room (MCR) acquire information through video display units (VDUs) and large display panel (LDP), which is required for the operation of NPPs. These computer-based displays contain a huge amount of information and present it with a variety of formats compared to those of a conventional MCR. For example, these displays contain more display elements such as abbreviations, labels, icons, symbols, coding, etc. As computer-based displays contain more information, the complexity of advanced displays becomes greater due to less distinctiveness of each display element. A greater understanding is emerging about the effectiveness of designs of computer-based displays, including how distinctively display elements should be designed. This study covers the early phase in the development of an evaluation method for the design complexity of computer-based displays. To this end, a series of existing studies were reviewed to suggest an appropriate concept that is serviceable to unravel this problem

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

    DEFF Research Database (Denmark)

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

    2016-01-01

    The issue of negative video game influences on youth remains contentious in public debate, the scholarly community and among policy makers. Recent research has indicated that negative attitudes toward video games are, in part, generational in nature with older adults more inclined to endorse...... negative beliefs about video games. The current mixed design study examined the impact of exposure to games on beliefs about video games in a small (n = 34) sample of older adults. Results indicated that older adults were more concerned about video games as an abstract concept but when exposed...

  1. A color display device recording X ray spectra, especially intended for medical radiography

    International Nuclear Information System (INIS)

    Boulch, J.-M.

    1975-01-01

    Said invention relates to a color display recording device for X ray spectra intended for medical radiography. The video signal of the X ray camera receiving the radiation having passed through the patient is amplified and transformed into a color coding according to the energy spectrum received by the camera. In a first version, the energy spectrum from the camera gives directly an image on the color tube. In a second version the energy spectrum, after having been transformed into digital signals, is first sent into a memory, then into a computer used as a spectrum analyzer, and finally into the color display device [fr

  2. 100 Million Views of Electronic Cigarette YouTube Videos and Counting: Quantification, Content Evaluation, and Engagement Levels of Videos.

    Science.gov (United States)

    Huang, Jidong; Kornfield, Rachel; Emery, Sherry L

    2016-03-18

    . YouTube appears to be used unevenly for promotional purposes by e-cigarette brands, and our analyses indicated a high level of user engagement with a small subset of content. There is evidence that YouTube videos promote e-cigarettes as cigarette smoking cessation tools. Presence and reach of e-cigarette videos on YouTube warrants attention from public health professionals and policymakers.

  3. Strategies for combining physics videos and virtual laboratories in the training of physics teachers

    Science.gov (United States)

    Dickman, Adriana; Vertchenko, Lev; Martins, Maria Inés

    2007-03-01

    Among the multimedia resources used in physics education, the most prominent are virtual laboratories and videos. On one hand, computer simulations and applets have very attractive graphic interfaces, showing an incredible amount of detail and movement. On the other hand, videos, offer the possibility of displaying high quality images, and are becoming more feasible with the increasing availability of digital resources. We believe it is important to discuss, throughout the teacher training program, both the functionality of information and communication technology (ICT) in physics education and, the varied applications of these resources. In our work we suggest the introduction of ICT resources in a sequence integrating these important tools in the teacher training program, as opposed to the traditional approach, in which virtual laboratories and videos are introduced separately. In this perspective, when we introduce and utilize virtual laboratory techniques we also provide for its use in videos, taking advantage of graphic interfaces. Thus the students in our program learn to use instructional software in the production of videos for classroom use.

  4. The assessment of online heath videos for surgery in Crohn's Disease.

    Science.gov (United States)

    Marshall, J H; Baker, D M; Lee, M J; Jones, G L; Lobo, A J; Brown, S R

    2018-02-10

    YouTube ™ is an open-access, non-peer reviewed video-hosting site and is used as a source of publicly available healthcare information. This study aimed to assess the thematic content of the most viewed videos relating to surgery and Crohn's Disease and to explore the viewer interactions to these videos. A search of YouTube ™ was carried out using one search string. The 50 most viewed videos were identified and categorised by source, content themes and assessed for viewer interactions. Video comments were used to describe the usefulness of the video content to viewers. The majority of videos were uploaded by patients (n=21).The remainder were uploaded by individual health care professionals (n=9), hospital/speciality associations (n=18) and industry (n=2). The median number of likes for patient videos was significantly higher than hospital/speciality association videos (p=content(n=27), and more comments asking for further information (n=14). The median number of likes for 'experience of surgery' (p=content of patient sourced videos focused on surgical and disease experience, suggesting these themes are important to patients.Current patient developed videos provide limited information, as reflected by viewers requesting further information. Storytelling patient-centred videos combined with clinical evidence may be a good model for future videos. This article is protected by copyright. All rights reserved. This article is protected by copyright. All rights reserved.

  5. System and method for improving video recorder performance in a search mode

    NARCIS (Netherlands)

    2000-01-01

    A method and apparatus wherein video images are recorded on a plurality of tracks of a tape such that, for playback in a search mode at a speed, higher than the recording speed the displayed image will consist of a plurality of contiguous parts, some of the parts being read out from tracks each

  6. System and method for improving video recorder performance in a search mode

    NARCIS (Netherlands)

    1991-01-01

    A method and apparatus wherein video images are recorded on a plurality of tracks of a tape such that, for playback in a search mode at a speed higher than the recording speed the displayed image will consist of a plurality of contiguous parts, some of the parts being read out from tracks each

  7. The effects of scene characteristics, resolution, and compression on the ability to recognize objects in video

    Science.gov (United States)

    Dumke, Joel; Ford, Carolyn G.; Stange, Irena W.

    2011-03-01

    Public safety practitioners increasingly use video for object recognition tasks. These end users need guidance regarding how to identify the level of video quality necessary for their application. The quality of video used in public safety applications must be evaluated in terms of its usability for specific tasks performed by the end user. The Public Safety Communication Research (PSCR) project performed a subjective test as one of the first in a series to explore visual intelligibility in video-a user's ability to recognize an object in a video stream given various conditions. The test sought to measure the effects on visual intelligibility of three scene parameters (target size, scene motion, scene lighting), several compression rates, and two resolutions (VGA (640x480) and CIF (352x288)). Seven similarly sized objects were used as targets in nine sets of near-identical source scenes, where each set was created using a different combination of the parameters under study. Viewers were asked to identify the objects via multiple choice questions. Objective measurements were performed on each of the scenes, and the ability of the measurement to predict visual intelligibility was studied.

  8. Shoot at First Sight! First Person Shooter Players Display Reduced Reaction Time and Compromised Inhibitory Control in Comparison to Other Video Game Players

    OpenAIRE

    Deleuze, Jory; Christiaens, Maxime; Nuyens, Filip; Billieux, Joël

    2017-01-01

    Studies have shown that regular video game use might improve cognitive and social skills. In contrast, other studies have documented the negative outcomes of excessive gaming vis-a-vis health and socioprofessional spheres. Both positive and negative outcomes of video game use were linked to their structural characteristics (i.e., features that make the game appealing or are inducements for all gamers to keep playing regularly). The current study tested whether active video gamers from main ge...

  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. Reducing cyberbullying: A theory of reasoned action-based video prevention program for college students.

    Science.gov (United States)

    Doane, Ashley N; Kelley, Michelle L; Pearson, Matthew R

    2016-01-01

    Few studies have evaluated the effectiveness of cyberbullying prevention/intervention programs. The goals of the present study were to develop a Theory of Reasoned Action (TRA)-based video program to increase cyberbullying knowledge (1) and empathy toward cyberbullying victims (2), reduce favorable attitudes toward cyberbullying (3), decrease positive injunctive (4) and descriptive norms about cyberbullying (5), and reduce cyberbullying intentions (6) and cyberbullying behavior (7). One hundred sixty-seven college students were randomly assigned to an online video cyberbullying prevention program or an assessment-only control group. Immediately following the program, attitudes and injunctive norms for all four types of cyberbullying behavior (i.e., unwanted contact, malice, deception, and public humiliation), descriptive norms for malice and public humiliation, empathy toward victims of malice and deception, and cyberbullying knowledge significantly improved in the experimental group. At one-month follow-up, malice and public humiliation behavior, favorable attitudes toward unwanted contact, deception, and public humiliation, and injunctive norms for public humiliation were significantly lower in the experimental than the control group. Cyberbullying knowledge was significantly higher in the experimental than the control group. These findings demonstrate a brief cyberbullying video is capable of improving, at one-month follow-up, cyberbullying knowledge, cyberbullying perpetration behavior, and TRA constructs known to predict cyberbullying perpetration. Considering the low cost and ease with which a video-based prevention/intervention program can be delivered, this type of approach should be considered to reduce cyberbullying. © 2015 Wiley Periodicals, Inc.

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

    OpenAIRE

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

    2016-01-01

    The issue of negative video game influences on youth remains contentious in public debate, the scholarly community and among policy makers. Recent research has indicated that negative attitudes toward video games are, in part, generational in nature with older adults more inclined to endorse negative beliefs about video games. The current mixed design study examined the impact of exposure to games on beliefs about video games in a small (n = 34) sample of older adults. Results indicated that ...

  12. Video-Voice Project (Zambia) | IDRC - International Development ...

    International Development Research Centre (IDRC) Digital Library (Canada)

    Video-Voice Project (Zambia). The Zambian health care system has been negatively affected by globalization and faces severe resource constraints. The government has adopted a health reform that emphasizes public participation. This approach requires an informed citizenry, however, at a time when the country is facing ...

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

    Science.gov (United States)

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

    2014-12-01

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

  14. Impact of packet losses in scalable 3D holoscopic video coding

    Science.gov (United States)

    Conti, Caroline; Nunes, Paulo; Ducla Soares, Luís.

    2014-05-01

    Holoscopic imaging became a prospective glassless 3D technology to provide more natural 3D viewing experiences to the end user. Additionally, holoscopic systems also allow new post-production degrees of freedom, such as controlling the plane of focus or the viewing angle presented to the user. However, to successfully introduce this technology into the consumer market, a display scalable coding approach is essential to achieve backward compatibility with legacy 2D and 3D displays. Moreover, to effectively transmit 3D holoscopic content over error-prone networks, e.g., wireless networks or the Internet, error resilience techniques are required to mitigate the impact of data impairments in the user quality perception. Therefore, it is essential to deeply understand the impact of packet losses in terms of decoding video quality for the specific case of 3D holoscopic content, notably when a scalable approach is used. In this context, this paper studies the impact of packet losses when using a three-layer display scalable 3D holoscopic video coding architecture previously proposed, where each layer represents a different level of display scalability (i.e., L0 - 2D, L1 - stereo or multiview, and L2 - full 3D holoscopic). For this, a simple error concealment algorithm is used, which makes use of inter-layer redundancy between multiview and 3D holoscopic content and the inherent correlation of the 3D holoscopic content to estimate lost data. Furthermore, a study of the influence of 2D views generation parameters used in lower layers on the performance of the used error concealment algorithm is also presented.

  15. Online videos to promote sun safety: results of a contest

    Directory of Open Access Journals (Sweden)

    Annelise Lorelei Dawson

    2011-06-01

    Full Text Available Seventy-percent of Americans search health information online, half of whom access medical content on social media websites.  In spite of this broad usage, the medical community underutilizes social media to distribute preventive health information.  This project aimed to highlight the promise of social media for delivering skin cancer prevention messaging by hosting and quantifying the impact of an online video contest. In 2010 and 2011, we solicited video submissions and searched existing YouTube videos.  Three finalists were selected and ranked. Winners were announced at national dermatology meetings and publicized via a contest website. Afterwards, YouTube view counts were monitored.  No increase in video viewing frequency was observed following the 2010 or 2011 contest.  This contest successfully identified exemplary online sun safety videos; however, increased viewership remains to be seen.  Social media offers a promising outlet for preventive health messaging. Future efforts must explore strategies for enhancing viewership of online content.

  16. Spherical rotation orientation indication for HEVC and JEM coding of 360 degree video

    Science.gov (United States)

    Boyce, Jill; Xu, Qian

    2017-09-01

    Omnidirectional (or "360 degree") video, representing a panoramic view of a spherical 360° ×180° scene, can be encoded using conventional video compression standards, once it has been projection mapped to a 2D rectangular format. Equirectangular projection format is currently used for mapping 360 degree video to a rectangular representation for coding using HEVC/JEM. However, video in the top and bottom regions of the image, corresponding to the "north pole" and "south pole" of the spherical representation, is significantly warped. We propose to perform spherical rotation of the input video prior to HEVC/JEM encoding in order to improve the coding efficiency, and to signal parameters in a supplemental enhancement information (SEI) message that describe the inverse rotation process recommended to be applied following HEVC/JEM decoding, prior to display. Experiment results show that up to 17.8% bitrate gain (using the WS-PSNR end-to-end metric) can be achieved for the Chairlift sequence using HM16.15 and 11.9% gain using JEM6.0, and an average gain of 2.9% for HM16.15 and 2.2% for JEM6.0.

  17. Subjective quality of video sequences rendered on LCD with local backlight dimming at different lighting conditions

    DEFF Research Database (Denmark)

    Mantel, Claire; Korhonen, Jari; Pedersen, Jesper Mørkhøj

    2015-01-01

    This paper focuses on the influence of ambient light on the perceived quality of videos displayed on Liquid Crystal Display (LCD) with local backlight dimming. A subjective test assessing the quality of videos with two backlight dimming methods and three lighting conditions, i.e. no light, low...... light level (5 lux) and higher light level (60 lux) was organized to collect subjective data. Results show that participants prefer the method exploiting local dimming possibilities to the conventional full backlight but that this preference varies depending on the ambient light level. The clear...... preference for one method at the low light conditions decreases at the high ambient light, confirming that the ambient light significantly attenuates the perception of the leakage defect (light leaking through dark pixels). Results are also highly dependent on the content of the sequence, which can modulate...

  18. Celebrity over science? An analysis of Lyme disease video content on YouTube.

    Science.gov (United States)

    Yiannakoulias, N; Tooby, R; Sturrock, S L

    2017-10-01

    Lyme disease has been a subject of medical controversy for several decades. In this study we looked at the availability and type of content represented in a (n = 700) selection of YouTube videos on the subject of Lyme disease. We classified video content into a small number of content areas, and studied the relationship between these content areas and 1) video views and 2) video likeability. We found very little content uploaded by government or academic institutions; the vast majority of content was uploaded by independent users. The most viewed videos tend to contain celebrity content and personal stories; videos with prevention information tend to be of less interest, and videos with science and medical information tend to be less liked. Our results suggest that important public health information on YouTube is very likely to be ignored unless it is made more appealing to modern consumers of online video content. Copyright © 2017 Elsevier Ltd. All rights reserved.

  19. Evaluation of a HDR image sensor with logarithmic response for mobile video-based applications

    Science.gov (United States)

    Tektonidis, Marco; Pietrzak, Mateusz; Monnin, David

    2017-10-01

    The performance of mobile video-based applications using conventional LDR (Low Dynamic Range) image sensors highly depends on the illumination conditions. As an alternative, HDR (High Dynamic Range) image sensors with logarithmic response are capable to acquire illumination-invariant HDR images in a single shot. We have implemented a complete image processing framework for a HDR sensor, including preprocessing methods (nonuniformity correction (NUC), cross-talk correction (CTC), and demosaicing) as well as tone mapping (TM). We have evaluated the HDR sensor for video-based applications w.r.t. the display of images and w.r.t. image analysis techniques. Regarding the display we have investigated the image intensity statistics over time, and regarding image analysis we assessed the number of feature correspondences between consecutive frames of temporal image sequences. For the evaluation we used HDR image data recorded from a vehicle on outdoor or combined outdoor/indoor itineraries, and we performed a comparison with corresponding conventional LDR image data.

  20. A video imaging system and related control hardware for nuclear safeguards surveillance applications

    International Nuclear Information System (INIS)

    Whichello, J.V.

    1987-03-01

    A novel video surveillance system has been developed for safeguards applications in nuclear installations. The hardware was tested at a small experimental enrichment facility located at the Lucas Heights Research Laboratories. The system uses digital video techniques to store, encode and transmit still television pictures over the public telephone network to a receiver located in the Australian Safeguards Office at Kings Cross, Sydney. A decoded, reconstructed picture is then obtained using a second video frame store. A computer-controlled video cassette recorder is used automatically to archive the surveillance pictures. The design of the surveillance system is described with examples of its operation

  1. 100 Million Views of Electronic Cigarette YouTube Videos and Counting: Quantification, Content Evaluation, and Engagement Levels of Videos

    Science.gov (United States)

    2016-01-01

    information-sharing platform for electronic cigarettes. YouTube appears to be used unevenly for promotional purposes by e-cigarette brands, and our analyses indicated a high level of user engagement with a small subset of content. There is evidence that YouTube videos promote e-cigarettes as cigarette smoking cessation tools. Presence and reach of e-cigarette videos on YouTube warrants attention from public health professionals and policymakers. PMID:26993213

  2. Are YouTube videos accurate and reliable on basic life support and cardiopulmonary resuscitation?

    Science.gov (United States)

    Yaylaci, Serpil; Serinken, Mustafa; Eken, Cenker; Karcioglu, Ozgur; Yilmaz, Atakan; Elicabuk, Hayri; Dal, Onur

    2014-10-01

    The objective of this study is to investigate reliability and accuracy of the information on YouTube videos related to CPR and BLS in accord with 2010 CPR guidelines. YouTube was queried using four search terms 'CPR', 'cardiopulmonary resuscitation', 'BLS' and 'basic life support' between 2011 and 2013. Sources that uploaded the videos, the record time, the number of viewers in the study period, inclusion of human or manikins were recorded. The videos were rated if they displayed the correct order of resuscitative efforts in full accord with 2010 CPR guidelines or not. Two hundred and nine videos meeting the inclusion criteria after the search in YouTube with four search terms ('CPR', 'cardiopulmonary resuscitation', 'BLS' and 'basic life support') comprised the study sample subjected to the analysis. Median score of the videos is 5 (IQR: 3.5-6). Only 11.5% (n = 24) of the videos were found to be compatible with 2010 CPR guidelines with regard to sequence of interventions. Videos uploaded by 'Guideline bodies' had significantly higher rates of download when compared with the videos uploaded by other sources. Sources of the videos and date of upload (year) were not shown to have any significant effect on the scores received (P = 0.615 and 0.513, respectively). The videos' number of downloads did not differ according to the videos compatible with the guidelines (P = 0.832). The videos downloaded more than 10,000 times had a higher score than the others (P = 0.001). The majority of You-Tube video clips purporting to be about CPR are not relevant educational material. Of those that are focused on teaching CPR, only a small minority optimally meet the 2010 Resucitation Guidelines. © 2014 Australasian College for Emergency Medicine and Australasian Society for Emergency Medicine.

  3. Minimalism context-aware displays.

    Science.gov (United States)

    Cai, Yang

    2004-12-01

    Despite the rapid development of cyber technologies, today we still have very limited attention and communication bandwidth to process the increasing information flow. The goal of the study is to develop a context-aware filter to match the information load with particular needs and capacities. The functions include bandwidth-resolution trade-off and user context modeling. From the empirical lab studies, it is found that the resolution of images can be reduced in order of magnitude if the viewer knows that he/she is looking for particular features. The adaptive display queue is optimized with real-time operational conditions and user's inquiry history. Instead of measuring operator's behavior directly, ubiquitous computing models are developed to anticipate user's behavior from the operational environment data. A case study of the video stream monitoring for transit security is discussed in the paper. In addition, the author addresses the future direction of coherent human-machine vision systems.

  4. Correlates and consequences of exposure to video game violence: hostile personality, empathy, and aggressive behavior.

    Science.gov (United States)

    Bartholow, Bruce D; Sestir, Marc A; Davis, Edward B

    2005-11-01

    Research has shown that exposure to violent video games causes increases in aggression, but the mechanisms of this effect have remained elusive. Also, potential differences in short-term and long-term exposure are not well understood. An initial correlational study shows that video game violence exposure (VVE) is positively correlated with self-reports of aggressive behavior and that this relation is robust to controlling for multiple aspects of personality. A lab experiment showed that individuals low in VVE behave more aggressively after playing a violent video game than after a nonviolent game but that those high in VVE display relatively high levels of aggression regardless of game content. Mediational analyses show that trait hostility, empathy, and hostile perceptions partially account for the VVE effect on aggression. These findings suggest that repeated exposure to video game violence increases aggressive behavior in part via changes in cognitive and personality factors associated with desensitization.

  5. 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.

  6. Lyme Disease and YouTube TM: A Cross-Sectional Study of Video Contents.

    Science.gov (United States)

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

    2017-08-01

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

  7. Facial Displays Are Tools for Social Influence.

    Science.gov (United States)

    Crivelli, Carlos; Fridlund, Alan J

    2018-05-01

    Based on modern theories of signal evolution and animal communication, the behavioral ecology view of facial displays (BECV) reconceives our 'facial expressions of emotion' as social tools that serve as lead signs to contingent action in social negotiation. BECV offers an externalist, functionalist view of facial displays that is not bound to Western conceptions about either expressions or emotions. It easily accommodates recent findings of diversity in facial displays, their public context-dependency, and the curious but common occurrence of solitary facial behavior. Finally, BECV restores continuity of human facial behavior research with modern functional accounts of non-human communication, and provides a non-mentalistic account of facial displays well-suited to new developments in artificial intelligence and social robotics. Copyright © 2018 The Authors. Published by Elsevier Ltd.. All rights reserved.

  8. Video gallery of educational lectures integrated in faculty's portal

    Directory of Open Access Journals (Sweden)

    Jaroslav Majerník

    2013-05-01

    Full Text Available This paper presents a web based educational video-clips exhibition created to share various archived lectures for medical students, health care professionals as well as for general public. The presentation of closely related topics was developed as video gallery and it is based solely on free or open source tools to be available for wide academic and/or non-commercial use. Even if the educational video records can be embedded in any websites, we preferred to use our faculty’s portal, which should be a central point to offer various multimedia educational materials. The system was integrated and tested to offer open access to infectology lectures that were captured and archived from live-streamed sessions and from videoconferences.

  9. Fostering science communication and outreach through video production in Dartmouth's IGERT Polar Environmental Change graduate program

    Science.gov (United States)

    Hammond Wagner, C. R.; McDavid, L. A.; Virginia, R. A.

    2013-12-01

    Dartmouth's NSF-supported IGERT Polar Environmental Change graduate program has focused on using video media to foster interdisciplinary thinking and to improve student skills in science communication and public outreach. Researchers, educators, and funding organizations alike recognize the value of video media for making research results more accessible and relevant to diverse audiences and across cultures. We present an affordable equipment set and the basic video training needed as well as available Dartmouth institutional support systems for students to produce outreach videos on climate change and its associated impacts on people. We highlight and discuss the successes and challenges of producing three types of video products created by graduate and undergraduate students affiliated with the Dartmouth IGERT. The video projects created include 1) graduate student profile videos, 2) a series of short student-created educational videos for Greenlandic high school students, and 3) an outreach video about women in science based on the experiences of women students conducting research during the IGERT field seminar at Summit Station and Kangerlussuaq, Greenland. The 'Science in Greenland--It's a Girl Thing' video was featured on The New York Times Dot Earth blog and the Huffington Post Green blog among others and received international recognition. While producing these videos, students 1) identified an audience and created story lines, 2) worked in front of and behind the camera, 3) utilized low-cost digital editing applications, and 4) shared the videos on multiple platforms from social media to live presentations. The three video projects were designed to reach different audiences, and presented unique challenges for content presentation and dissemination. Based on student and faculty assessment, we conclude that the video projects improved student science communication skills and increased public knowledge of polar science and the effects of climate change.

  10. Dashboard Videos

    Science.gov (United States)

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

    2012-01-01

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

  11. Public comment sentiment on educational videos: Understanding the effects of presenter gender, video format, threading, and moderation on YouTube TED talk comments.

    Directory of Open Access Journals (Sweden)

    George Veletsianos

    Full Text Available Scholars, educators, and students are increasingly encouraged to participate in online spaces. While the current literature highlights the potential positive outcomes of such participation, little research exists on the sentiment that these individuals may face online and on the factors that may lead some people to face different types of sentiment than others. To investigate these issues, we examined the strength of positive and negative sentiment expressed in response to TEDx and TED-Ed talks posted on YouTube (n = 655, the effect of several variables on comment and reply sentiment (n = 774,939, and the projected effects that sentiment-based moderation would have had on posted content. We found that most comments and replies were neutral in nature and some topics were more likely than others to elicit positive or negative sentiment. Videos of male presenters showed greater neutrality, while videos of female presenters saw significantly greater positive and negative polarity in replies. Animations neutralized both the negativity and positivity of replies at a very high rate. Gender and video format influenced the sentiment of replies and not just the initial comments that were directed toward the video. Finally, we found that using sentiment as a way to moderate offensive content would have a significant effect on non-offensive content. These findings have far-reaching implications for social media platforms and for those who encourage or prepare students and scholars to participate online.

  12. Public comment sentiment on educational videos: Understanding the effects of presenter gender, video format, threading, and moderation on YouTube TED talk comments

    Science.gov (United States)

    Kimmons, Royce; Larsen, Ross; Dousay, Tonia A.; Lowenthal, Patrick R.

    2018-01-01

    Scholars, educators, and students are increasingly encouraged to participate in online spaces. While the current literature highlights the potential positive outcomes of such participation, little research exists on the sentiment that these individuals may face online and on the factors that may lead some people to face different types of sentiment than others. To investigate these issues, we examined the strength of positive and negative sentiment expressed in response to TEDx and TED-Ed talks posted on YouTube (n = 655), the effect of several variables on comment and reply sentiment (n = 774,939), and the projected effects that sentiment-based moderation would have had on posted content. We found that most comments and replies were neutral in nature and some topics were more likely than others to elicit positive or negative sentiment. Videos of male presenters showed greater neutrality, while videos of female presenters saw significantly greater positive and negative polarity in replies. Animations neutralized both the negativity and positivity of replies at a very high rate. Gender and video format influenced the sentiment of replies and not just the initial comments that were directed toward the video. Finally, we found that using sentiment as a way to moderate offensive content would have a significant effect on non-offensive content. These findings have far-reaching implications for social media platforms and for those who encourage or prepare students and scholars to participate online. PMID:29856749

  13. Public comment sentiment on educational videos: Understanding the effects of presenter gender, video format, threading, and moderation on YouTube TED talk comments.

    Science.gov (United States)

    Veletsianos, George; Kimmons, Royce; Larsen, Ross; Dousay, Tonia A; Lowenthal, Patrick R

    2018-01-01

    Scholars, educators, and students are increasingly encouraged to participate in online spaces. While the current literature highlights the potential positive outcomes of such participation, little research exists on the sentiment that these individuals may face online and on the factors that may lead some people to face different types of sentiment than others. To investigate these issues, we examined the strength of positive and negative sentiment expressed in response to TEDx and TED-Ed talks posted on YouTube (n = 655), the effect of several variables on comment and reply sentiment (n = 774,939), and the projected effects that sentiment-based moderation would have had on posted content. We found that most comments and replies were neutral in nature and some topics were more likely than others to elicit positive or negative sentiment. Videos of male presenters showed greater neutrality, while videos of female presenters saw significantly greater positive and negative polarity in replies. Animations neutralized both the negativity and positivity of replies at a very high rate. Gender and video format influenced the sentiment of replies and not just the initial comments that were directed toward the video. Finally, we found that using sentiment as a way to moderate offensive content would have a significant effect on non-offensive content. These findings have far-reaching implications for social media platforms and for those who encourage or prepare students and scholars to participate online.

  14. Partnering and teamwork to create content for spherical display systems to enhance public literacy in earth system and ocean sciences

    Science.gov (United States)

    Beaulieu, S. E.; Patterson, K.; Joyce, K.; Silva, T.; Madin, K.; Spargo, A.; Brickley, A.; Emery, M.

    2013-12-01

    Spherical display systems, also known as digital globes, are technologies that, in person or online, can be used to help visualize global datasets and earth system processes. Using the InterRidge Global Database of Active Submarine Hydrothermal Vent Fields and imagery from deep-sea vehicles, we are creating content for spherical display systems to educate and excite the public about dynamic geophysical and biological processes and exploration in the deep ocean. The 'Global Viewport for Virtual Exploration of Deep-Sea Hydrothermal Vents' is a collaboration between the Woods Hole Oceanographic Institution and the Ocean Explorium at New Bedford Seaport, hosting a Magic Planet and Science On a Sphere (SOS), respectively. The main activities in the first year of our project were geared towards team building and content development. Here we will highlight the partnering and teamwork involved in creating and testing the effectiveness of our new content. Our core team is composed of a lead scientist, educators at both institutions, graphic artists, and a professional evaluator. The new content addresses key principles of Earth Science Literacy and Ocean Literacy. We will share the collaborative, iterative process by which we developed two educational pieces, 'Life without sunlight' and 'Smoke and fire underwater' - each focusing on a different set of 3 literacy principles. We will share how we conducted our front-end and formative evaluations and how we focused on 2 NSF Informal Education Impact Categories for our evaluation questionnaire for the public. Each educational piece is being produced as a stand-alone movie and as an interactive, docent-led presentation integrating a number of other datasets available from NOAA's SOS Users Network. The proximity of our two institutions enables a unique evaluation of the learning attained with a stand-alone spherical display vs. live presentations with an SOS.

  15. Wired World-Wide Web Interactive Remote Event Display

    Energy Technology Data Exchange (ETDEWEB)

    De Groot, Nicolo

    2003-05-07

    WIRED (World-Wide Web Interactive Remote Event Display) is a framework, written in the Java{trademark} language, for building High Energy Physics event displays. An event display based on the WIRED framework enables users of a HEP collaboration to visualize and analyze events remotely using ordinary WWW browsers, on any type of machine. In addition, event displays using WIRED may provide the general public with access to the research of high energy physics. The recent introduction of the object-oriented Java{trademark} language enables the transfer of machine independent code across the Internet, to be safely executed by a Java enhanced WWW browser. We have employed this technology to create a remote event display in WWW. The combined Java-WWW technology hence assures a world wide availability of such an event display, an always up-to-date program and a platform independent implementation, which is easy to use and to install.

  16. A Data Hiding Technique to Synchronously Embed Physiological Signals in H.264/AVC Encoded Video for Medicine Healthcare.

    Science.gov (United States)

    Peña, Raul; Ávila, Alfonso; Muñoz, David; Lavariega, Juan

    2015-01-01

    The recognition of clinical manifestations in both video images and physiological-signal waveforms is an important aid to improve the safety and effectiveness in medical care. Physicians can rely on video-waveform (VW) observations to recognize difficult-to-spot signs and symptoms. The VW observations can also reduce the number of false positive incidents and expand the recognition coverage to abnormal health conditions. The synchronization between the video images and the physiological-signal waveforms is fundamental for the successful recognition of the clinical manifestations. The use of conventional equipment to synchronously acquire and display the video-waveform information involves complex tasks such as the video capture/compression, the acquisition/compression of each physiological signal, and the video-waveform synchronization based on timestamps. This paper introduces a data hiding technique capable of both enabling embedding channels and synchronously hiding samples of physiological signals into encoded video sequences. Our data hiding technique offers large data capacity and simplifies the complexity of the video-waveform acquisition and reproduction. The experimental results revealed successful embedding and full restoration of signal's samples. Our results also demonstrated a small distortion in the video objective quality, a small increment in bit-rate, and embedded cost savings of -2.6196% for high and medium motion video sequences.

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

    Science.gov (United States)

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

    2015-01-01

    Previous research has shown that exposure to violent video games increases aggression, whereas exposure to prosocial video games can reduce aggressive behavior. However, little is known about the neural correlates of these behavioral effects. This work is the first to investigate the electrophysiological features of the relationship between playing a prosocial video game and inhibition of aggressive behavior. Forty-nine subjects played either a prosocial or a neutral video game for 20 min, then participated in an event-related potential (ERP) experiment based on an oddball paradigm and designed to test electrophysiological responses to prosocial and violent words. Finally, subjects completed a competitive reaction time task (CRTT) which based on Taylor's Aggression Paradigm and contains reaction time and noise intensity chosen as a measure of aggressive behavior. The results show that the prosocial video game group (compared to the neutral video game group) displayed smaller P300 amplitudes, were more accurate in distinguishing violent words, and were less aggressive as evaluated by the CRTT of noise intensity chosen. A mediation analysis shows that the P300 amplitude evoked by violent words partially mediates the relationship between type of video game and subsequent aggressive behavior. The results support theories based on the General Learning Model. We provide converging behavioral and neural evidence that exposure to prosocial media may reduce aggression. PMID:26257620

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

    Directory of Open Access Journals (Sweden)

    Yanling eLiu

    2015-07-01

    Full Text Available Previous research has shown that exposure to violent video games increases aggression, whereas exposure to prosocial video games can reduce aggressive behavior. However, little is known about the neural correlates of these behavioral effects. This work is the first to investigate the electrophysiological features of the relationship between playing a prosocial video game and inhibition of aggressive behavior. Forty-nine subjects played either a prosocial or a neutral video game for 20 minutes, then participated in an event-related potential (ERP experiment based on an oddball paradigm and designed to test electrophysiological responses to prosocial and violent words. Finally, subjects completed a competitive reaction time task (CRTT, which is based on Taylor’s Aggression Paradigm and measures both reaction time and noise intensity preference as indices of aggressive behavior. The results show that the prosocial video game group (compared to the neutral video game group displayed smaller P300 amplitudes, were more accurate in distinguishing violent words, and were less aggressive as evaluated by the CRTT (noise intensity preference. A mediation analysis shows that the P300 amplitude evoked by violent words partially mediates the relationship between type of video game and subsequent aggressive behavior. The results support theories based on the General Learning Model. We provide converging behavioral and neural evidence that exposure to prosocial media may reduce aggression.

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

    Science.gov (United States)

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

    2015-01-01

    Previous research has shown that exposure to violent video games increases aggression, whereas exposure to prosocial video games can reduce aggressive behavior. However, little is known about the neural correlates of these behavioral effects. This work is the first to investigate the electrophysiological features of the relationship between playing a prosocial video game and inhibition of aggressive behavior. Forty-nine subjects played either a prosocial or a neutral video game for 20 min, then participated in an event-related potential (ERP) experiment based on an oddball paradigm and designed to test electrophysiological responses to prosocial and violent words. Finally, subjects completed a competitive reaction time task (CRTT) which based on Taylor's Aggression Paradigm and contains reaction time and noise intensity chosen as a measure of aggressive behavior. The results show that the prosocial video game group (compared to the neutral video game group) displayed smaller P300 amplitudes, were more accurate in distinguishing violent words, and were less aggressive as evaluated by the CRTT of noise intensity chosen. A mediation analysis shows that the P300 amplitude evoked by violent words partially mediates the relationship between type of video game and subsequent aggressive behavior. The results support theories based on the General Learning Model. We provide converging behavioral and neural evidence that exposure to prosocial media may reduce aggression.

  20. Video game addiction, ADHD symptomatology, and video game reinforcement.

    Science.gov (United States)

    Mathews, Christine L; Morrell, Holly E R; Molle, Jon E

    2018-06-06

    Up to 23% of people who play video games report symptoms of addiction. Individuals with attention deficit hyperactivity disorder (ADHD) may be at increased risk for video game addiction, especially when playing games with more reinforcing properties. The current study tested whether level of video game reinforcement (type of game) places individuals with greater ADHD symptom severity at higher risk for developing video game addiction. Adult video game players (N = 2,801; Mean age = 22.43, SD = 4.70; 93.30% male; 82.80% Caucasian) completed an online survey. Hierarchical multiple linear regression analyses were used to test type of game, ADHD symptom severity, and the interaction between type of game and ADHD symptomatology as predictors of video game addiction severity, after controlling for age, gender, and weekly time spent playing video games. ADHD symptom severity was positively associated with increased addiction severity (b = .73 and .68, ps .05. The relationship between ADHD symptom severity and addiction severity did not depend on the type of video game played or preferred most, ps > .05. Gamers who have greater ADHD symptom severity may be at greater risk for developing symptoms of video game addiction and its negative consequences, regardless of type of video game played or preferred most. Individuals who report ADHD symptomatology and also identify as gamers may benefit from psychoeducation about the potential risk for problematic play.

  1. Privacy information management for video surveillance

    Science.gov (United States)

    Luo, Ying; Cheung, Sen-ching S.

    2013-05-01

    The widespread deployment of surveillance cameras has raised serious privacy concerns. Many privacy-enhancing schemes have been proposed to automatically redact images of trusted individuals in the surveillance video. To identify these individuals for protection, the most reliable approach is to use biometric signals such as iris patterns as they are immutable and highly discriminative. In this paper, we propose a privacy data management system to be used in a privacy-aware video surveillance system. The privacy status of a subject is anonymously determined based on her iris pattern. For a trusted subject, the surveillance video is redacted and the original imagery is considered to be the privacy information. Our proposed system allows a subject to access her privacy information via the same biometric signal for privacy status determination. Two secure protocols, one for privacy information encryption and the other for privacy information retrieval are proposed. Error control coding is used to cope with the variability in iris patterns and efficient implementation is achieved using surrogate data records. Experimental results on a public iris biometric database demonstrate the validity of our framework.

  2. A Secure and Robust Object-Based Video Authentication System

    Directory of Open Access Journals (Sweden)

    He Dajun

    2004-01-01

    Full Text Available An object-based video authentication system, which combines watermarking, error correction coding (ECC, and digital signature techniques, is presented for protecting the authenticity between video objects and their associated backgrounds. In this system, a set of angular radial transformation (ART coefficients is selected as the feature to represent the video object and the background, respectively. ECC and cryptographic hashing are applied to those selected coefficients to generate the robust authentication watermark. This content-based, semifragile watermark is then embedded into the objects frame by frame before MPEG4 coding. In watermark embedding and extraction, groups of discrete Fourier transform (DFT coefficients are randomly selected, and their energy relationships are employed to hide and extract the watermark. The experimental results demonstrate that our system is robust to MPEG4 compression, object segmentation errors, and some common object-based video processing such as object translation, rotation, and scaling while securely preventing malicious object modifications. The proposed solution can be further incorporated into public key infrastructure (PKI.

  3. Distributed coding/decoding complexity in video sensor networks.

    Science.gov (United States)

    Cordeiro, Paulo J; Assunção, Pedro

    2012-01-01

    Video Sensor Networks (VSNs) are recent communication infrastructures used to capture and transmit dense visual information from an application context. In such large scale environments which include video coding, transmission and display/storage, there are several open problems to overcome in practical implementations. This paper addresses the most relevant challenges posed by VSNs, namely stringent bandwidth usage and processing time/power constraints. In particular, the paper proposes a novel VSN architecture where large sets of visual sensors with embedded processors are used for compression and transmission of coded streams to gateways, which in turn transrate the incoming streams and adapt them to the variable complexity requirements of both the sensor encoders and end-user decoder terminals. Such gateways provide real-time transcoding functionalities for bandwidth adaptation and coding/decoding complexity distribution by transferring the most complex video encoding/decoding tasks to the transcoding gateway at the expense of a limited increase in bit rate. Then, a method to reduce the decoding complexity, suitable for system-on-chip implementation, is proposed to operate at the transcoding gateway whenever decoders with constrained resources are targeted. The results show that the proposed method achieves good performance and its inclusion into the VSN infrastructure provides an additional level of complexity control functionality.

  4. A new AS-display as part of the MIRO lightweight robot for surgical applications

    Science.gov (United States)

    Grossmann, Christoph M.

    2010-02-01

    The DLR MIRO is the second generation of versatile robot arms for surgical applications, developed at the Institute for Robotics and Mechatronics at Deutsche Zentrum für Luft- und Raumfahrt (DLR) in Oberpfaffenhofen, Germany. With its low weight of 10 kg and dimensions similar to those of the human arm, the MIRO robot can assist the surgeon directly at the operating table where space is scarce. The planned scope of applications of this robot arm ranges from guiding a laser unit for the precise separation of bone tissue in orthopedics to positioning holes for bone screws, robot assisted endoscope guidance and on to the multi-robot concept for endoscopic minimally invasive surgery. A stereo-endoscope delivers two full HD video streams that can even be augmented with information, e.g vectors indicating the forces that act on the surgical tool at any given moment. SeeFront's new autostereoscopic 3D display SF 2223, being a part of the MIRO assembly, will let the surgeon view the stereo video stream in excellent quality, in real time and without the need for any viewing aids. The presentation is meant to provide an insight into the principles at the basis of the SeeFront 3D technology and how they allow the creation of autostereoscopic display solutions ranging from smallest "stamp-sized" displays to 30" desktop versions, which all provide comfortable freedom of movement for the viewer along with excellent 3D image quality.

  5. An approach to tackle visual display unit user health problems

    International Nuclear Information System (INIS)

    McCallum, H.M.; Heaton, B.

    1992-01-01

    Reported health hazards from video display units (VDUs) vary from headaches to miscarriage and there is some concern that health problems experienced by VDU users could be associated with extra-low-frequency (ELF) electromagnetic field emissions. While investigating an individual case of 'VDU Syndrome' a procedure was developed which could be used to investigate and evaluate other complaints of a similar type. A relationship between the number of hours monitor work and severity of symptoms was observed along with a cyclic nature to the operator's sensitivity to VDU work. (author)

  6. Impact of an active video game on healthy children's physical activity.

    Science.gov (United States)

    Baranowski, Tom; Abdelsamad, Dina; Baranowski, Janice; O'Connor, Teresia Margareta; Thompson, Debbe; Barnett, Anthony; Cerin, Ester; Chen, Tzu-An

    2012-03-01

    This naturalistic study tests whether children receiving a new (to them) active video game spontaneously engage in more physical activity than those receiving an inactive video game, and whether the effect would be greater among children in unsafe neighborhoods, who might not be allowed to play outside. Participants were children 9 to 12 years of age, with a BMI >50th percentile, but video games. A randomized clinical trial assigned children to receiving 2 active or 2 inactive video games, the peripherals necessary to run the games, and a Wii console. Physical activity was monitored by using accelerometers for 5 weeks over the course of a 13-week experiment. Neighborhood safety was assessed with a 12 item validated questionnaire. There was no evidence that children receiving the active video games were more active in general, or at anytime, than children receiving the inactive video games. The outcomes were not moderated by parent perceived neighborhood safety, child BMI z score, or other demographic characteristics. These results provide no reason to believe that simply acquiring an active video game under naturalistic circumstances provides a public health benefit to children.

  7. Designing and Using Videos in Undergraduate Geoscience Education - a workshop and resource website review

    Science.gov (United States)

    Wiese, K.; Mcconnell, D. A.

    2014-12-01

    Do you use video in your teaching? Do you make your own video? Interested in joining our growing community of geoscience educators designing and using video inside and outside the classroom? Over four months in Spring 2014, 22 educators of varying video design and development expertise participated in an NSF-funded On the Cutting Edge virtual workshop to review the best educational research on video design and use; to share video-development/use strategies and experiences; and to develop a website of resources for a growing community of geoscience educators who use video: http://serc.carleton.edu/NAGTWorkshops/video/workshop2014/index.html. The site includes links to workshop presentations, teaching activity collections, and a growing collection of online video resources, including "How-To" videos for various video editing or video-making software and hardware options. Additional web resources support several topical themes including: using videos to flip classes, handling ADA access and copyright issues, assessing the effectiveness of videos inside and outside the classroom, best design principles for video learning, and lists and links of the best videos publicly available for use. The workshop represents an initial step in the creation of an informal team of collaborators devoted to the development and support of an ongoing network of geoscience educators designing and using video. Instructors who are interested in joining this effort are encouraged to contact the lead author.

  8. Enhancement system of nighttime infrared video image and visible video image

    Science.gov (United States)

    Wang, Yue; Piao, Yan

    2016-11-01

    Visibility of Nighttime video image has a great significance for military and medicine areas, but nighttime video image has so poor quality that we can't recognize the target and background. Thus we enhance the nighttime video image by fuse infrared video image and visible video image. According to the characteristics of infrared and visible images, we proposed improved sift algorithm andαβ weighted algorithm to fuse heterologous nighttime images. We would deduced a transfer matrix from improved sift algorithm. The transfer matrix would rapid register heterologous nighttime images. And theαβ weighted algorithm can be applied in any scene. In the video image fusion system, we used the transfer matrix to register every frame and then used αβ weighted method to fuse every frame, which reached the time requirement soft video. The fused video image not only retains the clear target information of infrared video image, but also retains the detail and color information of visible video image and the fused video image can fluency play.

  9. Agency Video, Audio and Imagery Library

    Science.gov (United States)

    Grubbs, Rodney

    2015-01-01

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

  10. Organ donation video messaging: differential appeal, emotional valence, and behavioral intention.

    Science.gov (United States)

    Rodrigue, J R; Fleishman, A; Vishnevsky, T; Fitzpatrick, S; Boger, M

    2014-10-01

    Video narratives increasingly are used to draw the public's attention to the need for more registered organ donors. We assessed the differential impact of donation messaging videos on appeal, emotional valence, and organ donation intentions in 781 non-registered adults. Participants watched six videos (four personal narratives, one informational video without personal narrative, and one unrelated to donation) with or without sound (subtitled), randomly sequenced to minimize order effects. We assessed appeal, emotional valence, readiness to register as organ donors, and donation information-seeking behavior. Compared to other video types, one featuring a pediatric transplant recipient (with or without sound) showed more favorable appeal (p emotional valence (p emotion (OR = 1.05, 95% CI = 1.03, 1.07, p < 0.001) were significant multivariable predictors of clicking through to the donation website. Brief, one-min videos can have a very dramatic and positive impact on willingness to consider donation and behavioral intentions to register as an organ donor. © 2014 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  11. Video: useful tool for delivering family planning messages.

    Science.gov (United States)

    Sumarsono, S K

    1985-10-01

    In 1969, the Government of Indonesia declared that the population explosion was a national problem. The National Family Planning Program was consequently launched to encourage adoption of the ideal of a small, happy and prosperous family norm. Micro-approach messages are composed of the following: physiology of menstruation; reproductive process; healthy pregnancy; rational family planning; rational application of contraceptives; infant and child care; nutrition improvement; increase in breastfeeding; increase in family income; education in family life; family health; and deferred marriage age. Macro-approach messages include: the population problem and its impact on socioeconomic aspects; efforts to cope with the population problem; and improvement of women's lot. In utilizing the media and communication channels, the program encourages the implementation of units and working units of IEC to produce IEC materials; utilizes all possible existing media and IEC channels; maintains the consistent linkage between the activity of mass media and the IEC activities in the field; and encourages the private sector to participate in the production of IEC media and materials. A media production center was set up and carries out the following activities: producing video cassettes for tv broadcasts of family planning drama, family planning news, and tv spots; producing duplicates of the video cassettes for distribution to provinces in support of the video network; producing teaching materials for family planning workers; and transfering family planning films into video cassettes. A video network was developed and includes video monitors in family planning service points such as hospitals, family planning clinics and public places like bus stations. In 1985, the program will be expanded by 50 mobile information units equipped with video monitors. Video has potentials to increase the productivity and effectiveness of the family planning program. The video production process is

  12. Efficient management and promotion of utilization of the video information acquired by observation

    Science.gov (United States)

    Kitayama, T.; Tanaka, K.; Shimabukuro, R.; Hase, H.; Ogido, M.; Nakamura, M.; Saito, H.; Hanafusa, Y.; Sonoda, A.

    2012-12-01

    In Japan Agency for Marine-Earth Science and Technology (JAMSTEC), the deep sea videos are made from the research by JAMSTEC submersibles in 1982, and the information on the huge deep-sea that will reach more 4,000 dives (ca. 24,700 tapes) by the present are opened to public via the Internet since 2002. The deep-sea videos is important because the time variation of deep-sea environment with difficult investigation and collection and growth of the living thing in extreme environment can be checked. Moreover, with development of video technique, the advanced analysis of an investigation image is attained. For grasp of deep sea environment, especially the utility value of the image is high. In JAMSTEC's Data Research Center for Marine-Earth Sciences (DrC), collection of the video are obtained by dive investigation of JAMSTEC, preservation, quality control, and open to public are performed. It is our big subject that the huge video information which utility value has expanded managed efficiently and promotion of use. In this announcement, the present measure is introduced about these subjects . The videos recorded on a tape or various media onboard are collected, and the backup and encoding for preventing the loss and degradation are performed. The video inside of a hard disk has the large file size. Then, we use the Linear Tape File System (LTFS) which attracts attention with image management engineering these days. Cost does not start compared with the usual disk backup, but correspondence years can also save the video data for a long time, and the operatively of a file is not different from a disk. The video that carried out the transcode to offer is archived by disk storage, and offer according to a use is possible for it. For the promotion of utilization of the video, the video public presentation system was reformed completely from November, 2011 to "JAMSTEC E-library of Deep Sea Images (http:// www.godac.jamstec.go.jp/jedi/)" This new system has preparing

  13. On-screen-display (OSD) menu detection for proper stereo content reproduction for 3D TV

    Science.gov (United States)

    Tolstaya, Ekaterina V.; Bucha, Victor V.; Rychagov, Michael N.

    2011-03-01

    Modern consumer 3D TV sets are able to show video content in two different modes: 2D and 3D. In 3D mode, stereo pair comes from external device such as Blue-ray player, satellite receivers etc. The stereo pair is split into left and right images that are shown one after another. The viewer sees different image for left and right eyes using shutter-glasses properly synchronized with a 3DTV. Besides, some devices that provide TV with a stereo content are able to display some additional information by imposing an overlay picture on video content, an On-Screen-Display (OSD) menu. Some OSDs are not always 3D compatible and lead to incorrect 3D reproduction. In this case, TV set must recognize the type of OSD, whether it is 3D compatible, and visualize it correctly by either switching off stereo mode, or continue demonstration of stereo content. We propose a new stable method for detection of 3D incompatible OSD menus on stereo content. Conventional OSD is a rectangular area with letters and pictograms. OSD menu can be of different transparency levels and colors. To be 3D compatible, an OSD is overlaid separately on both images of a stereo pair. The main problem in detecting OSD is to distinguish whether the color difference is due to OSD presence, or due to stereo parallax. We applied special techniques to find reliable image difference and additionally used a cue that usually OSD has very implicit geometrical features: straight parallel lines. The developed algorithm was tested on our video sequences database, with several types of OSD with different colors and transparency levels overlaid upon video content. Detection quality exceeded 99% of true answers.

  14. Scanning fiber microdisplay: design, implementation, and comparison to MEMS mirror-based scanning displays.

    Science.gov (United States)

    Khayatzadeh, Ramin; Civitci, Fehmi; Ferhanoglu, Onur; Urey, Hakan

    2018-03-05

    In this study, we propose a compact, lightweight scanning fiber microdisplay towards virtual and augmented reality applications. Our design that is tailored as a head-worn-display simply consists of a four-quadrant piezoelectric tube actuator through which a fiber optics cable is extended and actuated, and a reflective (or semi-reflective) ellipsoidal surface that relays the moving tip of the fiber onto the viewer's retina. The proposed display, offers significant advantages in terms of architectural simplicity, form-factor, fabrication complexity and cost over other fiber scanner and MEMS mirror counterparts towards practical realization. We demonstrate the display of various patterns with ∼VGA resolution and further provide analytical formulas for mechanical and optical constraints to compare the performance of the proposed scanning fiber microdisplay with that of MEMS mirror-based microdisplays. Also we discuss the road steps towards improving the performance of the proposed scanning fiber microdisplay to high-definition video formats (such as HD1440), which is beyond what has been achieved by MEMS mirror based laser scanning displays.

  15. Video profile monitor diagnostic system for GTA

    International Nuclear Information System (INIS)

    Sandovil, D.P.; Garcia, R.C.; Gilpatrick, J.D.; Johnson, K.F.; Shinas, M.A.; Wright, R.; Yuan, V.; Zander, M.E.

    1992-01-01

    This paper describes a video diagnostic system used to measure the beam profile and position of the Ground Test Accelerator 2.5 MeV H - ion beam as it exits the intermediate matching section. Inelastic collisions between H - ions and residual nitrogen in the vacuum chamber cause the nitrogen to fluoresce. The resulting light is captured through transport optics by an intensified CCD camera and is digitized. Real-time beam profile images are displayed and stored for detailed analysis. Analyzed data showing resolutions for both position and profile measurements will also be presented. (Author) 5 refs., 7 figs

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

    OpenAIRE

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

    2014-01-01

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

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

    Directory of Open Access Journals (Sweden)

    P. Rante

    2013-10-01

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

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

    International Nuclear Information System (INIS)

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

    2009-01-01

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

  19. Video game performances are preserved in ADHD children compared with controls.

    Science.gov (United States)

    Bioulac, Stéphanie; Lallemand, Stéphanie; Fabrigoule, Colette; Thoumy, Anne-Laure; Philip, Pierre; Bouvard, Manuel Pierre

    2014-08-01

    Although ADHD and excessive video game playing have received some attention, few studies have explored the performances of ADHD children when playing video games. The authors hypothesized that performances of ADHD children would be as good as those of control children in motivating video games tasks but not in the Continuous Performance Test II (CPT II). The sample consisted of 26 ADHD children and 16 control children. Performances of ADHD and control children were compared on three commercially available games, on the repetition of every game, and on the CPT II. ADHD children had lower performances on the CPT II than did controls, but they exhibited equivalent performances to controls when playing video games at both sessions and on all three games. When playing video games, ADHD children present no difference in inhibitory performances compared with control children. This demonstrates that cognitive difficulties in ADHD are task dependent. © 2012 SAGE Publications.

  20. Remote Video Auditing in the Surgical Setting.

    Science.gov (United States)

    Pedersen, Anne; Getty Ritter, Elizabeth; Beaton, Megan; Gibbons, David

    2017-02-01

    Remote video auditing, a method first adopted by the food preparation industry, was later introduced to the health care industry as a novel approach to improving hand hygiene practices. This strategy yielded tremendous and sustained improvement, causing leaders to consider the potential effects of such technology on the complex surgical environment. This article outlines the implementation of remote video auditing and the first year of activity, outcomes, and measurable successes in a busy surgery department in the eastern United States. A team of anesthesia care providers, surgeons, and OR personnel used low-resolution cameras, large-screen displays, and cell phone alerts to make significant progress in three domains: application of the Universal Protocol for preventing wrong site, wrong procedure, wrong person surgery; efficiency metrics; and cleaning compliance. The use of cameras with real-time auditing and results-sharing created an environment of continuous learning, compliance, and synergy, which has resulted in a safer, cleaner, and more efficient OR. Copyright © 2017 AORN, Inc. Published by Elsevier Inc. All rights reserved.

  1. Capturing and displaying microscopic images used in medical diagnostics and forensic science using 4K video resolution – an application in higher education

    NARCIS (Netherlands)

    Jan Kuijten; Ajda Ortac; Hans Maier; Gert de Heer

    2015-01-01

    To analyze, interpret and evaluate microscopic images, used in medical diagnostics and forensic science, video images for educational purposes were made with a very high resolution of 4096 × 2160 pixels (4K), which is four times as many pixels as High-Definition Video (1920 × 1080 pixels).

  2. Eye movement analysis of reading from computer displays, eReaders and printed books.

    Science.gov (United States)

    Zambarbieri, Daniela; Carniglia, Elena

    2012-09-01

    To compare eye movements during silent reading of three eBooks and a printed book. The three different eReading tools were a desktop PC, iPad tablet and Kindle eReader. Video-oculographic technology was used for recording eye movements. In the case of reading from the computer display the recordings were made by a video camera placed below the computer screen, whereas for reading from the iPad tablet, eReader and printed book the recording system was worn by the subject and had two cameras: one for recording the movement of the eyes and the other for recording the scene in front of the subject. Data analysis provided quantitative information in terms of number of fixations, their duration, and the direction of the movement, the latter to distinguish between fixations and regressions. Mean fixation duration was different only in reading from the computer display, and was similar for the Tablet, eReader and printed book. The percentage of regressions with respect to the total amount of fixations was comparable for eReading tools and the printed book. The analysis of eye movements during reading an eBook from different eReading tools suggests that subjects' reading behaviour is similar to reading from a printed book. © 2012 The College of Optometrists.

  3. Video encryption using chaotic masks in joint transform correlator

    Science.gov (United States)

    Saini, Nirmala; Sinha, Aloka

    2015-03-01

    A real-time optical video encryption technique using a chaotic map has been reported. In the proposed technique, each frame of video is encrypted using two different chaotic random phase masks in the joint transform correlator architecture. The different chaotic random phase masks can be obtained either by using different iteration levels or by using different seed values of the chaotic map. The use of different chaotic random phase masks makes the decryption process very complex for an unauthorized person. Optical, as well as digital, methods can be used for video encryption but the decryption is possible only digitally. To further enhance the security of the system, the key parameters of the chaotic map are encoded using RSA (Rivest-Shamir-Adleman) public key encryption. Numerical simulations are carried out to validate the proposed technique.

  4. Video encryption using chaotic masks in joint transform correlator

    International Nuclear Information System (INIS)

    Saini, Nirmala; Sinha, Aloka

    2015-01-01

    A real-time optical video encryption technique using a chaotic map has been reported. In the proposed technique, each frame of video is encrypted using two different chaotic random phase masks in the joint transform correlator architecture. The different chaotic random phase masks can be obtained either by using different iteration levels or by using different seed values of the chaotic map. The use of different chaotic random phase masks makes the decryption process very complex for an unauthorized person. Optical, as well as digital, methods can be used for video encryption but the decryption is possible only digitally. To further enhance the security of the system, the key parameters of the chaotic map are encoded using RSA (Rivest–Shamir–Adleman) public key encryption. Numerical simulations are carried out to validate the proposed technique. (paper)

  5. Making it Real: Faculty Collaboration to Create Video Content

    Directory of Open Access Journals (Sweden)

    Claudia Jennifer Dold

    2012-04-01

    Full Text Available Interest in integrative health care is a growing area of health practice, combining conventional medical treatments with safe and effective complementary and alternative medicine. These modalities relate to both improving physical and psychological well-being, and enhancing conventional talk therapy. In an interdisciplinary collaboration, teaching and library faculty have created a series of sixteen on-line video interviews that introduce practitioner-relevant experiences to students as supplemental course material. These videos are available through the department web-pages to students in other related disciplines as well, including Social Work, Counselor Education, Psychology, and the Colleges of Public Health, Nursing, and Medicine. The video series was undertaken as part of the educational mission of the library, bringing to the classroom new material that is essential to the professional development of future counselors.

  6. Parts-based detection of AK-47s for forensic video analysis

    OpenAIRE

    Jones, Justin

    2010-01-01

    Approved for public release; distribution is unlimited Law enforcement, military personnel, and forensic analysts are increasingly reliant on imaging ystems to perform in a hostile environment and require a robust method to efficiently locate bjects of interest in videos and still images. Current approaches require a full-time operator to monitor a surveillance video or to sift a hard drive for suspicious content. In this thesis, we demonstrate the effectiveness of automated analysis tools...

  7. Effects of Video Caption Modes on English Listening Comprehension and Vocabulary Acquisition Using Handheld Devices

    Science.gov (United States)

    Hsu, Ching-Kun; Hwang, Gwo-Jen; Chang, Yu-Tzu; Chang, Chih-Kai

    2013-01-01

    This study investigates the effects of different display modes of video captions on mobile devices, including non-caption, full-caption, and target-word modes, on the English comprehension and vocabulary acquisition of fifth graders. During the one-month experiment, the status of the students' English listening comprehension and vocabulary…

  8. Application of the Decomposition Method to the Design Complexity of Computer-based Display

    Energy Technology Data Exchange (ETDEWEB)

    Kim, Hyoung Ju; Lee, Seung Woo; Seong, Poong Hyun [Korea Advanced Institute of Science and Technology, Daejeon (Korea, Republic of); Park, Jin Kyun [Korea Atomic Energy Research Institute, Daejeon (Korea, Republic of)

    2012-05-15

    The importance of the design of human machine interfaces (HMIs) for human performance and safety has long been recognized in process industries. In case of nuclear power plants (NPPs), HMIs have significant implications for the safety of the NPPs since poor implementation of HMIs can impair the operators' information searching ability which is considered as one of the important aspects of human behavior. To support and increase the efficiency of the operators' information searching behavior, advanced HMIs based on computer technology are provided. Operators in advanced main control room (MCR) acquire information through video display units (VDUs), and large display panel (LDP) required for the operation of NPPs. These computer-based displays contain a very large quantity of information and present them in a variety of formats than conventional MCR. For example, these displays contain more elements such as abbreviations, labels, icons, symbols, coding, and highlighting than conventional ones. As computer-based displays contain more information, complexity of the elements becomes greater due to less distinctiveness of each element. A greater understanding is emerging about the effectiveness of designs of computer-based displays, including how distinctively display elements should be designed. And according to Gestalt theory, people tend to group similar elements based on attributes such as shape, color or pattern based on the principle of similarity. Therefore, it is necessary to consider not only human operator's perception but the number of element consisting of computer-based display

  9. Application of the Decomposition Method to the Design Complexity of Computer-based Display

    International Nuclear Information System (INIS)

    Kim, Hyoung Ju; Lee, Seung Woo; Seong, Poong Hyun; Park, Jin Kyun

    2012-01-01

    The importance of the design of human machine interfaces (HMIs) for human performance and safety has long been recognized in process industries. In case of nuclear power plants (NPPs), HMIs have significant implications for the safety of the NPPs since poor implementation of HMIs can impair the operators' information searching ability which is considered as one of the important aspects of human behavior. To support and increase the efficiency of the operators' information searching behavior, advanced HMIs based on computer technology are provided. Operators in advanced main control room (MCR) acquire information through video display units (VDUs), and large display panel (LDP) required for the operation of NPPs. These computer-based displays contain a very large quantity of information and present them in a variety of formats than conventional MCR. For example, these displays contain more elements such as abbreviations, labels, icons, symbols, coding, and highlighting than conventional ones. As computer-based displays contain more information, complexity of the elements becomes greater due to less distinctiveness of each element. A greater understanding is emerging about the effectiveness of designs of computer-based displays, including how distinctively display elements should be designed. And according to Gestalt theory, people tend to group similar elements based on attributes such as shape, color or pattern based on the principle of similarity. Therefore, it is necessary to consider not only human operator's perception but the number of element consisting of computer-based display

  10. Multi-Task Video Captioning with Video and Entailment Generation

    OpenAIRE

    Pasunuru, Ramakanth; Bansal, Mohit

    2017-01-01

    Video captioning, the task of describing the content of a video, has seen some promising improvements in recent years with sequence-to-sequence models, but accurately learning the temporal and logical dynamics involved in the task still remains a challenge, especially given the lack of sufficient annotated data. We improve video captioning by sharing knowledge with two related directed-generation tasks: a temporally-directed unsupervised video prediction task to learn richer context-aware vid...

  11. Video Quality Prediction Models Based on Video Content Dynamics for H.264 Video over UMTS Networks

    Directory of Open Access Journals (Sweden)

    Asiya Khan

    2010-01-01

    Full Text Available The aim of this paper is to present video quality prediction models for objective non-intrusive, prediction of H.264 encoded video for all content types combining parameters both in the physical and application layer over Universal Mobile Telecommunication Systems (UMTS networks. In order to characterize the Quality of Service (QoS level, a learning model based on Adaptive Neural Fuzzy Inference System (ANFIS and a second model based on non-linear regression analysis is proposed to predict the video quality in terms of the Mean Opinion Score (MOS. The objective of the paper is two-fold. First, to find the impact of QoS parameters on end-to-end video quality for H.264 encoded video. Second, to develop learning models based on ANFIS and non-linear regression analysis to predict video quality over UMTS networks by considering the impact of radio link loss models. The loss models considered are 2-state Markov models. Both the models are trained with a combination of physical and application layer parameters and validated with unseen dataset. Preliminary results show that good prediction accuracy was obtained from both the models. The work should help in the development of a reference-free video prediction model and QoS control methods for video over UMTS networks.

  12. 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…

  13. Transcript structure and domain display: a customizable transcript visualization tool.

    Science.gov (United States)

    Watanabe, Kenneth A; Ma, Kaiwang; Homayouni, Arielle; Rushton, Paul J; Shen, Qingxi J

    2016-07-01

    Transcript Structure and Domain Display (TSDD) is a publicly available, web-based program that provides publication quality images of transcript structures and domains. TSDD is capable of producing transcript structures from GFF/GFF3 and BED files. Alternatively, the GFF files of several model organisms have been pre-loaded so that users only needs to enter the locus IDs of the transcripts to be displayed. Visualization of transcripts provides many benefits to researchers, ranging from evolutionary analysis of DNA-binding domains to predictive function modeling. TSDD is freely available for non-commercial users at http://shenlab.sols.unlv.edu/shenlab/software/TSD/transcript_display.html : jeffery.shen@unlv.nevada.edu. © The Author 2016. Published by Oxford University Press. All rights reserved. For Permissions, please e-mail: journals.permissions@oup.com.

  14. Pre-Exposure Prophylaxis YouTube Videos: Content Evaluation.

    Science.gov (United States)

    Kecojevic, Aleksandar; Basch, Corey; Basch, Charles; Kernan, William

    2018-02-16

    Antiretroviral (ARV) medicines reduce the risk of transmitting the HIV virus and are recommended as daily pre-exposure prophylaxis (PrEP) in combination with safer sex practices for HIV-negative individuals at a high risk for infection, but are underused in HIV prevention. Previous literature suggests that YouTube is extensively used to share health information. While pre-exposure prophylaxis (PrEP) is a novel and promising approach to HIV prevention, there is limited understanding of YouTube videos as a source of information on PrEP. The objective of this study was to describe the sources, characteristics, and content of the most widely viewed PrEP YouTube videos published up to October 1, 2016. The keywords "pre-exposure prophylaxis" and "Truvada" were used to find 217 videos with a view count >100. Videos were coded for source, view count, length, number of comments, and selected aspects of content. Videos were also assessed for the most likely target audience. The total cumulative number of views was >2.3 million, however, a single Centers for Disease Control and Prevention video accounted for >1.2 million of the total cumulative views. A great majority (181/217, 83.4%) of the videos promoted the use of PrEP, whereas 60.8% (132/217) identified the specific target audience. In contrast, only 35.9% (78/217) of the videos mentioned how to obtain PrEP, whereas less than one third addressed the costs, side effects, and safety aspects relating to PrEP. Medical and academic institutions were the sources of the largest number of videos (66/217, 30.4%), followed by consumers (63/217, 29.0%), community-based organizations (CBO; 48/217, 22.1%), and media (40/217, 18.4%). Videos uploaded by the media sources were more likely to discuss the cost of PrEP (PYouTube videos can be used to share reliable PrEP information with individuals. Further research is needed to identify the best practices for using this medium to promote and increase PrEP uptake. ©Aleksandar Kecojevic

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

    Science.gov (United States)

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

    2017-11-01

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

  16. Non-Cooperative Facial Recognition Video Dataset Collection Plan

    Energy Technology Data Exchange (ETDEWEB)

    Kimura, Marcia L. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Erikson, Rebecca L. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Lombardo, Nicholas J. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States)

    2013-08-31

    The Pacific Northwest National Laboratory (PNNL) will produce a non-cooperative (i.e. not posing for the camera) facial recognition video data set for research purposes to evaluate and enhance facial recognition systems technology. The aggregate data set consists of 1) videos capturing PNNL role players and public volunteers in three key operational settings, 2) photographs of the role players for enrolling in an evaluation database, and 3) ground truth data that documents when the role player is within various camera fields of view. PNNL will deliver the aggregate data set to DHS who may then choose to make it available to other government agencies interested in evaluating and enhancing facial recognition systems. The three operational settings that will be the focus of the video collection effort include: 1) unidirectional crowd flow 2) bi-directional crowd flow, and 3) linear and/or serpentine queues.

  17. A video authentication technique

    International Nuclear Information System (INIS)

    Johnson, C.S.

    1987-01-01

    Unattended video surveillance systems are particularly vulnerable to the substitution of false video images into the cable that connects the camera to the video recorder. New technology has made it practical to insert a solid state video memory into the video cable, freeze a video image from the camera, and hold this image as long as desired. Various techniques, such as line supervision and sync detection, have been used to detect video cable tampering. The video authentication technique described in this paper uses the actual video image from the camera as the basis for detecting any image substitution made during the transmission of the video image to the recorder. The technique, designed for unattended video systems, can be used for any video transmission system where a two-way digital data link can be established. The technique uses similar microprocessor circuitry at the video camera and at the video recorder to select sample points in the video image for comparison. The gray scale value of these points is compared at the recorder controller and if the values agree within limits, the image is authenticated. If a significantly different image was substituted, the comparison would fail at a number of points and the video image would not be authenticated. The video authentication system can run as a stand-alone system or at the request of another system

  18. The LivePhoto Physics videos and video analysis site

    Science.gov (United States)

    Abbott, David

    2009-09-01

    The LivePhoto site is similar to an archive of short films for video analysis. Some videos have Flash tools for analyzing the video embedded in the movie. Most of the videos address mechanics topics with titles like Rolling Pencil (check this one out for pedagogy and content knowledge—nicely done!), Juggler, Yo-yo, Puck and Bar (this one is an inelastic collision with rotation), but there are a few titles in other areas (E&M, waves, thermo, etc.).

  19. Are active video games useful to combat obesity?

    Science.gov (United States)

    There has been a lot of interest in active video games (AVGs), sometimes called exergames, as a source of physical activity (PA). AVGs were originally designed and sold as an entertainment medium with the objective of making a profit. Members of the public health and kinesiology communities saw the ...

  20. Ranking Highlights in Personal Videos by Analyzing Edited Videos.

    Science.gov (United States)

    Sun, Min; Farhadi, Ali; Chen, Tseng-Hung; Seitz, Steve

    2016-11-01

    We present a fully automatic system for ranking domain-specific highlights in unconstrained personal videos by analyzing online edited videos. A novel latent linear ranking model is proposed to handle noisy training data harvested online. Specifically, given a targeted domain such as "surfing," our system mines the YouTube database to find pairs of raw and their corresponding edited videos. Leveraging the assumption that an edited video is more likely to contain highlights than the trimmed parts of the raw video, we obtain pair-wise ranking constraints to train our model. The learning task is challenging due to the amount of noise and variation in the mined data. Hence, a latent loss function is incorporated to mitigate the issues caused by the noise. We efficiently learn the latent model on a large number of videos (about 870 min in total) using a novel EM-like procedure. Our latent ranking model outperforms its classification counterpart and is fairly competitive compared with a fully supervised ranking system that requires labels from Amazon Mechanical Turk. We further show that a state-of-the-art audio feature mel-frequency cepstral coefficients is inferior to a state-of-the-art visual feature. By combining both audio-visual features, we obtain the best performance in dog activity, surfing, skating, and viral video domains. Finally, we show that impressive highlights can be detected without additional human supervision for seven domains (i.e., skating, surfing, skiing, gymnastics, parkour, dog activity, and viral video) in unconstrained personal videos.

  1. Video processing for human perceptual visual quality-oriented video coding.

    Science.gov (United States)

    Oh, Hyungsuk; Kim, Wonha

    2013-04-01

    We have developed a video processing method that achieves human perceptual visual quality-oriented video coding. The patterns of moving objects are modeled by considering the limited human capacity for spatial-temporal resolution and the visual sensory memory together, and an online moving pattern classifier is devised by using the Hedge algorithm. The moving pattern classifier is embedded in the existing visual saliency with the purpose of providing a human perceptual video quality saliency model. In order to apply the developed saliency model to video coding, the conventional foveation filtering method is extended. The proposed foveation filter can smooth and enhance the video signals locally, in conformance with the developed saliency model, without causing any artifacts. The performance evaluation results confirm that the proposed video processing method shows reliable improvements in the perceptual quality for various sequences and at various bandwidths, compared to existing saliency-based video coding methods.

  2. No Reference Video-Quality-Assessment Model for Monitoring Video Quality of IPTV Services

    Science.gov (United States)

    Yamagishi, Kazuhisa; Okamoto, Jun; Hayashi, Takanori; Takahashi, Akira

    Service providers should monitor the quality of experience of a communication service in real time to confirm its status. To do this, we previously proposed a packet-layer model that can be used for monitoring the average video quality of typical Internet protocol television content using parameters derived from transmitted packet headers. However, it is difficult to monitor the video quality per user using the average video quality because video quality depends on the video content. To accurately monitor the video quality per user, a model that can be used for estimating the video quality per video content rather than the average video quality should be developed. Therefore, to take into account the impact of video content on video quality, we propose a model that calculates the difference in video quality between the video quality of the estimation-target video and the average video quality estimated using a packet-layer model. We first conducted extensive subjective quality assessments for different codecs and video sequences. We then model their characteristics based on parameters related to compression and packet loss. Finally, we verify the performance of the proposed model by applying it to unknown data sets different from the training data sets used for developing the model.

  3. 76 FR 66239 - Safety Zones; Fireworks Displays Within the Fifth Coast Guard District

    Science.gov (United States)

    2011-10-26

    ...-AA00 Safety Zones; Fireworks Displays Within the Fifth Coast Guard District AGENCY: Coast Guard, DHS... safety zones established for fireworks displays at various locations within the geographic boundary of... maritime public from the hazards posed by fireworks displays. Entry into or movement within these proposed...

  4. Failure to demonstrate that playing violent video games diminishes prosocial behavior.

    Science.gov (United States)

    Tear, Morgan J; Nielsen, Mark

    2013-01-01

    Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used. Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect. We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior.

  5. Blood Sampling in Newborns: A Systematic Review of YouTube Videos.

    Science.gov (United States)

    Bueno, Mariana; Nishi, Érika Tihemi; Costa, Taine; Freire, Laís Machado; Harrison, Denise

    Objective of this study was to conduct a systematic review of YouTube videos showing neonatal blood sampling, and to evaluate pain management and comforting interventions used. Selected videos were consumer- or professional-produced videos showing human newborns undergoing heel lancing or venipuncture for blood sampling, videos showing the entire blood sampling procedure (from the first attempt or puncture to the time of application of a cotton ball or bandage), publication date prior to October 2014, Portuguese titles, available audio. Search terms included "neonate," "newborn," "neonatal screening," and "blood collection." Two reviewers independently screened the videos and extracted the following data. A total of 13 140 videos were retrieved, of which 1354 were further evaluated, and 68 were included. Videos were mostly consumer produced (97%). Heel lancing was performed in 62 (91%). Forty-nine infants (72%) were held by an adult during the procedure. Median pain score immediately after puncture was 4 (interquartile range [IQR] = 0-5), and median length of cry throughout the procedure was 61 seconds (IQR = 88). Breastfeeding (3%) and swaddling (1.5%) were rarely implemented. Posted YouTube videos in Portuguese of newborns undergoing blood collection demonstrate minimal use of pain treatment, and maximal distress during procedures. Knowledge translation strategies are needed to implement effective measures for neonatal pain relief and comfort.

  6. Video x-ray progressive scanning: new technique for decreasing x-ray exposure without decreasing image quality during cardiac catheterization

    International Nuclear Information System (INIS)

    Holmes, D.R. Jr.; Bove, A.A.; Wondrow, M.A.; Gray, J.E.

    1986-01-01

    A newly developed video x-ray progressive scanning system improves image quality, decreases radiation exposure, and can be added to any pulsed fluoroscopic x-ray system using a video display without major system modifications. With use of progressive video scanning, the radiation entrance exposure rate measured with a vascular phantom was decreased by 32 to 53% in comparison with a conventional fluoroscopic x-ray system. In addition to this substantial decrease in radiation exposure, the quality of the image was improved because of less motion blur and artifact. Progressive video scanning has the potential for widespread application to all pulsed fluoroscopic x-ray systems. Use of this technique should make cardiac catheterization procedures and all other fluoroscopic procedures safer for the patient and the involved medical and paramedical staff

  7. Subjective quality of video sequences rendered on LCD with local backlight dimming at different lighting conditions

    Science.gov (United States)

    Mantel, Claire; Korhonen, Jari; Pedersen, Jesper M.; Bech, Søren; Andersen, Jakob Dahl; Forchhammer, Søren

    2015-01-01

    This paper focuses on the influence of ambient light on the perceived quality of videos displayed on Liquid Crystal Display (LCD) with local backlight dimming. A subjective test assessing the quality of videos with two backlight dimming methods and three lighting conditions, i.e. no light, low light level (5 lux) and higher light level (60 lux) was organized to collect subjective data. Results show that participants prefer the method exploiting local dimming possibilities to the conventional full backlight but that this preference varies depending on the ambient light level. The clear preference for one method at the low light conditions decreases at the high ambient light, confirming that the ambient light significantly attenuates the perception of the leakage defect (light leaking through dark pixels). Results are also highly dependent on the content of the sequence, which can modulate the effect of the ambient light from having an important influence on the quality grades to no influence at all.

  8. Headless, hungry, and unhealthy: a video content analysis of obese persons portrayed in online news.

    Science.gov (United States)

    Puhl, Rebecca M; Peterson, Jamie Lee; DePierre, Jenny A; Luedicke, Joerg

    2013-01-01

    The news media has substantial influence on public perceptions of social and health issues. This study conducted a video content analysis to examine portrayals of obese persons in online news reports about obesity. The authors downloaded online news videos about obesity (N = 371) from 5 major news websites and systematically coded visual portrayals of obese and nonobese adults and youth in these videos. The authors found that 65% of overweight/obese adults and 77% of overweight/obese youth were portrayed in a negative, stigmatizing manner across multiple obesity-related topics covered in online news videos. In particular, overweight/obese individuals were significantly more likely than were nonoverweight individuals to be portrayed as headless, with an unflattering emphasis on isolated body parts, from an unflattering rear view of their excess weight, eating unhealthy foods, engaging in sedentary behavior, and dressed in inappropriately fitting clothing. Nonoverweight individuals were significantly more likely to be portrayed positively. In conclusion, obese children and adults are frequently stigmatized in online news videos about obesity. These findings have important implications for public perceptions of obesity and obese persons and may reinforce negative societal weight bias.

  9. Impact of Mini-drone based Video Surveillance on Invasion of Privacy

    OpenAIRE

    Korshunov, Pavel; Bonetto, Margherita; Ebrahimi, Touradj; Ramponi, Giovanni

    2015-01-01

    An increase in adoption of video surveillance, affecting many aspects of daily lives, raises public concern about an intrusion into individual privacy. New sensing and surveillance technologies, such as mini-drones, threaten to eradicate boundaries of private space even more. Therefore, it is important to study the effect of mini-drones on privacy intrusion and to understand how existing protection privacy filters perform on a video captured by a mini-drone. To this end, we have built a publi...

  10. Physics and Video Analysis

    Science.gov (United States)

    Allain, Rhett

    2016-05-01

    We currently live in a world filled with videos. There are videos on YouTube, feature movies and even videos recorded with our own cameras and smartphones. These videos present an excellent opportunity to not only explore physical concepts, but also inspire others to investigate physics ideas. With video analysis, we can explore the fantasy world in science-fiction films. We can also look at online videos to determine if they are genuine or fake. Video analysis can be used in the introductory physics lab and it can even be used to explore the make-believe physics embedded in video games. This book covers the basic ideas behind video analysis along with the fundamental physics principles used in video analysis. The book also includes several examples of the unique situations in which video analysis can be used.

  11. 75 FR 26648 - Safety Zones; May Fireworks Displays Within the Captain of the Port Puget Sound Area of...

    Science.gov (United States)

    2010-05-12

    ... the event, and enhancing public and maritime safety. Basis and Purpose Fireworks displays are... promote public and maritime safety during fireworks displays, and to protect mariners transiting the area...-AA00 Safety Zones; May Fireworks Displays Within the Captain of the Port Puget Sound Area of...

  12. Video games and youth violence: a prospective analysis in adolescents.

    Science.gov (United States)

    Ferguson, Christopher J

    2011-04-01

    The potential influence of violent video games on youth violence remains an issue of concern for psychologists, policymakers and the general public. Although several prospective studies of video game violence effects have been conducted, none have employed well validated measures of youth violence, nor considered video game violence effects in context with other influences on youth violence such as family environment, peer delinquency, and depressive symptoms. The current study builds upon previous research in a sample of 302 (52.3% female) mostly Hispanic youth. Results indicated that current levels of depressive symptoms were a strong predictor of serious aggression and violence across most outcome measures. Depressive symptoms also interacted with antisocial traits so that antisocial individuals with depressive symptoms were most inclined toward youth violence. Neither video game violence exposure, nor television violence exposure, were prospective predictors of serious acts of youth aggression or violence. These results are put into the context of criminological data on serious acts of violence among youth.

  13. 77 FR 50593 - Safety Zone; Seafood Festival Fireworks Display, Marquette, MI

    Science.gov (United States)

    2012-08-22

    ...-AA00 Safety Zone; Seafood Festival Fireworks Display, Marquette, MI AGENCY: Coast Guard, DHS. ACTION... the Annual Marquette Seafood Festival. The Captain of the Port, Sector Sault Sainte Marie, has determined that the Marquette Seafood Festival Fireworks Display will pose significant risks to the public...

  14. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

    This thesis is based on a detailed analysis of various topics related to the question of whether video games can be art. In the first place it analyzes the current academic discussion on this subject and confronts different opinions of both supporters and objectors of the idea, that video games can be a full-fledged art form. The second point of this paper is to analyze the properties, that are inherent to video games, in order to find the reason, why cultural elite considers video games as i...

  15. Credibility and Authenticity of Digitally Signed Videos in Traffic

    Directory of Open Access Journals (Sweden)

    Ivan Grgurević

    2008-11-01

    Full Text Available The paper presents the possibilities of insuring the credibilityand authenticity of the surveillance camera video by digitalsigning, using the public key infrastructure as part of interoperabletraffic and information system in the future intelligenttransport systems. The surveillance camera video is a sequenceof individual frames and a unique digital print, i. e. hash valueis calculated for each of these. By encryption of the hash valuesof the frames using private encryption key of the surveillancecentre, digital signatures are created and they are stored in thedatabase. The surveillance centre can issue a copy of the videoto all the interested subjects for scientific and research workand investigation. Regardless of the scope, each subsequentmanipulation of the video copy contents will certainly changethe hash value of all the frames. The procedure of determiningthe authenticity and credibility of videos is reduced to the comparisonof the hash values of the frames stored in the databaseof the surveillance centre with the values obtained from the interestedsubjects such as the traffic experts and investigators,surveillance-security services etc.

  16. Understanding perceptions of genital herpes disclosure through analysis of an online video contest.

    Science.gov (United States)

    Catallozzi, Marina; Ebel, Sophia C; Chávez, Noé R; Shearer, Lee S; Mindel, Adrian; Rosenthal, Susan L

    2013-12-01

    The aims of this study were to examine pre-existing videos in order to explore the motivation for, possible approaches to, and timing and context of disclosure of genital herpes infection as described by the lay public. A thematic content analysis was performed on 63 videos submitted to an Australian online contest sponsored by the Australian Herpes Management Forum and Novartis Pharmaceuticals designed to promote disclosure of genital herpes. Videos either provided a motivation for disclosure of genital herpes or directed disclosure without an explicit rationale. Motivations included manageability of the disease or consistency with important values. Evaluation of strategies and logistics of disclosure revealed a variety of communication styles including direct and indirect. Disclosure settings included those that were private, semiprivate and public. Disclosure was portrayed in a variety of relationship types, and at different times within those relationships, with many videos demonstrating disclosure in connection with a romantic setting. Individuals with genital herpes are expected to disclose to susceptible partners. This analysis suggests that understanding lay perspectives on herpes disclosure to a partner may help healthcare providers develop counselling messages that decrease anxiety and foster disclosure to prevent transmission.

  17. 77 FR 69593 - Atlantic Highly Migratory Species; Exempted Fishing, Scientific Research, Display, and Chartering...

    Science.gov (United States)

    2012-11-20

    ... Highly Migratory Species; Exempted Fishing, Scientific Research, Display, and Chartering Permits; Letters... intent to issue Exempted Fishing Permits (EFPs), Scientific Research Permits (SRPs), Display Permits... public display and scientific research that is exempt from regulations (e.g., fishing seasons, prohibited...

  18. 75 FR 75458 - Atlantic Highly Migratory Species; Exempted Fishing, Scientific Research, Display, and Chartering...

    Science.gov (United States)

    2010-12-03

    ... Highly Migratory Species; Exempted Fishing, Scientific Research, Display, and Chartering Permits; Letters... intent to issue Exempted Fishing Permits (EFPs), Scientific Research Permits (SRPs), Display Permits... of HMS for public display and scientific research that is exempt from regulations (e.g., seasons...

  19. Advanced Transport Operating System (ATOPS) color displays software description microprocessor system

    Science.gov (United States)

    Slominski, Christopher J.; Plyler, Valerie E.; Dickson, Richard W.

    1992-01-01

    This document describes the software created for the Sperry Microprocessor Color Display System used for the Advanced Transport Operating Systems (ATOPS) project on the Transport Systems Research Vehicle (TSRV). The software delivery known as the 'baseline display system', is the one described in this document. Throughout this publication, module descriptions are presented in a standardized format which contains module purpose, calling sequence, detailed description, and global references. The global reference section includes procedures and common variables referenced by a particular module. The system described supports the Research Flight Deck (RFD) of the TSRV. The RFD contains eight cathode ray tubes (CRTs) which depict a Primary Flight Display, Navigation Display, System Warning Display, Takeoff Performance Monitoring System Display, and Engine Display.

  20. A faster technique for rendering meshes in multiple display systems

    Science.gov (United States)

    Hand, Randall E.; Moorhead, Robert J., II

    2003-05-01

    Level of detail algorithms have widely been implemented in architectural VR walkthroughs and video games, but have not had widespread use in VR terrain visualization systems. This thesis explains a set of optimizations to allow most current level of detail algorithms run in the types of multiple display systems used in VR. It improves both the visual quality of the system through use of graphics hardware acceleration, and improves the framerate and running time through moifications to the computaitons that drive the algorithms. Using ROAM as a testbed, results show improvements between 10% and 100% on varying machines.

  1. Projection displays and MEMS: timely convergence for a bright future

    Science.gov (United States)

    Hornbeck, Larry J.

    1995-09-01

    Projection displays and microelectromechanical systems (MEMS) have evolved independently, occasionally crossing paths as early as the 1950s. But the commercially viable use of MEMS for projection displays has been illusive until the recent invention of Texas Instruments Digital Light Processing TM (DLP) technology. DLP technology is based on the Digital Micromirror DeviceTM (DMD) microchip, a MEMS technology that is a semiconductor digital light switch that precisely controls a light source for projection display and hardcopy applications. DLP technology provides a unique business opportunity because of the timely convergence of market needs and technology advances. The world is rapidly moving to an all- digital communications and entertainment infrastructure. In the near future, most of the technologies necessary for this infrastrucutre will be available at the right performance and price levels. This will make commercially viable an all-digital chain (capture, compression, transmission, reception decompression, hearing, and viewing). Unfortunately, the digital images received today must be translated into analog signals for viewing on today's televisions. Digital video is the final link in the all-digital infrastructure and DLP technoogy provides that link. DLP technology is an enabler for digital, high-resolution, color projection displays that have high contrast, are bright, seamless, and have the accuracy of color and grayscale that can be achieved only by digital control. This paper contains an introduction to DMD and DLP technology, including the historical context from which to view their developemnt. The architecture, projection operation, and fabrication are presented. Finally, the paper includes an update about current DMD business opportunities in projection displays and hardcopy.

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

    Directory of Open Access Journals (Sweden)

    Eirik Evert Elias Jungar

    2016-12-01

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

  3. Are video sharing web sites a useful source of information on hypertension?

    Science.gov (United States)

    Kumar, Nilay; Pandey, Ambarish; Venkatraman, Anand; Garg, Neetika

    2014-07-01

    Hypertension (HTN) is a prevalent and growing public health problem in the United States and worldwide. Video sharing Web sites such as YouTube could potentially influence patient behaviors via properties of interpersonal and mass media communication. We conducted this cross-sectional study to assess the accuracy and content of YouTube videos on HTN and understand how viewers interact with this online information. We analyzed 209 videos (31.57 hours) of which 63% were classified as useful, 33% as misleading, and 4% represented patient's personal experiences. Number of views per day and "likes" were significantly lower for useful videos. Approximately half the misleading videos contained product advertisements, 70% advocated unproven alternative treatments, and 91% targeted patients. Viewer engagement (number of views) was a poor predictor of usefulness and/or content whereas source of upload, and target audiences were good predictors of usefulness and/or content. Videos uploaded by university channels and/or professional organizations that targeted physicians had a 99.4% (P < .001) probability of being useful whereas videos uploaded by individuals with unknown credentials that targeted patients had a 21.2% (P < .001) probability of being useful. A majority of HTN-related videos on YouTube are useful. Viewer engagement is significantly higher with videos that contain misleading and/or erroneous information in comparison to videos that contain useful information. Copyright © 2014 American Society of Hypertension. Published by Elsevier Inc. All rights reserved.

  4. Relacije umetnosti i video igara / Relations of Art and Video Games

    OpenAIRE

    Manojlo Maravić

    2012-01-01

    When discussing the art of video games, three different contexts need to be considered: the 'high' art (video games and the art); commercial video games (video games as the art) and the fan art. Video games are a legitimate artistic medium subject to modifications and recontextualisations in the process of creating a specific experience of the player/user/audience and political action by referring to particular social problems. They represent a high technological medium that increases, with p...

  5. Three-dimensional visualization and display technologies; Proceedings of the Meeting, Los Angeles, CA, Jan. 18-20, 1989

    International Nuclear Information System (INIS)

    Robbins, W.E.; Fisher, S.S.

    1989-01-01

    Special attention was given to problems of stereoscopic display devices, such as CAD for enhancement of the design process in visual arts, stereo-TV improvement of remote manipulator performance, a voice-controlled stereographic video camera system, and head-mounted displays and their low-cost design alternatives. Also discussed was a novel approach to chromostereoscopic microscopy, computer-generated barrier-strip autostereography and lenticular stereograms, and parallax barrier three-dimensional TV. Additional topics include processing and user interface isssues and visualization applications, including automated analysis and fliud flow topology, optical tomographic measusrements of mixing fluids, visualization of complex data, visualization environments, and visualization management systems

  6. Secure and Lightweight Cloud-Assisted Video Reporting Protocol over 5G-Enabled Vehicular Networks.

    Science.gov (United States)

    Nkenyereye, Lewis; Kwon, Joonho; Choi, Yoon-Ho

    2017-09-23

    In the vehicular networks, the real-time video reporting service is used to send the recorded videos in the vehicle to the cloud. However, when facilitating the real-time video reporting service in the vehicular networks, the usage of the fourth generation (4G) long term evolution (LTE) was proved to suffer from latency while the IEEE 802.11p standard does not offer sufficient scalability for a such congested environment. To overcome those drawbacks, the fifth-generation (5G)-enabled vehicular network is considered as a promising technology for empowering the real-time video reporting service. In this paper, we note that security and privacy related issues should also be carefully addressed to boost the early adoption of 5G-enabled vehicular networks. There exist a few research works for secure video reporting service in 5G-enabled vehicular networks. However, their usage is limited because of public key certificates and expensive pairing operations. Thus, we propose a secure and lightweight protocol for cloud-assisted video reporting service in 5G-enabled vehicular networks. Compared to the conventional public key certificates, the proposed protocol achieves entities' authorization through anonymous credential. Also, by using lightweight security primitives instead of expensive bilinear pairing operations, the proposed protocol minimizes the computational overhead. From the evaluation results, we show that the proposed protocol takes the smaller computation and communication time for the cryptographic primitives than that of the well-known Eiza-Ni-Shi protocol.

  7. Using learning analytics to evaluate a video-based lecture series.

    Science.gov (United States)

    Lau, K H Vincent; Farooque, Pue; Leydon, Gary; Schwartz, Michael L; Sadler, R Mark; Moeller, Jeremy J

    2018-01-01

    The video-based lecture (VBL), an important component of the flipped classroom (FC) and massive open online course (MOOC) approaches to medical education, has primarily been evaluated through direct learner feedback. Evaluation may be enhanced through learner analytics (LA) - analysis of quantitative audience usage data generated by video-sharing platforms. We applied LA to an experimental series of ten VBLs on electroencephalography (EEG) interpretation, uploaded to YouTube in the model of a publicly accessible MOOC. Trends in view count; total percentage of video viewed and audience retention (AR) (percentage of viewers watching at a time point compared to the initial total) were examined. The pattern of average AR decline was characterized using regression analysis, revealing a uniform linear decline in viewership for each video, with no evidence of an optimal VBL length. Segments with transient increases in AR corresponded to those focused on core concepts, indicative of content requiring more detailed evaluation. We propose a model for applying LA at four levels: global, series, video, and feedback. LA may be a useful tool in evaluating a VBL series. Our proposed model combines analytics data and learner self-report for comprehensive evaluation.

  8. Rare Disease Video Portal

    OpenAIRE

    Sánchez Bocanegra, Carlos Luis

    2011-01-01

    Rare Disease Video Portal (RD Video) is a portal web where contains videos from Youtube including all details from 12 channels of Youtube. Rare Disease Video Portal (RD Video) es un portal web que contiene los vídeos de Youtube incluyendo todos los detalles de 12 canales de Youtube. Rare Disease Video Portal (RD Video) és un portal web que conté els vídeos de Youtube i que inclou tots els detalls de 12 Canals de Youtube.

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

    Directory of Open Access Journals (Sweden)

    Karen Mattick

    2010-12-01

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

  10. Automated Indexing and Search of Video Data in Large Collections with inVideo

    Directory of Open Access Journals (Sweden)

    Shuangbao Paul Wang

    2017-08-01

    Full Text Available In this paper, we present a novel system, inVideo, for automatically indexing and searching videos based on the keywords spoken in the audio track and the visual content of the video frames. Using the highly efficient video indexing engine we developed, inVideo is able to analyze videos using machine learning and pattern recognition without the need for initial viewing by a human. The time-stamped commenting and tagging features refine the accuracy of search results. The cloud-based implementation makes it possible to conduct elastic search, augmented search, and data analytics. Our research shows that inVideo presents an efficient tool in processing and analyzing videos and increasing interactions in video-based online learning environment. Data from a cybersecurity program with more than 500 students show that applying inVideo to current video material, interactions between student-student and student-faculty increased significantly across 24 sections program-wide.

  11. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... YouTube Videos » NEI YouTube Videos: Amblyopia Listen NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration ... Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: ...

  12. Growth, development, reproduction, physiological and behavioural studies on living organisms, human adults and children exposed to radiation from video displays

    International Nuclear Information System (INIS)

    Laverdure, A.M.; Surbeck, J.; North, M.O.; Tritto, J.

    2001-01-01

    Various living organisms, human workers and children were tested for any biological action resulting from exposure to radiation from video display terminals (VDTs). VDTs were powered by a 50-Hz alternating voltage of 220 V. Measured electric and magnetic fields were 13 V/M and 50 nT, respectively. Living organisms were maintained under their normal breeding conditions and control values were obtained before switching on the VDT. Various effects related to the irradiation time were demonstrated, i.e. growth delay in algae and Drosophila, a body weight deficiency in rats, abnormal peaks of mortality in Daphnia and Drosophila, teratological effects in chick embryos and behavioural disturbances in rats. The embryonic and neonatal periods showed a high sensitivity to the VDT radiation. In humans, after 4 h of working in front of a VDT screen, an increase in tiredness and a decrease in the resistance of the immune system were observed in workers. In prepubertal children, 20 min of exposure were sufficient to induce neuropsychological disturbances; pre-pubertal young people appear to be particularly sensitive to the effect of the radiation. In human testicular biopsies cultured in vitro for 24 h in front of a VDT screen, mitotic and meiotic disturbances, the appearance of degeneration in some aspects of the cells and significant disorganisation of the seminiferous tubules were demonstrated and related to modification of the metabolism of the sample. An experimental apparatus has been developed and tested that aims to prevent the harm from VDT radiation. Known commercially as the 'emf-Bioshield', it ensures effective protection against harmful biological effects of VDT radiation. (author)

  13. Guerrilla Video: A New Protocol for Producing Classroom Video

    Science.gov (United States)

    Fadde, Peter; Rich, Peter

    2010-01-01

    Contemporary changes in pedagogy point to the need for a higher level of video production value in most classroom video, replacing the default video protocol of an unattended camera in the back of the classroom. The rich and complex environment of today's classroom can be captured more fully using the higher level, but still easily manageable,…

  14. Nuclear information for video presentation

    International Nuclear Information System (INIS)

    Dalton, J.

    1979-01-01

    In an effort to help calm the turbulence left in the wake of the Three Mile Island (TMI) nuclear accident, the Georgia Society of Professional Engineers sponsored the production of a video tape on the inner workings of a nuclear power plant. A 30-minute segment was shown on public television and a longer version is being prepared for use on a commercial network. The tape is neither pro nor con in the multitude of issues surrounding the future of nuclear energy. It simply gives a layman's tour of a nuclear power plant and hopes to provide the public with objective information on how nuclear power is generated. The article discusses the background of the taping program project, and how it was put together

  15. Failure to demonstrate that playing violent video games diminishes prosocial behavior.

    Directory of Open Access Journals (Sweden)

    Morgan J Tear

    Full Text Available BACKGROUND: Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc. and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used. METHODS AND FINDINGS: Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect. CONCLUSIONS: We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior.

  16. Failure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior

    Science.gov (United States)

    Tear, Morgan J.; Nielsen, Mark

    2013-01-01

    Background Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used. Methods and Findings Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect. Conclusions We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior. PMID:23844191

  17. Motmot, an open-source toolkit for realtime video acquisition and analysis

    Directory of Open Access Journals (Sweden)

    Dickinson Michael H

    2009-07-01

    Full Text Available Abstract Background Video cameras sense passively from a distance, offer a rich information stream, and provide intuitively meaningful raw data. Camera-based imaging has thus proven critical for many advances in neuroscience and biology, with applications ranging from cellular imaging of fluorescent dyes to tracking of whole-animal behavior at ecologically relevant spatial scales. Results Here we present 'Motmot': an open-source software suite for acquiring, displaying, saving, and analyzing digital video in real-time. At the highest level, Motmot is written in the Python computer language. The large amounts of data produced by digital cameras are handled by low-level, optimized functions, usually written in C. This high-level/low-level partitioning and use of select external libraries allow Motmot, with only modest complexity, to perform well as a core technology for many high-performance imaging tasks. In its current form, Motmot allows for: (1 image acquisition from a variety of camera interfaces (package motmot.cam_iface, (2 the display of these images with minimal latency and computer resources using wxPython and OpenGL (package motmot.wxglvideo, (3 saving images with no compression in a single-pass, low-CPU-use format (package motmot.FlyMovieFormat, (4 a pluggable framework for custom analysis of images in realtime and (5 firmware for an inexpensive USB device to synchronize image acquisition across multiple cameras, with analog input, or with other hardware devices (package motmot.fview_ext_trig. These capabilities are brought together in a graphical user interface, called 'FView', allowing an end user to easily view and save digital video without writing any code. One plugin for FView, 'FlyTrax', which tracks the movement of fruit flies in real-time, is included with Motmot, and is described to illustrate the capabilities of FView. Conclusion Motmot enables realtime image processing and display using the Python computer language. In

  18. Motmot, an open-source toolkit for realtime video acquisition and analysis.

    Science.gov (United States)

    Straw, Andrew D; Dickinson, Michael H

    2009-07-22

    Video cameras sense passively from a distance, offer a rich information stream, and provide intuitively meaningful raw data. Camera-based imaging has thus proven critical for many advances in neuroscience and biology, with applications ranging from cellular imaging of fluorescent dyes to tracking of whole-animal behavior at ecologically relevant spatial scales. Here we present 'Motmot': an open-source software suite for acquiring, displaying, saving, and analyzing digital video in real-time. At the highest level, Motmot is written in the Python computer language. The large amounts of data produced by digital cameras are handled by low-level, optimized functions, usually written in C. This high-level/low-level partitioning and use of select external libraries allow Motmot, with only modest complexity, to perform well as a core technology for many high-performance imaging tasks. In its current form, Motmot allows for: (1) image acquisition from a variety of camera interfaces (package motmot.cam_iface), (2) the display of these images with minimal latency and computer resources using wxPython and OpenGL (package motmot.wxglvideo), (3) saving images with no compression in a single-pass, low-CPU-use format (package motmot.FlyMovieFormat), (4) a pluggable framework for custom analysis of images in realtime and (5) firmware for an inexpensive USB device to synchronize image acquisition across multiple cameras, with analog input, or with other hardware devices (package motmot.fview_ext_trig). These capabilities are brought together in a graphical user interface, called 'FView', allowing an end user to easily view and save digital video without writing any code. One plugin for FView, 'FlyTrax', which tracks the movement of fruit flies in real-time, is included with Motmot, and is described to illustrate the capabilities of FView. Motmot enables realtime image processing and display using the Python computer language. In addition to the provided complete applications, the

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

    Science.gov (United States)

    Williams, Glenn L.

    1991-12-01

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

  20. Designing low cost LED display for the billboard

    Science.gov (United States)

    Hong, Yi-Jian; Uang, Chii-Maw; Wang, Ping-Chieh; Ho, Zu-Sheng

    2011-10-01

    With quickly advance of the computer, microelectronics and photonics technologies, LED display panel becomes a new electronic advertising media. It can be used to show any information whatever characters or graphics. Most LED display panels are built of many Light-Emitting Diodes arranged in a matrix form. The display has many advantages such as low power, low cost, long life and high definition. Because the display panel is asked to show rich color, the LED display panel's driving system becomes very complex. The design methodology of LED display panel's driver becomes more and more important to meet the market requirements. Cost is always the most important issue in public market domain. In this paper, we report a design methodology of LED display panel's driver based on the microprocessor control unit (MCU) system and LED display controller IC, HT1632C, to control three colors, RGB, color LED display panel and the modular panel size is 24*16 in matrix form. The HT1632C is a memory mapping LED display controller, it can be used on many applications, such as digital clock, thermometer, counter, voltmeter or other instrumentation readouts. Three pieces of HT1632C are used to drive a 24*16 RGB LED display panel, in our design case. Each HT163C chip is used to control one of the R, G and B color. As the drive mode is driven in DC mode, the RGB display panel can create and totally of seven colors under the control of MCU. The MCU generates the control signal to drive HT1632C. In this study, the software design methodology is adopted with dynamic display principle. When the scan frequency is 60Hz, LED display panel will get the clear picture and be able to display seven colors.

  1. Videos for Science Communication and Nature Interpretation: The TIB|AV-Portal as Resource.

    Science.gov (United States)

    Marín Arraiza, Paloma; Plank, Margret; Löwe, Peter

    2016-04-01

    Scientific audiovisual media such as videos of research, interactive displays or computer animations has become an important part of scientific communication and education. Dynamic phenomena can be described better by audiovisual media than by words and pictures. For this reason, scientific videos help us to understand and discuss environmental phenomena more efficiently. Moreover, the creation of scientific videos is easier than ever, thanks to mobile devices and open source editing software. Video-clips, webinars or even the interactive part of a PICO are formats of scientific audiovisual media used in the Geosciences. This type of media translates the location-referenced Science Communication such as environmental interpretation into computed-based Science Communication. A new way of Science Communication is video abstracting. A video abstract is a three- to five-minute video statement that provides background information about a research paper. It also gives authors the opportunity to present their research activities to a wider audience. Since this kind of media have become an important part of scientific communication there is a need for reliable infrastructures which are capable of managing the digital assets researchers generate. Using the reference of the usecase of video abstracts this paper gives an overview over the activities by the German National Library of Science and Technology (TIB) regarding publishing and linking audiovisual media in a scientifically sound way. The German National Library of Science and Technology (TIB) in cooperation with the Hasso Plattner Institute (HPI) developed a web-based portal (av.tib.eu) that optimises access to scientific videos in the fields of science and technology. Videos from the realms of science and technology can easily be uploaded onto the TIB|AV Portal. Within a short period of time the videos are assigned a digital object identifier (DOI). This enables them to be referenced, cited, and linked (e.g. to the

  2. 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.

  3. Voludensitometry. Three dimensional display of medical objects

    International Nuclear Information System (INIS)

    Darier, P.; Garderet, P.; Grangeat, P.; Matte, P.; Tournier, E.; Villafana, R.

    1984-05-01

    In order to study the volumic cartography of material density (X-rays imaging), of proton density (RMN imaging) or of specific activity of a marker (γ or β + imaging) a set of calculation results (called voxels) is reconstructed from sensor data collection. Voxels are identified by a triplet of space coordinates and they represent a local estimation of the parameter to be studied. The concepts for representation there upon developed can be extended for any parameter for which additivity is meaningful. The operator has to govern a software in order to work out the documents leading himself to a mental representation of the object. On a display these documents will be either graphics, images or image sequences. The elementary process for elaboration of one image includes: - conditionning the volume: definition of absolute coordinates (geometrical transformations), interactive extraction (surgery) or automation extraction (segmentation) of sub-volumes, contextual organization (sub-volumes ordering, dissolution); - reduction to two dimensions of the information either by spatial integration (radiography), or by surface representation (morphoscopy). This contribution introduces these different concepts showing the way to the design of an interactive display console. Video recorded sequences that have been realised using an experimental software will illustrate the preliminary results [fr

  4. A gaze-contingent display to study contrast sensitivity under natural viewing conditions

    Science.gov (United States)

    Dorr, Michael; Bex, Peter J.

    2011-03-01

    Contrast sensitivity has been extensively studied over the last decades and there are well-established models of early vision that were derived by presenting the visual system with synthetic stimuli such as sine-wave gratings near threshold contrasts. Natural scenes, however, contain a much wider distribution of orientations, spatial frequencies, and both luminance and contrast values. Furthermore, humans typically move their eyes two to three times per second under natural viewing conditions, but most laboratory experiments require subjects to maintain central fixation. We here describe a gaze-contingent display capable of performing real-time contrast modulations of video in retinal coordinates, thus allowing us to study contrast sensitivity when dynamically viewing dynamic scenes. Our system is based on a Laplacian pyramid for each frame that efficiently represents individual frequency bands. Each output pixel is then computed as a locally weighted sum of pyramid levels to introduce local contrast changes as a function of gaze. Our GPU implementation achieves real-time performance with more than 100 fps on high-resolution video (1920 by 1080 pixels) and a synthesis latency of only 1.5ms. Psychophysical data show that contrast sensitivity is greatly decreased in natural videos and under dynamic viewing conditions. Synthetic stimuli therefore only poorly characterize natural vision.

  5. Tutorial Video Series: Using Stakeholder Outreach to Increase ...

    Science.gov (United States)

    The limited amount of toxicity data on thousands of chemicals found in consumer products has led to the development of research endeavors such as the U.S. EPA’s Toxicity Forecaster (ToxCast). ToxCast uses high-throughput screening technology to evaluate thousands of chemicals for potential toxicity. At the end of 2013, U.S. EPA released ToxCast chemical data on almost 2,000 chemicals through the interactive Chemical Safety for Sustainability (iCSS) Dashboard. The iCSS Dashboard provides public access to the high-throughput screening data that can be used to inform the evaluation of the safety of chemicals. U.S. EPA recognized early in the development of ToxCast that stakeholder outreach was needed in order to translate the complex scientific information featured in the iCSS Dashboard and data, with the goal of educating the diverse user community through targeted efforts to increase data usage and analysis. Through survey feedback and the request of stakeholders, a series of tutorial videos to demonstrate how to access and use the data has been planned, and the first video of the series has been released to guide data usage. This presentation will describe the video tutorial strategy including an overview of: 1) Stakeholder outreach goals and approach; 2) Planning, production, and dissemination of tutorial videos; 3) Overview of Survey Feedback; 4) Overview of tutorial video usage statistics and usage of the ToxCast data. This stakeholder-outreach approach

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

    Directory of Open Access Journals (Sweden)

    Ulf Jennehag

    2016-09-01

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

  7. Super long viewing distance light homogeneous emitting three-dimensional display

    Science.gov (United States)

    Liao, Hongen

    2015-04-01

    Three-dimensional (3D) display technology has continuously been attracting public attention with the progress in today's 3D television and mature display technologies. The primary characteristics of conventional glasses-free autostereoscopic displays, such as spatial resolution, image depths, and viewing angle, are often limited due to the use of optical lenses or optical gratings. We present a 3D display using MEMS-scanning-mechanism-based light homogeneous emitting (LHE) approach and demonstrate that the display can directly generate an autostereoscopic 3D image without the need for optical lenses or gratings. The generated 3D image has the advantages of non-aberration and a high-definition spatial resolution, making it the first to exhibit animated 3D images with image depth of six meters. Our LHE 3D display approach can be used to generate a natural flat-panel 3D display with super long viewing distance and alternative real-time image update.

  8. Learning Computational Models of Video Memorability from fMRI Brain Imaging.

    Science.gov (United States)

    Han, Junwei; Chen, Changyuan; Shao, Ling; Hu, Xintao; Han, Jungong; Liu, Tianming

    2015-08-01

    Generally, various visual media are unequally memorable by the human brain. This paper looks into a new direction of modeling the memorability of video clips and automatically predicting how memorable they are by learning from brain functional magnetic resonance imaging (fMRI). We propose a novel computational framework by integrating the power of low-level audiovisual features and brain activity decoding via fMRI. Initially, a user study experiment is performed to create a ground truth database for measuring video memorability and a set of effective low-level audiovisual features is examined in this database. Then, human subjects' brain fMRI data are obtained when they are watching the video clips. The fMRI-derived features that convey the brain activity of memorizing videos are extracted using a universal brain reference system. Finally, due to the fact that fMRI scanning is expensive and time-consuming, a computational model is learned on our benchmark dataset with the objective of maximizing the correlation between the low-level audiovisual features and the fMRI-derived features using joint subspace learning. The learned model can then automatically predict the memorability of videos without fMRI scans. Evaluations on publically available image and video databases demonstrate the effectiveness of the proposed framework.

  9. Arthroscopy Techniques: The Premier Arthroscopic Video Library.

    Science.gov (United States)

    Leland, J Martin; Lubowitz, James H; Provencher, Matthew T

    2016-12-01

    Arthroscopy has always been focused on its roots-providing practical, clinically relevant information for the practicing arthroscopist. In the digital age, there is a need for publication platforms dedicated to multimedia presentations, hence the birth of Arthroscopy Techniques, Arthroscopy's online video companion. With over 700 videos, our library is filled with an exceptional collection of arthroscopic educational material, with topics ranging from the basics of arthroscopy to the most complex surgical procedures. One series, published this month, explores elbow arthroscopy with specific attention to describing various elbow portals, patient positioning, and tricks of elbow arthroscopy known only to the masters. If you have yet to view Arthroscopy Techniques, experience the future of arthroscopy today at www.ArthroscopyTechniques.org! Copyright © 2016 Arthroscopy Association of North America. Published by Elsevier Inc. All rights reserved.

  10. Video Design Games

    DEFF Research Database (Denmark)

    Smith, Rachel Charlotte; Christensen, Kasper Skov; Iversen, Ole Sejer

    We introduce Video Design Games to train educators in teaching design. The Video Design Game is a workshop format consisting of three rounds in which participants observe, reflect and generalize based on video snippets from their own practice. The paper reports on a Video Design Game workshop...... in which 25 educators as part of a digital fabrication and design program were able to critically reflect on their teaching practice....

  11. Evaluating Existing Strategies to Limit Video Game Playing Time.

    Science.gov (United States)

    Davies, Bryan; Blake, Edwin

    2016-01-01

    Public concern surrounding the effects video games have on players has inspired a large body of research, and policy makers in China and South Korea have even mandated systems that limit the amount of time players spend in game. The authors present an experiment that evaluates the effectiveness of such policies. They show that forcibly removing players from the game environment causes distress, potentially removing some of the benefits that games provide and producing a desire for more game time. They also show that, with an understanding of player psychology, playtime can be manipulated without significantly changing the user experience or negating the positive effects of video games.

  12. Early Public Responses to the Zika-Virus on YouTube: Prevalence of and Differences Between Conspiracy Theory and Informational Videos

    NARCIS (Netherlands)

    Nerghes, A.

    2018-01-01

    In this paper, we analyze the content of the most popular videos posted on YouTube in the first phase of the Zika-virus outbreak in 2016, and the user responses to those videos. More specifically, we examine the extent to which informational and conspiracy theory videos differ in terms of user

  13. The Reliability of Turkish "Basic Life Support" and "Cardiac Massage" Videos Uploaded to Websites.

    Science.gov (United States)

    Elicabuk, Hayri; Yaylacı, Serpil; Yilmaz, Atakan; Hatipoglu, Celile; Kaya, F Gokhan; Serinken, Mustafa

    2016-02-01

    In this study, the reliability of Turkish cardiac massage and Basic Life Support (BLS) videos, which have already been downloaded from three website such as YouTube, Google, Yahoo following the publication of 2010 cardiopulmonary resuscitation (CPR) guideline and their suitability to the same guideline were researched. The videos uploaded to the three web-site to search videos on internet were queried by using the keywords "cardiac massage" and "basic life support". Videos that had been uploaded between January 2011 and July 2014 were analyzed and scored by two experienced emergency specialists. A total of 1126 videos were obtained. 1029 of the videos (91.4%) were excluded by researchers. 97 videos were detected to accord with study criteria. Despite most of the videos were found on Google website by keywords, the enormous part of videos proper to criteria were sourced from YouTube website (n=65, 67.0%). One fourth of the videos (24.7%) were observed to not be suitable for 2010 CPR guideline. AED usage was mentioned slightly in the videos (14.4%). Median score of the videos is 5 (IQR: 4-6). The rate and scores of the videos uploaded by official institution or association were significantly higher than others (p=0.007 and 0.006, respectively). Moreover, scores of the videos compatible with guidelines uploaded by official institution or association and medical personal were also found higher (p=0.001). Eventually, all the data obtained in this study support that Turkish videos were not reliable on the subject of BLS and cardiac massage. It is promising that videos with high follow-up rates also have been scored higher.

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

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1999-03-01

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

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

    Directory of Open Access Journals (Sweden)

    Naccari Matteo

    2011-01-01

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

  16. Dancing to distraction: mediating 'docile bodies' in 'Philippine Thriller video'.

    Science.gov (United States)

    Mangaoang, Áine

    2013-01-01

    This essay examines the conditions behind the 'Philippine Prison Thriller' video, a YouTube spectacle featuring the 1,500 inmates of Cebu Provincial Detention and Rehabilitation Centre (CPDRC) dancing to Michael Jackson's hit song 'Thriller'. The video achieved viral status after it was uploaded onto the video-sharing platform in 2007, and sparked online debates as to whether this video, containing recorded moving images of allegedly forced dancing, was a form of cruel and inhumane punishment or a novel approach to rehabilitation. The immense popularity of the video inspired creative responses from viewers, and this international popularity caused the CPDRC to host a monthly live dance show held in the prison yard, now in its seventh year. The essay explores how seemingly innocuous products of user-generated-content are imbued with ideologies that obscure or reduce relations of race, agency, power and control. By contextualising the video's origins, I highlight current Philippine prison conditions and introduce how video-maker/programme inventor/prison warden Byron Garcia sought to distance his facility from the Philippine prison majority. I then investigate the 'mediation' of 'Thriller' through three main issues. One, I examine the commodification and transformation from viral video to a thana-tourist destination; two, the global appeal of 'Thriller' is founded on public penal intrigue and essentialist Filipino tropes, mixed with a certain novelty factor widely suffused in YouTube formats; three, how dance performance and its mediation here are conducive to creating Foucault's docile bodies, which operate as a tool of distraction for the masses and ultimately serve the interests of the state far more than it rehabilitates(unconvicted and therefore innocent) inmates.

  17. Hands-on physics displays for undergraduates

    Science.gov (United States)

    Akerlof, Carl W.

    2014-07-01

    Initiated by Frank Oppenheimer in 1969, the Exploratorium in San Francisco has been the model for hands-on science museums throughout the world. The key idea has been to bring people with all levels of scientific background in contact with interesting and attractive exhibits that require the active participation of the visitor. Unfortunately, many science museums are now forced to cater primarily to very young audiences, often 8 years old or less, with predictable constraints on the intellectual depth of their exhibits. To counter this trend, the author has constructed several hands-on displays for the University of Michigan Physics Department that demonstrate: (1) magnetic levitation of pyrolytic graphite, (2) the varied magnetic induction effects in aluminum, copper and air, (3) chaotic motion of a double pendulum, (4) conservation of energy and momentum in a steel ball magnetic accelerator, (5) the diffraction pattern of red and green laser pointer beams created by CDs and DVDs, (6) a magnetic analog of the refraction of light at a dielectric boundary and (7) optical rotation of light in an aqueous fructose solution. Each of these exhibits can be constructed for something like $1000 or less and are robust enough to withstand unsupervised public use. The dynamic behavior of these exhibits will be shown in accompanying video sequences. The following story has a history that goes back quite a few years. In the late 70's, I was spending time at the Stanford Linear Accelerator Center accompanied by my family that included our two grade school children. Needless to say, we much enjoyed weekend excursions to all sorts of interesting sites in the Bay Area, especially the Exploratorium, an unusual science museum created by Frank Oppenheimer that opened in 1969. The notion that exhibits would be designed specifically for "hands-on" interactions was at that time quite revolutionary. This idea captivated a number of people everywhere including a friend in Ann Arbor, Cynthia

  18. Displaying the diversity of the professions in astronomy

    Science.gov (United States)

    Botti, T.

    2008-06-01

    The popular appeal of astronomy allows us to share regularly the latest advances in our knowledge of the Universe with a large audience, via numerous and varied outreach activities. These activities is an opportunity for us to present the diversity of professions involved in this fabulous quest of knowledge, including technicians, engineers and scientists in numerous fields. We thus communicate an overview of the many players in the adventure of astronomy to the public, hopefully encouraging young people to choose scientific studies. Films, on-line videos, exhibition panels, round table discussions and press releases are among the many easily-implemented possibilities of attracting the attention of a local or even wider public.

  19. Flip Video for Dummies

    CERN Document Server

    Hutsko, Joe

    2010-01-01

    The full-color guide to shooting great video with the Flip Video camera. The inexpensive Flip Video camera is currently one of the hottest must-have gadgets. It's portable and connects easily to any computer to transfer video you shoot onto your PC or Mac. Although the Flip Video camera comes with a quick-start guide, it lacks a how-to manual, and this full-color book fills that void! Packed with full-color screen shots throughout, Flip Video For Dummies shows you how to shoot the best possible footage in a variety of situations. You'll learn how to transfer video to your computer and then edi

  20. Creation of a Collaborative Disaster Preparedness Video for Daycare Providers: Use of the Delphi Model for the Creation of a Comprehensive Disaster Preparedness Video for Daycare Providers.

    Science.gov (United States)

    Mar, Pamela; Spears, Robert; Reeb, Jeffrey; Thompson, Sarah B; Myers, Paul; Burke, Rita V

    2018-02-22

    Eight million American children under the age of 5 attend daycare and more than another 50 million American children are in school or daycare settings. Emergency planning requirements for daycare licensing vary by state. Expert opinions were used to create a disaster preparedness video designed for daycare providers to cover a broad spectrum of scenarios. Various stakeholders (17) devised the outline for an educational pre-disaster video for child daycare providers using the Delphi technique. Fleiss κ values were obtained for consensus data. A 20-minute video was created, addressing the physical, psychological, and legal needs of children during and after a disaster. Viewers completed an anonymous survey to evaluate topic comprehension. A consensus was attempted on all topics, ranging from elements for inclusion to presentation format. The Fleiss κ value of 0.07 was obtained. Fifty-seven of the total 168 video viewers completed the 10-question survey, with comprehension scores ranging from 72% to 100%. Evaluation of caregivers that viewed our video supports understanding of video contents. Ultimately, the technique used to create and disseminate the resources may serve as a template for others providing pre-disaster planning education. (Disaster Med Public Health Preparedness. 2018;page 1 of 5).

  1. Violence in teen-rated video games.

    Science.gov (United States)

    Haninger, Kevin; Ryan, M Seamus; Thompson, Kimberly M

    2004-03-11

    Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for "Teen") by the Entertainment Software Rating Board (ESRB) has not been quantified. To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes. We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001 to identify the distribution of games by genre and to characterize the distribution of content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children. Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2%) received only a content descriptor for blood, and 14 game titles

  2. Hierarchical video summarization

    Science.gov (United States)

    Ratakonda, Krishna; Sezan, M. Ibrahim; Crinon, Regis J.

    1998-12-01

    We address the problem of key-frame summarization of vide in the absence of any a priori information about its content. This is a common problem that is encountered in home videos. We propose a hierarchical key-frame summarization algorithm where a coarse-to-fine key-frame summary is generated. A hierarchical key-frame summary facilitates multi-level browsing where the user can quickly discover the content of the video by accessing its coarsest but most compact summary and then view a desired segment of the video with increasingly more detail. At the finest level, the summary is generated on the basis of color features of video frames, using an extension of a recently proposed key-frame extraction algorithm. The finest level key-frames are recursively clustered using a novel pairwise K-means clustering approach with temporal consecutiveness constraint. We also address summarization of MPEG-2 compressed video without fully decoding the bitstream. We also propose efficient mechanisms that facilitate decoding the video when the hierarchical summary is utilized in browsing and playback of video segments starting at selected key-frames.

  3. 3D display system using monocular multiview displays

    Science.gov (United States)

    Sakamoto, Kunio; Saruta, Kazuki; Takeda, Kazutoki

    2002-05-01

    A 3D head mounted display (HMD) system is useful for constructing a virtual space. The authors have researched the virtual-reality systems connected with computer networks for real-time remote control and developed a low-priced real-time 3D display for building these systems. We developed a 3D HMD system using monocular multi-view displays. The 3D displaying technique of this monocular multi-view display is based on the concept of the super multi-view proposed by Kajiki at TAO (Telecommunications Advancement Organization of Japan) in 1996. Our 3D HMD has two monocular multi-view displays (used as a visual display unit) in order to display a picture to the left eye and the right eye. The left and right images are a pair of stereoscopic images for the left and right eyes, then stereoscopic 3D images are observed.

  4. GPLS VME Module: A Diagnostic and Display Tool for NSLS Micro Systems

    International Nuclear Information System (INIS)

    Ramamoorthy, S.; Smith, J. D.

    1999-01-01

    The General Purpose Light Source VME module is an integral part of every front-end micro in the NSLS control system. The board incorporates features such as a video character generator, clock signals, time-of-day clock, a VME bus interrupter and general-purpose digital inputs and outputs. This module serves as a valuable diagnostic and real-time display tool for the micro development as well as for the find operational systems. This paper describes the functions provided by the board for the NSLS micro control monitor software

  5. Approach and Evaluation of a Mobile Video-Based and Location-Based Augmented Reality Platform for Information Brokerage

    Science.gov (United States)

    Dastageeri, H.; Storz, M.; Koukofikis, A.; Knauth, S.; Coors, V.

    2016-09-01

    Providing mobile location-based information for pedestrians faces many challenges. On one hand the accuracy of localisation indoors and outdoors is restricted due to technical limitations of GPS and Beacons. Then again only a small display is available to display information as well as to develop a user interface. Plus, the software solution has to consider the hardware characteristics of mobile devices during the implementation process for aiming a performance with minimum latency. This paper describes our approach by including a combination of image tracking and GPS or Beacons to ensure orientation and precision of localisation. To communicate the information on Points of Interest (POIs), we decided to choose Augmented Reality (AR). For this concept of operations, we used besides the display also the acceleration and positions sensors as a user interface. This paper especially goes into detail on the optimization of the image tracking algorithms, the development of the video-based AR player for the Android platform and the evaluation of videos as an AR element in consideration of providing a good user experience. For setting up content for the POIs or even generate a tour we used and extended the Open Geospatial Consortium (OGC) standard Augmented Reality Markup Language (ARML).

  6. APPROACH AND EVALUATION OF A MOBILE VIDEO-BASED AND LOCATION-BASED AUGMENTED REALITY PLATFORM FOR INFORMATION BROKERAGE

    Directory of Open Access Journals (Sweden)

    H. Dastageeri

    2016-09-01

    Full Text Available Providing mobile location-based information for pedestrians faces many challenges. On one hand the accuracy of localisation indoors and outdoors is restricted due to technical limitations of GPS and Beacons. Then again only a small display is available to display information as well as to develop a user interface. Plus, the software solution has to consider the hardware characteristics of mobile devices during the implementation process for aiming a performance with minimum latency. This paper describes our approach by including a combination of image tracking and GPS or Beacons to ensure orientation and precision of localisation. To communicate the information on Points of Interest (POIs, we decided to choose Augmented Reality (AR. For this concept of operations, we used besides the display also the acceleration and positions sensors as a user interface. This paper especially goes into detail on the optimization of the image tracking algorithms, the development of the video-based AR player for the Android platform and the evaluation of videos as an AR element in consideration of providing a good user experience. For setting up content for the POIs or even generate a tour we used and extended the Open Geospatial Consortium (OGC standard Augmented Reality Markup Language (ARML.

  7. Advanced Transport Operating System (ATOPS) color displays software description: MicroVAX system

    Science.gov (United States)

    Slominski, Christopher J.; Plyler, Valerie E.; Dickson, Richard W.

    1992-01-01

    This document describes the software created for the Display MicroVAX computer used for the Advanced Transport Operating Systems (ATOPS) project on the Transport Systems Research Vehicle (TSRV). The software delivery of February 27, 1991, known as the 'baseline display system', is the one described in this document. Throughout this publication, module descriptions are presented in a standardized format which contains module purpose, calling sequence, detailed description, and global references. The global references section includes subroutines, functions, and common variables referenced by a particular module. The system described supports the Research Flight Deck (RFD) of the TSRV. The RFD contains eight Cathode Ray Tubes (CRTs) which depict a Primary Flight Display, Navigation Display, System Warning Display, Takeoff Performance Monitoring System Display, and Engine Display.

  8. Frequent video game players resist perceptual interference.

    Directory of Open Access Journals (Sweden)

    Aaron V Berard

    Full Text Available Playing certain types of video games for a long time can improve a wide range of mental processes, from visual acuity to cognitive control. Frequent gamers have also displayed generalized improvements in perceptual learning. In the Texture Discrimination Task (TDT, a widely used perceptual learning paradigm, participants report the orientation of a target embedded in a field of lines and demonstrate robust over-night improvement. However, changing the orientation of the background lines midway through TDT training interferes with overnight improvements in overall performance on TDT. Interestingly, prior research has suggested that this effect will not occur if a one-hour break is allowed in between the changes. These results have suggested that after training is over, it may take some time for learning to become stabilized and resilient against interference. Here, we tested whether frequent gamers have faster stabilization of perceptual learning compared to non-gamers and examined the effect of daily video game playing on interference of training of TDT with one background orientation on perceptual learning of TDT with a different background orientation. As a result, we found that non-gamers showed overnight performance improvement only on one background orientation, replicating previous results with the interference in TDT. In contrast, frequent gamers demonstrated overnight improvements in performance with both background orientations, suggesting that they are better able to overcome interference in perceptual learning. This resistance to interference suggests that video game playing not only enhances the amplitude and speed of perceptual learning but also leads to faster and/or more robust stabilization of perceptual learning.

  9. Capture and playback synchronization in video conferencing

    Science.gov (United States)

    Shae, Zon-Yin; Chang, Pao-Chi; Chen, Mon-Song

    1995-03-01

    Packet-switching based video conferencing has emerged as one of the most important multimedia applications. Lip synchronization can be disrupted in the packet network as the result of the network properties: packet delay jitters at the capture end, network delay jitters, packet loss, packet arrived out of sequence, local clock mismatch, and video playback overlay with the graphic system. The synchronization problem become more demanding as the real time and multiparty requirement of the video conferencing application. Some of the above mentioned problem can be solved in the more advanced network architecture as ATM having promised. This paper will present some of the solutions to the problems that can be useful at the end station terminals in the massively deployed packet switching network today. The playback scheme in the end station will consist of two units: compression domain buffer management unit and the pixel domain buffer management unit. The pixel domain buffer management unit is responsible for removing the annoying frame shearing effect in the display. The compression domain buffer management unit is responsible for parsing the incoming packets for identifying the complete data blocks in the compressed data stream which can be decoded independently. The compression domain buffer management unit is also responsible for concealing the effects of clock mismatch, lip synchronization, and packet loss, out of sequence, and network jitters. This scheme can also be applied to the multiparty teleconferencing environment. Some of the schemes presented in this paper have been implemented in the Multiparty Multimedia Teleconferencing (MMT) system prototype at the IBM watson research center.

  10. Frequent video game players resist perceptual interference.

    Science.gov (United States)

    Berard, Aaron V; Cain, Matthew S; Watanabe, Takeo; Sasaki, Yuka

    2015-01-01

    Playing certain types of video games for a long time can improve a wide range of mental processes, from visual acuity to cognitive control. Frequent gamers have also displayed generalized improvements in perceptual learning. In the Texture Discrimination Task (TDT), a widely used perceptual learning paradigm, participants report the orientation of a target embedded in a field of lines and demonstrate robust over-night improvement. However, changing the orientation of the background lines midway through TDT training interferes with overnight improvements in overall performance on TDT. Interestingly, prior research has suggested that this effect will not occur if a one-hour break is allowed in between the changes. These results have suggested that after training is over, it may take some time for learning to become stabilized and resilient against interference. Here, we tested whether frequent gamers have faster stabilization of perceptual learning compared to non-gamers and examined the effect of daily video game playing on interference of training of TDT with one background orientation on perceptual learning of TDT with a different background orientation. As a result, we found that non-gamers showed overnight performance improvement only on one background orientation, replicating previous results with the interference in TDT. In contrast, frequent gamers demonstrated overnight improvements in performance with both background orientations, suggesting that they are better able to overcome interference in perceptual learning. This resistance to interference suggests that video game playing not only enhances the amplitude and speed of perceptual learning but also leads to faster and/or more robust stabilization of perceptual learning.

  11. Circular displays: control/display arrangements and stereotype strength with eight different display locations.

    Science.gov (United States)

    Chan, Alan H S; Hoffmann, Errol R

    2015-01-01

    Two experiments are reported that were designed to investigate control/display arrangements having high stereotype strengths when using circular displays. Eight display locations relative to the operator and control were tested with rotational and translational controls situated on different planes according to the Frame of Reference Transformation Tool (FORT) model of Wickens et al. (2010). (Left. No, Right! Development of the Frame of Reference Transformation Tool (FORT), Proceedings of the Human Factors and Ergonomics Society 54th Annual Meeting, 54: 1022-1026). In many cases, there was little effect of display locations, indicating the importance of the Worringham and Beringer (1998. Directional stimulus-response compatibility: a test of three alternative principles. Ergonomics, 41(6), 864-880) Visual Field principle and an extension of this principle for rotary controls (Hoffmann and Chan (2013). The Worringham and Beringer 'visual field' principle for rotary controls. Ergonomics, 56(10), 1620-1624). The initial indicator position (12, 3, 6 and 9 o'clock) had a major effect on control/display stereotype strength for many of the six controls tested. Best display/control arrangements are listed for each of the different control types (rotational and translational) and for the planes on which they are mounted. Data have application where a circular display is used due to limited display panel space and applies to space-craft, robotics operators, hospital equipment and home appliances. Practitioner Summary: Circular displays are often used when there is limited space available on a control panel. Display/control arrangements having high stereotype strength are listed for four initial indicator positions. These arrangements are best for design purposes.

  12. Robust video watermarking via optimization algorithm for quantization of pseudo-random semi-global statistics

    Science.gov (United States)

    Kucukgoz, Mehmet; Harmanci, Oztan; Mihcak, Mehmet K.; Venkatesan, Ramarathnam

    2005-03-01

    In this paper, we propose a novel semi-blind video watermarking scheme, where we use pseudo-random robust semi-global features of video in the three dimensional wavelet transform domain. We design the watermark sequence via solving an optimization problem, such that the features of the mark-embedded video are the quantized versions of the features of the original video. The exact realizations of the algorithmic parameters are chosen pseudo-randomly via a secure pseudo-random number generator, whose seed is the secret key, that is known (resp. unknown) by the embedder and the receiver (resp. by the public). We experimentally show the robustness of our algorithm against several attacks, such as conventional signal processing modifications and adversarial estimation attacks.

  13. Video games, terrorism, and ISIS’s Jihad 3.0

    NARCIS (Netherlands)

    A.K. Al-Rawi (Ahmed)

    2016-01-01

    textabstractThis study discusses different media strategies followed by the Islamic State in Iraq and Syria (ISIS). In particular, the study attempts to understand the way ISIS’s video game that is called “Salil al-Sawarem” (The Clanging of the Swords) has been received by the online Arab public.

  14. Rate control scheme for consistent video quality in scalable video codec.

    Science.gov (United States)

    Seo, Chan-Won; Han, Jong-Ki; Nguyen, Truong Q

    2011-08-01

    Multimedia data delivered to mobile devices over wireless channels or the Internet are complicated by bandwidth fluctuation and the variety of mobile devices. Scalable video coding has been developed as an extension of H.264/AVC to solve this problem. Since scalable video codec provides various scalabilities to adapt the bitstream for the channel conditions and terminal types, scalable codec is one of the useful codecs for wired or wireless multimedia communication systems, such as IPTV and streaming services. In such scalable multimedia communication systems, video quality fluctuation degrades the visual perception significantly. It is important to efficiently use the target bits in order to maintain a consistent video quality or achieve a small distortion variation throughout the whole video sequence. The scheme proposed in this paper provides a useful function to control video quality in applications supporting scalability, whereas conventional schemes have been proposed to control video quality in the H.264 and MPEG-4 systems. The proposed algorithm decides the quantization parameter of the enhancement layer to maintain a consistent video quality throughout the entire sequence. The video quality of the enhancement layer is controlled based on a closed-form formula which utilizes the residual data and quantization error of the base layer. The simulation results show that the proposed algorithm controls the frame quality of the enhancement layer in a simple operation, where the parameter decision algorithm is applied to each frame.

  15. Task switching in video game players: Benefits of selective attention but not resistance to proactive interference.

    Science.gov (United States)

    Karle, James W; Watter, Scott; Shedden, Judith M

    2010-05-01

    Research into the perceptual and cognitive effects of playing video games is an area of increasing interest for many investigators. Over the past decade, expert video game players (VGPs) have been shown to display superior performance compared to non-video game players (nVGPs) on a range of visuospatial and attentional tasks. A benefit of video game expertise has recently been shown for task switching, suggesting that VGPs also have superior cognitive control abilities compared to nVGPs. In two experiments, we examined which aspects of task switching performance this VGP benefit may be localized to. With minimal trial-to-trial interference from minimally overlapping task set rules, VGPs demonstrated a task switching benefit compared to nVGPs. However, this benefit disappeared when proactive interference between tasks was increased, with substantial stimulus and response overlap in task set rules. We suggest that VGPs have no generalized benefit in task switching-related cognitive control processes compared to nVGPs, with switch cost reductions due instead to a specific benefit in controlling selective attention. Copyright 2009 Elsevier B.V. All rights reserved.

  16. Part Two: Learning Science Through Digital Video: Student Views on Watching and Creating Videos

    Science.gov (United States)

    Wade, P.; Courtney, A. R.

    2014-12-01

    The use of digital video for science education has become common with the wide availability of video imagery. This study continues research into aspects of using digital video as a primary teaching tool to enhance student learning in undergraduate science courses. Two survey instruments were administered to undergraduate non-science majors. Survey One focused on: a) What science is being learned from watching science videos such as a "YouTube" clip of a volcanic eruption or an informational video on geologic time and b) What are student preferences with regard to their learning (e.g. using video versus traditional modes of delivery)? Survey Two addressed students' perspectives on the storytelling aspect of the video with respect to: a) sustaining interest, b) providing science information, c) style of video and d) quality of the video. 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. The storytelling aspect of each video was also addressed by students. Students watched 15-20 shorter (3-15 minute science videos) created within the last four years. Initial results of this research support that shorter video segments were preferred and the storytelling quality of each video related to student learning.

  17. Headlines: Planet Earth: Improving Climate Literacy with Short Format News Videos

    Science.gov (United States)

    Tenenbaum, L. F.; Kulikov, A.; Jackson, R.

    2012-12-01

    One of the challenges of communicating climate science is the sense that climate change is remote and unconnected to daily life--something that's happening to someone else or in the future. To help face this challenge, NASA's Global Climate Change website http://climate.nasa.gov has launched a new video series, "Headlines: Planet Earth," which focuses on current climate news events. This rapid-response video series uses 3D video visualization technology combined with real-time satellite data and images, to throw a spotlight on real-world events.. The "Headlines: Planet Earth" news video products will be deployed frequently, ensuring timeliness. NASA's Global Climate Change Website makes extensive use of interactive media, immersive visualizations, ground-based and remote images, narrated and time-lapse videos, time-series animations, and real-time scientific data, plus maps and user-friendly graphics that make the scientific content both accessible and engaging to the public. The site has also won two consecutive Webby Awards for Best Science Website. Connecting climate science to current real-world events will contribute to improving climate literacy by making climate science relevant to everyday life.

  18. 77 FR 48102 - Closed Captioning and Video Description of Video Programming

    Science.gov (United States)

    2012-08-13

    ... Captioning and Video Description of Video Programming AGENCY: Federal Communications Commission. [[Page 48103... show that providing captions on their programming would be economically burdensome. DATES: Effective...) establishing requirements for closed captioning on video programming to ensure access by persons with hearing...

  19. Low-complexity JPEG-based progressive video codec for wireless video transmission

    DEFF Research Database (Denmark)

    Ukhanova, Ann; Forchhammer, Søren

    2010-01-01

    This paper discusses the question of video codec enhancement for wireless video transmission of high definition video data taking into account constraints on memory and complexity. Starting from parameter adjustment for JPEG2000 compression algorithm used for wireless transmission and achieving...

  20. Effective Educational Videos: Principles and Guidelines for Maximizing Student Learning from Video Content

    Science.gov (United States)

    Brame, Cynthia J.

    2016-01-01

    Educational videos have become an important part of higher education, providing an important content-delivery tool in many flipped, blended, and online classes. Effective use of video as an educational tool is enhanced when instructors consider three elements: how to manage cognitive load of the video; how to maximize student engagement with the video; and how to promote active learning from the video. This essay reviews literature relevant to each of these principles and suggests practical ways instructors can use these principles when using video as an educational tool. PMID:27789532