WorldWideScience

Sample records for videos slides activities

  1. Enrichment of words by visual images: books, slides, and videos.

    Science.gov (United States)

    Brozek, J M

    1999-08-01

    This article reviews additions to 3 ways of visually enriching verbal accounts of the history of psychology: illustrated books, slides, and videos. Although each approach has its limitations and its merits, taken together they constitute a significant addition to the printed word. As such, they broaden the toolkits of both the learners and the teachers of the history of psychology. Reference is also made to 3 earlier publications.

  2. Rate-adaptive compressive video acquisition with sliding-window total-variation-minimization reconstruction

    Science.gov (United States)

    Liu, Ying; Pados, Dimitris A.

    2013-05-01

    We consider a compressive video acquisition system where frame blocks are sensed independently. Varying block sparsity is exploited in the form of individual per-block open-loop sampling rate allocation with minimal system overhead. At the decoder, video frames are reconstructed via sliding-window inter-frame total variation minimization. Experimental results demonstrate that such rate-adaptive compressive video acquisition improves noticeably the rate-distortion performance of the video stream over fixed-rate acquisition approaches.

  3. The Effect of the Instructional Media Based on Lecture Video and Slide Synchronization System on Statistics Learning Achievement

    Directory of Open Access Journals (Sweden)

    Partha Sindu I Gede

    2018-01-01

    Full Text Available The purpose of this study was to determine the effect of the use of the instructional media based on lecture video and slide synchronization system on Statistics learning achievement of the students of PTI department . The benefit of this research is to help lecturers in the instructional process i to improve student's learning achievements that lead to better students’ learning outcomes. Students can use instructional media which is created from the lecture video and slide synchronization system to support more interactive self-learning activities. Students can conduct learning activities more efficiently and conductively because synchronized lecture video and slide can assist students in the learning process. The population of this research was all students of semester VI (six majoring in Informatics Engineering Education. The sample of the research was the students of class VI B and VI D of the academic year 2016/2017. The type of research used in this study was quasi-experiment. The research design used was post test only with non equivalent control group design. The result of this research concluded that there was a significant influence in the application of learning media based on lectures video and slide synchronization system on statistics learning result on PTI department.

  4. Active magnetic bearing system based on sliding mode control

    Science.gov (United States)

    Zhang, Yanhong

    2017-07-01

    A new sliding mode variable structure control algorithm suitable for active magnetic bearing is proposed, which is widely used for nonlinear control system. The model and controller is designed, simulation and experimental parts are also made, according to the switching function and the sliding mode control law. The current of electromagnet is adjusted to realize stable levitation of the rotor. The experimental result shows that the sliding mode variable structure controller is an effective way for magnetic bearing control, and the active magnetic bearing system is a highly nonlinear and advanced control method that can reduce the setting time and the cost.

  5. Interactive case vignettes utilizing simulated pathologist-clinician encounters with whole slide imaging and video tutorials of whole slide scans improves student understanding of disease processes.

    Science.gov (United States)

    Horn, Adam J; Czarnecki, Donna; Lele, Subodh M

    2012-01-01

    One of the drawbacks of studying pathology in the second year of medical school in a classroom setting is the relatively limited exposure to patient encounters/clinical rotations, making it difficult to understand and fully appreciate the significance of the course material, specifically the molecular and tissue aspects of disease. In this study, we determined if case vignettes incorporating pathologist-clinician encounters with whole slide imaging (WSI) and narrated/annotated videos of whole slide (WS) scans in addition to clinical data improved student understanding of pathologic disease processes. Case vignettes were created for several genitourinary disease processes that utilized clinical data including narratives of pathologist-clinician encounters, WSI, and annotated video tutorials of WS scans (designed to simulate "double-heading"). The students were encouraged to view the virtual slide first, with the video tutorials being provided to offer additional assistance. The case vignettes were created to be interactive with a detailed explanation of each correct and incorrect question choice. The cases were made available to all second year medical students via a website and could be viewed only after completing a 10 question pre-test. A post-test could be completed after viewing all cases followed by a brief satisfaction survey. Ninety-six students completed the pre-test with an average score of 7.7/10. Fifty-seven students completed the post-test with an average score of 9.4/10. Thirty-six students completed the satisfaction survey. 94% agreed or strongly agreed that this was a useful exercise and 91% felt that it helped them better understand the topics. The development of interactive case vignettes incorporating simulated pathologist-clinician encounters with WSI and video tutorials of WS scans helps to improve student enthusiasm to learn and grasp pathologic aspects of disease processes that lead to clinical therapeutic decision making.

  6. Interactive case vignettes utilizing simulated pathologist-clinician encounters with whole slide imaging and video tutorials of whole slide scans improves student understanding of disease processes

    Directory of Open Access Journals (Sweden)

    Adam J Horn

    2012-01-01

    Full Text Available Background: One of the drawbacks of studying pathology in the second year of medical school in a classroom setting is the relatively limited exposure to patient encounters/clinical rotations, making it difficult to understand and fully appreciate the significance of the course material, specifically the molecular and tissue aspects of disease. In this study, we determined if case vignettes incorporating pathologist-clinician encounters with whole slide imaging (WSI and narrated/annotated videos of whole slide (WS scans in addition to clinical data improved student understanding of pathologic disease processes. Materials and Methods: Case vignettes were created for several genitourinary disease processes that utilized clinical data including narratives of pathologist-clinician encounters, WSI, and annotated video tutorials of WS scans (designed to simulate "double-heading". The students were encouraged to view the virtual slide first, with the video tutorials being provided to offer additional assistance. The case vignettes were created to be interactive with a detailed explanation of each correct and incorrect question choice. The cases were made available to all second year medical students via a website and could be viewed only after completing a 10 question pre-test. A post-test could be completed after viewing all cases followed by a brief satisfaction survey. Results: Ninety-six students completed the pre-test with an average score of 7.7/10. Fifty-seven students completed the post-test with an average score of 9.4/10. Thirty-six students completed the satisfaction survey. 94% agreed or strongly agreed that this was a useful exercise and 91% felt that it helped them better understand the topics. Conclusion: The development of interactive case vignettes incorporating simulated pathologist-clinician encounters with WSI and video tutorials of WS scans helps to improve student enthusiasm to learn and grasp pathologic aspects of disease

  7. DICOM to print, 35-mm slides, web, and video projector: tutorial using Adobe Photoshop.

    Science.gov (United States)

    Gurney, Jud W

    2002-10-01

    Preparing images for publication has dealt with film and the photographic process. With picture archiving and communications systems, many departments will no longer produce film. This will change how images are produced for publication. DICOM, the file format for radiographic images, has to be converted and then prepared for traditional publication, 35-mm slides, the newest techniques of video projection, and the World Wide Web. Tagged image file format is the common format for traditional print publication, whereas joint photographic expert group is the current file format for the World Wide Web. Each medium has specific requirements that can be met with a common image-editing program such as Adobe Photoshop (Adobe Systems, San Jose, CA). High-resolution images are required for print, a process that requires interpolation. However, the Internet requires images with a small file size for rapid transmission. The resolution of each output differs and the image resolution must be optimized to match the output of the publishing medium.

  8. Slide 1

    Indian Academy of Sciences (India)

    Click here to start. Table of contents. Slide 1 · Slide 2 · Slide 3 · Slide 4 · Slide 5 · Slide 6 · Slide 7 · Slide 8 · Slide 9 · Slide 10 · Slide 11 · Slide 12 · Slide 13 · Slide 14 · Slide 15 · Slide 16 · Slide 17.

  9. Slide 1

    Indian Academy of Sciences (India)

    Slide 5 · Slide 6 · Slide 7 · Immunology of VL · Slide 9 · Slide 10 · Slide 11 · Slide 12 · Slide 13 · Slide 14 · Strategies To Design Drugs · Slide 16 · Slide 17 · Slide 18 · Slide 19 · Slide 20 · Slide 21 · Slide 22 · Slide 23 · Slide 24 · Slide 25 · Slide 26 · Slide 27 · Slide 28 · Slide 29 · Slide 30 · Slide 31 · Slide 32 · Slide 33 · Slide 34.

  10. Slide 1

    Indian Academy of Sciences (India)

    Gene Expression in Eukaryotic Cells · Slide 3 · Slide 4 · Slide 5 · Slide 6 · Slide 7 · Slide 8 · Slide 9 · Slide 10 · Slide 11 · Slide 12 · Slide 13 · Slide 14 · Slide 15 · Slide 16 · Slide 17 · Slide 18 · Slide 19 · Slide 20 · Slide 21 · Slide 22 · Slide 23 · Slide 24 · Slide 25 · Slide 26 · Slide 27 · Slide 28 · Slide 29. Author: Office.

  11. Slide 1

    Indian Academy of Sciences (India)

    Slide 5 · Slide 6 · Second Question How Did this Shift in ToT Come About? Slide 8 · Second Question How Did this Shift in ToT Come About? Slide 10 · Slide 11 · Slide 12 · Slide 13 · Slide 14 · Slide 15 · Slide 17 · Slide 20 · Slide 21 · Slide 22 · Slide 23 · Slide 24 · Slide 25 · Slide 26 · Slide 27 · Slide 30 · India's Globalization.

  12. Sensorless sliding mode torque control of an IPMSM drive based on active flux concept

    OpenAIRE

    Hassan, A.A.; El-Sawy, A.M.; Mohamed, Y.S.; Shehata, E.G.

    2012-01-01

    This paper investigates a novel direct torque control of a sensorless interior permanent magnet synchronous motor based on a sliding mode technique. The speed and position of the interior permanent magnet synchronous motor are estimated online based on active flux concept. To overcome the large ripple content associated with the direct torque, a torque/flux sliding mode controller has been employed. Two integral surface functions are used to construct the sliding mode controller. The command ...

  13. A Sliding Mode Control of Semi-Active Suspension Systems with Describing Function Method

    Science.gov (United States)

    Toyama, Shigehiro; Ikeda, Fujio

    This paper presents a sliding mode controller of semi-active suspension systems. The sliding mode controller is designed by the describing function method so that a switching function is enforced into a desired limit cycle instead of a perfect sliding mode. Although the proposed sliding mode controller cannot generate the limit cycle as desired because of the passive constraint of controllable dampers, restricting the switching function in the vicinity of the origin can suppress the deterioration due to the passive constraint, such as increase of jerk of the sprung mass. Finally, simulation results show the effectiveness of the proposed controller.

  14. Active Disturbance Rejection Approach for Robust Fault-Tolerant Control via Observer Assisted Sliding Mode Control

    Directory of Open Access Journals (Sweden)

    John Cortés-Romero

    2013-01-01

    Full Text Available This work proposes an active disturbance rejection approach for the establishment of a sliding mode control strategy in fault-tolerant operations. The core of the proposed active disturbance rejection assistance is a Generalized Proportional Integral (GPI observer which is in charge of the active estimation of lumped nonlinear endogenous and exogenous disturbance inputs related to the creation of local sliding regimes with limited control authority. Possibilities are explored for the GPI observer assisted sliding mode control in fault-tolerant schemes. Convincing improvements are presented with respect to classical sliding mode control strategies. As a collateral advantage, the observer-based control architecture offers the possibility of chattering reduction given that a significant part of the control signal is of the continuous type. The case study considers a classical DC motor control affected by actuator faults, parametric failures, and perturbations. Experimental results and comparisons with other established sliding mode controller design methodologies, which validate the proposed approach, are provided.

  15. Integration of Active Video Games in Extracurricular Activity at Schools

    Science.gov (United States)

    Lee, Jung Eun; Huang, Charles; Pope, Zachary; Gao, Zan

    2015-01-01

    Active video games require players to be physically active. Dance Dance Revolution (DDR) is an interactive dancing game that requires fast-foot movement coordinated with energetic music and visuals. The Wii and Xbox Kinect games have also become good active video games for the promotion of physical activity participation. These games are much more…

  16. Slide 1

    Indian Academy of Sciences (India)

    Slide 25 · Life course epidemiology and chronic diseases · Models · Slide 28 · Slide 29 · Slide 30 · New Delhi Birth Cohort · New Delhi Birth Cohort (NDBC) · Slide 33 · Slide 34 · Slide 35 · Slide 36 · Slide 37 · Slide 38 · Slide 39 · CONCLUSIONS Urban Children and Adolescents · CONCLUSIONS New Delhi Birth Cohort.

  17. The active video games' narrative impact on children's physical activities

    Science.gov (United States)

    Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children's AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influenc...

  18. Analysis and Sliding Mode Control of Four-Wire Three-Leg Shunt Active Power Filter

    Directory of Open Access Journals (Sweden)

    Farid Hamoudi

    2015-01-01

    Full Text Available In this paper, the analysis and the sliding mode control application for a shunt active filter is presented. The active filter is based on a three-leg split-capacitor voltage source inverter which is used to compensate harmonics and unbalance in the phase currents, and therefore to cancel neutral current. The proposed sliding mode control is formulated from the multivariable state model established in dq0 frames. The selection of the sliding mode functions takes in account simultaneously, the current tracking and the dc-bus regulation and balancing, without the need of outer loops for the dc-bus control. A particular attention is given to the sliding mode functions design in order to optimize the convergence of the zero-sequence error and the dc-bus voltage unbalance. The effectiveness of the proposed control has been verified through computer simulation where satisfactory results are obtained over different conditions.

  19. Slide 1

    Indian Academy of Sciences (India)

    Natural Disasters & Floods · Slide 6 · Slide 7 · Slide 8 · Slide 9 · Slide 10 · Indira Gandhi Canal in Rajasthan · Slide 12 · Epidemic Strains · Parasite strains in India · Questions · Slide 16 · Slide 17 · Slide 18 · Slide 19 · Slide 20 · Plasmodium falciparum CQ RESISTANCE TRANSPORTER PROTEIN (PfCRT) · pfcrt mutations.

  20. Sensorless sliding mode torque control of an IPMSM drive based on active flux concept

    Directory of Open Access Journals (Sweden)

    A.A. Hassan

    2012-03-01

    Full Text Available This paper investigates a novel direct torque control of a sensorless interior permanent magnet synchronous motor based on a sliding mode technique. The speed and position of the interior permanent magnet synchronous motor are estimated online based on active flux concept. To overcome the large ripple content associated with the direct torque, a torque/flux sliding mode controller has been employed. Two integral surface functions are used to construct the sliding mode controller. The command voltage is estimated from the torque and flux errors based on the two switching functions. The idea of the total sliding mode is used to eliminate the problem of reaching phase stability. The space vector modulation is combined with the sliding mode controller to ensure minimum torque and flux ripples and provides high resolution voltage control. The proposed scheme has the advantages of simple implementation, and does not require an external signal injection. In addition, it combines the merits of the direct torque control, sliding mode controller, and space vector modulation besides to the sensorless control. Simulation works are carried out to demonstrate the ability of the proposed scheme at different operating conditions. The results confirm the high performance of the proposed scheme at standstill, low and high speeds including load disturbance and parameters variation.

  1. Slide 1

    Indian Academy of Sciences (India)

    Potency of Stem Cells · Slide 3 · Slide 4 · Slide 5 · World Wide Clinical trials using MSCs · Slide 7 · Bone Marrow derived Human MSCs (hMSC) in culture · Slide 9 · Slide 10 · Slide 11 · Slide 12 · Slide 13 · Fetal MSCs · Morphology of murine fetal heart derived stem cells (fHSCs) · Growth Kinetics of fHSCs · Phenotype of ...

  2. Active Disturbance Rejection with Sliding Mode Control Based Course and Path Following for Underactuated Ships

    Directory of Open Access Journals (Sweden)

    Ronghui Li

    2013-01-01

    Full Text Available The compound control of active-disturbance-rejection control (ADRC with sliding mode is proposed to improve the performance of the closed-loop system and deal with the constraint condition problem of a surface ship. The advantages of ADRC with sliding mode were verified by ship course control simulations. Meanwhile, to solve the path-following problem of underactuated surface ships with uncertainties of internal dynamic and external disturbances, the ADRC controller with sliding mode is introduced to steer the ship to follow the desired path. In order to overcome the cross-track error caused by wind and current, drift angle is compensated in the controller by designing a coordinate transformation equation. Simulations were performed on a nonlinear kinematics model of a training ship to validate the stability and excellent robustness of the proposed path-following controller.

  3. On-slide detection of enzymatic activities in selected single cells

    DEFF Research Database (Denmark)

    Keller, Josephine Geertsen; Tesauro, Cinzia; Coletta, Andrea

    2017-01-01

    level in a fluorescent microscope upon hybridization of fluorescent labelled probes. The on-slide detection system was demonstrated to be directly quantitative and specific towards CD44 positive cells. Moreover, it allowed reproducible detection of human topoisomerase I activity in single cells....

  4. Energy intake during activity enhanced video game play.

    Science.gov (United States)

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

    2010-10-01

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

  5. Understanding Collective Activities of People from Videos.

    Science.gov (United States)

    Wongun Choi; Savarese, Silvio

    2014-06-01

    This paper presents a principled framework for analyzing collective activities at different levels of semantic granularity from videos. Our framework is capable of jointly tracking multiple individuals, recognizing activities performed by individuals in isolation (i.e., atomic activities such as walking or standing), recognizing the interactions between pairs of individuals (i.e., interaction activities) as well as understanding the activities of group of individuals (i.e., collective activities). A key property of our work is that it can coherently combine bottom-up information stemming from detections or fragments of tracks (or tracklets) with top-down evidence. Top-down evidence is provided by a newly proposed descriptor that captures the coherent behavior of groups of individuals in a spatial-temporal neighborhood of the sequence. Top-down evidence provides contextual information for establishing accurate associations between detections or tracklets across frames and, thus, for obtaining more robust tracking results. Bottom-up evidence percolates upwards so as to automatically infer collective activity labels. Experimental results on two challenging data sets demonstrate our theoretical claims and indicate that our model achieves enhances tracking results and the best collective classification results to date.

  6. Coding the Complexity of Activity in Video Recordings

    DEFF Research Database (Denmark)

    Harter, Christopher Daniel; Otrel-Cass, Kathrin

    2017-01-01

    This paper presents a theoretical approach to coding and analyzing video data on human interaction and activity, using principles found in cultural historical activity theory. The systematic classification or coding of information contained in video data on activity can be arduous and time consum...

  7. Neurological activity monitoring based on video inpainting.

    Science.gov (United States)

    Schmale, Sebastian; Seidel, Pascal; Thiermann, Steffen; Paul, Steffen

    2017-07-01

    Inpainting-based compression and reconstruction methodology can be applied to systems with limited resources to enable continuously monitor neurological activity. In this work, an approach based on sparse representations and K-SVD is augmented to a video processing in order to improve the recovery quality. That was mainly achieved by using another direction of spatial correlation and the extraction of cuboids across frames. The implementation of overlapping frames between the recorded data blocks avoids rising errors at the boundaries during the inpainting-based recovery. Controlling the electrode states per frame plays a key role for high data compression and precise recovery. The proposed 3D inpainting approach can compete with common methods like JPEG, JPEG2000 or MPEG-4 in terms of the degree of compression and reconstruction accuracy, which was applied on real measured local field potentials of a human patient.

  8. The Escherichia coli Clamp Loader Can Actively Pry Open the β-Sliding Clamp*

    Science.gov (United States)

    Paschall, Christopher O.; Thompson, Jennifer A.; Marzahn, Melissa R.; Chiraniya, Ankita; Hayner, Jaclyn N.; O'Donnell, Mike; Robbins, Arthur H.; McKenna, Robert; Bloom, Linda B.

    2011-01-01

    Clamp loaders load ring-shaped sliding clamps onto DNA. Once loaded onto DNA, sliding clamps bind to DNA polymerases to increase the processivity of DNA synthesis. To load clamps onto DNA, an open clamp loader-clamp complex must form. An unresolved question is whether clamp loaders capture clamps that have transiently opened or whether clamp loaders bind closed clamps and actively open clamps. A simple fluorescence-based clamp opening assay was developed to address this question and to determine how ATP binding contributes to clamp opening. A direct comparison of real time binding and opening reactions revealed that the Escherichia coli γ complex binds β first and then opens the clamp. Mutation of conserved “arginine fingers” in the γ complex that interact with bound ATP decreased clamp opening activity showing that arginine fingers make an important contribution to the ATP-induced conformational changes that allow the clamp loader to pry open the clamp. PMID:21971175

  9. Slide 1

    Indian Academy of Sciences (India)

    Problem 1: Direct Materials Procurement at GM · Slide 8 · Slide 9 · Slide 10 · Game Theory · Strategic Form Games (Normal Form Games) · Example : Prisoner's Dilemma · Dominant Strategy Equilibrium · Nash Equilibrium · Nash's Theorem · Slide 17 · Slide 18 · Example 1: Mechanism Design Fair Division of a Cake.

  10. Active video games for youth: A systematic review

    Science.gov (United States)

    Whether a population level increase in physical activity (PA) is critical to reduce obesity in youth. Video games are highly popular and active video games (AVGs) have the potential to play a role in promoting youth PA. Studies on AVG play energy expenditure (EE) and maintenance of play in youth wer...

  11. Automatic Association of Chats and Video Tracks for Activity Learning and Recognition in Aerial Video Surveillance

    Directory of Open Access Journals (Sweden)

    Riad I. Hammoud

    2014-10-01

    Full Text Available We describe two advanced video analysis techniques, including video-indexed by voice annotations (VIVA and multi-media indexing and explorer (MINER. VIVA utilizes analyst call-outs (ACOs in the form of chat messages (voice-to-text to associate labels with video target tracks, to designate spatial-temporal activity boundaries and to augment video tracking in challenging scenarios. Challenging scenarios include low-resolution sensors, moving targets and target trajectories obscured by natural and man-made clutter. MINER includes: (1 a fusion of graphical track and text data using probabilistic methods; (2 an activity pattern learning framework to support querying an index of activities of interest (AOIs and targets of interest (TOIs by movement type and geolocation; and (3 a user interface to support streaming multi-intelligence data processing. We also present an activity pattern learning framework that uses the multi-source associated data as training to index a large archive of full-motion videos (FMV. VIVA and MINER examples are demonstrated for wide aerial/overhead imagery over common data sets affording an improvement in tracking from video data alone, leading to 84% detection with modest misdetection/false alarm results due to the complexity of the scenario. The novel use of ACOs and chat Sensors 2014, 14 19844 messages in video tracking paves the way for user interaction, correction and preparation of situation awareness reports.

  12. Adaptive Neural-Sliding Mode Control of Active Suspension System for Camera Stabilization

    Directory of Open Access Journals (Sweden)

    Feng Zhao

    2015-01-01

    Full Text Available The camera always suffers from image instability on the moving vehicle due to the unintentional vibrations caused by road roughness. This paper presents a novel adaptive neural network based on sliding mode control strategy to stabilize the image captured area of the camera. The purpose is to suppress vertical displacement of sprung mass with the application of active suspension system. Since the active suspension system has nonlinear and time varying characteristics, adaptive neural network (ANN is proposed to make the controller robustness against systematic uncertainties, which release the model-based requirement of the sliding model control, and the weighting matrix is adjusted online according to Lyapunov function. The control system consists of two loops. The outer loop is a position controller designed with sliding mode strategy, while the PID controller in the inner loop is to track the desired force. The closed loop stability and asymptotic convergence performance can be guaranteed on the basis of the Lyapunov stability theory. Finally, the simulation results show that the employed controller effectively suppresses the vibration of the camera and enhances the stabilization of the entire camera, where different excitations are considered to validate the system performance.

  13. Slide 1

    Indian Academy of Sciences (India)

    Brewster angle microscopy (BAM) Images · Interaction of NPEA with DPPC: DSC · NPEA:DPPC mixtures: Phase Diagram from DSC data · Structures of Phases: 31P-NMR · Structures of Phases: SAXS · Long spacings from SAXS · Slide 38 · Slide 39 · Slide 40 · Slide 41 · Slide 42 · Slide 43 · Summary · THANKS TO ... Author: ...

  14. Summarization of human activity videos via low-rank approximation

    OpenAIRE

    Mademlis, Ioannis; Tefas, Anastasios; Nikolaidis, Nikos; Pitas, Ioannis

    2017-01-01

    Summarization of videos depicting human activities is a timely problem with important applications, e.g., in the domains of surveillance or film/TV production, that steadily becomes more relevant. Research on video summarization has mainly relied on global clustering or local (frame-by-frame) saliency methods to provide automated algorithmic solutions for key-frame extraction. This work presents a method based on selecting as key-frames video frames able to optimally reconstruct the entire vi...

  15. Replacing non-active video gaming by active video gaming to prevent excessive weight gain in adolescents

    NARCIS (Netherlands)

    Simons, M.; Brug, J.; Chinapaw, M.J.M.; Boer, M. de; Seidell, J.; Vet, E. de

    2015-01-01

    Objective: The aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics, sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming adolescents who primarily were of

  16. Replacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents

    NARCIS (Netherlands)

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

    2015-01-01

    OBJECTIVE: The aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics, sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming adolescents who primarily were of

  17. Video-based convolutional neural networks for activity recognition from robot-centric videos

    Science.gov (United States)

    Ryoo, M. S.; Matthies, Larry

    2016-05-01

    In this evaluation paper, we discuss convolutional neural network (CNN)-based approaches for human activity recognition. In particular, we investigate CNN architectures designed to capture temporal information in videos and their applications to the human activity recognition problem. There have been multiple previous works to use CNN-features for videos. These include CNNs using 3-D XYT convolutional filters, CNNs using pooling operations on top of per-frame image-based CNN descriptors, and recurrent neural networks to learn temporal changes in per-frame CNN descriptors. We experimentally compare some of these different representatives CNNs while using first-person human activity videos. We especially focus on videos from a robots viewpoint, captured during its operations and human-robot interactions.

  18. Slide 1

    Indian Academy of Sciences (India)

    Slide 39 · Slide 40 · Slide 41 · Slide 42 · Confocal images of HLE3B Cells transfected with various pEGFP-recombinant constructs · LIMBAL STEM CELL CULTURE TO RESTORE VISION Clinical Trials - 500 cases · Limbal stem cell cultures · Limbal Stem Cell Cultures · Why use HAM? Limbal Stem Cell Transplantation.

  19. Make your own video with ActivePresenter

    CERN Multimedia

    CERN. Geneva

    2016-01-01

    A step-by-step video tutorial on how to use ActivePresenter, a screen recording tool for Windows and Mac. The installation step is not needed for CERN users, as the product is already made available. This tutorial explains how to install ActivePresenter, how to do a screen recording and edit a video using ActivePresenter and finally how to exports the end product. Tell us what you think about this or any other video in this category via e-learning.support at cern.ch All info about the CERN rapid e-learning project is linked from http://twiki.cern.ch/ELearning  

  20. Brain activity and desire for Internet video game play.

    Science.gov (United States)

    Han, Doug Hyun; Bolo, Nicolas; Daniels, Melissa A; Arenella, Lynn; Lyoo, In Kyoon; Renshaw, Perry F

    2011-01-01

    Recent studies have suggested that the brain circuitry mediating cue-induced desire for video games is similar to that elicited by cues related to drugs and alcohol. We hypothesized that desire for Internet video games during cue presentation would activate similar brain regions to those that have been linked with craving for drugs or pathologic gambling. This study involved the acquisition of diagnostic magnetic resonance imaging and functional magnetic resonance imaging data from 19 healthy male adults (age, 18-23 years) following training and a standardized 10-day period of game play with a specified novel Internet video game, "War Rock" (K2 Network, Irvine, CA). Using segments of videotape consisting of 5 contiguous 90-second segments of alternating resting, matched control, and video game-related scenes, desire to play the game was assessed using a 7-point visual analogue scale before and after presentation of the videotape. In responding to Internet video game stimuli, compared with neutral control stimuli, significantly greater activity was identified in left inferior frontal gyrus, left parahippocampal gyrus, right and left parietal lobe, right and left thalamus, and right cerebellum (false discovery rate Internet video game showed significantly greater activity in right medial frontal lobe, right and left frontal precentral gyrus, right parietal postcentral gyrus, right parahippocampal gyrus, and left parietal precuneus gyrus. Controlling for total game time, reported desire for the Internet video game in the subjects who played more Internet video game was positively correlated with activation in right medial frontal lobe and right parahippocampal gyrus. The present findings suggest that cue-induced activation to Internet video game stimuli may be similar to that observed during cue presentation in persons with substance dependence or pathologic gambling. In particular, cues appear to commonly elicit activity in the dorsolateral prefrontal, orbitofrontal

  1. Design and Analysis of Sliding Mode Controller and Simplified Space Vector Modulation for Three Phase Shunt Active Power Filter

    OpenAIRE

    Elangovan, S; K. Thanushkodi; P. N. Neelakantan

    2014-01-01

    The main aim of this study is to control a multivariable coupled system by choosing sliding mode switching function. A Sliding mode control approach is developed to control a three phase three wire voltage source inverter operating as a shunt active power filter. Hence, no need to divide the system model developed in the synchronous ‘dq’ reference frame into two separate loops. Furthermore, the proposed control strategy allows a better stability and robustness over a wide range of operation. ...

  2. Dutch children and parents' views on active and non-active video gaming.

    Science.gov (United States)

    De Vet, Emely; Simons, Monique; Wesselman, Maarten

    2014-06-01

    Active video games that require whole body movement to play the game may be an innovative health promotion tool to substitute sedentary pastime with more active time and may therefore contribute to children's health. To inform strategies aimed at reducing sedentary behavior by replacing non-active by active gaming, opinions about active and non-active video games are explored among 8- to 12-year-old children and their parents. Six qualitative, semi-structured focus groups were held with 8- to 12-year-old children (n = 46) and four with their parents (n = 19) at three different primary schools in The Netherlands. The focus groups with children discussed game preferences, gaming context and perceived game-related parenting. The focus groups with parents addressed considerations in purchasing video games, perceived positive and negative consequences of gaming, and game-related parenting. Both children and their parents were very positive about active video games and preferred active games over non-active games. Active video games were considered more social than non-active video games, and active games were played more often together with friends and family than non-active video games. Parenting practices did not differ for active and non-active video games, although some parents were less strict regarding active games. Two conditions for practical implementation were met: children enjoyed active video games, and parents were willing to buy active video games. Active video games were preferred to non-active video games, illustrating that using active video games is a promising health promotion tool to reduce sedentary pastime in youth.

  3. Brain activity and desire for internet video game play

    Science.gov (United States)

    Han, Doug Hyun; Bolo, Nicolas; Daniels, Melissa A.; Arenella, Lynn; Lyoo, In Kyoon; Renshaw, Perry F.

    2010-01-01

    Objective Recent studies have suggested that the brain circuitry mediating cue induced desire for video games is similar to that elicited by cues related to drugs and alcohol. We hypothesized that desire for internet video games during cue presentation would activate similar brain regions to those which have been linked with craving for drugs or pathological gambling. Methods This study involved the acquisition of diagnostic MRI and fMRI data from 19 healthy male adults (ages 18–23 years) following training and a standardized 10-day period of game play with a specified novel internet video game, “War Rock” (K-network®). Using segments of videotape consisting of five contiguous 90-second segments of alternating resting, matched control and video game-related scenes, desire to play the game was assessed using a seven point visual analogue scale before and after presentation of the videotape. Results In responding to internet video game stimuli, compared to neutral control stimuli, significantly greater activity was identified in left inferior frontal gyrus, left parahippocampal gyrus, right and left parietal lobe, right and left thalamus, and right cerebellum (FDR video game (MIGP) cohort showed significantly greater activity in right medial frontal lobe, right and left frontal pre-central gyrus, right parietal post-central gyrus, right parahippocampal gyrus, and left parietal precuneus gyrus. Controlling for total game time, reported desire for the internet video game in the MIGP cohort was positively correlated with activation in right medial frontal lobe and right parahippocampal gyrus. Discussion The present findings suggest that cue-induced activation to internet video game stimuli may be similar to that observed during cue presentation in persons with substance dependence or pathological gambling. In particular, cues appear to commonly elicit activity in the dorsolateral prefrontal, orbitofrontal cortex, parahippocampal gyrus, and thalamus. PMID:21220070

  4. Slide Paintings

    Science.gov (United States)

    Marshall, Sally J.

    1972-01-01

    Article describes and illustrates elementary students' paintings on 2 x 2 slides, using felt tip pens and drawing inks as well as paints to achieve experimental effects. Slides were then viewed through a projector. (PD)

  5. ActivityNet: A Large-Scale Video Benchmark for Human Activity Understanding

    KAUST Repository

    Heilbron, Fabian Caba

    2015-06-02

    In spite of many dataset efforts for human action recognition, current computer vision algorithms are still severely limited in terms of the variability and complexity of the actions that they can recognize. This is in part due to the simplicity of current benchmarks, which mostly focus on simple actions and movements occurring on manually trimmed videos. In this paper we introduce ActivityNet, a new largescale video benchmark for human activity understanding. Our benchmark aims at covering a wide range of complex human activities that are of interest to people in their daily living. In its current version, ActivityNet provides samples from 203 activity classes with an average of 137 untrimmed videos per class and 1.41 activity instances per video, for a total of 849 video hours. We illustrate three scenarios in which ActivityNet can be used to compare algorithms for human activity understanding: untrimmed video classification, trimmed activity classification and activity detection.

  6. The Energy Expenditure of an Activity-Promoting Video Game compared to Sedentary Video Games and TV Watching

    Science.gov (United States)

    Mitre, Naim; Foster, Randal C; Lanningham-Foster, Lorraine; Levine, James A.

    2014-01-01

    Background Screen time continues to be a major contributing factor to sedentariness in children. There have been more creative approaches to increase physical over the last few years. One approach has been through the use of video games. In the present study we investigated the effect of television watching and the use of activity-promoting video games on energy expenditure and movement in lean and obese children. Our primary hypothesis was that energy expenditure and movement decreases while watching television, in lean and obese children. Our secondary hypothesis was that energy expenditure and movement increases when playing the same game with an activity-promoting video game console compared to a sedentary video game console, in lean and obese children. Methods Eleven boys (10 ± 1 year) and eight girls (9 ± 1 year) ranging in BMI from 14–29 kg/m2 (eleven lean and eight overweight or obese) were recruited. Energy expenditure and physical activity were measured while participants were watching television, playing a video game on a traditional sedentary video game console, and while playing the same video game on an activity-promoting video game (Nintendo Wii) console. Results Energy expenditure was significantly greater than television watching and playing video games on a sedentary video game console when children played the video game on the activity-promoting console(125.3 ± 38.2 Kcal/hr vs. 79.7 ± 20.1 and 79.4 ±15.7, Pvideo games on a sedentary video game console is not different. Activity-promoting video games have shown to increase movement, and be an important tool to raise energy expenditure by 50% when compared to sedentary activities of daily living. PMID:22145458

  7. 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 ...

  8. Engagement, enjoyment, and energy expenditure during active video game play.

    Science.gov (United States)

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

    2014-02-01

    Playing active video games can produce moderate levels of physical activity, but little is known about how these games motivate players to be active. Several psychological predictors, such as perceptions of competence, control, and engagement, may be associated with enjoyment of a game, which has in turn been hypothesized to predict energy expended during play. However, these relationships have yet to be tested in active video games. Young adults aged 18-35 (N = 97, 50 female) played a Dance Dance Revolution game for 13 minutes while energy expenditure was measured using indirect calorimetry. Self-reported measures of engagement, perceived competence, perceived control, and enjoyment were taken immediately afterward. Mediation was analyzed using path analysis. A path model in which enjoyment mediated the effects of engagement, perceived competence, and perceived control on energy expenditure and BMI directly affected energy expenditure was an adequate fit to the data, χ(2)(1, N = 97) = .199, p = .655; CFI = 1.00; RMSEA relationship between engagement and energy expenditure (indirect effect = .138, p = .028), but other mediated effects were not significant. Engagement, enjoyment, and BMI affect energy expended during active video game play. Games that are more enjoyable and engaging may produce greater intensity activity. Developers, practitioners, and researchers should consider characteristics that influence these predictors when creating or recommending active video games. PsycINFO Database Record (c) 2014 APA, all rights reserved.

  9. The Benefits of Active Video Games for Educational and Physical Activity Approaches: A Systematic Review

    Science.gov (United States)

    Merino Campos, Carlos; del Castillo Fernández, Héctor

    2016-01-01

    This article sets out to conduct a systematic review of the current literature on active video games as potential educational tools for physical education or physical activity. To begin with, research on active video games for educational and physical purposes has been examined with the purpose of verifying improvement of attitudes, intellectual…

  10. Replacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents

    Science.gov (United States)

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

    2015-01-01

    Objective The aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics, sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming adolescents who primarily were of healthy weight. Methods We assigned 270 gaming (i.e. ≥2 hours/week non-active video game time) adolescents randomly to an intervention group (n = 140) (receiving active video games and encouragement to play) or a waiting-list control group (n = 130). BMI-SDS (SDS = adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds were measured at baseline, at four and ten months follow-up (primary outcomes). Sedentary screen time, physical activity, consumption of sugar-sweetened beverages and snacks, and process measures (not at baseline) were assessed with self-reports at baseline, one, four and ten months follow-up. Multi-level-intention to treat-regression analyses were conducted. Results The control group decreased significantly more than the intervention group on BMI-SDS (β = 0.074, 95%CI: 0.008;0.14), and sum of skinfolds (β = 3.22, 95%CI: 0.27;6.17) (overall effects). The intervention group had a significantly higher decrease in self-reported non-active video game time (β = -1.76, 95%CI: -3.20;-0.32) and total sedentary screen time (Exp (β = 0.81, 95%CI: 0.74;0.88) than the control group (overall effects). The process evaluation showed that 14% of the adolescents played the Move video games every week ≥1 hour/week during the whole intervention period. Conclusions The active video game intervention did not result in lower values on anthropometrics in a group of ‘excessive’ non-active video gamers (mean ~ 14 hours/week) who primarily were of healthy weight compared to a control group throughout a ten-month-period. Even some effects in the unexpected direction were found, with the control group showing lower BMI

  11. Replacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents.

    Directory of Open Access Journals (Sweden)

    Monique Simons

    Full Text Available The aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics, sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming adolescents who primarily were of healthy weight.We assigned 270 gaming (i.e. ≥ 2 hours/week non-active video game time adolescents randomly to an intervention group (n = 140 (receiving active video games and encouragement to play or a waiting-list control group (n = 130. BMI-SDS (SDS = adjusted for mean standard deviation score, waist circumference-SDS, hip circumference and sum of skinfolds were measured at baseline, at four and ten months follow-up (primary outcomes. Sedentary screen time, physical activity, consumption of sugar-sweetened beverages and snacks, and process measures (not at baseline were assessed with self-reports at baseline, one, four and ten months follow-up. Multi-level-intention to treat-regression analyses were conducted.The control group decreased significantly more than the intervention group on BMI-SDS (β = 0.074, 95%CI: 0.008;0.14, and sum of skinfolds (β = 3.22, 95%CI: 0.27;6.17 (overall effects. The intervention group had a significantly higher decrease in self-reported non-active video game time (β = -1.76, 95%CI: -3.20;-0.32 and total sedentary screen time (Exp (β = 0.81, 95%CI: 0.74;0.88 than the control group (overall effects. The process evaluation showed that 14% of the adolescents played the Move video games every week ≥ 1 hour/week during the whole intervention period.The active video game intervention did not result in lower values on anthropometrics in a group of 'excessive' non-active video gamers (mean ~ 14 hours/week who primarily were of healthy weight compared to a control group throughout a ten-month-period. Even some effects in the unexpected direction were found, with the control group showing lower BMI-SDS and skin folds than the intervention

  12. State observer-based sliding mode control for semi-active hydro-pneumatic suspension

    Science.gov (United States)

    Ren, Hongbin; Chen, Sizhong; Zhao, Yuzhuang; Liu, Gang; Yang, Lin

    2016-02-01

    This paper proposes an improved virtual reference model for semi-active suspension to coordinate the vehicle ride comfort and handling stability. The reference model combines the virtues of sky-hook with ground-hook control logic, and the hybrid coefficient is tuned according to the longitudinal and lateral acceleration so as to improve the vehicle stability especially in high-speed condition. Suspension state observer based on unscented Kalman filter is designed. A sliding mode controller (SMC) is developed to track the states of the reference model. The stability of the SMC strategy is proven by means of Lyapunov function taking into account the nonlinear damper characteristics and sprung mass variation of the vehicle. Finally, the performance of the controller is demonstrated under three typical working conditions: the random road excitation, speed bump road and sharp acceleration and braking. The simulation results indicated that, compared with the traditional passive suspension, the proposed control algorithm can offer a better coordination between vehicle ride comfort and handling stability. This approach provides a viable alternative to costlier active suspension control systems for commercial vehicles.

  13. Active video gaming to improve balance in the elderly

    NARCIS (Netherlands)

    Lamoth, C.J.; Caljouw, S.R.; Postema, K.

    2011-01-01

    The combination of active video gaming and exercise (exergaming) is suggested to improve elderly people's balance, thereby decreasing fall risk. Exergaming has been shown to increase motivation during exercise therapy, due to the enjoyable and challenging nature, which could support long-term

  14. Construction of AN Active Suspension System of a Quarter CAR Model Using the Concept of Sliding Mode Control

    Science.gov (United States)

    YOSHIMURA, T.; KUME, A.; KURIMOTO, M.; HINO, J.

    2001-01-01

    This paper is concerned with the construction of an active suspension system for a quarter car model using the concept of sliding mode control. The active control is derived by the equivalent control and switching function where the sliding surface is obtained by using Linear quadratic control (LQ control) theory. The active control is generated with non-negligible time lag by using a pneumatic actuator, and the road profile is estimated by using the minimum order observer based on a linear system transformed from the exact non-linear system. The experimental result indicates that the proposed active suspension system is more effective in the vibration isolation of the car body than the linear active suspension system based on LQ control theory and the passive suspension system.

  15. Impact of an active video game on healthy children's physical activity

    Science.gov (United States)

    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 outsi...

  16. Use of active video games to increase physical activity in children: a (virtual) reality?

    Science.gov (United States)

    Foley, Louise; Maddison, Ralph

    2010-02-01

    There has been increased research interest in the use of active video games (in which players physically interact with images onscreen) as a means to promote physical activity in children. The aim of this review was to assess active video games as a means of increasing energy expenditure and physical activity behavior in children. Studies were obtained from computerized searches of multiple electronic bibliographic databases. The last search was conducted in December 2008. Eleven studies focused on the quantification of the energy cost associated with playing active video games, and eight studies focused on the utility of active video games as an intervention to increase physical activity in children. Compared with traditional nonactive video games, active video games elicited greater energy expenditure, which was similar in intensity to mild to moderate intensity physical activity. The intervention studies indicate that active video games may have the potential to increase free-living physical activity and improve body composition in children; however, methodological limitations prevent definitive conclusions. Future research should focus on larger, methodologically sound intervention trials to provide definitive answers as to whether this technology is effective in promoting long-term physical activity in children.

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

    Science.gov (United States)

    Kara, Yilmaz; Bakirci, Hasan

    2018-01-01

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

  18. The narrative impact of active video games on physical activity among children: A feasibility study

    Science.gov (United States)

    Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children's AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influenc...

  19. 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.

  20. Impact of an active video game on healthy children's physical activity

    OpenAIRE

    Baranowski, Tom; Abdelsamad, Dina; Baranowski, Janice; O’Connor, Teresia Margareta; Thompson, Debbe; Barnett, Anthony; Cerin, Ester; Chen, Tzu-An

    2012-01-01

    OBJECTIVE: 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. METHODS: Participants were children 9 to 12 years of age, with a BMI >50th percentile, but

  1. Slide 1

    Indian Academy of Sciences (India)

    Table of contents. Slide 1 · NATIONAL JALMA INSTITUTE FOR LEPROSY & OTHER MYCOBACTERIAL DISEASES : MAJOR THRUST AREAS · NJILOMD : THRUST AREAS · Model Rural Health Research Unit Ghatampur ( Kanpur) · Current scenario · Prevalence of drug resistance · Initial drug resistance in India : static or ...

  2. Slide 1

    Indian Academy of Sciences (India)

    Communications · Milestones in Communications · Internet · Speed · Broadband Access · Digital Subscriber Line (DSL) · Wireless Access · DSL · DMT DSL · Slide 11 · Lets Focus on Upstream (US) · Upstream Mathematical Model – tone wise · Crosstalk Characteristics · Performance loss due to FEXT * · Research Issues in ...

  3. Operationalizing physical literacy: The potential of active video games

    Directory of Open Access Journals (Sweden)

    Haichun Sun

    2015-06-01

    Full Text Available The core idea of physical literacy is a mind-body integrated, holistic approach to physical activity. A physically literate individual is expected to be cognitively knowledgeable, physically competent, and mentally motivated for a physically active life throughout the lifespan. The advancement of technology in recent years, especially those in active video games (AVGs, seems to have allowed the mind-body integrated physical activity accessible to children at all ages. This article reviews findings from research and critique research on AVGs in light with the theoretical and pedagogical tenets of physical literacy and, on the basis of the review, elaborates the potential that AVGs could contribute to enhancing children's physical literacy.

  4. Learning Latent Super-Events to Detect Multiple Activities in Videos

    OpenAIRE

    Piergiovanni, AJ; Ryoo, Michael S.

    2017-01-01

    In this paper, we introduce the concept of learning latent \\emph{super-events} from activity videos, and present how it benefits activity detection in continuous videos. We define a super-event as a set of multiple events occurring together in videos with a particular temporal organization; it is the opposite concept of sub-events. Real-world videos contain multiple activities and are rarely segmented (e.g., surveillance videos), and learning latent super-events allows the model to capture ho...

  5. Cross-domain active learning for video concept detection

    Science.gov (United States)

    Li, Huan; Li, Chao; Shi, Yuan; Xiong, Zhang; Hauptmann, Alexander G.

    2011-08-01

    As video data from a variety of different domains (e.g., news, documentaries, entertainment) have distinctive data distributions, cross-domain video concept detection becomes an important task, in which one can reuse the labeled data of one domain to benefit the learning task in another domain with insufficient labeled data. In this paper, we approach this problem by proposing a cross-domain active learning method which iteratively queries labels of the most informative samples in the target domain. Traditional active learning assumes that the training (source domain) and test data (target domain) are from the same distribution. However, it may fail when the two domains have different distributions because querying informative samples according to a base learner that initially learned from source domain may no longer be helpful for the target domain. In our paper, we use the Gaussian random field model as the base learner which has the advantage of exploring the distributions in both domains, and adopt uncertainty sampling as the query strategy. Additionally, we present an instance weighting trick to accelerate the adaptability of the base learner, and develop an efficient model updating method which can significantly speed up the active learning process. Experimental results on TRECVID collections highlight the effectiveness.

  6. Dutch children and parents'views on active and non-active video gaming.

    NARCIS (Netherlands)

    de Vet, E.W.M.L.; Simons, M.; Wesselman, M.C.G.

    2014-01-01

    Active video games that require whole body movement to play the game may be an innovative health promotion tool to substitute sedentary pastime with more active time and may therefore contribute to children's health. To inform strategies aimed at reducing sedentary behavior by replacing non-Active

  7. Dutch children and parents’ views on active and non-active video gaming

    NARCIS (Netherlands)

    Vet, de E.; Wesselman, M.; Simons, M.

    2014-01-01

    Active video games that require whole body movement to play the game may be an innovative health promotion tool to substitute sedentary pastime with more active time and may therefore contribute to children's health. To inform strategies aimed at reducing sedentary behavior by replacing non-active

  8. Dutch children and parents' views on active and non-active video gaming

    NARCIS (Netherlands)

    De Vet, Emely; Simons, Monique; Wesselman, Maarten

    Active video games that require whole body movement to play the game may be an innovative health promotion tool to substitute sedentary pastime with more active time and may therefore contribute to children's health. To inform strategies aimed at reducing sedentary behavior by replacing non-active

  9. Active video games for youth: a systematic review.

    Science.gov (United States)

    Barnett, Anthony; Cerin, Ester; Baranowski, Tom

    2011-07-01

    A population level increase in physical activity (PA) is critical to reduce obesity in youth. Video games are highly popular and active video games (AVGs) have the potential to play a role in promoting youth PA. Studies on AVG play energy expenditure (EE) and maintenance of play in youth were systematically identified in the published literature and assessed for quality and informational value. Nine studies measuring AVG play EE were identified. The meta-analytic estimates of average METs across these studies were 3.1 (95% CI: 2.6, 3.6) to 3.2 (95% CI: 2.7, 3.7). No games elicited an average EE above the 6 MET threshold for vigorous EE. Observed differences between studies were likely due to the different types of games used, rather than age or gender. Four studies related to maintenance of play were identified. Most studies reported AVG use declined over time. Studies were of low-to-medium quality. AVGs are capable of generating EE in youth to attain PA guidelines. Few studies have assessed sustainability of AVG play, which appears to diminish after a short period of time for most players. Better-quality future research must address how AVG play could be maintained over longer periods of time.

  10. Video Game Play, Child Diet, and Physical Activity Behavior Change

    National Research Council Canada - National Science Library

    Baranowski, Janice; Baranowski, Tom; Thompson, Debbe; Buday, Richard; Jago, Russ; Griffith, Melissa Juliano; Islam, Noemi; Nguyen, Nga; Watson, Kathleen B

    2011-01-01

    ... Serious video games offer promise of innovative channels for effective behavior change. 9 Once a child's attention has been attracted, 10 modeling, 11 tailoring, 12 and feedback 12 can increase personal relevance; in addition, games add fun. 13 Most health-related video games have some positive outcome, 9 and video games have effectively promoted dietary change ...

  11. Activity and energy expenditure in older people playing active video games.

    Science.gov (United States)

    Taylor, Lynne M; Maddison, Ralph; Pfaeffli, Leila A; Rawstorn, Jonathan C; Gant, Nicholas; Kerse, Ngaire M

    2012-12-01

    Tayl To quantify energy expenditure in older adults playing interactive video games while standing and seated, and secondarily to determine whether participants' balance status influenced the energy cost associated with active video game play. Cross-sectional study. University research center. Community-dwelling adults (N=19) aged 70.7±6.4 years. Participants played 9 active video games, each for 5 minutes, in random order. Two games (boxing and bowling) were played in both seated and standing positions. Energy expenditure was assessed using indirect calorimetry while at rest and during game play. Energy expenditure was expressed in kilojoules per minute and metabolic equivalents (METs). Balance was assessed using the mini-BESTest, the Activities-specific Balance Confidence Scale, and the Timed Up and Go (TUG). Mean ± SD energy expenditure was significantly greater for all game conditions compared with rest (all P≤.01) and ranged from 1.46±.41 METs to 2.97±1.16 METs. There was no significant difference in energy expenditure, activity counts, or perceived exertion between equivalent games played while standing and seated. No significant correlations were observed between energy expenditure or activity counts and balance status. Active video games provide light-intensity exercise in community-dwelling older people, whether played while seated or standing. People who are unable to stand may derive equivalent benefits from active video games played while seated. Further research is required to determine whether sustained use of active video games alters physical activity levels in community settings for this population. Copyright © 2012 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

  12. The Benefits of Active Video Games for Educational and Physical Activity Approaches: A Systematic Review

    Directory of Open Access Journals (Sweden)

    Carlos Merino-Campos

    2016-07-01

    Full Text Available This article sets out to conduct a systematic review of the current literature on active video games as potential educational tools for physical education or physical activity. To begin with, research on active video games for educational and physical purposes has been examined with the purpose of verifying improvement of attitudes, intellectual skills, knowledge, motor skills and physical properties associated with physical activity and physical education. A second aim will be to determine the effectiveness of active video games compared with traditional approaches to physical activity. From this perspective, a systematic literature search from relevant international databases was conducted from January to July 2015 in order to find papers published in journals or conference proceedings from January 2010 onwards. Then, 2648 references were identified in database searches and 100 of these papers met the inclusion criteria. Two main conclusions are to be drawn from this research. Firstly, controlled studies demonstrate that active video games increase capacities in relation to physical activity and education. Secondly, Research also shows that physical activity interventions designed and measured using behavioural theories are more likely to be successful in comparison with traditional exercise activities.

  13. Active Video Games and Energy Expenditure in Overweight Children

    Science.gov (United States)

    Haddock, Bryan L.; Brandt, Andrea M.; Siegel, Shannon R.; Wilkin, Linda D.; Han, Joung-Kyue

    2009-01-01

    The prevalence of overweight in children has increased significantly in recent years. Frequent television viewing and the playing of video games have often been linked to the high prevalence of overweight. The purpose of this study was to determine if overweight children, given access to active video games, will play them at an intensity that will significantly increase energy expenditure. Twenty-three children, classified as “at risk for overweight” or “overweight,” participated in this study. After a 10-minute baseline period in which the children watched a cartoon, the participants played the Jackie Chan Fitness Studio® (Xavix, Hong Kong) games for 30 minutes while rotating through the games as desired and resting whenever needed. Energy expenditure significantly increased from a mean at baseline of 1.15 ± 0.32 kcal/min to 4.08±1.18 kcal/min during the 30-minutes that the participants were given access to the games (p value of 75.00 kcal to a high of 205.86 kcal. Although a modest level of energy expenditure, this level of exertion could contribute to an overall weight control program in children. PMID:24683297

  14. SU-F-J-10: Sliding Mode Control of a SMA Actuated Active Flexible Needle for Medical Procedures

    Energy Technology Data Exchange (ETDEWEB)

    Podder, T [University Hospitals Case Medical Center, Cleveland, OH (United States)

    2016-06-15

    Purpose: In medical interventional procedures such as brachytherapy, ablative therapies and biopsy precise steering and accurate placement of needles are very important for anatomical obstacle avoidance and accurate targeting. This study presents the efficacy of a sliding mode controller for Shape Memory Alloy (SMA) actuated flexible needle for medical procedures. Methods: Second order system dynamics of the SMA actuated active flexible needle was used for deriving the sliding mode control equations. Both proportional-integral-derivative (PID) and adaptive PID sliding mode control (APIDSMC) algorithms were developed and implemented. The flexible needle was attached at the end of a 6 DOF robotic system. Through LabView programming environment, the control commands were generated using the PID and APIDSMC algorithms. Experiments with artificial tissue mimicking phantom were performed to evaluate the performance of the controller. The actual needle tip position was obtained using an electromagnetic (EM) tracking sensor (Aurora, NDI, waterloo, Canada) at a sampling period of 1ms. During experiment, external disturbances were created applying force and thermal shock to investigate the robustness of the controllers. Results: The root mean square error (RMSE) values for APIDSMC and PID controllers were 0.75 mm and 0.92 mm, respectively, for sinusoidal reference input. In the presence of external disturbances, the APIDSMC controller showed much smoother and less overshooting response compared to that of the PID controller. Conclusion: Performance of the APIDSMC was superior to the PID controller. The APIDSMC was proved to be more effective controller in compensating the SMA uncertainties and external disturbances with clinically acceptable thresholds.

  15. Joint Wavelet Video Denoising and Motion Activity Detection in Multimodal Human Activity Analysis: Application to Video-Assisted Bioacoustic/Psychophysiological Monitoring

    Science.gov (United States)

    Dimoulas, C. A.; Avdelidis, K. A.; Kalliris, G. M.; Papanikolaou, G. V.

    2007-12-01

    The current work focuses on the design and implementation of an indoor surveillance application for long-term automated analysis of human activity, in a video-assisted biomedical monitoring system. Video processing is necessary to overcome noise-related problems, caused by suboptimal video capturing conditions, due to poor lighting or even complete darkness during overnight recordings. Modified wavelet-domain spatiotemporal Wiener filtering and motion-detection algorithms are employed to facilitate video enhancement, motion-activity-based indexing and summarization. Structural aspects for validation of the motion detection results are also used. The proposed system has been already deployed in monitoring of long-term abdominal sounds, for surveillance automation, motion-artefacts detection and connection with other psychophysiological parameters. However, it can be used to any video-assisted biomedical monitoring or other surveillance application with similar demands.

  16. Correlates of Active Video Game Use in Children.

    Science.gov (United States)

    Schneider, Kristin L; Carter, Jocelyn Smith; Putnam, Cynthia; Keeney, Jacey; DeCator, Draycen D; Kern, Daniel; Aylward, Laura

    2018-01-05

    Active video games (AVGs) could provide a novel approach to increasing physical activity and decreasing sedentary activity in children, but little is known about which children are likely to use AVGs. This study examined whether youth demographics, social support, and AVG engagement influence use of AVGs and physical activity. A diverse sample of youth participants (42.4% non-Hispanic white), aged 8-14 years (n = 85), who owned an AVG console, completed surveys, wore an activity monitor, and logged AVG use for 1 week. Regression analyses were used to examine variables associated with daily AVG minutes and to examine the relationship between daily AVG minutes and daily steps. Older and non-Hispanic white children played AVGs for fewer minutes per day (P's playing AVGs was associated with greater daily AVG minutes (P = 0.003). Daily AVG minutes were not associated with daily steps. Results suggest that younger children and children who do not identify as non-Hispanic white may be more open to playing AVGs. Targeting social support in AVG interventions may increase time spent playing AVGs.

  17. CHILDREN'S MOVEMENT SKILLS WHEN PLAYING ACTIVE VIDEO GAMES.

    Science.gov (United States)

    Hulteen, Ryan M; Johnson, Tara M; Ridgers, Nicola D; Mellecker, Robin R; Barnett, Lisa M

    2015-12-01

    Active video games (AVGs) may be useful for movement skill practice. This study examined children's skill execution while playing Xbox Kinect™ and during movement skill assessment. Nineteen children (10 boys, 9 girls; M age=7.9 yr., SD=1.4) had their skills assessed before AVG play and then were observed once a week for 6 wk. while playing AVGs for 50 min. While AVG play showed evidence of correct skill performance (at least 30-50% of the time when playing table tennis, tennis, and baseball), nearly all skills were more correctly performed during skill assessment (generally more than 50% of the time). This study may help researchers to better understand the role AVGs could play in enhancing real life movement skills.

  18. The effect of active video gaming on children's physical activity, behavior preferences and body composition.

    Science.gov (United States)

    Graves, Lee E F; Ridgers, Nicola D; Atkinson, Greg; Stratton, Gareth

    2010-11-01

    Active video game interventions typically provide children a single game that may become unappealing. A peripheral device (jOG) encourages step-powered gaming on multiple games. This trial evaluated the effect of jOG on children's objectively measured PA, body fat and self-reported behaviors. 42 of 58 eligible children (8-10 y) randomly assigned to an intervention (jOG) or control (CON) completed the trial. Intervention children received two jOG devices for home use. Analyses of covariance compared the intervention effect at 6 and 12 weeks from baseline. No differences were found between groups for counts per minute (CPM; primary outcome) at 6 and 12 weeks (p > .05). Active video gaming increased (adjusted change 0.95 (95% CI 0.25, 1.65) h·d⁻¹, p video gaming decreased (-0.34 (-1.24, 0.56) h·d⁻¹, p > .05) at 6 weeks relative to CON. No body fat changes were observed between groups. Targeted changes in video game use did not positively affect PA. Larger trials are needed to verify the impact of active video games on children's PA and health.

  19. ACTIVE: Activity Concept Transitions in Video Event Classification (Open Access)

    Science.gov (United States)

    2014-03-03

    approach yet achieves impressive results. It fol- lows the Bag-of-Words (BoW) scheme with the following three steps: low-level feature extraction , fixed...activity concept. Every two concepts i, j have a transition probability P (Cj |Ci) from concept i to j. Each observation is a feature vector x extracted from...activity concept classification. DT tracks points densely and describes each tracklet with its shape and the HoG , HoF, MBH features around the tracklet

  20. Research of Active Power Filter Modeling with Grid Impedance in Feedback Linearization and Quasi-Sliding Mode Control

    Directory of Open Access Journals (Sweden)

    Zeyu Shi

    2017-01-01

    Full Text Available Active power filter (APF is the most popular device in regulating power quality issues. Currently, most literatures ignored the impact of grid impedance and assumed the load voltage is ideal, which had not described the system accurately. In addition, the controllers applied PI control; thus it is hard to improve the compensation quality. This paper establishes a precise model which consists of APF, load, and grid impedance. The Bode diagram of traditional simplified model is obviously different with complete model, which means the descriptions of the system based on the traditional simplified model are inaccurate and incomplete. And then design exact feedback linearization and quasi-sliding mode control (FBL-QSMC is based on precise model in inner current loop. The system performances in different parameters are analyzed and dynamic performance of proposed algorithm is compared with traditional PI control algorithm. At last, simulations are taken in three cases to verify the performance of proposed control algorithm. The results proved that the proposed feedback linearization and quasi-sliding mode control algorithm has fast response and robustness; the compensation performance is superior to PI control obviously, which also means the complete modeling and proposed control algorithm are correct.

  1. Teaching Children with Autism to Play a Video Game Using Activity Schedules and Game-Embedded Simultaneous Video Modeling

    Science.gov (United States)

    Blum-Dimaya, Alyssa; Reeve, Sharon A.; Reeve, Kenneth F.; Hoch, Hannah

    2010-01-01

    Children with autism have severe and pervasive impairments in social interactions and communication that impact most areas of daily living and often limit independent engagement in leisure activities. We taught four children with autism to engage in an age-appropriate leisure skill, playing the video game Guitar Hero II[TM], through the use of (a)…

  2. Examining the Effects of Video Modeling and Prompts to Teach Activities of Daily Living Skills.

    Science.gov (United States)

    Aldi, Catarina; Crigler, Alexandra; Kates-McElrath, Kelly; Long, Brian; Smith, Hillary; Rehak, Kim; Wilkinson, Lisa

    2016-12-01

    Video modeling has been shown to be effective in teaching a number of skills to learners diagnosed with autism spectrum disorders (ASD). In this study, we taught two young men diagnosed with ASD three different activities of daily living skills (ADLS) using point-of-view video modeling. Results indicated that both participants met criterion for all ADLS. Participants did not maintain mastery criterion at a 1-month follow-up, but did score above baseline at maintenance with and without video modeling. • Point-of-view video models may be an effective intervention to teach daily living skills. • Video modeling with handheld portable devices (Apple iPod or iPad) can be just as effective as video modeling with stationary viewing devices (television or computer). • The use of handheld portable devices (Apple iPod and iPad) makes video modeling accessible and possible in a wide variety of environments.

  3. A Finger-Shaped Tactile Sensor for Fabric Surfaces Evaluation by 2-Dimensional Active Sliding Touch

    Directory of Open Access Journals (Sweden)

    Haihua Hu

    2014-03-01

    Full Text Available Sliding tactile perception is a basic function for human beings to determine the mechanical properties of object surfaces and recognize materials. Imitating this process, this paper proposes a novel finger-shaped tactile sensor based on a thin piezoelectric polyvinylidene fluoride (PVDF film for surface texture measurement. A parallelogram mechanism is designed to ensure that the sensor applies a constant contact force perpendicular to the object surface, and a 2-dimensional movable mechanical structure is utilized to generate the relative motion at a certain speed between the sensor and the object surface. By controlling the 2-dimensional motion of the finger-shaped sensor along the object surface, small height/depth variation of surface texture changes the output charge of PVDF film then surface texture can be measured. In this paper, the finger-shaped tactile sensor is used to evaluate and classify five different kinds of linen. Fast Fourier Transformation (FFT is utilized to get original attribute data of surface in the frequency domain, and principal component analysis (PCA is used to compress the attribute data and extract feature information. Finally, low dimensional features are classified by Support Vector Machine (SVM. The experimental results show that this finger-shaped tactile sensor is effective and high accurate for discriminating the five textures.

  4. Estimating Whether Replacing Time in Active Outdoor Play and Sedentary Video Games With Active Video Games Influences Youth's Mental Health.

    Science.gov (United States)

    Janssen, Ian

    2016-11-01

    The primary objective was to use isotemporal substitution models to estimate whether replacing time spent in sedentary video games (SVGs) and active outdoor play (AOP) with active video games (AVGs) would be associated with changes in youth's mental health. A representative sample of 20,122 Canadian youth in Grades 6-10 was studied. The exposure variables were average hours/day spent playing AVGs, SVGs, and AOP. The outcomes consisted of a negative and internalizing mental health indicator (emotional problems), a positive and internalizing mental health indicator (life satisfaction), and a positive and externalizing mental health indicator (prosocial behavior). Isotemporal substitution models estimated the extent to which replacing time spent in SVGs and AOP with an equivalent amount of time in AVGs had on the mental health indicators. Replacing 1 hour/day of SVGs with 1 hour/day of AVGs was associated with a 6% (95% confidence interval: 3%-9%) reduced probability of high emotional problems, a 4% (2%-7%) increased probability of high life satisfaction, and a 13% (9%-16%) increased probability of high prosocial behavior. Replacing 1 hour/day of AOP with 1 hour/day of AVGs was associated with a 7% (3%-11%) increased probability of high emotional problems, a 3% (1%-5%) reduced probability of high life satisfaction, and a 6% (2%-9%) reduced probability of high prosocial behavior. Replacing SVGs with AVGs was associated with more preferable mental health indicators. Conversely, replacing AOP with AVGs was associated with more deleterious mental health indicators. Copyright © 2016 Society for Adolescent Health and Medicine. Published by Elsevier Inc. All rights reserved.

  5. Active Healthy Kids Canada's Position on Active Video Games for Children and Youth.

    Science.gov (United States)

    Chaput, Jean-Philippe; Leblanc, Allana G; McFarlane, Allison; Colley, Rachel C; Thivel, David; Biddle, Stuart Jh; Maddison, Ralph; Leatherdale, Scott T; Tremblay, Mark S

    2013-12-01

    The effect of active video games (AVGs) on acute energy expenditure has previously been reported; however, the influence of AVGs on other health-related lifestyle indicators remains unclear. To address this knowledge gap, Active Healthy Kids Canada (AHKC) convened an international group of researchers to conduct a systematic review to understand whether AVGs should be promoted to increase physical activity and improve health indicators in children and youth (zero to 17 years of age). The present article outlines the process and outcomes of the development of the AHKC's position on active video games for children and youth. In light of the available evidence, AHKC does not recommend AVGs as a strategy to help children be more physically active. However, AVGs may exchange some sedentary time for light- to moderate-intensity physical activity, and there may be specific situations in which AVGs provide benefit (eg, motor skill development in special populations and rehabilitation).

  6. SlamZ: Slide activity on the Hikurangi margin, New Zealand - First results of the RV Sonne expedition SO247

    Science.gov (United States)

    Huhn, Katrin; Kukowski, Nina; Freudenthal, Tim; Crutchley, Gareth; Goepel, Andreas; Henrys, Stuart; Kasten, Sabine; Kaul, Norbert; Kuhlmann, Jannis; Mountjoy, Joshu; Orpin, Alan; Pape, Thomas; Schwarze, Cornelius; Totsche, Kai-Uwe; Torres, Marta; Villinger, Heiner

    2017-04-01

    Submarine landslides are important geologic hazards. Although they have been the focus of research for decades, there is still a clear lack in knowledge with respect to the interplay between tectonic movements, slope architecture and sediment physical properties of slope strata, as well as gas hydrate dissociation as controlling factors of slope stability or respectively slope failure processes. The main scientific goal of the Sonne expedition SO247 undertaken in spring 2016 was to gain a better understanding of the factors controlling slope destabilization, especially the interaction of tectonic steepening and gas hydrate transformation, at different tectonic settings along the Hikurangi subduction zone east of New Zealand's North Island. This active continental margin is characterized by various potential triggers for slope failure, e.g. (I) a wide range of tectonic movements which are associated with high seismicity, numerous active faults, sediment uplift and slope over-steepening, and (II) large gas hydrate deposits whose current upper stability limit in some places correlates with the breakoff points of slides. The target areas of SO247 were the frontal accretionary ridge at Rock Garden and the Tuaheni landslide complex (TLC) further north offshore Gisborne. Bathymetric as well as high-resolution seismic reflection and Parasound data were used to select suitable position for 53 gravity cores with a total length of 150 m which were recovered along systematic transects from the undisturbed slope sections to the slid masses in both working areas. In addition, six long sediment cores (three in both working areas) with a total length of approx. 470 m were drilled utilizing the MARUM Bremen drill rig MeBo200. These include a 105 m long continuous sediment core (core recovery > 95%) from an undisturbed slope section in the vicinity of the Tuaheni slide complex. This core represented the first long (i.e. longer than 50 m) sediment record from the Hikurangi margin

  7. Promoting Children's Physical Activity in Physical Education: The Role of Active Video Gaming

    Science.gov (United States)

    Zhang, Tao; Moore, William; Gu, Xiangli; Chu, Tsz Lun; Gao, Zan

    2016-01-01

    Approximately half of the children in the United States do not meet the global physical activity guidelines, and many children adopt sedentary lifestyles. Given the fact about two-thirds children are classified as overweight or obese, traditional video games have been blamed as a major contributor to children's sedentary behavior and excessive…

  8. Fast Temporal Activity Proposals for Efficient Detection of Human Actions in Untrimmed Videos

    KAUST Repository

    Heilbron, Fabian Caba

    2016-12-13

    In many large-scale video analysis scenarios, one is interested in localizing and recognizing human activities that occur in short temporal intervals within long untrimmed videos. Current approaches for activity detection still struggle to handle large-scale video collections and the task remains relatively unexplored. This is in part due to the computational complexity of current action recognition approaches and the lack of a method that proposes fewer intervals in the video, where activity processing can be focused. In this paper, we introduce a proposal method that aims to recover temporal segments containing actions in untrimmed videos. Building on techniques for learning sparse dictionaries, we introduce a learning framework to represent and retrieve activity proposals. We demonstrate the capabilities of our method in not only producing high quality proposals but also in its efficiency. Finally, we show the positive impact our method has on recognition performance when it is used for action detection, while running at 10FPS.

  9. Video Game Literacy - Exploring new paradigms and new educational activities

    Directory of Open Access Journals (Sweden)

    Damiano Felini

    2010-12-01

    Full Text Available Literacy is a complex concept of relevance for both traditional and most recent educational theories. Today, concepts of media literacy are being discussed widely. In this article a simple theoretical model and an action-research project are presented. The research project focuses on a training course aiming at the development and strengthening of critical thinking and communicative skills of young people by way of making use of video games. Practical aspects of how to produce a video game with teens and conceptual aspects towards a "video game literacy" are discussed.

  10. Active Learning: A Small Group Histology Laboratory Exercise in a Whole Class Setting Utilizing Virtual Slides and Peer Education

    Science.gov (United States)

    Bloodgood, Robert A.

    2012-01-01

    Histology laboratory instruction is moving away from the sole use of the traditional combination of light microscopes and glass slides in favor of virtual microscopy and virtual slides. At the same time, medical curricula are changing so as to reduce scheduled time for basic science instruction as well as focusing on student-centered learning…

  11. A Standard-Compliant Virtual Meeting System with Active Video Object Tracking

    Directory of Open Access Journals (Sweden)

    Chang Yao-Jen

    2002-01-01

    Full Text Available This paper presents an H.323 standard compliant virtual video conferencing system. The proposed system not only serves as a multipoint control unit (MCU for multipoint connection but also provides a gateway function between the H.323 LAN (local-area network and the H.324 WAN (wide-area network users. The proposed virtual video conferencing system provides user-friendly object compositing and manipulation features including 2D video object scaling, repositioning, rotation, and dynamic bit-allocation in a 3D virtual environment. A reliable, and accurate scheme based on background image mosaics is proposed for real-time extracting and tracking foreground video objects from the video captured with an active camera. Chroma-key insertion is used to facilitate video objects extraction and manipulation. We have implemented a prototype of the virtual conference system with an integrated graphical user interface to demonstrate the feasibility of the proposed methods.

  12. Personal, social and game-related correlates of active and non-active video gaming among Dutch gaming adolescents

    NARCIS (Netherlands)

    Simons, M.; Vet, de E.W.M.L.; Chinapaw, M.; Boer, de M.R.; Seidell, J.C.; Brug, J.

    2014-01-01

    Background: Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games—active games—seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of

  13. Metabolic changes associated with playing active video game ...

    African Journals Online (AJOL)

    comparing the two video game opponents or the males and females. Oxygen consumption was significantly higher when playing against both the human (14.6 ± 1.80 ml•min-1) and computer (14.4 ± 1.66 ml•min-1) opponents than at rest (4.4 ± 0.51 ml•min-1), with no differences between gender or video game opponent.

  14. Changes in cue-induced, prefrontal cortex activity with video-game play.

    Science.gov (United States)

    Han, Doug Hyun; Kim, Yang Soo; Lee, Yong Sik; Min, Kyung Joon; Renshaw, Perry F

    2010-12-01

    Brain responses, particularly within the orbitofrontal and cingulate cortices, to Internet video-game cues in college students are similar to those observed in patients with substance dependence in response to the substance-related cues. In this study, we report changes in brain activity between baseline and following 6 weeks of Internet video-game play. We hypothesized that subjects with high levels of self-reported craving for Internet video-game play would be associated with increased activity in the prefrontal cortex, particularly the orbitofrontal and anterior cingulate cortex. Twenty-one healthy university students were recruited. At baseline and after a 6-week period of Internet video-game play, brain activity during presentation of video-game cues was assessed using 3T blood oxygen level dependent functional magnetic resonance imaging. Craving for Internet video-game play was assessed by self-report on a 7-point visual analogue scale following cue presentation. During a standardized 6-week video-game play period, brain activity in the anterior cingulate and orbitofrontal cortex of the excessive Internet game-playing group (EIGP) increased in response to Internet video-game cues. In contrast, activity observed in the general player group (GP) was not changed or decreased. In addition, the change of craving for Internet video games was positively correlated with the change in activity of the anterior cingulate in all subjects. These changes in frontal-lobe activity with extended video-game play may be similar to those observed during the early stages of addiction.

  15. 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.

  16. Physiologic responses and energy expenditure of kinect active video game play in schoolchildren.

    Science.gov (United States)

    Smallwood, Stephen R; Morris, Michael M; Fallows, Stephen J; Buckley, John P

    2012-11-01

    To evaluate the physiologic responses and energy expenditure of active video gaming using Kinect for the Xbox 360. Comparison study. Kirkby Sports College Centre for Learning, Liverpool, England. Eighteen schoolchildren (10 boys and 8 girls) aged 11 to 15 years. A comparison of a traditional sedentary video game and 2 Kinect activity-promoting video games, Dance Central and Kinect Sports Boxing, each played for 15 minutes. Physiologic responses and energy expenditure were measured using a metabolic analyzer. Heart rate, oxygen uptake, and energy expenditure. Heart rate, oxygen uptake, and energy expenditure were considerably higher (P video game play compared with rest and sedentary video game play. The mean (SD) corresponding oxygen uptake values for the sedentary, dance, and boxing video games were 6.1 (1.3), 12.8 (3.3), and 17.7 (5.1) mL · min-1 · kg-1, respectively. Energy expenditures were 1.5 (0.3), 3.0 (1.0), and 4.4 (1.6) kcal · min-1, respectively. Dance Central and Kinect Sports Boxing increased energy expenditure by 150% and 263%, respectively, above resting values and were 103% and 194% higher than traditional video gaming. This equates to an increased energy expenditure of up to 172 kcal · h-1 compared with traditional sedentary video game play. Played regularly, active gaming using Kinect for the Xbox 360 could prove to be an effective means for increasing physical activity and energy expenditure in children.

  17. Video game play, child diet, and physical activity behavior change: A randomized clinical trial

    Science.gov (United States)

    Video games designed to promote behavior change are a promising venue to enable children to learn healthier behaviors. The purpose is to evaluate the outcome from playing "Escape from Diab" (Diab) and "Nanoswarm: Invasion from Inner Space" (Nano) video games on children's diet, physical activity, an...

  18. Incorporating a Video-Editing Activity in a Reflective Teaching Course for Preservice Teachers

    Science.gov (United States)

    Fadde, Peter J.; Aud, Susan; Gilbert, Sharon

    2009-01-01

    Research and practice going back to the 1960s support the use of videotaping to facilitate preservice teachers' development of reflective teaching skills. Emerging research suggests that additional video-based activities, including editing video vignettes of teaching, can deepen preservice teachers' reflection. This action research study describes…

  19. The triggering factors of the Móafellshyrna debris slide in northern Iceland: intense precipitation, earthquake activity and thawing of mountain permafrost

    Science.gov (United States)

    Saemundsson, Thorsteinn; Morino, Costanza; Kristinn Helgason, Jón; Conway, Susan J.; Pétursson, Halldór G.

    2017-04-01

    On the 20th of September in 2012, a large debris slide occurred in the Móafellshyrna Mountain in the Tröllaskagi peninsula, central north Iceland. Three factors are likely to have contributed to the failure of the slope: intense precipitation, earthquake activity and thawing of ground ice. The weather conditions prior the slide were somewhat unusual, with a warm and dry summer. From the 20th of August to the 20th of September, about 440 mm of precipitation fell in the area, where the mean annual precipitation at the nearest station is around 670 mm. The slide initiated after this thirty day period of intense precipitation, followed by a seismic sequence in the Eyjafjarðaráll graben, located about 60 km NNE of Móafellshyrna Mountain, a sequence that started on the 19th of September. The slide originated at elevation of 870 m a.s.l. on the NW-slope of the mountain. The total volume of the debris slide is estimated around 500,000 m3 and that its primary cause was intense precipitation. We cannot exclude the influence of the seismic sequence as a secondary contributing factor. The presence of ice-cemented blocks of talus immediately after the debris slide shows that thawing of ground ice could also have played an important role as a triggering factor. Ice-cemented blocks of talus have been observed in the deposits of two other recent landslides in northern Iceland, in the Torfufell Mountain and the Árnesfjall Mountain. The source areas for both the Móafellshyrna and the Torfufell slides are within the lower elevation limit of mountain permafrost in northern Iceland but the source area of the Árnesfjall slide is at much lower elevation, around 350 m a.s.l. The fact that there are now three documented landslides which are linked to ground ice-melting suggests that discontinuous permafrost is degrading in Iceland, consistent with the decadal trend of increasing atmospheric temperature in Iceland due to climate change. This study highlights that ground ice thaw

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

    Directory of Open Access Journals (Sweden)

    Jull Andrew

    2008-02-01

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

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

    Science.gov (United States)

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

    2008-02-07

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

  2. The physical activity energy cost of the latest active video games in young adults.

    Science.gov (United States)

    Howe, Cheryl A; Barr, Marcus W; Winner, Brett C; Kimble, Jenelyn R; White, Jason B

    2015-02-01

    Although promoted for weight loss, especially in young adults, it has yet to be determined if the physical activity energy expenditure (PAEE) and intensity of the newest active video games (AVGs) qualifies as moderate-to-vigorous physical activity (MVPA; > 3.0 METs). This study compared the PAEE and intensity of AVGs to traditional seated video games (SVGs). Fifty-three young adults (18-35 y; 27 females) volunteered to play 6 video games (4 AVGs, 2 SVGs). Anthropometrics and resting metabolism were measured before testing. While playing the games (6-10 min) in random order against a playmate, the participants wore a portable metabolic analyzer for measuring PAEE (kcal/min) and intensity (METs). A repeated-measures ANOVA compared the PAEE and intensity across games with sex, BMI, and PA status as main effects. The intensity of AVGs (6.1 ± 0.2 METs) was significantly greater than SVGs (1.8 ± 0.1 METs). AVGs elicited greater PAEE than SVGs in all participants (5.3 ± 0.2 vs 0.8 ± 0.0 kcal/min); PAEE during the AVGs was greater in males and overweight participants compared with females and healthy weight participants (p's < .05). The newest AVGs do qualify as MVPA and can contribute to the recommended dose of MVPA for weight management in young adults.

  3. On-slide detection of enzymatic activities in selected single cells

    DEFF Research Database (Denmark)

    Keller, Josephine Geertsen; Tesauro, Cinzia; Coletta, Andrea

    2017-01-01

    With increasing recognition of the importance in addressing cell-to-cell heterogeneity for the understanding of complex biological systems, there is a growing need for assays capable of single cell analyses. In the current study, we describe the measurement of human topoisomerase I activity in si...

  4. Sliding mode active and reactive power decoupled control for Distributed Power Flow Controllers

    OpenAIRE

    Martins, I m; Silva, F. A.; Pinto, S. F.; Martins, I. E.

    2014-01-01

    Unified Power Flow Controllers (UPFC) are one of the most useful Flexible AC Transmission Systems (FACTS). They can be used for power flow control in AC transmission grids, allowing simultaneous control of the bus voltage and line active and reactive power. However, due to high costs and reliability concerns, UPFCs have experimented limited use in such applications. Recently, the concepts of Distributed FACTS (DFACTS) and Distributed Power Flow Controller (DPFC) have been introduced as a low ...

  5. A pilot biomechanical assessment of curling deliveries: is toe sliding more likely to cause knee injury than flatfoot sliding?

    Science.gov (United States)

    Robertson, Iona; Arnold, Graham P; Wang, Weijie; Drew, Tim S; Nasir, Sadiq; MacDonald, Calum; Abboud, Rami J

    2017-01-01

    Background The aim of this study was to determine whether toe sliding is more likely to cause knee injuries than flatfoot sliding in curling. Methods Twelve curlers participated in the study, each delivering 12 stones. Six stones per volunteer were delivered using a flatfoot slide and six were delivered using a toe slide. The Pedar-X in-shoe pressure system recorded the plantar pressure during each of the slides, while a sagittal plane digital video recorded the body position of the curler. Measurements were taken from the video recordings using a software overlay program (MB Ruler), and this, combined with the Pedar-X data, gave the overall joint force in the tuck knee. Results The knee joint force for toe sliding was more than double that of flatfoot sliding (p<0.05). There was a strong correlation between the increase in knee joint force and the increase in the moment arm of the ground reaction force. Images produced using the three-dimensional Vicon system confirm that toe sliding produces a larger moment arm than flatfoot sliding. Conclusion Injuries are more likely to occur in toe sliding, compared with flatfoot sliding, due to the increase in force and moment, pushing the weight of the curler forward over the knee, which could make the adopted position less stable. Curlers might consider avoiding toe sliding to reduce the risk of knee injuries if the two types of delivery could be performed equally well. PMID:29021906

  6. A pilot biomechanical assessment of curling deliveries: is toe sliding more likely to cause knee injury than flatfoot sliding?

    Science.gov (United States)

    Robertson, Iona; Arnold, Graham P; Wang, Weijie; Drew, Tim S; Nasir, Sadiq; MacDonald, Calum; Abboud, Rami J

    2017-01-01

    The aim of this study was to determine whether toe sliding is more likely to cause knee injuries than flatfoot sliding in curling. Twelve curlers participated in the study, each delivering 12 stones. Six stones per volunteer were delivered using a flatfoot slide and six were delivered using a toe slide. The Pedar-X in-shoe pressure system recorded the plantar pressure during each of the slides, while a sagittal plane digital video recorded the body position of the curler. Measurements were taken from the video recordings using a software overlay program (MB Ruler), and this, combined with the Pedar-X data, gave the overall joint force in the tuck knee. The knee joint force for toe sliding was more than double that of flatfoot sliding (p<0.05). There was a strong correlation between the increase in knee joint force and the increase in the moment arm of the ground reaction force. Images produced using the three-dimensional Vicon system confirm that toe sliding produces a larger moment arm than flatfoot sliding. Injuries are more likely to occur in toe sliding, compared with flatfoot sliding, due to the increase in force and moment, pushing the weight of the curler forward over the knee, which could make the adopted position less stable. Curlers might consider avoiding toe sliding to reduce the risk of knee injuries if the two types of delivery could be performed equally well.

  7. Development of a Kinect Software Tool to Classify Movements during Active Video Gaming

    National Research Council Canada - National Science Library

    Rosenberg, Michael; Thornton, Ashleigh L; Lay, Brendan S; Ward, Brodie; Nathan, David; Hunt, Daniel; Braham, Rebecca

    2016-01-01

    ... movement during active video game play in relationship to fundamental movement skills. The aim of this study was to validate software utilising Kinect sensor motion capture technology to recognise fundamental movement skills (FMS...

  8. The motivation of children to play an active video game

    NARCIS (Netherlands)

    Chin A Paw, M.J.M.; Jacobs, W.M.; Vaessen, E.P.G.; Titze, S.; van Mechelen, W.

    2008-01-01

    The purpose of this pilot study was to evaluate the effect of a weekly multiplayer class on the motivation of children aged 9-12 years to play an interactive dance simulation video game (IDSVG) at home over a period of 12 weeks. A sample of 27 children was randomly assigned to (1) a home group

  9. Music as Active Information Resource for Players in Video Games

    Science.gov (United States)

    Nagorsnick, Marian; Martens, Alke

    2015-01-01

    In modern video games, music can come in different shapes: it can be developed on a very high compositional level, with sophisticated sound elements like in professional film music; it can be developed on a very coarse level, underlying special situations (like danger or attack); it can also be automatically generated by sound engines. However, in…

  10. Playing Active Video Games may not develop movement skills: An intervention trial

    OpenAIRE

    Barnett, Lisa M.; Ridgers, Nicola D; Reynolds, John; Hanna, Lisa; Salmon, Jo

    2015-01-01

    Background: To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills. Methods: Intervention children played Active Video Games for 6?weeks (1?h/week) in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, u...

  11. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos was designed ... Activity Role of Body Weight in Osteoarthritis Educational Videos for Patients Rheumatoid Arthritis Educational Video Series Psoriatic ...

  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. Slide 14

    Indian Academy of Sciences (India)

    By integration of various thematic maps and data generated during the studies Vision Map of World Heritage site of Bhimbetka will be prepared in which there will be suggestions in terms of conservation techniques for rock mass strengthening, limit to human activities in the area (so that ambient quality of environment is ...

  14. The role of overpressure and seismic activity for the generation of the Tampen Slide, North Sea Trough Mouth Fan

    Science.gov (United States)

    Bellwald, Benjamin; Urlaub, Morelia; Oline Hjelstuen, Berit; Petter Sejrup, Hans; Sørensen, Mathilde; Forsberg, Carl Fredrik; Vanneste, Maarten

    2017-04-01

    Trough mouth fans (TMFs) are environments characterized by high sediment supply during glacial stages and repeated slope failure. The Tampen Slide, which removed 1800 km3 of sediment at 130 ka BP, is one of several paleo-slides at the North Sea TMF deposited at the outlet of the Norwegian Channel, SE Nordic Sea margin. Here we use 2D Finite Element Modeling to evaluate the effects of variations in sedimentation rates and sediment properties on overpressure generation and slope stability of this TMF system. The model domain, 40 km in length and 2 km in height, is dominated by deposits of glacigenic debris flows and glacimarine processes. We use geotechnical values measured on samples of glacial debris and (glaci)marine deposits from over the Ormen Lange gas field area. Slope stability has been modeled for constant temporal sediment loading, episodic changes in sedimentation rates and abrupt pulses in sediment delivery for the 61 ka of marine isotope stage 6. The models show that increased sedimentation rates during glacial stages generate insufficient overpressure to trigger the Tampen Slide. Furthermore, the simulated overpressures do not significantly differ at the end of the model runs characterized by different sedimentation patterns. The results also highlight the importance of a basal glacimarine layer underneath the rapidly-deposited sediments for the build-up of overpressure. Consequently, this glacimarine layer has the inherited potential to act as a weak layer facilitating instability. However, as overpressure due to sediment deposition alone does not result in slope failure, we couple the preconditioned slope with earthquake ground shaking. Based on attenuation models, an earthquake of M6.9 or larger at a short distance from the Tampen Slide headwall could have triggered the Tampen Slide. Therefore we suggest glacial sedimentation and a glacimarine layer to represent preconditioning factors, and seismic shaking as the controlling factor for the Tampen

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

    NARCIS (Netherlands)

    Simons, M.; Chinapaw, M.J.M.; Brug, J.; Seidell, J.; Vet, E. de

    2015-01-01

    Background Active video games may contribute to reducing time spent in sedentary activities, increasing physical activity and preventing excessive weight gain in adolescents. Active video gaming can, however, only be beneficial for weight management when it replaces sedentary activities and not

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

    NARCIS (Netherlands)

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

    2015-01-01

    BACKGROUND: Active video games may contribute to reducing time spent in sedentary activities, increasing physical activity and preventing excessive weight gain in adolescents. Active video gaming can, however, only be beneficial for weight management when it replaces sedentary activities and not

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

    NARCIS (Netherlands)

    Simons, M.; Chinapaw, M.J.M.; Brug, J.; Seidell, J.C.; Vet, de E.

    2015-01-01

    Active video games may contribute to reducing time spent in sedentary activities, increasing physical activity and preventing excessive weight gain in adolescents. Active video gaming can, however, only be beneficial for weight management when it replaces sedentary activities and not other physical

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

    KAUST Repository

    She, James

    2010-12-01

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

  19. Specificity of, and influence of hemolysis, lipemia, and icterus on serum lipase activity as measured by the v-LIP-P slide.

    Science.gov (United States)

    Steiner, Joerg M; Gomez, Robynne; Suchodolski, Jan S; Lidbury, Jonathan A

    2017-09-01

    Measurement of pancreatic lipase in serum is being used for the diagnosis of pancreatitis. The aims of this study were to measure serum lipase activity by the v-LIP-P slide and serum canine pancreatic lipase immunoreactivity (cPLI) concentration by Spec cPL in dogs with exocrine pancreatic insufficiency (EPI) and in serum samples that were hemolyzed, lipemic, or icteric. Serum samples from 50 dogs with EPI, 8 samples spiked with canine hemoglobin, Intralipid, or ditaurobilirubin, and 8 samples from dogs with severe hypertriglyceridemia were evaluated using v-LIP-P and Spec cPL assays. Serum lipase activity (v-LIP-P) was in the lower 20% of the RI in 58% of EPI dogs, while serum cPLI (as measured by Spec cPL) was in the lower 20% of the RI in 98% of EPI dogs. The mean (±SD) observed-to-expected ratios for serum samples spiked with canine hemoglobin, Intralipid, or ditaurobilirubin were 63.0 ± 25.1%, 489.2 ± 469.7%, and 80.2 ± 11.6% for the v-LIP-P slide, respectively, and 99.3 ± 6.8%, 96.9 ± 9.4%, and 98.7 ± 11.0% for Spec cPL, respectively. However, naturally occurring hypertriglyceridemia did not appear to have a significant effect on serum lipase activity as measured by the v-LIP-P slide. These results show that Spec cPL is specific for pancreatic lipase, while the v-LIP-P slide is not. In addition, hemolysis and lipemia had no effect on Spec cPL, while severe icterus resulted in a slight decrease in Spec cPL. Hemolysis and icterus had a significant effect on the v-LIP-P slide. The effect of lipemia on the v-LIP-P slide cannot be conclusively established based on this study. © 2017 American Society for Veterinary Clinical Pathology.

  20. Active and non-active video gaming among Dutch adolescents: who plays and how much?

    Science.gov (United States)

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

    2014-11-01

    The aim of study was to determine prevalence and identify demographic correlates of active and non-active gaming among adolescents. Cross-sectional. A survey, assessing game behavior and correlates, was conducted among adolescents (12-16 years, n = 373), recruited via schools. Multivariable logistic regression analyses were conducted to examine demographic correlates of active gaming (≥ 1 h per week) and non-active gaming (>7h per week). Of all participants (n=373), 3% reported to play exclusively active games, 40% active games and non-active games, 40% exclusively non-active games, and 17% not playing video games at all. Active gaming adolescents played active games on average on 1.5 (sd = 1.2) days per school week for 36 (sd = 32.9)min and 1 (sd = 0.54) day per weekend for 42 (sd = 36.5)min. Non-active gaming adolescents played on average on 3.3 (sd = 1.6) days per school week for 65 (sd = 46.0)min and 1.4 (sd = 0.65) days per weekend for 80 (sd = 50.8)min. Adolescents attending lower levels of education were more likely to play active games ≥ 1 h per week than adolescents attending higher educational levels. Boys and older adolescents were more likely to play non-active games >7h per week, than girls or younger adolescents. Many adolescents play active games, especially those following a lower educational level, but time spent in this activity is relatively low compared to non-active gaming. To be feasible as a public health strategy, active gaming interventions should achieve more time is spent on active gaming at the expense of non-active gaming. Copyright © 2013 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  1. Food intake response to exercise and active video gaming in adolescents: effect of weight status.

    Science.gov (United States)

    Chaput, J P; Tremblay, A; Pereira, B; Boirie, Y; Duclos, M; Thivel, D

    2016-02-14

    Although a few data are available regarding the impact of video games on energy intake (EI) in lean adolescents, there is no evidence on the effect of passive and active video gaming on food intake in both lean and obese youth. It is also unknown whether isoenergetic active video games and exercise differently affect food consumption in youth. In all, twelve lean and twelve obese adolescent boys (12-15 years old) had to complete four 1-h sessions in a cross-over design study: control (CON; sitting), passive video game (PVG; boxing game on Xbox 360), active video game (AVG; boxing game on Xbox Kinect 360) and exercise (EX; cycling). The exercise and active video game activities were designed to generate the same energy expenditure (EE). EE was measured using a K4b2 portable indirect calorimeter. Ad libitum food intake and appetite sensations were assessed following the sessions. AVG and EX-EE were significantly higher in obese participants and significantly higher compared with PVG and CON in both groups. Obese participants significantly ate more than lean ones in all four conditions (Pobese participants (CON: 4935 (SD 1490) kJ; PVG: 4902 (SD 1307) kJ; AVG: 4728 (SD 1358) kJ; EX: 4643 (SD 1335) kJ), and was significantly lower in lean participants after EX (2847 (SD 577) kJ) compared with PVG (3580 (SD 863) kJ) and AVG (3485 (SD 643) kJ) (Pobese participants but no condition effect was observed. Overall, moderate-intensity exercise provides better effect on energy balance than an isoenergetic hour of active video gaming in lean adolescent boys by dually affecting EE and EI.

  2. The motivation of children to play an active video game.

    Science.gov (United States)

    Chin A Paw, Marijke J M; Jacobs, Wietske M; Vaessen, Ellen P G; Titze, Sylvia; van Mechelen, Willem

    2008-04-01

    The purpose of this pilot study was to evaluate the effect of a weekly multiplayer class on the motivation of children aged 9-12 years to play an interactive dance simulation video game (IDSVG) at home over a period of 12 weeks. A sample of 27 children was randomly assigned to (1) a home group instructed to play the IDSVG at home; (2) a multiplayer group instructed to play the IDSVG at home and to participate in a weekly IDSVG multiplayer class. Participants were asked to play the IDSVG as often as they liked and report the playing time daily on a calendar for a 12-week period. Motivation to play was assessed by the playing duration of IDSVG in minutes and the dropout during the study. Mean age of the 16 children who completed the study was 10.6+/-0.8 years. During the 12-week intervention period, the multiplayer group played approximately twice as many minutes (901min) as the home group (376min, p=0.13). Dropout was significantly (p=0.02) lower in the multiplayer group (15%) than in the home group (64%). Our findings suggest that multiplayer classes may increase children's motivation to play interactive dance simulation video games.

  3. Effects of active video games on body composition: a randomized controlled trial.

    Science.gov (United States)

    Maddison, Ralph; Foley, Louise; Ni Mhurchu, Cliona; Jiang, Yannan; Jull, Andrew; Prapavessis, Harry; Hohepa, Maea; Rodgers, Anthony

    2011-07-01

    Sedentary activities such as video gaming are independently associated with obesity. Active video games, in which players physically interact with images on screen, may help increase physical activity and improve body composition. The aim of this study was to evaluate the effect of active video games over a 6-mo period on weight, body composition, physical activity, and physical fitness. We conducted a 2-arm, parallel, randomized controlled trial in Auckland, New Zealand. A total of 322 overweight and obese children aged 10-14 y, who were current users of sedentary video games, were randomly assigned at a 1:1 ratio to receive either an active video game upgrade package (intervention, n = 160) or to have no change (control group, n = 162). The primary outcome was the change from baseline in body mass index (BMI; in kg/m(2)). Secondary outcomes were changes in percentage body fat, physical activity, cardiorespiratory fitness, video game play, and food snacking. At 24 wk, the treatment effect on BMI (-0.24; 95% CI: -0.44, -0.05; P = 0.02) favored the intervention group. The change (±SE) in BMI from baseline increased in the control group (0.34 ± 0.08) but remained the same in the intervention group (0.09 ± 0.08). There was also evidence of a reduction in body fat in the intervention group (-0.83%; 95% CI: -1.54%, -0.12%; P = 0.02). The change in daily time spent playing active video games at 24 wk increased (10.03 min; 95% CI: 6.26, 13.81 min; P time spent playing nonactive video games (-9.39 min; 95% CI: -19.38, 0.59 min; P = 0.06). An active video game intervention has a small but definite effect on BMI and body composition in overweight and obese children. This trial was registered in the Australian New Zealand Clinical Trials Registry at http://www.anzctr.org.au/ as ACTRN12607000632493.

  4. Sliding vane geometry turbines

    Science.gov (United States)

    Sun, Harold Huimin; Zhang, Jizhong; Hu, Liangjun; Hanna, Dave R

    2014-12-30

    Various systems and methods are described for a variable geometry turbine. In one example, a turbine nozzle comprises a central axis and a nozzle vane. The nozzle vane includes a stationary vane and a sliding vane. The sliding vane is positioned to slide in a direction substantially tangent to an inner circumference of the turbine nozzle and in contact with the stationary vane.

  5. The Potential of Active Video Games (AVG to Improve Motor Efficiency

    Directory of Open Access Journals (Sweden)

    Luka Šlosar

    2016-04-01

    Full Text Available The growing interest in video games and the related increase in sedentary lifestyles among adolescents has encouraged researchers to look for alternative strategies replacing the passive time in front of the screen with the active one. The solution was found in active video games (AVG, which require physical activity from the player. Given encouraging results about the impact of AVG on healthy lifestyle, subsequent studies were expanded to cover the area of motor abilities and sports performance. The purpose of our article is to determine whether the use of AVG can improve sport performance, bring progress in sports and rehabilitation.

  6. Active fault tolerant control based on interval type-2 fuzzy sliding mode controller and non linear adaptive observer for 3-DOF laboratory helicopter.

    Science.gov (United States)

    Zeghlache, Samir; Benslimane, Tarak; Bouguerra, Abderrahmen

    2017-11-01

    In this paper, a robust controller for a three degree of freedom (3 DOF) helicopter control is proposed in presence of actuator and sensor faults. For this purpose, Interval type-2 fuzzy logic control approach (IT2FLC) and sliding mode control (SMC) technique are used to design a controller, named active fault tolerant interval type-2 Fuzzy Sliding mode controller (AFTIT2FSMC) based on non-linear adaptive observer to estimate and detect the system faults for each subsystem of the 3-DOF helicopter. The proposed control scheme allows avoiding difficult modeling, attenuating the chattering effect of the SMC, reducing the rules number of the fuzzy controller. Exponential stability of the closed loop is guaranteed by using the Lyapunov method. The simulation results show that the AFTIT2FSMC can greatly alleviate the chattering effect, providing good tracking performance, even in presence of actuator and sensor faults. Copyright © 2017 ISA. Published by Elsevier Ltd. All rights reserved.

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

    Science.gov (United States)

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

    2015-03-05

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

  8. Narrative increases step counts during active video game play among children

    Science.gov (United States)

    Active video games (AVGs) capable of inducing physical activity (PA) level offer a novel alternative to child obesity. Unfortunately, children's motivation to play AVG decreases quickly, underscoring the need to find new methods to maintain their engagement. According to narrative transportation th...

  9. Active Video Games in Schools and Effects on Physical Activity and Health: A Systematic Review.

    Science.gov (United States)

    Norris, Emma; Hamer, Mark; Stamatakis, Emmanuel

    2016-05-01

    To assess the quality of evidence for the effects of school active video game (AVG) use on physical activity and health outcomes. Online databases (ERIC, PsycINFO, PubMed, SPORTDiscus, and Web of Science) and gray literature were searched. Inclusion criteria were the use of AVGs in school settings as an intervention; assessment of at least 1 health or physical activity outcome; and comparison of outcomes with either a control group or comparison phase. Studies featuring AVGs within complex interventions were excluded. Study quality was assessed using the Effective Public Health Practice Project tool. Twenty-two reports were identified: 11 assessed physical activity outcomes only, 5 assessed motor skill outcomes only, and 6 assessed both physical activity and health outcomes. Nine out of 14 studies found greater physical activity in AVG sessions compared with controls; mostly assessed by objective measures in school time only. Motor skills were found to improve with AVGs vs controls in all studies but not compared with other motor skill interventions. Effects of AVGs on body composition were mixed. Study quality was low in 16 studies and moderate in the remaining 6, with insufficient detail given on blinding, participation rates, and confounding variables. There is currently insufficient evidence to recommend AVGs as efficacious health interventions within schools. Higher quality AVG research utilizing randomized controlled trial designs, larger sample sizes, and validated activity measurements beyond the school day is needed. Copyright © 2016 Elsevier Inc. All rights reserved.

  10. Development of a Kinect Software Tool to Classify Movements during Active Video Gaming.

    Directory of Open Access Journals (Sweden)

    Michael Rosenberg

    Full Text Available While it has been established that using full body motion to play active video games results in increased levels of energy expenditure, there is little information on the classification of human movement during active video game play in relationship to fundamental movement skills. The aim of this study was to validate software utilising Kinect sensor motion capture technology to recognise fundamental movement skills (FMS, during active video game play. Two human assessors rated jumping and side-stepping and these assessments were compared to the Kinect Action Recognition Tool (KART, to establish a level of agreement and determine the number of movements completed during five minutes of active video game play, for 43 children (m = 12 years 7 months ± 1 year 6 months. During five minutes of active video game play, inter-rater reliability, when examining the two human raters, was found to be higher for the jump (r = 0.94, p < .01 than the sidestep (r = 0.87, p < .01, although both were excellent. Excellent reliability was also found between human raters and the KART system for the jump (r = 0.84, p, .01 and moderate reliability for sidestep (r = 0.6983, p < .01 during game play, demonstrating that both humans and KART had higher agreement for jumps than sidesteps in the game play condition. The results of the study provide confidence that the Kinect sensor can be used to count the number of jumps and sidestep during five minutes of active video game play with a similar level of accuracy as human raters. However, in contrast to humans, the KART system required a fraction of the time to analyse and tabulate the results.

  11. Cascading MutS and MutL sliding clamps control DNA diffusion to activate mismatch repair.

    Science.gov (United States)

    Liu, Jiaquan; Hanne, Jeungphill; Britton, Brooke M; Bennett, Jared; Kim, Daehyung; Lee, Jong-Bong; Fishel, Richard

    2016-11-24

    Mismatched nucleotides arise from polymerase misincorporation errors, recombination between heteroallelic parents and chemical or physical DNA damage. Highly conserved MutS (MSH) and MutL (MLH/PMS) homologues initiate mismatch repair and, in higher eukaryotes, act as DNA damage sensors that can trigger apoptosis. Defects in human mismatch repair genes cause Lynch syndrome or hereditary non-polyposis colorectal cancer and 10-40% of related sporadic tumours. However, the collaborative mechanics of MSH and MLH/PMS proteins have not been resolved in any organism. We visualized Escherichia coli (Ec) ensemble mismatch repair and confirmed that EcMutS mismatch recognition results in the formation of stable ATP-bound sliding clamps that randomly diffuse along the DNA with intermittent backbone contact. The EcMutS sliding clamps act as a platform to recruit EcMutL onto the mismatched DNA, forming an EcMutS-EcMutL search complex that then closely follows the DNA backbone. ATP binding by EcMutL establishes a second long-lived DNA clamp that oscillates between the principal EcMutS-EcMutL search complex and unrestricted EcMutS and EcMutL sliding clamps. The EcMutH endonuclease that targets mismatch repair excision only binds clamped EcMutL, increasing its DNA association kinetics by more than 1,000-fold. The assembly of an EcMutS-EcMutL-EcMutH search complex illustrates how sequential stable sliding clamps can modulate one-dimensional diffusion mechanics along the DNA to direct mismatch repair.

  12. Active video games: the mediating effect of aerobic fitness on body composition.

    Science.gov (United States)

    Maddison, Ralph; Mhurchu, Cliona Ni; Jull, Andrew; Prapavessis, Harry; Foley, Louise S; Jiang, Yannan

    2012-05-03

    Increased understanding of why and how physical activity impacts on health outcomes is needed to increase the effectiveness of physical activity interventions. A recent randomized controlled trial of an active video game (PlayStation EyeToy™) intervention showed a statistically significant treatment effect on the primary outcome, change from baseline in body mass index (BMI), which favored the intervention group at 24 weeks. In this short paper we evaluate the mediating effects of the secondary outcomes. To identify mediators of the effect of an active video games intervention on body composition. Data from a two-arm parallel randomized controlled trial of an active video game intervention (n = 322) were analyzed. The primary outcome was change from baseline in BMI. A priori secondary outcomes were considered as potential mediators of the intervention on BMI, including aerobic fitness (VO2Max), time spent in moderate-to-vigorous physical activity (MVPA), and food snacking at 24 weeks. Only aerobic fitness at 24 weeks met the conditions for mediation, and was a significant mediator of BMI. Playing active video games can have a positive effect on body composition in overweight or obese children and this effect is most likely mediated through improved aerobic fitness. Future trials should examine other potential mediators related to this type of intervention. Australian New Zealand Clinical Trials Registry Website: http://www.anzctr.org.au. Study ID number: ACTRN12607000632493.

  13. Active video games: the mediating effect of aerobic fitness on body composition

    Directory of Open Access Journals (Sweden)

    Maddison Ralph

    2012-05-01

    Full Text Available Abstract Background Increased understanding of why and how physical activity impacts on health outcomes is needed to increase the effectiveness of physical activity interventions. A recent randomized controlled trial of an active video game (PlayStation EyeToy™ intervention showed a statistically significant treatment effect on the primary outcome, change from baseline in body mass index (BMI, which favored the intervention group at 24 weeks. In this short paper we evaluate the mediating effects of the secondary outcomes. Objective To identify mediators of the effect of an active video games intervention on body composition. Methods Data from a two-arm parallel randomized controlled trial of an active video game intervention (n = 322 were analyzed. The primary outcome was change from baseline in BMI. A priori secondary outcomes were considered as potential mediators of the intervention on BMI, including aerobic fitness (VO2Max, time spent in moderate-to-vigorous physical activity (MVPA, and food snacking at 24 weeks. Results Only aerobic fitness at 24 weeks met the conditions for mediation, and was a significant mediator of BMI. Conclusion Playing active video games can have a positive effect on body composition in overweight or obese children and this effect is most likely mediated through improved aerobic fitness. Future trials should examine other potential mediators related to this type of intervention. Trial registration Australian New Zealand Clinical Trials Registry Website: http://www.anzctr.org.au Study ID number: ACTRN12607000632493

  14. 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.

  15. 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

  16. Action Search: Learning to Search for Human Activities in Untrimmed Videos

    KAUST Repository

    Alwassel, Humam

    2017-06-13

    Traditional approaches for action detection use trimmed data to learn sophisticated action detector models. Although these methods have achieved great success at detecting human actions, we argue that huge information is discarded when ignoring the process, through which this trimmed data is obtained. In this paper, we propose Action Search, a novel approach that mimics the way people annotate activities in video sequences. Using a Recurrent Neural Network, Action Search can efficiently explore a video and determine the time boundaries during which an action occurs. Experiments on the THUMOS14 dataset reveal that our model is not only able to explore the video efficiently but also accurately find human activities, outperforming state-of-the-art methods.

  17. Postural activity and motion sickness during video game play in children and adults.

    Science.gov (United States)

    Chang, Chih-Hui; Pan, Wu-Wen; Tseng, Li-Ya; Stoffregen, Thomas A

    2012-03-01

    Research has confirmed that console video games give rise to motion sickness in many adults. During exposure to console video games, there are differences in postural activity (movement of the head and torso) between participants who later experience motion sickness and those who do not, confirming a prediction of the postural instability theory of motion sickness. Previous research has not addressed relations between video games, movement and motion sickness in children. We evaluated the nauseogenic properties of a commercially available console video game in both adults and 10-year-old children. Individuals played the game for up to 50 min and were instructed to discontinue immediately if they experienced any symptoms of motion sickness, however mild. During game play, we monitored movement of the head and torso. Motion sickness was reported by 67% of adults and by 56% of children; these rates did not differ. As a group, children moved more than adults. Across age groups, the positional variability of the head and torso increased over time during game play. In addition, we found differences in movement between participants who later reported motion sickness and those who did not. Some of these differences were general across age groups but we also found significant differences between the movement of adults and children who later reported motion sickness. The results confirm that console video games can induce motion sickness in children and demonstrate that changes in postural activity precede the onset of subjective symptoms of motion sickness in children.

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

    Science.gov (United States)

    Austin, Carmen; Calahan, Jenny; Resi Baucco, Alexandria; Bullivant, Christopher William; Eckley, Ross; Ekstrom, W. Haydon; Fitzpatrick, M. Ryleigh; Genovese, Taylor Fay; Impey, Chris David; Libby, Kaitlin; McCaw, Galen; Olmedo, Alexander N.; Ritter, Joshua; Wenger, Matthew; Williams, Stephanie

    2017-01-01

    Active Galactic Videos is an astronomy-focused YouTube channel run by a team at the University of Arizona. The channel has two main purposes: to produce educational content for public audiences, and to learn about astronomy and to open a window into the world of professional astronomy by showcasing the work done at Steward Observatory and in Southern Arizona. Our team consists of faculty, staff, and 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, educational practice, and science communication while developing the practical skills needed to write, film, score, direct, and edit videos that effectively engage and teach viewers about topics in astronomy. The team has produced various styles of video: presentational, interviews, musical/poetic, 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, this poster will present a 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, and astronomy communication and outreach in general.

  19. Relation of adolescent video game play to time spent in other activities.

    Science.gov (United States)

    Cummings, Hope M; Vandewater, Elizabeth A

    2007-07-01

    To examine the notion that playing video games is negatively related to the time adolescents spend in more developmentally appropriate activities. Nonexperimental study. Survey data collected during the 2002-2003 school year. A nationally representative sample of 1491 children aged 10 to 19 years. Main Outcome Measure Twenty-four-hour time-use diaries were collected on 1 weekday and 1 weekend day, both randomly chosen. Time-use diaries were used to determine adolescents' time spent playing video games, with parents and friends, reading and doing homework, and in sports and active leisure. Differences in time spent between game players and nonplayers as well as the magnitude of the relationships among game time and activity time among adolescent game players were assessed. Thirty-six percent of adolescents (80% of boys and 20% of girls) played video games. On average, gamers played for an hour on the weekdays and an hour and a half on the weekends. Compared with nongamers, adolescent gamers spent 30% less time reading and 34% less time doing homework. Among gamers (both genders), time spent playing video games without parents or friends was negatively related to time spent with parents and friends in other activities. Although gamers and nongamers did not differ in the amount of time they spent interacting with family and friends, concerns regarding gamers' neglect of school responsibilities (reading and homework) are warranted. Although only a small percentage of girls played video games, our findings suggest that playing video games may have different social implications for girls than for boys.

  20. Competitive active video games: Physiological and psychological responses in children and adolescents.

    Science.gov (United States)

    Lisón, Juan F; Cebolla, Ausias; Guixeres, Jaime; Álvarez-Pitti, Julio; Escobar, Patricia; Bruñó, Alejandro; Lurbe, Empar; Alcañiz, Mariano; Baños, Rosa

    2015-10-01

    Recent strategies to reduce sedentary behaviour in children include replacing sedentary screen time for active video games. Active video game studies have focused principally on the metabolic consumption of a single player, with physiological and psychological responses of opponent-based multiplayer games to be further evaluated. To determine whether adding a competitive component to playing active video games impacts physiological and psychological responses in players. Sixty-two healthy Caucasian children and adolescents, nine to 14 years years of age, completed three conditions (8 min each) in random order: treadmill walking, and single and opponent-based Kinect active video games. Affect, arousal, rate of perceived exertion, heart rate and percentage of heart rate reserve were measured for each participant and condition. Kinect conditions revealed significantly higher heart rate, percentage of heart rate reserve, rate of perceived exertion and arousal when compared with treadmill walking (Pvideo games improved children's psychological responses (affect and rate of perceived exertion) compared with single play, providing a solution that may contribute toward improved adherence to physical activity.

  1. Slide-based ergometer rowing

    DEFF Research Database (Denmark)

    Vinther, Anders; Alkjær, T; Kanstrup, I-L

    2012-01-01

    Force production profile and neuromuscular activity during slide-based and stationary ergometer rowing at standardized submaximal power output were compared in 14 male and 8 female National Team rowers. Surface electromyography (EMG) was obtained in selected thoracic and leg muscles along with sy...

  2. Crew Resource Management (CRM video storytelling project: a team-based learning activity

    Directory of Open Access Journals (Sweden)

    Ma, Maggie Jiao

    2011-01-01

    Full Text Available This Crew Resource Management (CRM video storytelling project asks students to work in a team (4-5 people per team to create (write and produce a video story. The story should demonstrate lacking and ill practices of CRM knowledge and skills, or positive skills used to create a successful scenario in aviation (e. g. , flight training, commercial aviation, airport management. The activity is composed of two parts: (1 creating a video story of CRM in aviation, and (2 delivering a group presentation. Each tem creates a 5-8 minute long video clip of its story. The story must be originally created by the team to educate pilot and/or aviation management students on good practices of CRM in aviation. Accidents and incidents can be used as a reference to inspire ideas. However, this project is not to re-create any previous CRM accidents/incidents. The video story needs to be self-contained and address two or more aspects of CRM specified in the Federal Aviation Administration’s Advisory Circular 120-51. The presentation must include the use of PowerPoint or similar software and additional multimedia visual aids. The presentation itself will last no more than 17 minutes in length; including the actual video story (each group has additional 3 minutes to set up prior to the presentation. During the presentation following the video each team will discuss the CRM problems (or invite audience to identify CRM problems and explain what CRM practices were performed, and should have been performed. This presentation also should describe how each team worked together in order to complete this project (i. e. , good and bad CRM practiced

  3. The Narrative Impact of Active Video Games on Physical Activity Among Children: A Feasibility Study.

    Science.gov (United States)

    Lu, Amy Shirong; Baranowski, Tom; Hong, S Lee; Buday, Richard; Thompson, Debbe; Beltran, Alicia; Dadabhoy, Hafza Razak; Chen, Tzu-An

    2016-10-14

    Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children's AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influence behaviors. The objective of this study was to test the hypothesis that a narrative would motivate increased AVG play, though a feasibility study that investigated the motivational effect of adding a previously developed narrative cutscene to an originally nonnarrative AVG, Nintendo Wii Sports Resort: Swordplay Showdown. A total of 40 overweight and obese 8- to 11-year-olds equally divided by sex played the AVG. Half (n=20) were randomly assigned to a narrative group that watched the narrative cutscene before game play. The other half played the game without watching it. Children in the narrative group had significantly (Pgame play compared with the nonnarrative group (10-second period: mean 2.7, SD 0.7; overall: mean 366, SD 172). The AVG with narrative induced increased physical activity. Additional research is needed to understand the mechanisms through which narrative increases physical activity during AVG game play.

  4. The Narrative Impact of Active Video Games on Physical Activity Among Children: A Feasibility Study

    Science.gov (United States)

    Baranowski, Tom; Hong, S Lee; Buday, Richard; Thompson, Debbe; Beltran, Alicia; Dadabhoy, Hafza Razak; Chen, Tzu-An

    2016-01-01

    Background Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children’s AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influence behaviors. Objective The objective of this study was to test the hypothesis that a narrative would motivate increased AVG play, though a feasibility study that investigated the motivational effect of adding a previously developed narrative cutscene to an originally nonnarrative AVG, Nintendo Wii Sports Resort: Swordplay Showdown. Methods A total of 40 overweight and obese 8- to 11-year-olds equally divided by sex played the AVG. Half (n=20) were randomly assigned to a narrative group that watched the narrative cutscene before game play. The other half played the game without watching it. Results Children in the narrative group had significantly (Pnarrative induced increased physical activity. Additional research is needed to understand the mechanisms through which narrative increases physical activity during AVG game play. PMID:27742605

  5. From Peru to Pamplona: Integrating Slides into the Lesson Plan.

    Science.gov (United States)

    Kiss, Marilyn

    1989-01-01

    For a visual generation of students, slides are an effective learning and teaching tool and a constant stimulus for writing, reading, and speaking activities. Ways in which slides have been effectively incorporated into foreign language instruction lessons are described. (CB)

  6. Flexible sliding seal

    Science.gov (United States)

    Wallenhorst, E. L.

    1980-01-01

    Circular seal both slides and flexes to accomodate relative motion between two sealed members. Originally developed for Space Shuttle orbiter, it contains sliding seal to accommodate engine gimbaling and flexible seal that absorbs forward motion at high thrust of engine heat shield relative to airframe. Other possible applications are in support structures of heavy machinery and vehicle engines. Flexible sliding seal is ring about 7 feet in diameter and can withstand temperatures up to 1,600 F.

  7. The axonemal axis and Ca2+-induced asymmetry of active microtubule sliding in sea urchin sperm tails

    OpenAIRE

    1986-01-01

    Structural studies of stationary principal bends and of definitive patterns of spontaneous microtubule sliding disruption permitted description of the bending axis in sea urchin sperm tail axonemes. Lytechinus pictus sperm were demembranated in a buffer containing Triton X-100 and EGTA. Subsequent resuspension in a reactivation buffer containing 0.4 mM CaCl2 and 1.0 mM MgATP2- resulted in quiescent, rather than motile, cells and each sperm tail axoneme took on an extreme, basal principal bend...

  8. A systematic review of active video games on rehabilitative outcomes among older patients

    OpenAIRE

    Nan Zeng; Zachary Pope; Jung Eun Lee; Zan Gao

    2017-01-01

    Background: Although current research supports the use of active video games (AVGs) in rehabilitation, the evidence has yet to be systematically reviewed or synthesized. The current project systematically reviewed literature, summarized findings, and evaluated the effectiveness of AVGs as a therapeutic tool in improving physical, psychological, and cognitive rehabilitative outcomes among older adults with chronic diseases. Methods: Seven databases (Academic Search Complete, Communication &...

  9. Facial Video based Detection of Physical Fatigue for Maximal Muscle Activity

    DEFF Research Database (Denmark)

    Haque, Mohammad Ahsanul; Irani, Ramin; Nasrollahi, Kamal

    2016-01-01

    Physical fatigue reveals the health condition of a person at for example health checkup, fitness assessment or rehabilitation training. This paper presents an efficient noncontact system for detecting non-localized physi-cal fatigue from maximal muscle activity using facial videos acquired...

  10. Behavioral science in video games for children's diet and physical activity change: Key research needs

    Science.gov (United States)

    Innovative intervention programs are needed to overcome the limitations in previous programs that promoted change in diabetes risk behaviors in children. Serious video games show promise of changing dietary and physical activity behaviors, but research is needed on the optimal design of behavior-cha...

  11. Design of video games for children's diet and physical activity behavior change

    Science.gov (United States)

    Serious video games (VG) offer new opportunities for promoting health related diet, and physical activity change among children. Games can be designed to use storylines, characters, and behavior change procedures, including modeling (e.g., engaging characters make changes themselves, and face and ov...

  12. Can Mood-Inducing Videos Affect Problem-Solving Activities in a Web-Based Environment?

    Science.gov (United States)

    Verleur, Ria; Verhagen, Plon W.; Heuvelman, Ard

    2007-01-01

    The purpose of this study was to examine whether a video-induced positive and negative mood has a differential effect on subsequent problem-solving activities in a web-based environment. The study also examined whether task conditions (task demands) moderated the mood effect. As in traditional experimental mood-effect studies, the affective video…

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

    NARCIS (Netherlands)

    Simons, Monique; De Vries, Sanne I.; 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

  14. Instructional physical activity monitor video in english and spanish

    Science.gov (United States)

    The ActiGraph activity monitor is a widely used method for assessing physical activity. Compliance with study procedures in critical. A common procedure is for the research team to meet with participants and demonstrate how and when to attach and remove the monitor and convey how many wear-days are ...

  15. VideoWeb Dataset for Multi-camera Activities and Non-verbal Communication

    Science.gov (United States)

    Denina, Giovanni; Bhanu, Bir; Nguyen, Hoang Thanh; Ding, Chong; Kamal, Ahmed; Ravishankar, Chinya; Roy-Chowdhury, Amit; Ivers, Allen; Varda, Brenda

    Human-activity recognition is one of the most challenging problems in computer vision. Researchers from around the world have tried to solve this problem and have come a long way in recognizing simple motions and atomic activities. As the computer vision community heads toward fully recognizing human activities, a challenging and labeled dataset is needed. To respond to that need, we collected a dataset of realistic scenarios in a multi-camera network environment (VideoWeb) involving multiple persons performing dozens of different repetitive and non-repetitive activities. This chapter describes the details of the dataset. We believe that this VideoWeb Activities dataset is unique and it is one of the most challenging datasets available today. The dataset is publicly available online at http://vwdata.ee.ucr.edu/ along with the data annotation.

  16. Monitoring dressing activity failures through RFID and video.

    Science.gov (United States)

    Matic, A; Mehta, P; Rehg, J M; Osmani, V; Mayora, O

    2012-01-01

    Monitoring and evaluation of Activities of Daily Living in general, and dressing activity in particular, is an important indicator in the evaluation of the overall cognitive state of patients. In addition, the effectiveness of therapy in patients with motor impairments caused by a stroke, for example, can be measured through long-term monitoring of dressing activity. However, automatic monitoring of dressing activity has not received significant attention in the current literature. Considering the importance of monitoring dressing activity, the main goal of this work was to investigate the possibility of recognizing dressing activities and automatically identifying common failures exhibited by patients suffering from motor or cognitive impairments. The system developed for this purpose comprised analysis of RFID (radio frequency identification) tracking and computer vision processing. Eleven test subjects, not connected to the research, were recruited and asked to perform the dressing task by choosing any combination of clothes without further assistance. Initially the test subjects performed correct dressing and then they were free to choose from a set of dressing failures identified from the current research literature. The developed system was capable of automatically recognizing common dressing failures. In total, there were four dressing failures observed for upper garments and three failures for lower garments, in addition to recognizing successful dressing. The recognition rate for identified dressing failures was between 80% and 100%. We developed a robust system to monitor the dressing activity. Given the importance of monitoring the dressing activity as an indicator of both cognitive and motor skills the system allows for the possibility of long term tracking and continuous evaluation of the dressing task. Long term monitoring can be used in rehabilitation and cognitive skills evaluation.

  17. Slide Activity along the eastern slope of the Gela Basin (offshore Sicily): First results from expedition MSM-15/3

    Science.gov (United States)

    Huhn, K.; Strasser, M.; Freudenthal, T.; Foglini, F.; Trincardi, F.; Minisini, D.; Msm15/3 Working Group

    2010-12-01

    Submarine slides occur at all sediment bearing margins worldwide (Camerlenghi et al., 2009; Masson et al., 2006). Although numerous studies have dealt with mapping and monitoring of submarine landslide as well as investigations of trigger mechanisms and sediment failure processes, many open questions persist why a given slope fails whereas adjacent remains stable. Besides large slide events, smaller scaled mid-size slides became recently of particular importance because especially these local slides enable investigation of physical and kinematical processes during failure and to test a wide range of different trigger mechanisms. Hence, during the research expedition MSM15/3 we drilled two distinct landslides in the Gela Basin offshore south of Sicily (Italy) utilizing the MARUM sea floor drill rig (MeBo). These so-called ‘Twin Slides’ have previously been identified in water depth between 200 - 800m on the basis of side-scan sonar, Chirp seismics, swath bathymetry and shallow core data. Besides, these landslides are described as multiple failures likely controlled by specific stratigraphic surfaces acting as glide planes (Minisini et al., 2007; Minisini and Trincardi, 2009). Nevertheless, failure planes are located in depth inaccessible by conventional coring and we therefore lack groundtruthing of the geophysical data. Therefore, MeBo was deployed to drill e.g. critical subsurface intervals. A systematic MeBo drilling transect from the undisturbed slope apron to the depositional area of these landslide masses recovers up to 55 meter long cores, including the failure planes and stacked mass transport deposits in the proximal and distal areas, respectively. Sedimentological, geochemical, geophysical and geotechnical analysis of these core materials will enable (1) an age dating and estimation of the recurrence rate of mid-sized slide events and (2) a sediment physical characterization to gain a deeper insight into kinematics and physical processes during failure

  18. Active Video/Arcade Games (Exergaming) and Energy Expenditure in College Students.

    Science.gov (United States)

    Siegel, Shannon R; L Haddock, Bryan; Dubois, Andrea M; Wilkin, Linda D

    2009-01-01

    Video games have become increasingly popular among young adults. The purpose of this pilot study was to determine if interactive video/arcade games, requiring physical activity to play, increase the energy expenditure (EE) and heart rate (HR) of young adults enough to elicit a training response. Thirteen male and female participants 26.6 ± 5.7 years of age were in the study. Participants were familiarized with equipment and allowed to practice with three games: (1) moving and striking lighted pads, (2) riding a bike to increase the pace of a race car, and (3) boxing against a video simulated opponent. A portable metabolic cart and HR monitor were attached to participants to measure baseline and exercise values. Participants could play any of the three games for 30 minutes while metabolic and HR data were collected. Exercise data were compared to baseline measures, and the 3 games were compared for EE. Paired sample t-tests showed baseline and exercise values differed for HR (t(12) = -18.91, p ACSM guidelines for a training HR. Caloric expenditure during the 30-minute exercise session (226. 07 ± 48.68) is also within the ACSM recommendations for daily physical activity. Thus, interactive video/arcade games that require physical activity to play can be utilized as part of an overall aerobic exercise program.

  19. Active video gaming improves body coordination in survivors of childhood brain tumours

    DEFF Research Database (Denmark)

    Sabel, M.; Sjölund, A.; Broeren, J.

    2016-01-01

    Purpose: We investigated whether active video gaming (AVG) could bring about regular, enjoyable, physical exercise in children treated for brain tumours, what level of physical activity could be reached and if the children’s physical functioning improved. Methods: Thirteen children, aged 7–17 years...... survivors, home-based AVG, supported by a coach, was a feasible, enjoyable and moderately intense form of exercise that improved Body Coordination.Implications for Rehabilitation Childhood brain tumour survivors frequently have cognitive problems, inferior physical functioning and are less physically active...... compared to their healthy peers. Active video gaming (AVG), supported by Internet coaching, is a feasible home-based intervention in children treated for brain tumours, promoting enjoyable, regular physical exercise of moderate intensity. In this pilot study, AVG with Nintendo Wii improved Body...

  20. Children's Physical Activity Levels during Indoor Recess Dance Videos

    Science.gov (United States)

    Erwin, Heather; Koufoudakis, Ryann; Beighle, Aaron

    2013-01-01

    Background: Children's physical activity (PA) levels remain low, and schools are being asked to assume a leadership role in PA promotion. Research suggests outdoor recess contributes to children's overall PA levels. However, similar research is not available for indoor recess, which occurs frequently due to a variety of factors. The purpose of…

  1. Mailing microscope slides

    Science.gov (United States)

    Many insects feed agriculturally important crops, trees, and ornamental plants and cause millions of dollars of damage annually. Identification for some of these require the preparation of a microscope slide for examination. There are times when a microscope slide may need to be sent away to a speci...

  2. Active Video Games and Health Indicators in Children and Youth: A Systematic Review

    OpenAIRE

    LeBlanc, Allana G.; Chaput, Jean-Philippe; McFarlane, Allison; Colley, Rachel C.; Thivel, David; Biddle, Stuart J. H.; Maddison, Ralph; Leatherdale, Scott T.; Tremblay, Mark S.

    2013-01-01

    BACKGROUND: Active video games (AVGs) have gained interest as a way to increase physical activity in children and youth. The effect of AVGs on acute energy expenditure (EE) has previously been reported; however, the influence of AVGs on other health-related lifestyle indicators remains unclear. OBJECTIVE: This systematic review aimed to explain the relationship between AVGs and nine health and behavioural indicators in the pediatric population (aged 0-17 years). DATA SOURCES: Online databases...

  3. Active video games as an exercise tool for children with cystic fibrosis.

    Science.gov (United States)

    O'Donovan, Cuisle; Greally, Peter; Canny, Gerard; McNally, Paul; Hussey, Juliette

    2014-05-01

    Active video games are used in many hospitals as exercise tools for children with cystic fibrosis. However, the exercise intensity associated with playing these games has not been examined in this population. Children with cystic fibrosis [n=30, aged 12.3 (2.6) years, 17 boys, BMI 17.7 (2.8) kg/m(2)] were recruited from outpatient clinics in Dublin hospitals. Age and gender matched control children were recruited from local schools. Oxygen consumption, metabolic equivalents (METs) calculated from resting V˙O2, and heart rate were measured while playing Nintendo Wii™ (Nintendo Co. Ltd., Tokyo, Japan) Sports Boxing and Nintendo Wii Fit Free Jogging using a portable indirect calorimeter (Oxycon Mobile). Playing Wii Boxing resulted in light intensity activity (2.46METs) while playing Wii Fit Free Jogging resulted in moderate intensity physical activity (4.44METs). No significant difference was seen between groups in the energy cost of playing active video games. Active video games are a useful source of light to moderate intensity physical activity in children with cystic fibrosis. © 2013.

  4. The dark side of online activism: Swedish right-wing extremist video activism on YouTube

    Directory of Open Access Journals (Sweden)

    Mattias Ekman

    2014-05-01

    Full Text Available In recent years, an emerging body of work, centred on specific communicative forms used in facilitating collective and connective action, have contributed to greater understanding of how digital communication relates to social mobilisation. Plenty of these studies highlight the progressive potentiality of digital communication. However, undemocratic actors also utilise the rapid advancement in digital technology. This article explores the online video activism of extreme right-wing groups in Sweden. It analyses more than 200 clips on YouTube, produced by five right-wing extremist organisations. The study shows that the extreme right deploy video activism as a strategy of visibility to mobilise and strengthen activists. Moreover, the groups attempt to alter the perception of (historically-rooted socio-political identities of the extreme right. Furthermore, YouTube becomes a political arena in which action repertoires and street politics are adapted to the specific characteristics of online video activism. Finally, video activism could be understood as an aestheticisation of politics.

  5. The dark side of online activism: Swedish right-wing extremist video activism on YouTube

    Directory of Open Access Journals (Sweden)

    Mattias Ekman

    2014-06-01

    Full Text Available In recent years, an emerging body of work, centred on specific communicative forms used in facilitating collective and connective action, have contributed to greater understanding of how digital communication relates to social mobilisation. Plenty of these studies highlight the progressive potentiality of digital communication. However, undemocratic actors also utilise the rapid advancement in digital technology. This article explores the online video activism of extreme right-wing groups in Sweden. It analyses more than 200 clips on YouTube, produced by five right-wing extremist organisations. The study shows that the extreme right deploy video activism as a strategy of visibility to mobilise and strengthen activists. Moreover, the groups attempt to alter the perception of (historically-rooted socio-political identities of the extreme right. Furthermore, YouTube becomes a political arena in which action repertoires and street politics are adapted to the specific characteristics of online video activism. Finally, video activism could be understood as an aestheticisation of politics.

  6. Sliding mode controller for four leg shunt active power filter to eliminating zero sequence current, compensating harmonics and reactive power with fixed switching frequency

    Directory of Open Access Journals (Sweden)

    Chebabhi Ali

    2015-01-01

    Full Text Available In this paper, the four leg inverter controlled by the three dimensional space vector modulation (3D SVM is used as the shunt active power filter (SAPF for compensating the three phase four wire electrical network, by using the four leg inverter with 3D SVM advantages to eliminated zero sequence current, fixed switching frequency of inverter switches, and reduced switching losses. This four leg inverter is employed as shunt active power filter to minimizing harmonic currents, reducing magnitude of neutral wire current, eliminating zero sequence current caused by nonlinear single phase loads and compensating reactive power, and a nonlinear sliding mode control technique (SMC is proposed for harmonic currents and DC bus voltage control to improve the performances of the three phase four wire four leg shunt active power filter based on Synchronous Reference Frame (SRF theory in the dq0 axes, and to decoupling the four leg SAPF mathematical model.

  7. Effects of a pediatric weight management program with and without active video games a randomized trial.

    Science.gov (United States)

    Trost, Stewart G; Sundal, Deborah; Foster, Gary D; Lent, Michelle R; Vojta, Deneen

    2014-05-01

    Active video games may offer an effective strategy to increase physical activity in overweight and obese children. However, the specific effects of active gaming when delivered within the context of a pediatric weight management program are unknown. To evaluate the effects of active video gaming on physical activity and weight loss in children participating in an evidence-based weight management program delivered in the community. Group-randomized clinical trial conducted during a 16-week period in YMCAs and schools located in Massachusetts, Rhode Island, and Texas. Seventy-five overweight or obese children (41 girls [55%], 34 whites [45%], 20 Hispanics [27%], and 17 blacks [23%]) enrolled in a community-based pediatric weight management program. Mean (SD) age of the participants was 10.0 (1.7) years; body mass index (BMI) z score, 2.15 (0.40); and percentage overweight from the median BMI for age and sex, 64.3% (19.9%). All participants received a comprehensive family-based pediatric weight management program (JOIN for ME). Participants in the program and active gaming group received hardware consisting of a game console and motion capture device and 1 active game at their second treatment session and a second game in week 9 of the program. Participants in the program-only group were given the hardware and 2 games at the completion of the 16-week program. Objectively measured daily moderate-to-vigorous and vigorous physical activity, percentage overweight, and BMI z score. Participants in the program and active gaming group exhibited significant increases in moderate-to-vigorous (mean [SD], 7.4 [2.7] min/d) and vigorous (2.8 [0.9] min/d) physical activity at week 16 (P video gaming into an evidence-based pediatric weight management program has positive effects on physical activity and relative weight. TRIAL REGISTRATION clinicaltrials.gov Identifier: NCT01757925.

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

    Science.gov (United States)

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

    2010-06-01

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

  9. Playing Active Video Games may not develop movement skills: An intervention trial

    Directory of Open Access Journals (Sweden)

    Lisa M. Barnett

    2015-01-01

    Full Text Available Background: To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills. Methods: Intervention children played Active Video Games for 6 weeks (1 h/week in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, using linear mixed models, which included fixed effects for group (intervention or control and time (pre and post and their interaction. The first model adjusted for sex only and the second model also adjusted for age, and prior ball sports experience (yes/no. Seven mixed-gender focus discussions were conducted with intervention children after programme completion. Results: Ninety-five Australian children (55% girls; 43% intervention group aged 4 to 8 years (M 6.2, SD 0.95 participated. Object control skill improved over time (p = 0.006 but there was no significant difference (p = 0.913 between groups in improvement (predicted means: control 31.80 to 33.53, SED = 0.748; intervention 30.33 to 31.83, SED = 0.835. A similar result held for the second model. Similarly the intervention did not change perceived object control in Model 1 (predicted means: control: 19.08 to 18.68, SED = 0.362; intervention 18.67 to 18.88, SED = 0.406 or Model 2. Children found the intervention enjoyable, but most did not perceive direct equivalence between Active Video Games and ‘real life’ activities. Conclusions: Whilst Active Video Game play may help introduce children to sport, this amount of time playing is unlikely to build skill.

  10. Playing Active Video Games may not develop movement skills: An intervention trial.

    Science.gov (United States)

    Barnett, Lisa M; Ridgers, Nicola D; Reynolds, John; Hanna, Lisa; Salmon, Jo

    2015-01-01

    To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills. Intervention children played Active Video Games for 6 weeks (1 h/week) in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, using linear mixed models, which included fixed effects for group (intervention or control) and time (pre and post) and their interaction. The first model adjusted for sex only and the second model also adjusted for age, and prior ball sports experience (yes/no). Seven mixed-gender focus discussions were conducted with intervention children after programme completion. Ninety-five Australian children (55% girls; 43% intervention group) aged 4 to 8 years (M 6.2, SD 0.95) participated. Object control skill improved over time (p = 0.006) but there was no significant difference (p = 0.913) between groups in improvement (predicted means: control 31.80 to 33.53, SED = 0.748; intervention 30.33 to 31.83, SED = 0.835). A similar result held for the second model. Similarly the intervention did not change perceived object control in Model 1 (predicted means: control: 19.08 to 18.68, SED = 0.362; intervention 18.67 to 18.88, SED = 0.406) or Model 2. Children found the intervention enjoyable, but most did not perceive direct equivalence between Active Video Games and 'real life' activities. Whilst Active Video Game play may help introduce children to sport, this amount of time playing is unlikely to build skill.

  11. A New Fuzzy Sliding Mode Controller with a Disturbance Estimator for Robust Vibration Control of a Semi-Active Vehicle Suspension System

    Directory of Open Access Journals (Sweden)

    Byung-Keun Song

    2017-10-01

    Full Text Available This paper presents a new fuzzy sliding mode controller (FSMC to improve control performances in the presence of uncertainties related to model errors and external disturbance (UAD. As a first step, an adaptive control law is designed using Lyapunov stability analysis. The control law can update control parameters of the FSMC with a disturbance estimator (DE in which the closed-loop stability and finite-time convergence of tracking error are guaranteed. A solution for estimating the compensative quantity of the impact of UAD on a control system and a set of solutions are then presented in order to avoid the singular cases of the fuzzy-based function approximation, increase convergence ability, and reduce the calculating cost. Subsequently, the effectiveness of the proposed controller is verified through the investigation of vibration control performances of a semi-active vehicle suspension system featuring a magnetorheological damper (MRD. It is shown that the proposed controller can provide better control ability of vibration control with lower consumed power compared with two existing fuzzy sliding mode controllers.

  12. Fall Detection for Elderly from Partially Observed Depth-Map Video Sequences Based on View-Invariant Human Activity Representation

    Directory of Open Access Journals (Sweden)

    Rami Alazrai

    2017-03-01

    Full Text Available This paper presents a new approach for fall detection from partially-observed depth-map video sequences. The proposed approach utilizes the 3D skeletal joint positions obtained from the Microsoft Kinect sensor to build a view-invariant descriptor for human activity representation, called the motion-pose geometric descriptor (MPGD. Furthermore, we have developed a histogram-based representation (HBR based on the MPGD to construct a length-independent representation of the observed video subsequences. Using the constructed HBR, we formulate the fall detection problem as a posterior-maximization problem in which the posteriori probability for each observed video subsequence is estimated using a multi-class SVM (support vector machine classifier. Then, we combine the computed posteriori probabilities from all of the observed subsequences to obtain an overall class posteriori probability of the entire partially-observed depth-map video sequence. To evaluate the performance of the proposed approach, we have utilized the Kinect sensor to record a dataset of depth-map video sequences that simulates four fall-related activities of elderly people, including: walking, sitting, falling form standing and falling from sitting. Then, using the collected dataset, we have developed three evaluation scenarios based on the number of unobserved video subsequences in the testing videos, including: fully-observed video sequence scenario, single unobserved video subsequence of random lengths scenarios and two unobserved video subsequences of random lengths scenarios. Experimental results show that the proposed approach achieved an average recognition accuracy of 93 . 6 % , 77 . 6 % and 65 . 1 % , in recognizing the activities during the first, second and third evaluation scenario, respectively. These results demonstrate the feasibility of the proposed approach to detect falls from partially-observed videos.

  13. Energy Expenditure and Intensity of Active Video Games in Children and Adolescents

    Science.gov (United States)

    Canabrava, Karina L. R.; Faria, Fernanda R.; de Lima, Jorge R. P.; Guedes, Dartagnan P.; Amorim, Paulo R. S.

    2018-01-01

    Purpose: This study aimed to compare the energy expenditure and intensity of active video games to that of treadmill walking in children and adolescents. Method: Seventy-two boys and girls (aged 8-13 years) were recruited from local public schools. Energy expenditure and heart rate were measured during rest, during 3-km/hr, 4-km/hr, and 5-km/hr…

  14. FCJ-191 Mirroring the Videos of Anonymous: Cloud Activism, Living Networks, and Political Mimesis

    Directory of Open Access Journals (Sweden)

    Adam Fish

    2015-06-01

    Full Text Available Mirrors describe the multiplication of data across a network. In this article, I examine the politics of mirroring as practiced on videos by the hacktivist network Anonymous. Mirrors are designed to retain visibility on social media platforms and motivate viewers towards activism. They emerge from a particular social structure and propagate a specific symbolic system. Furthermore, mirrors are not exact replicas nor postmodern representations. Rather, mirroring maps a contestation over visibility that entangles both cloud activists and platform firms.

  15. Video Podcasts

    DEFF Research Database (Denmark)

    Nortvig, Anne Mette; Sørensen, Birgitte Holm

    2016-01-01

    This project’s aim was to support and facilitate master’s students’ preparation and collaboration by making video podcasts of short lectures available on YouTube prior to students’ first face-to-face seminar. The empirical material stems from group interviews, from statistical data created through...... YouTube analytics and from surveys answered by students after the seminar. The project sought to explore how video podcasts support learning and reflection online and how students use and reflect on the integration of online activities in the videos. Findings showed that students engaged actively...

  16. The effect of music video clips on adolescent boys' body image, mood, and schema activation.

    Science.gov (United States)

    Mulgrew, Kate E; Volcevski-Kostas, Diana; Rendell, Peter G

    2014-01-01

    There is limited research that has examined experimentally the effects of muscular images on adolescent boys' body image, with no research specifically examining the effects of music television. The aim of the current study was to examine the effects of viewing muscular and attractive singers in music video clips on early, mid, and late adolescent boys' body image, mood, and schema activation. Participants were 180 boys in grade 7 (mean age = 12.73 years), grade 9 (mean age = 14.40 years) or grade 11 (mean age = 16.15 years) who completed pre- and post-test measures of mood and body satisfaction after viewing music videos containing male singers of muscular or average appearance. They also completed measures of schema activation and social comparison after viewing the clips. The results showed that the boys who viewed the muscular clips reported poorer upper body satisfaction, lower appearance satisfaction, lower happiness, and more depressive feelings compared to boys who viewed the clips depicting singers of average appearance. There was no evidence of increased appearance schema activation but the boys who viewed the muscular clips did report higher levels of social comparison to the singers. The results suggest that music video clips are a powerful form of media in conveying information about the male ideal body shape and that negative effects are found in boys as young as 12 years.

  17. A video based feedback system for control of an active commutator during behavioral physiology.

    Science.gov (United States)

    Roh, Mootaek; McHugh, Thomas J; Lee, Kyungmin

    2015-10-12

    To investigate the relationship between neural function and behavior it is necessary to record neuronal activity in the brains of freely behaving animals, a technique that typically involves tethering to a data acquisition system. Optimally this approach allows animals to behave without any interference of movement or task performance. Currently many laboratories in the cognitive and behavioral neuroscience fields employ commercial motorized commutator systems using torque sensors to detect tether movement induced by the trajectory behaviors of animals. In this study we describe a novel motorized commutator system which is automatically controlled by video tracking. To obtain accurate head direction data two light emitting diodes were used and video image noise was minimized by physical light source manipulation. The system calculates the rotation of the animal across a single trial by processing head direction data and the software, which calibrates the motor rotation angle, subsequently generates voltage pulses to actively untwist the tether. This system successfully provides a tether twist-free environment for animals performing behavioral tasks and simultaneous neural activity recording. To the best of our knowledge, it is the first to utilize video tracking generated head direction to detect tether twisting and compensate with a motorized commutator system. Our automatic commutator control system promises an affordable and accessible method to improve behavioral neurophysiology experiments, particularly in mice.

  18. Sliding Friction of Copper

    National Research Council Canada - National Science Library

    Liu, Tung

    1963-01-01

    .... With less clean surfaces, the coefficient of friction obtained was about 0.4. Since the degree of cleanliness cannot be controlled quantitatively, the friction - load curve of sliding copper pairs in air exhibits a bifurcation characteristic...

  19. Genome Engineering Workshop Slides

    OpenAIRE

    Macrae, Rhiannon

    2017-01-01

    These slides were presented at Genome Engineering 5.0, an annual workshop hosted by the Zhang Lab at the Broad Institute. They are designed to help new users get CRISPR-based tools working in their own hands.

  20. Sliding mode control and observation

    CERN Document Server

    Shtessel, Yuri; Fridman, Leonid; Levant, Arie

    2014-01-01

    The sliding mode control methodology has proven effective in dealing with complex dynamical systems affected by disturbances, uncertainties and unmodeled dynamics. Robust control technology based on this methodology has been applied to many real-world problems, especially in the areas of aerospace control, electric power systems, electromechanical systems, and robotics. Sliding Mode Control and Observation represents the first textbook that starts with classical sliding mode control techniques and progresses toward newly developed higher-order sliding mode control and observation algorithms and their applications. The present volume addresses a range of sliding mode control issues, including: *Conventional sliding mode controller and observer design *Second-order sliding mode controllers and differentiators *Frequency domain analysis of conventional and second-order sliding mode controllers *Higher-order sliding mode controllers and differentiators *Higher-order sliding mode observers *Sliding mode disturbanc...

  1. Energy Expenditure and Intensity of Active Video Games in Children and Adolescents.

    Science.gov (United States)

    Canabrava, Karina L R; Faria, Fernanda R; Lima, Jorge R P de; Guedes, Dartagnan P; Amorim, Paulo R S

    2018-01-15

    This study aimed to compare the energy expenditure and intensity of active video games to that of treadmill walking in children and adolescents. Seventy-two boys and girls (aged 8-13 years) were recruited from local public schools. Energy expenditure and heart rate were measured during rest, during 3-km/hr, 4-km/hr, and 5-km/hr walks, and during active games (Adventure, Boxing I, Boxing II, and Dance). During walking and active games, we also assessed physical activity using an accelerometer. The energy expenditure of the active games Adventure, Boxing I, Boxing II, and Dance was similar to that of treadmill walking at 5 km/hr in boys and girls. Heart rate was significantly higher for the game Adventure compared with walking at 3 km/hr, 4 km/hr, and 5 km/hr and the game Dance in both genders. The heart rate of girls during the games Adventure and Dance was significantly higher compared with boys. There was a statistically significant difference (p games provide energy expenditure and physical activity of moderate intensity for both genders. The use of active video games can be an interesting alternative to increase physical activity levels.

  2. Straightforward multi-object video tracking for quantification of mosquito flight activity.

    Science.gov (United States)

    Wilkinson, David A; Lebon, Cyrille; Wood, Trevor; Rosser, Gabriel; Gouagna, Louis Clément

    2014-12-01

    Mosquito flight activity has been studied using a variety of different methodologies, and largely concentrates on female mosquito activity as vectors of disease. Video recording using standard commercially available hardware has limited accuracy for the measurement of flight activity due to the lack of depth-perception in two-dimensional images, but multi-camera observation for three dimensional trajectory reconstructions remain challenging and inaccessible to the majority of researchers. Here, in silico simulations were used to quantify the limitations of two-dimensional flight observation. We observed that, under the simulated conditions, two dimensional observation of flight was more than 90% accurate for the determination of population flight speeds and thus that two dimensional imaging can be used to provide accurate estimates of mosquito population flight speeds, and to measure flight activity over long periods of time. We optimized single camera video imaging to study male Aedes albopictus mosquitoes over a 30 h time period, and tested two different multi-object tracking algorithms for their efficiency in flight tracking. A. Albopictus males were observed to be most active at the start of the day period (06h00-08h00) with the longest period of activity in the evening (15h00-18h00) and that a single mosquito will fly more than 600 m over the course of 24 h. No activity was observed during the night period (18h00-06h00). Simplistic tracking methodologies, executable on standard computational hardware, are sufficient to produce reliable data when video imaging is optimized under laboratory conditions. As this methodology does not require overly-expensive equipment, complex calibration of equipment or extensive knowledge of computer programming, the technology should be accessible to the majority of computer-literate researchers. Copyright © 2014 Elsevier Ltd. All rights reserved.

  3. Active Video Game Exercise Training Improves the Clinical Control of Asthma in Children: Randomized Controlled Trial.

    Directory of Open Access Journals (Sweden)

    Evelim L F D Gomes

    Full Text Available The aim of the present study was to determine whether aerobic exercise involving an active video game system improved asthma control, airway inflammation and exercise capacity in children with moderate to severe asthma.A randomized, controlled, single-blinded clinical trial was carried out. Thirty-six children with moderate to severe asthma were randomly allocated to either a video game group (VGG; N = 20 or a treadmill group (TG; n = 16. Both groups completed an eight-week supervised program with two weekly 40-minute sessions. Pre-training and post-training evaluations involved the Asthma Control Questionnaire, exhaled nitric oxide levels (FeNO, maximum exercise testing (Bruce protocol and lung function.No differences between the VGG and TG were found at the baseline. Improvements occurred in both groups with regard to asthma control and exercise capacity. Moreover, a significant reduction in FeNO was found in the VGG (p < 0.05. Although the mean energy expenditure at rest and during exercise training was similar for both groups, the maximum energy expenditure was higher in the VGG.The present findings strongly suggest that aerobic training promoted by an active video game had a positive impact on children with asthma in terms of clinical control, improvement in their exercise capacity and a reduction in pulmonary inflammation.Clinicaltrials.gov NCT01438294.

  4. Active video games to promote physical activity in children with cancer: a randomized clinical trial with follow-up.

    Science.gov (United States)

    Kauhanen, Lotta; Järvelä, Liisa; Lähteenmäki, Päivi M; Arola, Mikko; Heinonen, Olli J; Axelin, Anna; Lilius, Johan; Vahlberg, Tero; Salanterä, Sanna

    2014-04-05

    Low levels of physical activity, musculoskeletal morbidity and weight gain are commonly reported problems in children with cancer. Intensive medical treatment and a decline in physical activity may also result in reduced motor performance. Therefore, simple and inexpensive ways to promote physical activity and exercise are becoming an increasingly important part of children's cancer treatment. The aim of this study is to evaluate the effect of active video games in promotion of physical activity in children with cancer. The research is conducted as a parallel randomized clinical trial with follow-up. Patients between 3 and 16 years old, diagnosed with cancer and treated with vincristine in two specialized medical centers are asked to participate. Based on statistical estimates, the target enrollment is 40 patients. The intervention includes playing elective active video games and, in addition, education and consultations for the family. The control group will receive a general recommendation for physical activity for 30 minutes per day. The main outcomes are the amount of physical activity and sedentary behavior. Other outcomes include motor performance, fatigue and metabolic risk factors. The outcomes are examined with questionnaires, diaries, physical examinations and blood tests at baseline and at 2, 6, 12 and 30 months after the baseline. Additionally, the children's perceptions of the most enjoyable activation methods are explored through an interview at 2 months. This trial will help to answer the question of whether playing active video games is beneficial for children with cancer. It will also provide further reasoning for physical activity promotion and training of motor skills during treatment. ClinicalTrials.gov identifier: NCT01748058 (October 15, 2012).

  5. Multi-Objective Sliding Mode Control on Vehicle Cornering Stability with Variable Gear Ratio Actuator-Based Active Front Steering Systems

    Directory of Open Access Journals (Sweden)

    Xinbo Ma

    2016-12-01

    Full Text Available Active front steering (AFS is an emerging technology to improve the vehicle cornering stability by introducing an additional small steering angle to the driver’s input. This paper proposes an AFS system with a variable gear ratio steering (VGRS actuator which is controlled by using the sliding mode control (SMC strategy to improve the cornering stability of vehicles. In the design of an AFS system, different sensors are considered to measure the vehicle state, and the mechanism of the AFS system is also modelled in detail. Moreover, in order to improve the cornering stability of vehicles, two dependent objectives, namely sideslip angle and yaw rate, are considered together in the design of SMC strategy. By evaluating the cornering performance, Sine with Dwell and accident avoidance tests are conducted, and the simulation results indicate that the proposed SMC strategy is capable of improving the cornering stability of vehicles in practice.

  6. Exercise intensity levels in children with cerebral palsy while playing with an active video game console.

    Science.gov (United States)

    Robert, Maxime; Ballaz, Laurent; Hart, Raphael; Lemay, Martin

    2013-08-01

    Children with cerebral palsy (CP) are prone to secondary complications related to physical inactivity and poor cardiorespiratory capacity. This problem could be greatly attenuated through the use of video games that incorporate physical activity for 2 reasons: Video games already represent an important component of leisure time in younger people, and such games can lead to a high level of exercise intensity in people who are healthy. The study objective was to evaluate exercise intensity in children with spastic diplegic CP and children who were typically developing while playing with an active video game console. This was a cross-sectional study. Ten children (7-12 years old) with spastic diplegic CP (Gross Motor Function Classification System level I or II) and 10 children who were age matched and typically developing were evaluated in a movement analysis laboratory. Four games were played with the active video game console (jogging, bicycling, snowboarding, and skiing) for 40 minutes. Heart rate was recorded during the entire playing period with a heart rate belt monitor. Exercise intensity was defined as the percentage of heart rate reserve (HRR). In addition, lower extremity motion analysis was carried out during the final minute of the playing period for the jogging and bicycling games. No difference between groups was observed for any variables. A main effect of games was observed for the amount of time spent at an intensity greater than 40% of HRR. Specifically, more than 50% of the playing time for the jogging game and more than 30% of the playing time for the bicycling game were spent at an intensity greater than 40% of HRR. In addition, the jogging game produced a larger range of motion than the bicycling game. A limitation of this study was the relatively small and heterogeneous sample. For all 4 games, similar exercise intensity levels were observed for children who were typically developing and children with CP, suggesting that children with CP could

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

    Directory of Open Access Journals (Sweden)

    M. Yu. Katayev

    2014-01-01

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

  8. Video streaming in nursing education: bringing life to online education.

    Science.gov (United States)

    Smith-Stoner, Marilyn; Willer, Ann

    2003-01-01

    Distance education is a standard form of instruction for many colleges of nursing. Web-based course and program content has been delivered primarily through text-based presentations such as PowerPoint slides and Web search activities. However, the rapid pace of technological innovation is making available more sophisticated forms of delivery such as video streaming. High-quality video streams, created at the instructor's desktop or in basic recording studios, can be produced that build on PowerPoint or create new media for use on the Web. The technology required to design, produce, and upload short video-streamed course content objects to the Internet is described. The preparation of materials, suggested production guidelines, and examples of information presented via desktop video methods are presented.

  9. Bupropion sustained release treatment decreases craving for video games and cue-induced brain activity in patients with Internet video game addiction.

    Science.gov (United States)

    Han, Doug Hyun; Hwang, Jun Won; Renshaw, Perry F

    2010-08-01

    Bupropion has been used in the treatment of patients with substance dependence based on its weak inhibition of dopamine and norepinephrine reuptake. We hypothesized that 6 weeks of bupropion sustained release (SR) treatment would decrease craving for Internet game play as well as video game cue-induced brain activity in patients with Internet video game addiction (IAG). Eleven subjects who met criteria for IAG, playing StarCraft (>30 hr/week), and eight healthy comparison subjects (HC) who had experience playing StarCraft (addition, symptoms of depression, craving for playing the game, and the severity of Internet addiction were evaluated by Beck Depression Inventory, self-report of craving on a 7-point visual analogue scale, and Young's Internet Addiction Scale, respectively. In response to game cues, IAG showed higher brain activation in left occipital lobe cuneus, left dorsolateral prefrontal cortex, and left parahippocampal gyrus than HC. After a 6 week period of bupropion SR, craving for Internet video game play, total game play time, and cue-induced brain activity in dorsolateral prefrontal cortex were decreased in the IAG. We suggest that bupropion SR may change craving and brain activity in ways that are similar to those observed in individuals with substance abuse or dependence. PsycINFO Database Record 2010 APA, all rights reserved.

  10. Qualitative and quantitative research into the development and feasibility of a video-tailored physical activity intervention

    Directory of Open Access Journals (Sweden)

    Mummery W Kerry

    2011-07-01

    Full Text Available Abstract Background Continued low adherence to physical activity recommendations illustrates the need to refine intervention strategies and increase their effectiveness. The purpose of this study was to conduct formative research related to the development of a next generation of computer-tailored interventions that use online tailored video-messages to increase physical activity. Methods Five focus groups (n = 30, aimed at males and females, aged between 35 and 60 years, that do not meet the physical activity recommendation, were conducted to allow in-depth discussion of various elements related to the development of an online video-tailored intervention. In addition, a series of questions were delivered to a random sample (n = 1261 of Australians, using CATI survey technology, to gain more information and add a quantitative assessment of feasibility related to the development of the intervention. Focus group data was transcribed, and summarised using Nvivo software. Descriptive and frequency data of the survey was obtained using SPSS 18.0. Results Nearly all of the focus group participants supported the concept of a video-tailored intervention and 35.8% of survey participants indicated that they would prefer a video-based over a text-based intervention. Participants with a slow internet-connection displayed a lower preference for video-based advice (31.9%; however less than 20% of the survey sample indicated that downloading videos would be slow. The majority of focus group and survey participants did not support the idea of using mobile phones to receive this kind of intervention and indicated that video-tailored messages should be shorter than 5 minutes. Video-delivery of content is very rich in information, which increases the challenge to appropriately tailor content to participant characteristics; focus-group outcomes indicated a large diversity in participant preferences. 52.4% of survey participants indicated that the videos should be

  11. Newly recognized submarine slide complexes in the southern California Bight

    Science.gov (United States)

    Conrad, J. E.; Lee, H. J.; Edwards, B. D.; McGann, M.; Sliter, R. W.

    2012-12-01

    New high-resolution bathymetric and seismic-reflection surveys have imaged large (7) individual overlapping slides along the western margin of Santa Cruz Basin (SCB slide); 2) a series of slumps and slide scars on the slope south of San Pedro shelf (SPS slide); and 3) a slope failure along the shelf edge in northern San Diego County, termed the Del Mar slide. The SCB slide complex extends for 30 km along the western slope of Santa Cruz Basin, with debris lobes extending 5-8 km into the basin. Head scarps of some of these slides are 50-75 m high. The SPS slide complex also appears to consist of multiple slides, which roughly parallel the Palos Verdes Fault and the San Gabriel Canyon submarine channel on the shelf edge and slope south of San Pedro shelf. Slide deposits associated with this complex are only partially mapped due to limited high-resolution bathymetric coverage, but extend to the south in the area SW of Lasuen Knoll. Seismic-reflection profiles show that some of these deposits are up to 20 m thick. The Del Mar slide is located about 10 km north of La Jolla Canyon and extends about 6 km along the shelf edge. The head scarp lies along the trend of a branch of the Rose Canyon Fault Zone. Radiocarbon ages of sediment overlying this slide indicate the Del Mar slide is approximately 12-16 ka. These large slide complexes have several characteristics in common. Nearly all occur in areas of tectonic uplift. All of the complexes show evidence of recurrent slide activity, exhibiting multiple headwall scarps and debris lobes, and where available, high-resolution seismic-reflection profiles of these slide areas provide evidence of older, buried mass transport deposits. Assuming typical sedimentation rates, the recurrence interval of major slide events appears to be on the order of tens of thousands of years. Most of the slide complexes do not appear to be located in areas of high sediment input. The SCB and Del Mar slides are in areas receiving relatively small

  12. Console video games, postural activity, and motion sickness during passive restraint.

    Science.gov (United States)

    Chang, Chih-Hui; Pan, Wu-Wen; Chen, Fu-Chen; Stoffregen, Thomas A

    2013-08-01

    We examined the influence of passive restraint on postural activity and motion sickness in individuals who actively controlled a potentially nauseogenic visual motion stimulus (a driving video game). Twenty-four adults (20.09 ± 1.56 years; 167.80 ± 7.94 cm; 59.02 ± 9.18 kg) were recruited as participants. Using elastic bands, standing participants were passively restrained at the head, shoulders, hips, and knees. During restraint, participants played (i.e., controlled) a driving video game (a motorcycle race), for 50 min. During game play, we recorded the movement of the head and torso, using a magnetic tracking system. Following game play, participants answered a forced choice, yes/no question about whether they were motion sick, and were assigned to sick and well groups on this basis. In addition, before and after game play, participants completed the Simulator Sickness Questionnaire, which provided numerical ratings of the severity of individual symptoms. Five of 24 participants (20.83 %) reported motion sickness. Participants moved despite being passively restrained. Both the magnitude and the temporal dynamics of movement differed between the sick and well groups. The results show that passive restraint of the body can reduce motion sickness when the nauseogenic visual stimulus is under participants' active control and confirm that motion sickness is preceded by distinct patterns of postural activity even during passive restraint.

  13. Energy expenditure and affect responses to different types of active video game and exercise.

    Science.gov (United States)

    Monedero, Javier; Murphy, Enda E; O'Gorman, Donal J

    2017-01-01

    The purpose of this study was to compare entertainment-themed active video game (AVG) and fitness-themed AVG play with traditional exercise to examine the interaction between physiological and psychological responses. Participants (N = 23) were randomly assigned to 30-min of (i) self-selected intensity exercise (SS-EX), (ii) moderate intensity exercise (MOD-EX), (iii) entertainment-themed video game (ET-VG) and (iv) fitness-themed video game (FT-VG). Physiological and psychological outcomes were recorded before, during and after each trial. All trials met the ACSM criteria for moderate or vigorous physical activity. The [Formula: see text] (68.3±13.9%) and rate of energy expenditure (10.3±3.1kcal/min) was significantly higher in the SS-EX trial with lowest values reported for ET-VG (p<0.05). No differences were found in % heart rate reserve between SS-EX and FT-VG (66.9±12.5% and 67.1±6% respectively). The AVG's were significantly more enjoyable than the exercise trials (p<0.05) and the ET-VG resulted in the highest core flow and psychological well-being (p<0.05). AVG's can elicit physiological responses that meet recommended exercise intensities but are more enjoyable than conventional exercise in young inactive adults. While further work is required, this study highlights the importance of examining the interaction between physiological outcomes and psychological states to increase physical activity and reduce sedentary time.

  14. Predicting human activities in sequences of actions in RGB-D videos

    Science.gov (United States)

    Jardim, David; Nunes, Luís.; Dias, Miguel

    2017-03-01

    In our daily activities we perform prediction or anticipation when interacting with other humans or with objects. Prediction of human activity made by computers has several potential applications: surveillance systems, human computer interfaces, sports video analysis, human-robot-collaboration, games and health-care. We propose a system capable of recognizing and predicting human actions using supervised classifiers trained with automatically labeled data evaluated in our human activity RGB-D dataset (recorded with a Kinect sensor) and using only the position of the main skeleton joints to extract features. Using conditional random fields (CRFs) to model the sequential nature of actions in a sequence has been used before, but where other approaches try to predict an outcome or anticipate ahead in time (seconds), we try to predict what will be the next action of a subject. Our results show an activity prediction accuracy of 89.9% using an automatically labeled dataset.

  15. The relationship between the physical activity of students from Lublin’s universities, and video games

    Directory of Open Access Journals (Sweden)

    Polski Andrzej

    2016-04-01

    Full Text Available With the rapid development of computer technology, gaming has become more popular, and young people spend more and more time playing such games. It is thought that this a major factor responsible for the lowered physical activity of today's society. For a better understanding of the issue, we assessed how many students spend their free time playing video games, and how this form of recreation affects their levels of physical activity. The investigation of the relationship between physical activity and playing computer games was undertaken via a questionnaire containing 16 questions, and this was applied to a representative sample of 138 students drawn from Lublin’s universities. The results of this show that males are more physically active (85% compared to 75% women. However, only 9% men and 13% women train every day. To keep the body in shape, the most common activity for the respondents is aerobics training (approx. 30%, walking and cycling. Such exercise is performed to improve or keep in shape, and as a form of relaxation. However, one third of all respondents play video games, 70% of these are males and only 16% are females. What is more, our results show that there was no correlation between level of physical activity and gaming. In both groups, about 80% of all respondents are physically active. Yet, among the players, there are more overweight people (28%, as compared to 10% in the non-player group. Still, players, in contrast to popular opinion, are more active than non-playing people. No association was found between playing computer games and health problems.

  16. Effects of Active Video Games on Energy Expenditure in Adults: A Systematic Literature Review.

    Science.gov (United States)

    Dutta, Nirjhar; Pereira, Mark A

    2015-06-01

    The objective of this study was to estimate the mean difference in energy expenditure (EE) in healthy adults between playing active video games (AVGs) compared with traditional video games (TVGs) or rest. A systematic search was conducted on Ovid MEDLINE, Web of Knowledge, and Academic Search Premier between 1998 and April 2012 for relevant keywords, yielding 15 studies. EE and heart rate (HR) data were extracted, and random effects meta-analysis was performed. EE during AVG play was 1.81 (95% CI, 1.29-2.34; I² = 94.2%) kcal/kg/hr higher, or about 108 kcal higher per hour for a 60-kg person, compared with TVG play. Mean HR was 21 (95% CI, 13.7-28.3; I² = 93.4%) beats higher per minute during AVG play compared with TVG play. There was wide variation in the EE and HR estimates across studies because different games were evaluated. Overall metabolic equivalent associated with AVG play was 2.62 (95% CI, 2.25-3.00; I² = 99.2%), equivalent to a light activity level. Most studies had low risk of bias due to proper study design and use of indirect calorimetry to measure EE. AVGs may be used to replace sedentary screen time (eg, television watching or TVG play) with light activity in healthy adults.

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

    Science.gov (United States)

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

    2011-10-03

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

  18. Does excessive play of violent first-person-shooter-video-games dampen brain activity in response to emotional stimuli?

    Science.gov (United States)

    Montag, Christian; Weber, Bernd; Trautner, Peter; Newport, Beate; Markett, Sebastian; Walter, Nora T; Felten, Andrea; Reuter, Martin

    2012-01-01

    The present case-control study investigated the processing of emotional pictures in excessive first-person-shooter-video-players and control persons. All participants of the fMRI experiment were confronted with pictures from four categories including pleasant, unpleasant, neutral content and pictures from the first-person-shooter-video-game 'Counterstrike'. Compared to controls, gamers showed a significantly lower activation of the left lateral medial frontal lobe while processing negative emotions. Another interesting finding of the study represents the higher activation of frontal and temporal brain areas in gamers when processing screen-shots from the first-person-shooter-video-game 'Counterstrike'. Higher brain activity in the lateral prefrontal cortex could represent a protection mechanism against experiencing negative emotions by down-regulating limbic brain activity. Due to a frequent confrontation with violent scenes, the first-person-shooter-video-gamers might have habituated to the effects of unpleasant stimuli resulting in lower brain activation. Individual differences in brain activations of the contrast Counterstrike>neutral pictures potentially resemble the activation of action-scripts related to the video-game. Copyright © 2011 Elsevier B.V. All rights reserved.

  19. Developing model-making and model-breaking skills using direct measurement video-based activities

    Science.gov (United States)

    Vonk, Matthew; Bohacek, Peter; Militello, Cheryl; Iverson, Ellen

    2017-12-01

    This study focuses on student development of two important laboratory skills in the context of introductory college-level physics. The first skill, which we call model making, is the ability to analyze a phenomenon in a way that produces a quantitative multimodal model. The second skill, which we call model breaking, is the ability to critically evaluate if the behavior of a system is consistent with a given model. This study involved 116 introductory physics students in four different sections, each taught by a different instructor. All of the students within a given class section participated in the same instruction (including labs) with the exception of five activities performed throughout the semester. For those five activities, each class section was split into two groups; one group was scaffolded to focus on model-making skills and the other was scaffolded to focus on model-breaking skills. Both conditions involved direct measurement videos. In some cases, students could vary important experimental parameters within the video like mass, frequency, and tension. Data collected at the end of the semester indicate that students in the model-making treatment group significantly outperformed the other group on the model-making skill despite the fact that both groups shared a common physical lab experience. Likewise, the model-breaking treatment group significantly outperformed the other group on the model-breaking skill. This is important because it shows that direct measurement video-based instruction can help students acquire science-process skills, which are critical for scientists, and which are a key part of current science education approaches such as the Next Generation Science Standards and the Advanced Placement Physics 1 course.

  20. Body mass index, new modes of TV viewing and active video games.

    Science.gov (United States)

    Falbe, J; Willett, W C; Rosner, B; Field, A E

    2017-10-01

    Recent technologies have changed screen time. TV can be viewed anywhere, anytime. Content can be collected via digital recorders and online streaming and viewed on smartphones. Video games are no longer strictly sedentary. We sought to assess the unknown relations between new modes of TV viewing - recorded, online, downloaded and on hand-held devices - and active video games with body mass index (BMI). Cross-sectional analysis of the 2011 wave of the Growing Up Today Study 2 cohort. We used gender-specific generalized estimating equations to examine screen time and BMI among 3071 women and 2050 men aged 16-24 years. Among women, each hour/day of online TV (0.47; confidence interval [CI]: 0.12, 0.82) and total non-broadcast TV (0.37; CI: 0.14, 0.61) was associated with higher BMI, as was watching ≥ 1/2 h week -1 of TV on hand-held devices (1.04; CI: 0.32-1.77). Active video games were associated with BMI among women, but not after restricting to those not trying to lose/maintain weight. Broadcast TV was associated with higher BMI (kg m -2 ) among women and men (P < 0.05). Among women, online TV, TV viewed on hand-held devices and the sum of non-broadcast TV time were associated with higher BMI. Broadcast TV was also associated with BMI in women and men. © 2016 World Obesity Federation.

  1. The Microseismicity of Glacier Sliding

    Science.gov (United States)

    Walter, Fabian; Röösli, Claudia; Kissling, Edi

    2017-04-01

    Our understanding of glacier and ice sheet basal motion remains incomplete. The past decades have witnessed a shift away from initially proposed hard bed theories towards soft, till-laden beds, which deform and thus participate in basal motion. The theoretical treatment of deformable beds is subject to debate, yet our capability to predict ice sheet flow and ultimately sea level rise is contingent upon correct parameterization of basal motion (Ritz et al., 2015). Both hard and soft bed theories neglect frictional sliding across distinct basal fault planes and elastic deformation in response to sudden dislocation. Over recent years, this view has been repeatedly challenged as more and more studies report seismogenic faulting associated with basal sliding. For instance, large parts of the Whillans Ice Stream at Antarctica's Siple Coast move nearly exclusively during sudden sliding episodes (Wiens et al., 2008). This "stick-slip motion" is difficult to explain with traditional glacier sliding theories but more analogous to earthquake dislocation on tectonic faults. Although the Whillans Ice Stream motion may be an extreme example, there exists evidence for much smaller microseismic stick-slip events beneath the Greenland Ice Sheet and non-polar glaciers (Podolskiy and Walter, 2016). This raises the question how relevant and widespread the stick-slip phenomenon is and if it is necessary to include it into ice sheet models. Here we discuss recent seismic deployments, which focused on detection of stick-slip events beneath the Greenland Ice Sheet and European Alpine Glaciers. For all deployments, a considerable challenge lies in detection of stick-slip seismograms in the presence of a dominant background seismicity associated with surface crevassing. Nevertheless, automatic search algorithms and waveform characteristics provide important insights into temporal variation of stick-slip activity as well as information about fault plane geometry and co-seismic sliding

  2. Active video games and health indicators in children and youth: a systematic review.

    Directory of Open Access Journals (Sweden)

    Allana G LeBlanc

    Full Text Available BACKGROUND: Active video games (AVGs have gained interest as a way to increase physical activity in children and youth. The effect of AVGs on acute energy expenditure (EE has previously been reported; however, the influence of AVGs on other health-related lifestyle indicators remains unclear. OBJECTIVE: This systematic review aimed to explain the relationship between AVGs and nine health and behavioural indicators in the pediatric population (aged 0-17 years. DATA SOURCES: Online databases (MEDLINE, EMBASE, psycINFO, SPORTDiscus and Cochrane Central Database and personal libraries were searched and content experts were consulted for additional material. DATA SELECTION: Included articles were required to have a measure of AVG and at least one relevant health or behaviour indicator: EE (both habitual and acute, adherence and appeal (i.e., participation and enjoyment, opportunity cost (both time and financial considerations, and adverse events, adiposity, cardiometabolic health, energy intake, adaptation (effects of continued play, learning and rehabilitation, and video game evolution (i.e., sustainability of AVG technology. RESULTS: 51 unique studies, represented in 52 articles were included in the review. Data were available from 1992 participants, aged 3-17 years, from 8 countries, and published from 2006-2012. Overall, AVGs are associated with acute increases in EE, but effects on habitual physical activity are not clear. Further, AVGs show promise when used for learning and rehabilitation within special populations. Evidence related to other indicators was limited and inconclusive. CONCLUSIONS: Controlled studies show that AVGs acutely increase light- to moderate-intensity physical activity; however, the findings about if or how AVG lead to increases in habitual physical activity or decreases in sedentary behaviour are less clear. Although AVGs may elicit some health benefits in special populations, there is not sufficient evidence to

  3. Active video games and health indicators in children and youth: a systematic review.

    Science.gov (United States)

    LeBlanc, Allana G; Chaput, Jean-Philippe; McFarlane, Allison; Colley, Rachel C; Thivel, David; Biddle, Stuart J H; Maddison, Ralph; Leatherdale, Scott T; Tremblay, Mark S

    2013-01-01

    Active video games (AVGs) have gained interest as a way to increase physical activity in children and youth. The effect of AVGs on acute energy expenditure (EE) has previously been reported; however, the influence of AVGs on other health-related lifestyle indicators remains unclear. This systematic review aimed to explain the relationship between AVGs and nine health and behavioural indicators in the pediatric population (aged 0-17 years). Online databases (MEDLINE, EMBASE, psycINFO, SPORTDiscus and Cochrane Central Database) and personal libraries were searched and content experts were consulted for additional material. Included articles were required to have a measure of AVG and at least one relevant health or behaviour indicator: EE (both habitual and acute), adherence and appeal (i.e., participation and enjoyment), opportunity cost (both time and financial considerations, and adverse events), adiposity, cardiometabolic health, energy intake, adaptation (effects of continued play), learning and rehabilitation, and video game evolution (i.e., sustainability of AVG technology). 51 unique studies, represented in 52 articles were included in the review. Data were available from 1992 participants, aged 3-17 years, from 8 countries, and published from 2006-2012. Overall, AVGs are associated with acute increases in EE, but effects on habitual physical activity are not clear. Further, AVGs show promise when used for learning and rehabilitation within special populations. Evidence related to other indicators was limited and inconclusive. Controlled studies show that AVGs acutely increase light- to moderate-intensity physical activity; however, the findings about if or how AVG lead to increases in habitual physical activity or decreases in sedentary behaviour are less clear. Although AVGs may elicit some health benefits in special populations, there is not sufficient evidence to recommend AVGs as a means of increasing daily physical activity.

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

    Directory of Open Access Journals (Sweden)

    Havranek Michael

    2012-07-01

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

  5. Active Video Games and Health Indicators in Children and Youth: A Systematic Review

    Science.gov (United States)

    McFarlane, Allison; Colley, Rachel C.; Thivel, David; Biddle, Stuart J. H.; Maddison, Ralph; Leatherdale, Scott T.; Tremblay, Mark S.

    2013-01-01

    Background Active video games (AVGs) have gained interest as a way to increase physical activity in children and youth. The effect of AVGs on acute energy expenditure (EE) has previously been reported; however, the influence of AVGs on other health-related lifestyle indicators remains unclear. Objective This systematic review aimed to explain the relationship between AVGs and nine health and behavioural indicators in the pediatric population (aged 0–17 years). Data sources Online databases (MEDLINE, EMBASE, psycINFO, SPORTDiscus and Cochrane Central Database) and personal libraries were searched and content experts were consulted for additional material. Data selection Included articles were required to have a measure of AVG and at least one relevant health or behaviour indicator: EE (both habitual and acute), adherence and appeal (i.e., participation and enjoyment), opportunity cost (both time and financial considerations, and adverse events), adiposity, cardiometabolic health, energy intake, adaptation (effects of continued play), learning and rehabilitation, and video game evolution (i.e., sustainability of AVG technology). Results 51 unique studies, represented in 52 articles were included in the review. Data were available from 1992 participants, aged 3–17 years, from 8 countries, and published from 2006–2012. Overall, AVGs are associated with acute increases in EE, but effects on habitual physical activity are not clear. Further, AVGs show promise when used for learning and rehabilitation within special populations. Evidence related to other indicators was limited and inconclusive. Conclusions Controlled studies show that AVGs acutely increase light- to moderate-intensity physical activity; however, the findings about if or how AVG lead to increases in habitual physical activity or decreases in sedentary behaviour are less clear. Although AVGs may elicit some health benefits in special populations, there is not sufficient evidence to recommend AVGs as a

  6. Playing in parallel: the effects of multiplayer modes in active video game on motivation and physical exertion.

    Science.gov (United States)

    Peng, Wei; Crouse, Julia

    2013-06-01

    Although multiplayer modes are common among contemporary video games, the bulk of game research focuses on the single-player mode. To fill the gap in the literature, the current study investigated the effects of different multiplayer modes on enjoyment, future play motivation, and the actual physical activity intensity in an active video game. One hundred sixty-two participants participated in a one-factor between-subject laboratory experiment with three conditions: (a) single player: play against self pretest score; (b) cooperation with another player in the same physical space; (c) parallel competition with another player in separated physical spaces. We found that parallel competition in separate physical spaces was the optimal mode, since it resulted in both high enjoyment and future play motivation and high physical intensity. Implications for future research on multiplayer mode and play space as well as active video game-based physical activity interventions are discussed.

  7. Active Video Games for Improving Physical Performance Measures in Older People: A Meta-analysis.

    Science.gov (United States)

    Taylor, Lynne M; Kerse, Ngaire; Frakking, Tara; Maddison, Ralph

    2016-03-11

    Participation in regular physical activity is associated with better physical function in older people (>65 years); however, older people are the least active of all age groups. Exercise-based active video games (AVGs) offer an alternative to traditional exercise programs aimed at maintaining or enhancing physical performance measures in older people. This review systematically evaluated whether AVGs could improve measures of physical performance in older people. Secondary measures of safety, game appeal, and usability were also considered. Electronic databases were searched for randomized controlled trials published up to April 2015. Included were trials with 2 or more arms that evaluated the effect of AVGs on outcome measures of physical performance in older people. Eighteen randomized controlled trials (n = 765) were included. Most trials limited inclusion to healthy community-dwelling older people. With the exception of 1 trial, all AVG programs were supervised. Using meta-analyses, AVGs were found to be more effective than conventional exercise (mean difference [MD], 4.33; 95% confidence intervals [CIs], 2.93-5.73) or no intervention (MD, 0.73; 95% CI, 0.17-1.29) for improving Berg Balance scores in community-dwelling older people. Active video games were also more effective than control for improving 30-second sit-to-stand scores (MD, 3.99; 95% CI, 1.92-6.05). No significant differences in Timed Up and Go scores were found when AVGs were compared with no intervention or with conventional exercise. Active video games can improve measures of mobility and balance in older people when used either on their own or as part of an exercise program. It is not yet clear whether AVGs are equally suitable for older people with significant cognitive impairments or balance or mobility limitations. Given the positive findings to date, consideration could be given to further development of age-appropriate AVGs for use by older people with balance or mobility limitations

  8. Research of Active Power Filter Modeling with Grid Impedance in Feedback Linearization and Quasi-Sliding Mode Control

    OpenAIRE

    Shi, Zeyu; Wang, Yingpin; Xie, Yunxiang; Li, Lanfang; Xu, Xiaogang

    2017-01-01

    Active power filter (APF) is the most popular device in regulating power quality issues. Currently, most literatures ignored the impact of grid impedance and assumed the load voltage is ideal, which had not described the system accurately. In addition, the controllers applied PI control; thus it is hard to improve the compensation quality. This paper establishes a precise model which consists of APF, load, and grid impedance. The Bode diagram of traditional simplified model is obviously diffe...

  9. Development of magnetically preloaded air bearings for a linear slide: active compensation of three degrees of freedom motion errors.

    Science.gov (United States)

    Ro, Seung-Kook; Kim, Soohyun; Kwak, Yoonkeun; Park, Chun-Hong

    2008-03-01

    This article describes a linear air-bearing stage that uses active control to compensate for its motion errors. The active control is based on preloads generated by magnetic actuators, which were designed to generate nominal preloads for the air bearings using permanent magnets to maintain the desired stiffness while changing the air-bearing clearance by varying the magnetic flux generated by the current in electromagnetic coils. A single-axis linear stage with a linear motor and 240 mm of travel range was built to verify this design concept and used to test its performance. The motion of the table in three directions was controlled with four magnetic actuators driven by current amplifiers and a DSP (Digital Signal Processor)-based digital controller. The motion errors were measured using a laser interferometer combined with a two-probe method, and had 0.085 microm of repeatability for the straightness error. As a result of feed-forward active compensation, the errors were reduced from 1.09 to 0.11 microm for the vertical motion, from 9.42 to 0.18 arcsec for the pitch motion, and from 2.42 to 0.18 arcsec for the roll motion.

  10. Active video games and energy balance in male adolescents: a randomized crossover trial.

    Science.gov (United States)

    Gribbon, Aidan; McNeil, Jessica; Jay, Ollie; Tremblay, Mark S; Chaput, Jean-Philippe

    2015-06-01

    Active video games (AVGs) have been shown to acutely increase energy expenditure when compared with seated video games; however, the influence of AVGs on compensatory adjustments in energy intake and expenditure is largely unknown. The aim was to examine the acute effects of AVGs on energy intake and expenditure. With the use of a randomized crossover design, 26 male adolescents (mean ± SD age: 14.5 ± 1.4 y) completed three 1-h experimental conditions: resting control, seated video game play (Xbox 360; Microsoft), and AVG play (Kinect Adventures on Xbox 360) followed by an ad libitum lunch. A validated food menu was used to assess food intake immediately after the conditions and for the remainder of the day, and a dietary record was used for the subsequent 3-d period. Energy expenditure was measured by using portable indirect calorimetry throughout each experimental condition, and an accelerometer was used to assess the subsequent 3-d period. Appetite sensations were assessed by using visual analog scales at different time points during the testing day. The primary outcomes were acute (immediately after the conditions and 24-h) and short-term (3-d) energy intake and expenditure. Energy expenditure was significantly higher (~145%; P video game conditions; however, no significant differences in energy expenditure were observed 24 h (~6%; P > 0.49) and 3 d after the experimental conditions (~3%; P > 0.82). No significant differences were observed in absolute energy intake immediately after the conditions (~2%; P > 0.94) or in absolute energy intake 24 h (~5%; P > 0.63) and 3 d (~9%; P > 0.53) after the experimental conditions. Finally, appetite sensations were similar between conditions at all time points (P > 0.05). The increase in energy expenditure promoted by a single session of Kinect AVG play is not associated with increased food intake but is compensated for after the intervention, resulting in no measurable change in energy balance after 24 h. These results

  11. Anomaly detection driven active learning for identifying suspicious tracks and events in WAMI video

    Science.gov (United States)

    Miller, David J.; Natraj, Aditya; Hockenbury, Ryler; Dunn, Katherine; Sheffler, Michael; Sullivan, Kevin

    2012-06-01

    We describe a comprehensive system for learning to identify suspicious vehicle tracks from wide-area motion (WAMI) video. First, since the road network for the scene of interest is assumed unknown, agglomerative hierarchical clustering is applied to all spatial vehicle measurements, resulting in spatial cells that largely capture individual road segments. Next, for each track, both at the cell (speed, acceleration, azimuth) and track (range, total distance, duration) levels, extreme value feature statistics are both computed and aggregated, to form summary (p-value based) anomaly statistics for each track. Here, to fairly evaluate tracks that travel across different numbers of spatial cells, for each cell-level feature type, a single (most extreme) statistic is chosen, over all cells traveled. Finally, a novel active learning paradigm, applied to a (logistic regression) track classifier, is invoked to learn to distinguish suspicious from merely anomalous tracks, starting from anomaly-ranked track prioritization, with ground-truth labeling by a human operator. This system has been applied to WAMI video data (ARGUS), with the tracks automatically extracted by a system developed in-house at Toyon Research Corporation. Our system gives promising preliminary results in highly ranking as suspicious aerial vehicles, dismounts, and traffic violators, and in learning which features are most indicative of suspicious tracks.

  12. Active Video Game Exercise Training Improves the Clinical Control of Asthma in Children: Randomized Controlled Trial.

    Science.gov (United States)

    Gomes, Evelim L F D; Carvalho, Celso R F; Peixoto-Souza, Fabiana Sobral; Teixeira-Carvalho, Etiene Farah; Mendonça, Juliana Fernandes Barreto; Stirbulov, Roberto; Sampaio, Luciana Maria Malosá; Costa, Dirceu

    2015-01-01

    The aim of the present study was to determine whether aerobic exercise involving an active video game system improved asthma control, airway inflammation and exercise capacity in children with moderate to severe asthma. A randomized, controlled, single-blinded clinical trial was carried out. Thirty-six children with moderate to severe asthma were randomly allocated to either a video game group (VGG; N = 20) or a treadmill group (TG; n = 16). Both groups completed an eight-week supervised program with two weekly 40-minute sessions. Pre-training and post-training evaluations involved the Asthma Control Questionnaire, exhaled nitric oxide levels (FeNO), maximum exercise testing (Bruce protocol) and lung function. No differences between the VGG and TG were found at the baseline. Improvements occurred in both groups with regard to asthma control and exercise capacity. Moreover, a significant reduction in FeNO was found in the VGG (p game had a positive impact on children with asthma in terms of clinical control, improvement in their exercise capacity and a reduction in pulmonary inflammation. Clinicaltrials.gov NCT01438294.

  13. What type of narrative do children prefer in active video games? An exploratory study of cognitive and emotional responses

    Science.gov (United States)

    Physical activity (PA) is critical in preventing childhood obesity, and lowering risk of certain cancers. Active video games (AVGs) provide an innovative promising method for increasing PA and enhancing health outcomes, especially among children. While AVGs could prevent childhood obesity, a child's...

  14. A novel video tracking method to evaluate the effect of influenza infection and antiviral treatment on ferret activity.

    Science.gov (United States)

    Oh, Ding Yuan; Barr, Ian G; Hurt, Aeron C

    2015-01-01

    Ferrets are the preferred animal model to assess influenza virus infection, virulence and transmission as they display similar clinical symptoms and pathogenesis to those of humans. Measures of disease severity in the ferret include weight loss, temperature rise, sneezing, viral shedding and reduced activity. To date, the only available method for activity measurement has been the assignment of an arbitrary score by a 'blind' observer based on pre-defined responsiveness scale. This manual scoring method is subjective and can be prone to bias. In this study, we described a novel video-tracking methodology for determining activity changes in a ferret model of influenza infection. This method eliminates the various limitations of manual scoring, which include the need for a sole 'blind' observer and the requirement to recognise the 'normal' activity of ferrets in order to assign relative activity scores. In ferrets infected with an A(H1N1)pdm09 virus, video-tracking was more sensitive than manual scoring in detecting ferret activity changes. Using this video-tracking method, oseltamivir treatment was found to ameliorate the effect of influenza infection on activity in ferret. Oseltamivir treatment of animals was associated with an improvement in clinical symptoms, including reduced inflammatory responses in the upper respiratory tract, lower body weight loss and a smaller rise in body temperature, despite there being no significant reduction in viral shedding. In summary, this novel video-tracking is an easy-to-use, objective and sensitive methodology for measuring ferret activity.

  15. Presentation = Speech + Slides

    Directory of Open Access Journals (Sweden)

    Derik Badman

    2008-12-01

    Full Text Available Back in October, Aaron Schmidt posted “HOWTO give a good presentation” to his blog walking paper. His second bullet point of “thoughts” on good presentations is: Please don’t fill your slides with words. Find some relevant and pretty pictures to support what you’re saying. You can use the pictures to remind yourself what you’re going [...

  16. Video Activism: Digital Practices to Narrate Social Movements during the Fifa World Cup (2014

    Directory of Open Access Journals (Sweden)

    Ana Lúcia Nunes de Sousa

    2017-05-01

    Full Text Available This article aims to analyse media activist practices – developed in the context of the FIFA World Cup protests, in 2014 – and their possible consequences for journalistic practice. At present, in Rio de Janeiro, various groups have emerged, using cameras and cyberspace as political tools. As a result, their network became an extension of the public square. Through participant observation, semi-structured interviews, digital methods and a video database created between June and July of 2014, the characteristics of this type of activism are presented, examining the activists' relationship with cyberspace, their production routine and how these practices influenced contemporary journalism. Video activists created productive routines influenced by journalism but rejected some of the professional practices used in the field. However, video activism, as a media phenomenon, was capable of instigating changes in the journalistic practice and formats. Este artigo pretende analisar as práticas mediáticas ativistas – desenvolvidas no contexto das manifestações durante o Mundial de Futebol da FIFA, em 2014 - e suas possíveis consequências para as práticas jornalísticas. Naquele momento surgiram diversos grupos que utilizavam a câmera e o ciberespaço como ferramenta de luta política. A rede se transformou em uma extensão da praça pública. Através da observação participante, entrevistas semi-estruturadas, métodos digitais e uma base de datos de videos produzidos entre junho e julho de 2014, apresentamos as principais características deste tipo de ativismo, abordando suas relações com o ciberespaço, sua metodologia de trabalho e como estas práticas influenciaram o jornalismo contemporâneo. Os video ativistas criaram rotinas produtivas influenciadas pelo jornalismo, mas se afastaram de muitas das práticas profissionais utilizadas no campo. Entretanto, o vídeo ativismo, como fenômeno midiático, também foi capaz de inserir

  17. Slide system for machine tools

    Science.gov (United States)

    Douglass, S.S.; Green, W.L.

    1980-06-12

    The present invention relates to a machine tool which permits the machining of nonaxisymmetric surfaces on a workpiece while rotating the workpiece about a central axis of rotation. The machine tool comprises a conventional two-slide system (X-Y) with one of these slides being provided with a relatively short travel high-speed auxiliary slide which carries the material-removing tool. The auxiliary slide is synchronized with the spindle speed and the position of the other two slides and provides a high-speed reciprocating motion required for the displacement of the cutting tool for generating a nonaxisymmetric surface at a selected location on the workpiece.

  18. A meta-analysis of active video games on health outcomes among children and adolescents.

    Science.gov (United States)

    Gao, Z; Chen, S; Pasco, D; Pope, Z

    2015-09-01

    This meta-analysis synthesizes current literature concerning the effects of active video games (AVGs) on children/adolescents' health-related outcomes. A total of 512 published studies on AVGs were located, and 35 articles were included based on the following criteria: (i) data-based research articles published in English between 1985 and 2015; (ii) studied some types of AVGs and related outcomes among children/adolescents and (iii) had at least one comparison within each study. Data were extracted to conduct comparisons for outcome measures in three separate categories: AVGs and sedentary behaviours, AVGs and laboratory-based exercise, and AVGs and field-based physical activity. Effect size for each entry was calculated with the Comprehensive Meta-Analysis software in 2015. Mean effect size (Hedge's g) and standard deviation were calculated for each comparison. Compared with sedentary behaviours, AVGs had a large effect on health outcomes. The effect sizes for physiological outcomes were marginal when comparing AVGs with laboratory-based exercises. The comparison between AVGs and field-based physical activity had null to moderate effect sizes. AVGs could yield equivalent health benefits to children/adolescents as laboratory-based exercise or field-based physical activity. Therefore, AVGs can be a good alternative for sedentary behaviour and addition to traditional physical activity and sports in children/adolescents. © 2015 World Obesity.

  19. A 3-Step Algorithm Using Region-Based Active Contours for Video Objects Detection

    Directory of Open Access Journals (Sweden)

    Stéphanie Jehan-Besson

    2002-06-01

    Full Text Available We propose a 3-step algorithm for the automatic detection of moving objects in video sequences using region-based active contours. First, we introduce a very full general framework for region-based active contours with a new Eulerian method to compute the evolution equation of the active contour from a criterion including both region-based and boundary-based terms. This framework can be easily adapted to various applications, thanks to the introduction of functions named descriptors of the different regions. With this new Eulerian method based on shape optimization principles, we can easily take into account the case of descriptors depending upon features globally attached to the regions. Second, we propose a 3-step algorithm for detection of moving objects, with a static or a mobile camera, using region-based active contours. The basic idea is to hierarchically associate temporal and spatial information. The active contour evolves with successively three sets of descriptors: a temporal one, and then two spatial ones. The third spatial descriptor takes advantage of the segmentation of the image in intensity homogeneous regions. User interaction is reduced to the choice of a few parameters at the beginning of the process. Some experimental results are supplied.

  20. A decentralized modular control framework for robust control of FES-activated walker-assisted paraplegic walking using terminal sliding mode and fuzzy logic control.

    Science.gov (United States)

    Nekoukar, Vahab; Erfanian, Abbas

    2012-10-01

    A major challenge to developing functional electrical stimulation (FES) systems for paraplegic walking and widespread acceptance of these systems is the design of a robust control strategy that provides satisfactory tracking performance. The systems need to be robust against time-varying properties of neuromusculoskeletal dynamics, day-to-day variations, subject-to-subject variations, external disturbances, and must be easily applied without requiring offline identification during different experimental sessions. Another major problem related to walker-assisted FES-activated walking concerns the high metabolic rate and upper body effort that limit the clinical applications of FES systems. In this paper, we present a novel decentralized modular control framework for robust control of walker-assisted FES-activated walking. For each muscle-joint dynamics, an independent module control is designed, and the dynamics of the plant are identified online. This process requires no prior knowledge about the dynamics of the plant to be controlled and no offline learning phase. The module is based on adaptive fuzzy terminal sliding mode control and fuzzy logic control. The module control adjusts both pulse-amplitude and pulsewidth of the stimulation signal in such a way that upper body effort is minimized and the lower extremity walking pattern lies within a defined boundary of the reference trajectory. The proposed control strategy has been evaluated on three paraplegic subjects. The results showed that accurate tracking performance and smooth walking pattern were achieved. This favorable performance was obtained without requiring offline identification, manual adjustments, and predefined ON/OFF timing of the muscles.

  1. Activity Recognition in Egocentric video using SVM, kNN and Combined SVMkNN Classifiers

    Science.gov (United States)

    Sanal Kumar, K. P.; Bhavani, R., Dr.

    2017-08-01

    Egocentric vision is a unique perspective in computer vision which is human centric. The recognition of egocentric actions is a challenging task which helps in assisting elderly people, disabled patients and so on. In this work, life logging activity videos are taken as input. There are 2 categories, first one is the top level and second one is second level. Here, the recognition is done using the features like Histogram of Oriented Gradients (HOG), Motion Boundary Histogram (MBH) and Trajectory. The features are fused together and it acts as a single feature. The extracted features are reduced using Principal Component Analysis (PCA). The features that are reduced are provided as input to the classifiers like Support Vector Machine (SVM), k nearest neighbor (kNN) and combined Support Vector Machine (SVM) and k Nearest Neighbor (kNN) (combined SVMkNN). These classifiers are evaluated and the combined SVMkNN provided better results than other classifiers in the literature.

  2. Anthropocentric Video Segmentation for Lecture Webcasts

    Directory of Open Access Journals (Sweden)

    Raul Rojas

    2008-03-01

    Full Text Available Many lecture recording and presentation systems transmit slides or chalkboard content along with a small video of the instructor. As a result, two areas of the screen are competing for the viewer's attention, causing the widely known split-attention effect. Face and body gestures, such as pointing, do not appear in the context of the slides or the board. To eliminate this problem, this article proposes to extract the lecturer from the video stream and paste his or her image onto the board or slide image. As a result, the lecturer acting in front of the board or slides becomes the center of attention. The entire lecture presentation becomes more human-centered. This article presents both an analysis of the underlying psychological problems and an explanation of signal processing techniques that are applied in a concrete system. The presented algorithm is able to extract and overlay the lecturer online and in real time at full video resolution.

  3. Video game genre preference, physical activity and screen-time in adolescent boys from low-income communities.

    Science.gov (United States)

    Thorne, Hayden T; Smith, Jordan J; Morgan, Philip J; Babic, Mark J; Lubans, David R

    2014-12-01

    The primary aim of this study was to examine the association between the types of video games played by adolescent boys and their participation in physical activity and recreational screen-time. Participants were 320 boys (mean age = 12.7, ±0.5 years) from 14 secondary schools located in low-income areas of New South Wales, Australia. Outcomes included height, weight, physical activity (accelerometers), total screen-time, and video game genre preference. Significant differences in both weekday and weekend screen-time were found between video game genre groups. In addition, significant differences in overall activity and moderate-to-vigorous physical activity were found between genre groups on weekdays. Between-group differences in physical activity on weekends were not statistically significant. This cross-sectional study has demonstrated that video game genre preference is associated with physical activity and screen-time in adolescent boys from low-income communities. Copyright © 2014 The Foundation for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved.

  4. Energy Cost of Active and Sedentary Music Video Games: Drum and Handheld Gaming vs. Walking and Sitting.

    Science.gov (United States)

    Miranda, Edwin; Overstreet, Brittany S; Fountain, William A; Gutierrez, Vincent; Kolankowski, Michael; Overstreet, Matthew L; Sapp, Ryan M; Wolff, Christopher A; Mazzetti, Scott A

    2017-01-01

    To compare energy expenditure during and after active and handheld video game drumming compared to walking and sitting. Ten experienced, college-aged men performed four protocols (one per week): no-exercise seated control (CTRL), virtual drumming on a handheld gaming device (HANDHELD), active drumming on drum pads (DRUM), and walking on a treadmill at ~30% of VO2max (WALK). Protocols were performed after an overnight fast, and expired air was collected continuously during (30min) and after (30min) exercise. DRUM and HANDHELD song lists, day of the week, and time of day were identical for each participant. Significant differences (p DRUM > HANDHELD. No significant differences in the rates of energy expenditure among groups during recovery were observed. Total energy expenditure was significantly greater (p video game drumming at expert-level significantly increased energy expenditure compared to handheld, but it hardly met moderate-intensity activity standards, and energy expenditure was greatest during walking. Energy expenditure with handheld video game drumming was not different from no-exercise control. Thus, traditional aerobic exercise remains at the forefront for achieving the minimum amount and intensity of physical activity for health, individuals desiring to use video games for achieving weekly physical activity recommendations should choose games that require significant involvement of lower-body musculature, and time spent playing sedentary games should be a limited part of an active lifestyle.

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

    Science.gov (United States)

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

    2016-02-01

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

  6. Slope Stability Analysis Considering Sliding Effect of Upper Body

    OpenAIRE

    Zou, Zhengsheng; Li, Lifeng; Zhang, Qing; Du, Jiaqing

    2010-01-01

    Owing to the human engineering activities, the phenomenon that new landslide happen on the upper part of the old sliding body can be found everywhere. This kind of slope consisting of two sliding bodies, which are upper body and lower body, is named as double-sliding-body slope. Its stability is usually analyzed according to two slopes. However, the effect of new landslide movement on the stability of entire slope system is not taken into account. In this paper, sliding effect of upper body i...

  7. Hand activities in infantile masturbation: a video analysis of 13 cases.

    Science.gov (United States)

    Hansen, Jonas Kjeldbjerg; Balslev, Thomas

    2009-11-01

    Infantile masturbation is considered a variant of normal behaviour. The abrupt and spontaneous onset, altered sensorium and autonomic phenomena during episodes may suggest an epileptic fit. Therefore, children with infantile masturbation are often admitted to hospital and undergo unnecessary tests. The purpose of the present study was to provide a detailed description of hand activities in infantile masturbation. The authors reviewed video recordings of 2 boys and 11 girls with infantile masturbation. Position, movements and activities of hands and fingers during episodes were registered. Five patterns of hand activities were registered: Fisting (four infants), grasping of toys, furniture or clothing (ten infants), chorea-like "piano playing" hand movements (two infants), pressure over the diaper/genital region (one infant) and bimanual manipulation of items (four infants). Fisting was primarily observed in the younger infants, and bimanual manipulation was primarily seen in the older infants. Recognizing one or more of the five distinct patterns of hand activities in infantile masturbation may help establishing the diagnosis.

  8. Ultrasound artifacts mimicking pleural sliding after pneumonectomy.

    Science.gov (United States)

    Cavaliere, Franco; Zamparelli, Roberto; Soave, Maurizio P; Gargaruti, Riccardo; Scapigliati, Andrea; De Paulis, Stefano

    2014-03-01

    To determine the presence of pleural sliding on chest ultrasonography (US) in a series of patients admitted to a surgical intensive care unit (SICU). Prospective, observational study. 16-bed SICU of a University hospital. 8 patients (7 men, 1 woman), aged 64 - 73 years (mean 67.5 yrs). Seven patients underwent pneumonectomy for pulmonary neoplasms; one patient underwent an atypical lung resection after having undergone a pneumonectomy one year before. None. Chest ultrasounds were performed during mechanical ventilation and spontaneous ventilation after endotracheal tube removal. In both examinations, pleural sliding was searched bilaterally in brightness mode (B-mode) and motion mode (M-mode) on the anterior thoracic wall in the least gravitationally dependent areas. During mechanical ventilation, pleural sliding was always absent on the side of the pneumonectomy and present on the other side. During spontaneous ventilation, some artifacts mimicking pleural sliding were noted on the side of the pneumonectomy both in B-mode and M-mode (presence of the seashore sign) in all patients, except for the one patient who had undergone a pneumonectomy one year earlier. Those artifacts became more pronounced during deep breaths. Ultrasound artifacts mimicking pleural sliding may be observed in the absence of the lung and may originate from the activity of intercostal muscles since they become more evident during deep breathing. Copyright © 2014 Elsevier Inc. All rights reserved.

  9. Knowing When to Slide :: Efficient Scheduling for Sliding Window Processing

    OpenAIRE

    Salehi, Ali; Riahi, Mehdi; Michel, Sebastian; Aberer, Karl

    2009-01-01

    We consider sliding window query execution scheduling in stream processing engines. Sliding windows are an essential building block to limit the query focus at a particular part of the stream, based either on value count or time ranges. These so called sliding window predicates specify the execution condition for the query. Due to the often massive amount of registered queries, efficient algorithms to check these predicates are essential. While there exists a comprehensive set of work...

  10. Assessment of Active Video Gaming Using Adapted Controllers by Individuals With Physical Disabilities: A Protocol.

    Science.gov (United States)

    Malone, Laurie A; Padalabalanarayanan, Sangeetha; McCroskey, Justin; Thirumalai, Mohanraj

    2017-06-16

    Individuals with disabilities are typically more sedentary and less fit compared to their peers without disabilities. Furthermore, engaging in physical activity can be extremely challenging due to physical impairments associated with disability and fewer opportunities to participate. One option for increasing physical activity is playing active video games (AVG), a category of video games that requires much more body movement for successful play than conventional push-button or joystick actions. However, many current AVGs are inaccessible or offer limited play options for individuals who are unable to stand, have balance issues, poor motor control, or cannot use their lower body to perform game activities. Making AVGs accessible to people with disabilities offers an innovative approach to overcoming various barriers to participation in physical activity. Our aim was to compare the effect of off-the-shelf and adapted game controllers on quality of game play, enjoyment, and energy expenditure during active video gaming in persons with physical disabilities, specifically those with mobility impairments (ie, unable to stand, balance issues, poor motor control, unable to use lower extremity for gameplay). The gaming controllers to be evaluated include off-the-shelf and adapted versions of the Wii Fit balance board and gaming mat. Participants (10-60 years old) came to the laboratory a total of three times. During the first visit, participants completed a functional assessment and became familiar with the equipment and games to be played. For the functional assessment, participants performed 18 functional movement tasks from the International Classification of Functioning, Disability, and Health. They also answered a series of questions from the Patient Reported Outcomes Measurement Information System and Quality of Life in Neurological Conditions measurement tools, to provide a personal perspective regarding their own functional ability. For Visit 2, metabolic data were

  11. Energy intake adaptations to acute isoenergetic active video games and exercise are similar in obese adolescents.

    Science.gov (United States)

    Chaput, J P; Schwartz, C; Boirie, Y; Duclos, M; Tremblay, A; Thivel, D

    2015-11-01

    Although the impact of passive video games (PVGs) on energy intake has been previously explored in lean adolescents, data are missing on the nutritional adaptations to passive and active video games (AVGs) in obese adolescents. It is also unknown whether isoenergetic AVGs and exercise (EX) differently affect food consumption in youth. Nineteen obese adolescent boys (12-15 years old) had to complete four 1-hour sessions in a crossover manner: control (CON; sitting on a chair), PVG (boxing game on Xbox 360), AVG (boxing game on Xbox Kinect 360) and EX (cycling). The EX was calibrated to generate the same energy expenditure as the AVG session. Energy expenditure was measured using a K4b2 portable indirect calorimeter. Ad libitum food intake (buffet-style meal) and appetite sensations (visual analogue scales) were assessed after the sessions. As expected, mean energy expenditure was similar between AVG (370±4 kcal) and EX (358±3 kcal), both of which were significantly higher than PVG (125±7 kcal) and CON (98±5 kcal) (P<0.001). However, ad libitum food intake after the sessions was not significantly different between CON (1174±282 kcal), PVG (1124±281 kcal), AVG (1098±265 kcal) and EX (1091±290 kcal). Likewise, the energy derived from fat, carbohydrate and protein was not significantly different between sessions, and appetite sensations were not affected. Energy intake and food preferences after an hour of AVG or PVG playing remain unchanged, and isoenergetic sessions of AVG and EX at moderate intensity induce similar nutritional responses in obese adolescent boys.

  12. Effects of Acute Active Video Games on Endothelial Function Following a High-Fat Meal in Overweight Adolescents.

    Science.gov (United States)

    Park, Soo Hyun; Yoon, Eun Sun; Lee, Yong Hee; Kim, Chul-Ho; Bunsawat, Kanokwan; Heffernan, Kevin S; Fernall, Bo; Jae, Sae Young

    2015-06-01

    We tested the hypothesis that an active video game following a high-fat meal would partially prevent the unfavorable effect of a high-fat meal on vascular function in overweight adolescents. Twenty-four overweight adolescents were randomized to either a 60-minute active video game (AVG) group (n = 12) or seated rest (SR) as a control group (n = 12) after a high-fat meal. Blood parameters were measured, and vascular function was measured using brachial artery flow-mediated dilation (FMD) at baseline and 3 hours after a high-fat meal. No significant interaction was found in any blood parameter. A high-fat meal significantly increased blood triglyceride and glucose concentrations in both groups in a similar manner. Brachial artery FMD significantly decreased in the SR group (13.8 ± 3.2% to 11.8 ± 2.5), but increased in the AVG group (11.4 ± 4.0% to 13.3 ± 3.5), with a significant interaction (P = .034). These findings show that an active video game attenuated high-fat meal-induced endothelial dysfunction. This suggests that an active video game may have a cardioprotective effect on endothelial function in overweight adolescents when exposed to a high-fat meal.

  13. Physical Effort, Energy Expenditure, and Motivation in Structured and Unstructured Active Video Games: A Randomized Controlled Trial

    Directory of Open Access Journals (Sweden)

    de Brito-Gomes Jorge Luiz

    2016-09-01

    Full Text Available Purpose. The goals of the study were: a to compare the way that two types of active video games (AVG influenced physical effort and motivation in young adults; b to compare direct and indirect instruments and use an indirect instrument (heart rate analysis as a practical tool to verify physical effort in AVGs.

  14. The Application of Video Clips with Small Group and Individual Activities to Improve Young Learners' Speaking Performance

    Science.gov (United States)

    Muslem, Asnawi; Mustafa, Faisal; Usman, Bustami; Rahman, Aulia

    2017-01-01

    This study investigated whether the application of video clips with small groups or with individual teaching-learning activities improved the speaking skills of young EFL learners the most; accordingly a quasi-experimental study with a pre-test, post-test design was done. The instrument used in this study was a test in the form of an oral test or…

  15. Influence of Experience Level on Physical Activity During Interactive Video Gaming.

    Science.gov (United States)

    Kraft, Justin A; Russell, William D; Clark, Nathan; Helm, Jessica; Jackson, Amanda

    2015-06-01

    The ability of interactive video games (IVGs) to individualize physical demands influences their viability as a physical activity option. This study examined the influence of experience level on activity levels and affect resulting from playing a martial arts IVG. Twenty participants completed 3 15-minute trials: (1) walking, (2) IVG with no previous experience (INEXP), and (3) IVG activity after 2 hours of practice (EXP) during which heart rate (HR), step counts, metabolic equivalents of task (METs), ratings of perceived exertion (RPE), session RPE, and affect (positive/negative affect, enjoyment) were measured. Mean HR was lower during walking (107 ± 18 bpm) than during INEXP (131 ± 25 bpm) and EXP (120 ± 20 bpm). Peak HR and session RPE were lower for walking than for INEXP and EXP. No difference in mean HR was observed between IVG conditions, but peak HR and session RPE were lower for EXP than for INEXP. Walking resulted in greater postactivity reduction of negative affect; however, the IVG conditions were perceived as more enjoyable. Although the current IVG provided a greater exercise stimulus than walking, results suggest that user movements become more efficient with greater IVG experience and that exercise outcomes may decrease as a result.

  16. Feasibility of activity-promoting video games among obese adolescents and young adults in a clinical setting.

    Science.gov (United States)

    Radon, Katja; Fürbeck, Barbara; Thomas, Silke; Siegfried, Wolfgang; Nowak, Dennis; von Kries, Rüdiger

    2011-01-01

    One component of the recent obesity epidemic is the sedentary behaviour of children and adolescents e.g., use of video games consoles. The new generation of video games requires body movements and might thus increase activity. The aim of this study was to evaluate whether such games could have an effect on physical activity in obese adolescents in a clinical setting. Between March and May 2007 activity-promoting video games ("apvg") were offered to all 84 inpatients (aged 13-28 years) registered in a long-term rehabilitation programme on a voluntary base. Reasons for (non-)attendance were assessed. Frequency and duration of use of the activity-promoting video game sessions were documented. Furthermore, heart rate and activity counts during use of "apvg", endurance training, and strength training were measured. Of 84 inpatients, 51 used the "apvg" at least once (69%) over the study period. The median weekly use of the intervention was 27 min during the first week (range 0-182 min), declining to zero (range 0-74 min) in week four. Mean heart rate during the sessions (mean 115 bpm; 95% confidence interval 108-122 bpm) was similar to the heart rate during strength training (106 bpm; 101-112 bpm). The results indicate that the video games could have an impact on the activity of obese adolescents and young adults. However, as the interest in the devices seems to be too low the suitability of them for weight reduction programmes in young people cannot be ensured. Copyright © 2010 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  17. Simplified Fiber-Wireless Distribution of HD Video in Passive and Active W-band Close Proximity Terminals

    DEFF Research Database (Denmark)

    Lebedev, Alexander; Rodes Lopez, Roberto; Yu, Xianbin

    2012-01-01

    We experimentally demonstrate uncompressed high-definition (HD) video distribution at 84 GHz Radio over Fiber link achieving up to 3 meters of wireless transmission. We experimentally emulate Metro-Access architecture by deploying single/multimode fibers. Passive and active approaches for remote...... antenna unit (RAU) are experimentally investigated. The bit error rate (BER) performance of the optical and wireless channels is reported. A successful transmission of uncompressed HD video in the W-band wireless channel is demonstrated with prospects to pave the way for application-focused fiber...

  18. Geoscience Videos and Their Role in Supporting Student Learning

    Science.gov (United States)

    Wiggen, Jennifer; McDonnell, David

    2017-01-01

    A series of short (5 to 7 minutes long) geoscience videos were created to support student learning in a flipped class setting for an introductory geology class at North Carolina State University. Videos were made using a stylus, tablet, microphone, and video editing software. Essentially, we narrate a slide, sketch a diagram, or explain a figure…

  19. Photocatalytic activity of nanostructured TiO2 coating on glass slides and optical fibers for methylene blue or methyl orange decomposition under different light excitation

    Czech Academy of Sciences Publication Activity Database

    Bartoň, Ivo; Matějec, Vlastimil; Matoušek, J.

    2016-01-01

    Roč. 317, 15 February (2016), s. 72-80 ISSN 1010-6030 R&D Projects: GA ČR GAP102/12/2361 Institutional support: RVO:67985882 Keywords : Methyleneblue * Glass slide * Kinetics Subject RIV: JA - Electronics ; Optoelectronics, Electrical Engineering Impact factor: 2.625, year: 2016

  20. Human Pose Estimation and Activity Recognition from Multi-View Videos

    DEFF Research Database (Denmark)

    Holte, Michael Boelstoft; Tran, Cuong; Trivedi, Mohan

    2012-01-01

    –computer interaction (HCI), assisted living, gesture-based interactive games, intelligent driver assistance systems, movies, 3D TV and animation, physical therapy, autonomous mental development, smart environments, sport motion analysis, video surveillance, and video annotation. Next, we review and categorize recent...

  1. Video monitoring of meso-scale aeolian activity on a narrow beach

    Science.gov (United States)

    Hage, Pam; Ruessink, Gerben

    2014-05-01

    The morphologic evolution of coastal dunes is inextricably linked to the neighbouring beach through the incessant exchange of sand. Intense storm-wave processes erode the foredune within a few hours and transport its sand sand seaward, while aeolian processes return the eroded sand from the beach into the dune system, although at a much lower pace (months to years, or meso scale). Here we use an 8-year long data set of half-hourly snapshot video images, collected from an ≡ 50 m high tower on Egmond Beach (The Netherlands), and a concurrent meteorological and water level data set, to examine which factors affect aeolian sand delivery into the dunes. Egmond is a north-south oriented, micro- to meso-tidal, wave-dominated site that faces the North Sea. Its beach is relatively narrow ( ~ 100 m at spring low tide) and mildly sloping (~ 1 : 30), and consists of quartz sand with a median diameter of about 300 μm. Aeolian activity is clearly visible on the images as sand streamers and, in particular, sand strips, defined as low-amplitude, large-wavelength and slipfaceless deposits that migrate slowly in the wind direction and, depending on wind direction, can have orientations from almost shore-parallel to shore-normal. Beach width in combination with wind direction appeared to be the dominant factors in controlling aeolian activity. Many high wind (>≡ 13 m/s) events, especially from the west and northwest, were associated with a storm surge that inundated almost the entire beach with, accordingly, no possibility for aeolian transport. In contrast, sand-strip fields covered the entire beach during medium wind (≡ 12 - 13 m/s) events, especially when the wind was nearly shore-parallel. Many sand-strip events were observed to be regulated by the tide. Prominent sand-strip fields on the intertidal and upper beach were largely limited to low-tide situations with a wide beach, with a rising tide obviously destroying the intertidal sand strips and sometimes also negatively

  2. A depth video sensor-based life-logging human activity recognition system for elderly care in smart indoor environments.

    Science.gov (United States)

    Jalal, Ahmad; Kamal, Shaharyar; Kim, Daijin

    2014-07-02

    Recent advancements in depth video sensors technologies have made human activity recognition (HAR) realizable for elderly monitoring applications. Although conventional HAR utilizes RGB video sensors, HAR could be greatly improved with depth video sensors which produce depth or distance information. In this paper, a depth-based life logging HAR system is designed to recognize the daily activities of elderly people and turn these environments into an intelligent living space. Initially, a depth imaging sensor is used to capture depth silhouettes. Based on these silhouettes, human skeletons with joint information are produced which are further used for activity recognition and generating their life logs. The life-logging system is divided into two processes. Firstly, the training system includes data collection using a depth camera, feature extraction and training for each activity via Hidden Markov Models. Secondly, after training, the recognition engine starts to recognize the learned activities and produces life logs. The system was evaluated using life logging features against principal component and independent component features and achieved satisfactory recognition rates against the conventional approaches. Experiments conducted on the smart indoor activity datasets and the MSRDailyActivity3D dataset show promising results. The proposed system is directly applicable to any elderly monitoring system, such as monitoring healthcare problems for elderly people, or examining the indoor activities of people at home, office or hospital.

  3. Active and non-active video gaming among Dutch adolescents : who plays and how much?

    NARCIS (Netherlands)

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

    2014-01-01

    OBJECTIVES: The aim of study was to determine prevalence and identify demographic correlates of active and non-active gaming among adolescents. DESIGN: Cross-sectional. METHODS: A survey, assessing game behavior and correlates, was conducted among adolescents (12-16 years, n = 373), recruited via

  4. Active and non-active video gaming among Dutch adolescents: Who plays and how much?

    NARCIS (Netherlands)

    Simons, M.; Vet, E. de; Brug, J.; Seidell, J.; Chinapaw, M.J.M.

    2014-01-01

    Objectives: The aim of study was to determine prevalence and identify demographic correlates of active and non-active gaming among adolescents. Design: Cross-sectional. Methods: A survey, assessing game behavior and correlates, was conducted among adolescents (12-16 years, n= 373), recruited via

  5. Active and non-active video gaming among Dutch adolescents: Who plays and how much?

    NARCIS (Netherlands)

    simons, M.; de Vet, E.W.M.L.; Brug, J.; Seidell, J.C.; Chin A Paw, M.J.M.

    2014-01-01

    OBJECTIVES: The aim of study was to determine prevalence and identify demographic correlates of active and non-active gaming among adolescents. DESIGN: Cross-sectional. METHODS: A survey, assessing game behavior and correlates, was conducted among adolescents (12-16 years, n = 373), recruited via

  6. Design of Video Games for Children's Diet and Physical Activity Behavior Change.

    Science.gov (United States)

    Baranowski, Tom; Thompson, Debbe; Buday, Richard; Lu, Amy Shirong; Baranowski, Janice

    2010-01-01

    Serious video games (VG) offer new opportunities for promoting health related diet and physical activity change among children. Games can be designed to use storylines, characters, and behavior change procedures, including modeling (e.g., engaging characters make changes themselves, and face and overcome challenges related to fruit and vegetable (FV) and physical activity (PA) goal attainment and/or consumption), skill development (e.g., asking behaviors; virtual recipe preparation), self regulatory behaviors (problem solving, goal setting, goal review, decision making), rewards (e.g., points and positive statements generated by the program), immediate feedback (e.g., through characters and/or statements that appear on the computer screen at critical decision points), and personalization (e.g., tailored choices offered at critical junctures, based on responses to baselines questions related to preferences, outcome expectancies, etc). We are in the earliest stages of learning how to optimally design effective behavior change procedures for use in VG, and yet they have been demonstrated to change behavior. As we learn, VG offer more and better opportunities for obesity prevention that can adjust to individual needs and preferences.

  7. Design of Video Games for Children’s Diet and Physical Activity Behavior Change

    Science.gov (United States)

    Baranowski, Tom; Thompson, Debbe; Buday, Richard; Lu, Amy Shirong; Baranowski, Janice

    2012-01-01

    Serious video games (VG) offer new opportunities for promoting health related diet and physical activity change among children. Games can be designed to use storylines, characters, and behavior change procedures, including modeling (e.g., engaging characters make changes themselves, and face and overcome challenges related to fruit and vegetable (FV) and physical activity (PA) goal attainment and/or consumption), skill development (e.g., asking behaviors; virtual recipe preparation), self regulatory behaviors (problem solving, goal setting, goal review, decision making), rewards (e.g., points and positive statements generated by the program), immediate feedback (e.g., through characters and/or statements that appear on the computer screen at critical decision points), and personalization (e.g., tailored choices offered at critical junctures, based on responses to baselines questions related to preferences, outcome expectancies, etc). We are in the earliest stages of learning how to optimally design effective behavior change procedures for use in VG, and yet they have been demonstrated to change behavior. As we learn, VG offer more and better opportunities for obesity prevention that can adjust to individual needs and preferences. PMID:25364331

  8. Parents' and children's perceptions of active video games: a focus group study.

    Science.gov (United States)

    Dixon, Robyn; Maddison, Ralph; Ni Mhurchu, Cliona; Jull, Andrew; Meagher-Lundberg, Patricia; Widdowson, Deborah

    2010-06-01

    Energy expenditure studies have shown that playing Active Video Games (AVGs) is positively associated with increases in heart rate and oxygen consumption. It is proposed that playing AVGs may be a useful means of addressing inactivity and obesity in children. This study explored children's and parents' perceptions of AVGs and the likely facilitators and barriers to sustained use of AVGs. Data were gathered using focus group interviews: seven with children, four with adults. Both children and parents reported that AVGs offered a way to increase activity and improve fitness. Barriers to sustained engagement, according to parents, were the cost of AVGs and lack of space in the home to play the games. According to children, the likelihood of long-term engagement with AVGs depended on game content and child age, with AVGs being seen as more appropriate for younger children than teenagers. It would appear that there is potential for AVGs to reduce inactivity in young people. However, barriers to widespread, sustainable adoption would need to be addressed if this potential is to be realized.

  9. Pacing, Conventional Physical Activity and Active Video Games to Increase Physical Activity for Adults with Myalgic Encephalomyelitis/Chronic Fatigue Syndrome: Protocol for a Pilot Randomized Controlled Trial.

    Science.gov (United States)

    Ferrar, Katia Elizabeth; Smith, Ashleigh E; Davison, Kade

    2017-08-01

    Myalgic encephalomyelitis/chronic fatigue syndrome (ME/CFS) is a serious illness of biological origin characterized by profound physical and cognitive exhaustion and postexertion malaise. Pacing is a common strategy used to manage available energy and complete activities of daily living; yet little research has investigated this as a strategy to increase physical activity levels. Typically, people living with ME/CFS are faced by unique barriers to physical activity participation and are less physically active than healthy peers. As such they are at increased risk of physical inactivity-related health consequences. Active video games may be a feasible and acceptable avenue to deliver physical activity intervention by overcoming many of the reported barriers to participation. The primary objective of this pilot study is to determine the feasibility and acceptability of active video games to increase physical activity levels of people with ME/CFS. The secondary aims are to explore the preliminary effectiveness of pacing and active video gaming to pacing alone and pacing plus conventional physical activity to increase the physical activity levels of adults with ME/CFS and explore the relationship between physical activity and cumulative inflammatory load (allostatic load). This study will use a mixed method design, with a 3-arm pilot randomized controlled trial, exit interviews, and collection of feasibility and process data. A total of 30 adults with ME/CFS will be randomized to receive either (1) pacing, (2) pacing and conventional physical activity, or (3) pacing and active video gaming. The intervention duration will be 6 months, and participants will be followed up for 6 months postintervention completion. The intervention will be conducted in the participant's home, and activity intensity will be determined by continuously monitored heart rate and ratings of perceived exertion. Feasibility and acceptability and process data will be collected during and at the end

  10. Effects of interactive physical-activity video-game training on physical and cognitive function in older adults.

    OpenAIRE

    Maillot, Pauline; Perrot, Alexandra; Hartley, Alan

    2012-01-01

    International audience; The purpose of the present study was to assess the potential of exergame training based on physically simulated sport play as a mode of physical activity that could have cognitive benefits for older adults. If exergame play has the cognitive benefits of conventional physical activity and also has the intrinsic attractiveness of video games, then it might be a very effective way to induce desirable lifestyle changes in older adults. To examine this issue, the authors de...

  11. The Development of a Bilingual Interactive Video to Improve Physical Activity and Healthful Eating in a Head Start Population

    Directory of Open Access Journals (Sweden)

    Veronica Piziak

    2014-12-01

    Full Text Available The prevalence of obesity in the Hispanic preschool population remains elevated, particularly among children in low income families below the poverty level. Obesity leads to the early onset of metabolic syndrome and Type 2 diabetes. The Head Start population of Texas is largely comprised of this high risk group. Their physical activity level is suboptimal in part due to lack of available outside play areas and time spent watching television and playing sedentary video games. Dietary intake is frequently high in sugar sweetened beverages and low in vegetables. The group is frequently bilingual with limited vocabulary and has not learned to read. Preserving their Mexican American culture is a concern. This article describes the development and assessment of a group of bilingual interactive video interventions to improve age appropriate physical activity while providing basic nutrition education focusing on increasing vegetable and water intake and decreasing sugar sweetened beverages. Suggestions for development and assessment of content were provided by focus groups of Head Start teachers, managers and dietitians in the Texas counties of Bastrop, Hidalgo and McLennon. A demonstration of the videos was conducted in Bastrop County. Teachers, students and managers felt that the videos provided excellent information, improved exercise participation and engaged the children.

  12. Energy Cost of Active and Sedentary Music Video Games: Drum and Handheld Gaming vs. Walking and Sitting

    Science.gov (United States)

    MIRANDA, EDWIN; OVERSTREET, BRITTANY S.; FOUNTAIN, WILLIAM A.; GUTIERREZ, VINCENT; KOLANKOWSKI, MICHAEL; OVERSTREET, MATTHEW L.; SAPP, RYAN M.; WOLFF, CHRISTOPHER A.; MAZZETTI, SCOTT A.

    2017-01-01

    To compare energy expenditure during and after active and handheld video game drumming compared to walking and sitting. Ten experienced, college-aged men performed four protocols (one per week): no-exercise seated control (CTRL), virtual drumming on a handheld gaming device (HANDHELD), active drumming on drum pads (DRUM), and walking on a treadmill at ~30% of VO2max (WALK). Protocols were performed after an overnight fast, and expired air was collected continuously during (30min) and after (30min) exercise. DRUM and HANDHELD song lists, day of the week, and time of day were identical for each participant. Significant differences (p DRUM > HANDHELD. No significant differences in the rates of energy expenditure among groups during recovery were observed. Total energy expenditure was significantly greater (p < 0.05) during WALK (149.5 ± 30.6 kcal) compared to DRUM (118.7 ± 18.8 kcal) and HANDHELD (44.9±11.6 kcal), and greater during DRUM compared to HANDHELD. Total energy expenditure was not significantly different between HANDHELD (44.9 ± 11.6 kcal) and CTRL (38.2 ± 6.0 kcal). Active video game drumming at expert-level significantly increased energy expenditure compared to handheld, but it hardly met moderate-intensity activity standards, and energy expenditure was greatest during walking. Energy expenditure with handheld video game drumming was not different from no-exercise control. Thus, traditional aerobic exercise remains at the forefront for achieving the minimum amount and intensity of physical activity for health, individuals desiring to use video games for achieving weekly physical activity recommendations should choose games that require significant involvement of lower-body musculature, and time spent playing sedentary games should be a limited part of an active lifestyle. PMID:29170705

  13. Active and non-active video gaming among Dutch adolescents: Who plays and how much?

    NARCIS (Netherlands)

    Simons, M.; Vet, de E.W.M.L.; Brug, J.; Seidell, J.C.; Chinapaw, M.

    2014-01-01

    Objective: The aim of study was to determine prevalence and identify demographic correlates of activeand non-active gaming among adolescents.Design: Cross-sectional.Methods: A survey, assessing game behavior and correlates, was conducted among adolescents (12–16years, n = 373), recruited via

  14. Does playing a sports active video game improve young children's ball skill competence?

    Science.gov (United States)

    Johnson, Tara M; Ridgers, Nicola D; Hulteen, Ryan M; Mellecker, Robin R; Barnett, Lisa M

    2016-05-01

    Actual and perceived object control (commonly ball) skill proficiency is associated with higher physical activity in children and adolescents. Active video games (AVGs) encourage whole body movement to control/play the electronic gaming system and therefore provide an opportunity for screen time to become more active. The purpose of this study was to determine whether playing sports AVGs has a positive influence on young children's actual and perceived object control skills. Two group pre/post experimental design study. Thirty-six children aged 6-10 years old from one school were randomly allocated to a control or intervention condition. The Test of Gross Motor Development-3 assessed object control skill. The Pictorial Scale of Perceived Competence for Young Children assessed perceived object control skill. The intervention consisted of 6×50min lunchtime AVG sessions on the Xbox Kinect. Two to three sport games were chosen for participants to play each session. General linear models with either perceived object control or actual object control skill as the outcome variables were conducted. Each base model adjusted for intervention status and pre-score of the respective outcome variable. Additional models adjusted for potential confounding variables (sex of child and game at home). No significant differences between the control and intervention groups were observed for both outcomes. This study found that playing the Xbox Kinect does not significantly influence children's perceived or actual object control skills, suggesting that the utility of the Xbox Kinect for developing perceived and actual object control skill competence is questionable. Copyright © 2015 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  15. Using Scrap Slides for Art.

    Science.gov (United States)

    Hanlon, Heather

    1979-01-01

    Using scrap slides for an art lesson can be an exciting, creative experience for people of all ages, and many techniques are applicable in both primary and secondary grades. Scrap slides are an inexpensive means to unique, original, and stimulating discoveries about film as an art form. (Author)

  16. Use of active video gaming in children with neuromotor dysfunction: a systematic review.

    Science.gov (United States)

    Hickman, Robbin; Popescu, Lisa; Manzanares, Robert; Morris, Brendan; Lee, Szu-Ping; Dufek, Janet S

    2017-09-01

    To examine current evidence on use of active video gaming (AVG) to improve motor function in children with movement disorders including cerebral palsy, developmental coordination disorder, and Down syndrome. Scopus, MEDLINE, Cochrane Library, EMBASE, and CINAHL were searched. Included papers studied the use of AVG for improving movement-related outcomes in these populations. Parameters studied included health condition, strength of evidence, AVG delivery methods, capacity for individualizing play, outcomes addressed, effectiveness for achieving outcomes, and challenges/limitations. The 20 extracted articles varied in quality. Studies involved children with six different conditions using AVG in clinical, home, or school settings for 49 different motor outcomes. Dosage varied in frequency and duration. Choice of games played and difficulty level were therapist determined (n=6) or child controlled (n=14). The most common study limitations were small sample sizes and difficulty individualizing treatment. All articles showed improvement in outcomes with AVG, although differences were not consistently significant compared with conventional therapy. Heterogeneity of measurement tools and target outcomes prevented meta-analysis or development of formal recommendations. However, AVG is feasible and shows potential for improving outcomes in this population. Additional investigations of dosing variables, utility as a home supplement to clinical care, and outcomes with larger sample sizes are merited. © 2017 Mac Keith Press.

  17. Acute effects of exercise and active video games on adults' reaction time and perceived exertion.

    Science.gov (United States)

    Guzmán, José F; López-García, Jesús

    2016-11-01

    The purpose of the present study was to examine the acute effects of resting, aerobic exercise practised alone, and aerobic exercise with active video games (AVG), on complex reaction time (CRT) and the post-exercise acute rate of perceived exertion (RPE) in young healthy adults. The experimental group was composed of 92 healthy young adults, 78 males and 13 females (age M = 21.9 ± 2.7 years) who completed two sessions, A and B. In session A, participants rode 30 min on an ergometer, while in session B they exercised for 30 min on an ergometer while playing an AVG on a Wii. The control group was composed of 30 young adults, 26 males and 4 females (age M = 21.4 ± 2.9 years) who rested for 30 min. In each session, a CRT task was performed before and after exercising or resting, and post-exercise global RPE was noted. Repeated measures general linear model (GLM) and Wilcoxon tests were performed. (1) Both aerobic exercise alone and aerobic exercise combined with AVG improved CRT, while resting did not; (2) aerobic exercise combined with AVG did not improve CRT more than aerobic exercise only; and (3) RPE was lower after aerobic exercise combined with AVG compared with aerobic exercise only. In young adults, exercise produces acute benefits on CRT, and practising exercise with AVG helps to decrease RPE.

  18. Real-time monitoring prefrontal activities during online video game playing by functional near-infrared spectroscopy.

    Science.gov (United States)

    Li, Yue; Zhang, Lei; Long, Kehong; Gong, Hui; Lei, Hao

    2018-02-16

    A growing body of literature has suggested that video game playing can induce functional and structural plasticity of the brain. The underlying mechanisms, however, remain poorly understood. In this study, functional near-infrared spectroscopy (fNIRS) was used to record prefrontal activities in 24 experienced game players when they played a massively multiplayer online battle arena (MOBA) video game, League of Legends (LOL), under naturalistic conditions. It was observed that game onset was associated with significant activations in the ventrolateral prefrontal cortex (VLPFC) and concomitant deactivations in the dorsolateral prefrontal cortex (DLPFC) and frontal pole area (FPA). Game events, such as slaying an enemy and being slain by an enemy evoked region-specific time-locked hemodynamic/oxygenation responses in the prefrontal cortex. It was proposed that the VLPFC activities during LOL playing are likely responses to visuo-motor task load of the game, while the DLPFC/FPA activities may be involved in the constant shifts of attentional states and allocation of cognitive resources required by game playing. The present study demonstrated that it is feasible to use fNIRS to monitor real-time prefrontal activity during online video game playing. Game events-evoked hemoglobin concentration changes in the prefrontal cortex while playing League of Legends. Slaying an enemy (A), Assist (B), Being slain by an enemy (C), destroy a turret (DT, D) and an artificially constructed random condition (E). This article is protected by copyright. All rights reserved.

  19. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... will allow you to take a more active role in your care. The information in these videos ... Stategies to Increase your Level of Physical Activity Role of Body Weight in Osteoarthritis Educational Videos for ...

  20. The Physiologic and Behavioral Implications of Playing Active and Sedentary Video Games in a Seated and Standing Position.

    Science.gov (United States)

    Sanders, Gabriel J; Rebold, Michael; Peacock, Corey A; Williamson, Meagan L; Santo, Antonio S; Barkley, Jacob E

    Previous studies have assessed physiologic response while playing video games per manufacturer instructions with participants standing during active video game play and seated during sedentary game play. It is not known whether an assigned seated or standing position affects positional preference and oxygen consumption (VO2) while gaming. The purpose of the study was to assess VO2 and preference of playing active and sedentary video games in a seated and standing position. VO2 was assessed in 25 participants during four, 20-minute conditions; resting, PlayStation 2 Madden NFL Football 2011, Nintendo Wii-Sports Boxing and Nintendo Wii Madden NFL Football 2011. Each condition was divided into two positional conditions (10 minutes seated, 10 minutes standing) and each participant indicated their positional preference after each 20-minute condition. Standing VO2 (4.4 ± 0.2 ml • kg-1 • min-1 PS2, 4.6 ± 0.1 ml • kg-1 • min-1 Wii Madden, 6.8 ± 0.3 ml • kg-1 • min-1Wii Boxing) was significantly (p ≤ 0.001) greater than seated VO2 (4.0 ± 0.1 ml • kg-1 • min-1 PS2, 4.2 ± 0.1 ml • kg-1 • min-1 Wii Madden, 6.1 ± 0.3 ml • kg-1 • min-1Wii Boxing) for each gaming condition. Participants preferred (p ≤ 0.001) to sit for all gaming conditions except Wii Boxing. Playing video games while standing increases VO2 to a greater extent than playing the same games in a seated position. Standing was only preferred for the most physiologically challenging game, Wii Boxing. Gaming position should be considered when assessing the physiologic and behavioral outcomes of playing video games.

  1. In-class Active Video Game Supplementation and Adherence to Cardiac Rehabilitation.

    Science.gov (United States)

    Ruivo, Jorge Manuel Arsénio Dos Santos; Karim, Kay; OʼShea, Roisin; Oliveira, Rosa Celeste Santos; Keary, Louis; OʼBrien, Claire; Gormley, John Patrick

    2017-07-01

    The application of active video games (AVGs) during cardiac rehabilitation (CR) sessions could potentially facilitate patient adherence. The feasibility, safety, and efficacy of in-class AVG supplementation as an alternative to conventional phase 2 programs were investigated. A pilot, evaluator-blinded, intention-to-treat, randomized controlled trial recruited 32 low-moderate risk CR participants and allocated them to conventional or AVG-supplemented exercise. Both groups experienced equal exercise loads for 6 weeks. Patients were assessed at baseline, end of the program, and after an 8-week followup. Adherence and safety-related outcomes were the primary endpoints. Secondary outcomes included change in exercise capacity, daily physical activity (PA), energy expenditure (EE), and psychometric profiling. Patients (males 81%; 60 ± 10 years) presented with typical cardiovascular risk factors and similar baseline characteristics. Participants did not perceive an increased risk of injury and were more interactive. At the end of the program, there was a lower tendency for dropping out (6% vs 19%, P > .05), a significant improvement in PA (322 vs 247 arbitrary acceleration units/min, P = .047) and related EE per body weight (13 vs 11 kcal/kg/d, P = .04) among AVG participants compared with controls. No significant differences between groups for adverse medical events, exercise capacity, affect toward exercise, anxiety, depression, or quality-of-life changes were reported. The additional use of AVGs during CR sessions is feasible, safe, and significantly improved daily PA and EE. A dropout reduction trend among its users, which needs to be confirmed in a larger trial, raises awareness to AVG supplementation as a promising strategy to increase CR adherence.

  2. The effect of active video games by ethnicity, sex and fitness: subgroup analysis from a randomised controlled trial.

    Science.gov (United States)

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

    2014-04-03

    The prevention and treatment of childhood obesity is a key public health challenge. However, certain groups within populations have markedly different risk profiles for obesity and related health behaviours. Well-designed subgroup analysis can identify potential differential effects of obesity interventions, which may be important for reducing health inequalities. The study aim was to evaluate the consistency of the effects of active video games across important subgroups in a randomised controlled trial (RCT). A two-arm, parallel RCT was conducted in overweight or obese children (n=322; aged 10-14 years) to determine the effect of active video games on body composition. Statistically significant overall treatment effects favouring the intervention group were found for body mass index, body mass index z-score and percentage body fat at 24 weeks. For these outcomes, pre-specified subgroup analyses were conducted among important baseline demographic (ethnicity, sex) and prognostic (cardiovascular fitness) groups. No statistically significant interaction effects were found between the treatment and subgroup terms in the main regression model (p=0.36 to 0.93), indicating a consistent treatment effect across these groups. Preliminary evidence suggests an active video games intervention had a consistent positive effect on body composition among important subgroups. This may support the use of these games as a pragmatic public health intervention to displace sedentary behaviour with physical activity in young people.

  3. Simultaneous video analysis of the kinematics of opercular movement and electromyographic activity during agonistic display in Siamese fighting fish.

    Science.gov (United States)

    Polnau, D G; Ma, P M

    2001-12-01

    Neuroethology seeks to uncover the neural mechanisms underlying natural behaviour. One of the major challenges in this field is the need to correlate directly neural activity and behavioural output. In most cases, recording of neural activity in freely moving animals is extremely difficult. However, electromyographic recording can often be used in lieu of neural recording to gain an understanding of the motor output program underlying a well-defined behaviour. Electromyographic recording is less invasive than most other recording methods, and does not impede the performance of most natural tasks. Using the opercular display of the Siamese fighting fish as a model, we developed a protocol for correlating directly electromyographic activity and kinematics of opercular movement: electromyographic activity was recorded in the audio channel of a video cassette recorder while video taping the display behaviour. By combining computer-assisted, quantitative video analysis and spike analysis, the kinematics of opercular movement are linked to the motor output program. Since the muscle that mediates opercular abduction in this fish, the dilator operculi, is a relatively small muscle with several subdivisions, we also describe methods for recording from small muscles and marking the precise recording site with electrolytic corrosion. The protocol described here is applicable to studies of a variety of natural behaviour that can be performed in a relatively confined space. It is also useful for analyzing complex or rapidly changing behaviour in which a precise correlation between kinematics and electromyography is required.

  4. T-Slide Linear Actuators

    Science.gov (United States)

    Vranish, John

    2009-01-01

    T-slide linear actuators use gear bearing differential epicyclical transmissions (GBDETs) to directly drive a linear rack, which, in turn, performs the actuation. Conventional systems use a rotary power source in conjunction with a nut and screw to provide linear motion. Non-back-drive properties of GBDETs make the new actuator more direct and simpler. Versions of this approach will serve as a long-stroke, ultra-precision, position actuator for NASA science instruments, and as a rugged, linear actuator for NASA deployment duties. The T slide can operate effectively in the presence of side forces and torques. Versions of the actuator can perform ultra-precision positioning. A basic T-slide actuator is a long-stroke, rack-and-pinion linear actuator that, typically, consists of a T-slide, several idlers, a transmission to drive the slide (powered by an electric motor) and a housing that holds the entire assembly. The actuator is driven by gear action on its top surface, and is guided and constrained by gear-bearing idlers on its other two parallel surfaces. The geometry, implemented with gear-bearing technology, is particularly effective. An electronic motor operating through a GBDET can directly drive the T slide against large loads, as a rack and pinion linear actuator, with no break and no danger of back driving. The actuator drives the slide into position and stops. The slide holes position with power off and no brake, regardless of load. With the T slide configuration, this GBDET has an entire T-gear surface on which to operate. The GB idlers coupling the other two T slide parallel surfaces to their housing counterpart surfaces provide constraints in five degrees-of-freedom and rolling friction in the direction of actuation. Multiple GB idlers provide roller bearing strength sufficient to support efficient, rolling friction movement, even in the presence of large, resisting forces. T-slide actuators can be controlled using the combination of an off

  5. Content-Based Indexing and Teaching Focus Mining for Lecture Videos

    Science.gov (United States)

    Lin, Yu-Tzu; Yen, Bai-Jang; Chang, Chia-Hu; Lee, Greg C.; Lin, Yu-Chih

    2010-01-01

    Purpose: The purpose of this paper is to propose an indexing and teaching focus mining system for lecture videos recorded in an unconstrained environment. Design/methodology/approach: By applying the proposed algorithms in this paper, the slide structure can be reconstructed by extracting slide images from the video. Instead of applying…

  6. Does playing a sports active video game improve object control skills of children with autism spectrum disorder?

    OpenAIRE

    Edwards, Jacqueline; Jeffrey, Sarah; May, Tamara; Rinehart, Nicole J.; Barnett, Lisa M

    2017-01-01

    Background: Active video games (AVGs) encourage whole body movements to interact or control the gaming system, allowing the opportunity for skill development. Children with autism spectrum disorder (ASD) show decreased fundamental movement skills in comparison with their typically developing (TD) peers and might benefit from this approach. This pilot study investigates whether playing sports AVGs can increase the actual and perceived object control (OC) skills of 11 children with ASD aged 6–1...

  7. The effect of active video games by ethnicity, sex and fitness: subgroup analysis from a randomised controlled trial

    OpenAIRE

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

    2014-01-01

    Background The prevention and treatment of childhood obesity is a key public health challenge. However, certain groups within populations have markedly different risk profiles for obesity and related health behaviours. Well-designed subgroup analysis can identify potential differential effects of obesity interventions, which may be important for reducing health inequalities. The study aim was to evaluate the consistency of the effects of active video games across important subgroups in a rand...

  8. Lodalen slide: a probabilistic assessment

    National Research Council Canada - National Science Library

    El-Ramly, H; Morgenstern, N R; Cruden, D M

    2006-01-01

    .... A probabilistic slope analysis methodology based on Monte Carlo simulation using Microsoft® Excel and @Risk software is applied to investigate the Lodalen slide that occurred in Norway in 1954...

  9. High-Frequency Electroencephalographic Activity in Left Temporal Area Is Associated with Pleasant Emotion Induced by Video Clips

    Directory of Open Access Journals (Sweden)

    Jukka Kortelainen

    2015-01-01

    Full Text Available Recent findings suggest that specific neural correlates for the key elements of basic emotions do exist and can be identified by neuroimaging techniques. In this paper, electroencephalogram (EEG is used to explore the markers for video-induced emotions. The problem is approached from a classifier perspective: the features that perform best in classifying person’s valence and arousal while watching video clips with audiovisual emotional content are searched from a large feature set constructed from the EEG spectral powers of single channels as well as power differences between specific channel pairs. The feature selection is carried out using a sequential forward floating search method and is done separately for the classification of valence and arousal, both derived from the emotional keyword that the subject had chosen after seeing the clips. The proposed classifier-based approach reveals a clear association between the increased high-frequency (15–32 Hz activity in the left temporal area and the clips described as “pleasant” in the valence and “medium arousal” in the arousal scale. These clips represent the emotional keywords amusement and joy/happiness. The finding suggests the occurrence of a specific neural activation during video-induced pleasant emotion and the possibility to detect this from the left temporal area using EEG.

  10. Evolutions of friction properties and acoustic emission source parameters associated with large sliding

    Science.gov (United States)

    Yabe, Y.; Tsuda, H.; Iida, T.

    2015-12-01

    It was demonstrated by Yabe (2002) that friction properties and AE (acoustic emission) activities evolve with accumulation of sliding. However, large sliding distances of ~65 mm in his experiments were achieved by recurring ~10 mm sliding on the same fault. The evolution of friction coefficient was discontinuous, when rock samples were reset. Further, normal stress was not kept constant. To overcome these problems and to reexamine the evolutions of friction properties and AE activities with continuous large sliding under a constant normal stress, we developed a rotary shear apparatus. The evolutions of friction and AE up to ~80 mm sliding under a normal stress of 5 MPa were investigated. Rate dependence of friction was the velocity strengthening (a-b>0 in rate and state friction law) at the beginning. The value of a-b gradually decreased with sliding to negative (velocity weakening). Then, it took a constant negative value, when the sliding reached a critical distance. The m-value of Ishimoto-Iida's relation of AE activity increased with sliding at the beginning and converged to a constant value at the critical sliding distance. The m-value showed a negative rate dependence at the beginning, but became neutral after sliding of the critical distance. The sliding distances required to converge the a-b value, the m-value and the rate dependence of the m-value are almost identical to one another. These results are the same as those by Yabe (2002), suggesting the intermission of sliding little affected the evolutions. We, then, examined evolutions of AE source parameters such as source radii and stress drops. The average source radius was constant over the whole sliding distance, while the average stress drop decreased at the beginning of sliding, and converged to a constant value. The sliding distance required to the conversion was the same as that for the above mentioned evolutions of friction property or AE activity.

  11. Video library for video imaging detection at intersection stop lines.

    Science.gov (United States)

    2010-04-01

    The objective of this activity was to record video that could be used for controlled : evaluation of video image vehicle detection system (VIVDS) products and software upgrades to : existing products based on a list of conditions that might be diffic...

  12. 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....

  13. Student Activity and Profile Datasets from an Online Video-Based Collaborative Learning Experience

    Science.gov (United States)

    Martín, Estefanía; Gértrudix, Manuel; Urquiza-Fuentes, Jaime; Haya, Pablo A.

    2015-01-01

    This paper describes two datasets extracted from a video-based educational experience using a social and collaborative platform. The length of the trial was 3 months. It involved 111 students from two different courses. Twenty-nine came from Computer Engineering (CE) course and 82 from Media and Communication (M&C) course. They were organised…

  14. The Conversational Framework and the ISE "Basketball Shot" Video Analysis Activity

    Science.gov (United States)

    English, Vincent; Crotty, Yvonne; Farren, Margaret

    2015-01-01

    Inspiring Science Education (ISE) (http://www.inspiringscience.eu/) is an EU funded initiative that seeks to further the use of inquiry-based science learning (IBSL) through the medium of ICT in the classroom. The Basketball Shot is a scenario (lesson plan) that involves the use of video capture to help the student investigate the concepts of…

  15. The energy cost of playing active video games in children with obesity and children of a healthy weight.

    Science.gov (United States)

    O'Donovan, C; Roche, E F; Hussey, J

    2014-08-01

    Increasing physical activity and reducing sedentary behaviour form a large part of the treatment of paediatric obesity. However, many children today spend prolonged periods of time playing sedentary video games. Active video games (AVGs) represent a novel and child friendly form of physical activity. To measure the energy cost of playing two AVGs in children with obesity and healthy age- and gender-matched children. The energy cost of gaming and heart rates achieved during gaming conditions were compared between groups. AVG play can result in light-to-moderate intensity physical activity (2.7-5.4 metabolic equivalents). When corrected for fat-free mass those with obesity expended significantly less energy than healthy weight peers playing Nintendo Wii Fit Free Jogging (P = 0.017). No significant difference was seen between groups in the energy cost of playing Boxing. Certain AVGs, particularly those that require lower limb movement, could be used to increase total energy expenditure, replace more sedentary activities, or achieve moderate intensity physical activity among children with obesity. There seems to be some differences in how children with obesity and children of a healthy weight play AVGs. This could result in those with obesity expending less energy than their lean peers during AVG play. © 2013 The Authors. Pediatric Obesity © 2013 International Association for the Study of Obesity.

  16. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... Grants and Funding Extramural Research Division of Extramural Science Programs Division of Extramural Activities Extramural Contacts NEI ... Amaurosis Low Vision Refractive Errors Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded ...

  17. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Our Staff Rheumatology Specialty Centers You are here: Home / Patient Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video ... to take a more active role in your care. The information in these videos should not take ...

  18. The effects of active video games on patients' rehabilitative outcomes: A meta-analysis.

    Science.gov (United States)

    Pope, Zachary; Zeng, Nan; Gao, Zan

    2017-02-01

    A meta-analysis on Active Video Games (AVG) as a rehabilitative tool does not appear to be available. This meta-analytic review synthesizes the effectiveness of AVGs on patients' rehabilitative outcomes. Ninety-eight published studies on AVGs and rehabilitation were obtained in late 2015 with 14 meeting the following inclusion criteria: 1) data-based English articles; 2) randomized-controlled trials investigating AVG's effect on rehabilitative outcome(s); and 3) ≥1 comparison present in each study. Data extraction for comparisons was completed for three age categories: 1) youth/young adults (5-25years-old); 2) middle-aged adults (40-65years-old); and 3) older adults (≥65years-old). Comprehensive Meta-Analysis software calculated effect size (ES; Hedge's g). Comparison group protocols often employed another non-AVG experimental treatment. Control group protocols implemented standard care. AVGs demonstrated a large positive effect on balance control over control among youth/young adults (ES=0.81, p<0.01). Further, AVGs resulted in small positive effects on middle-aged adults' balance control over control (ES=0.143, p=0.48) and comparison (ES=0.14, p=0.53), with similar results in older adults compared to control (ES=0.16, p=0.27). Notably, AVG's effect on balance control versus comparison among older adults was small yet negative (ES=-0.12, p=0.63). AVGs were also used to enhance general physical functioning (GPF) among middle-aged and older adults. Versus control and comparison, AVGs had no effect on middle-aged adults' GPF (ES=-0.054 and -0.046, respectively) or older adults' GPF (ES=0.04 and 0.002, respectively). Finally, AVGs had a moderate effect on older adults' falls efficacy versus control (ES=0.61, p<0.05). Findings favor AVGs for youth/young adult balance control rehabilitation and falls efficacy promotion in older adults. Copyright © 2016 Elsevier Inc. All rights reserved.

  19. 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.

  20. 3D-Reconstruction of recent volcanic activity from ROV-video, Charles Darwin Seamounts, Cape Verdes

    Science.gov (United States)

    Kwasnitschka, T.; Hansteen, T. H.; Kutterolf, S.; Freundt, A.; Devey, C. W.

    2011-12-01

    As well as providing well-localized samples, Remotely Operated Vehicles (ROVs) produce huge quantities of visual data whose potential for geological data mining has seldom if ever been fully realized. We present a new workflow to derive essential results of field geology such as quantitative stratigraphy and tectonic surveying from ROV-based photo and video material. We demonstrate the procedure on the Charles Darwin Seamounts, a field of small hot spot volcanoes recently identified at a depth of ca. 3500m southwest of the island of Santo Antao in the Cape Verdes. The Charles Darwin Seamounts feature a wide spectrum of volcanic edifices with forms suggestive of scoria cones, lava domes, tuff rings and maar-type depressions, all of comparable dimensions. These forms, coupled with the highly fragmented volcaniclastic samples recovered by dredging, motivated surveying parts of some edifices down to centimeter scale. ROV-based surveys yielded volcaniclastic samples of key structures linked by extensive coverage of stereoscopic photographs and high-resolution video. Based upon the latter, we present our workflow to derive three-dimensional models of outcrops from a single-camera video sequence, allowing quantitative measurements of fault orientation, bedding structure, grain size distribution and photo mosaicking within a geo-referenced framework. With this information we can identify episodes of repetitive eruptive activity at individual volcanic centers and see changes in eruptive style over time, which, despite their proximity to each other, is highly variable.

  1. Active video games as a tool to prevent excessive weight gain in adolescents: rationale, design and methods of a randomized controlled trial

    NARCIS (Netherlands)

    Simons, M.; Chinapaw, M.J.M.; Bovenkamp, van de M.; Boer, de M.R.; Seidell, J.C.; Brug, J.; Vet, de E.

    2014-01-01

    Background Excessive body weight, low physical activity and excessive sedentary time in youth are major public health concerns. A new generation of video games, the ones that require physical activity to play the games –i.e. active games- may be a promising alternative to traditional non-active

  2. Active video games as a tool to prevent excessive weight gain in adolescents : rationale, design and methods of a randomized controlled trial

    NARCIS (Netherlands)

    Simons, Monique; Chinapaw, Mai J M; van de Bovenkamp, Maaike; de Boer, Michiel R; Seidell, Jacob C; Brug, Johannes; de Vet, Emely

    2014-01-01

    BACKGROUND: Excessive body weight, low physical activity and excessive sedentary time in youth are major public health concerns. A new generation of video games, the ones that require physical activity to play the games--i.e. active games--may be a promising alternative to traditional non-active

  3. Active video games as a tool to prevent excessive weight gain in adolescents: Rationale, design and methods of a randomized controlled trial

    NARCIS (Netherlands)

    Simons, M.; Chinapaw, M.J.; Bovenkamp, M. van de; Boer, M.R. de; Seidell, J.C.; Brug, J.; Vet, E. de

    2014-01-01

    Background: Excessive body weight, low physical activity and excessive sedentary time in youth are major public health concerns. A new generation of video games, the ones that require physical activity to play the games -i.e. active games- may be a promising alternative to traditional non-active

  4. TaylorActive--Examining the effectiveness of web-based personally-tailored videos to increase physical activity: a randomised controlled trial protocol.

    Science.gov (United States)

    Vandelanotte, C; Short, C; Plotnikoff, R C; Hooker, C; Canoy, D; Rebar, A; Alley, S; Schoeppe, S; Mummery, W K; Duncan, M J

    2015-10-05

    Physical inactivity levels are unacceptably high and effective interventions that can increase physical activity in large populations at low cost are urgently needed. Web-based interventions that use computer-tailoring have shown to be effective, though people tend to 'skim' and 'scan' text on the Internet rather than thoroughly read it. The use of online videos is, however, popular and engaging. Therefore, the aim of this 3-group randomised controlled trial is to examine whether a web-based physical activity intervention that provides personally-tailored videos is more effective when compared with traditional personally-tailored text-based intervention and a control group. In total 510 Australians will be recruited through social media advertisements, e-mail and third party databases. Participants will be randomised to one of three groups: text-tailored, video-tailored, or control. All groups will gain access to the same web-based platform and a library containing brief physical activity articles. The text-tailored group will additionally have access to 8 sessions of personalised physical activity advice that is instantaneously generated based on responses to brief online surveys. The theory-based advice will be provided over a period of 3 months and address constructs such as self-efficacy, motivation, goal setting, intentions, social support, attitudes, barriers, outcome expectancies, relapse prevention and feedback on performance. Text-tailored participants will also be able to complete 7 action plans to help them plan what, when, where, who with, and how they will become more active. Participants in the video-tailored group will gain access to the same intervention content as those in the text-tailored group, however all sessions will be provided as personalised videos rather than text on a webpage. The control group will only gain access to the library with generic physical activity articles. The primary outcome is objectively measured physical activity

  5. Mapping stain distribution in pathology slides using whole slide imaging

    Directory of Open Access Journals (Sweden)

    Fang-Cheng Yeh

    2014-01-01

    Full Text Available Background: Whole slide imaging (WSI offers a novel approach to digitize and review pathology slides, but the voluminous data generated by this technology demand new computational methods for image analysis. Materials and Methods: In this study, we report a method that recognizes stains in WSI data and uses kernel density estimator to calculate the stain density across the digitized pathology slides. The validation study was conducted using a rat model of acute cardiac allograft rejection and another rat model of heart ischemia/reperfusion injury. Immunohistochemistry (IHC was conducted to label ED1 + macrophages in the tissue sections and the stained slides were digitized by a whole slide scanner. The whole slide images were tessellated to enable parallel processing. Pixel-wise stain classification was conducted to classify the IHC stains from those of the background and the density distribution of the identified IHC stains was then calculated by the kernel density estimator. Results: The regression analysis showed a correlation coefficient of 0.8961 between the number of IHC stains counted by our stain recognition algorithm and that by the manual counting, suggesting that our stain recognition algorithm was in good agreement with the manual counting. The density distribution of the IHC stains showed a consistent pattern with those of the cellular magnetic resonance (MR images that detected macrophages labeled by ultrasmall superparamagnetic iron-oxide or micron-sized iron-oxide particles. Conclusions: Our method provides a new imaging modality to facilitate clinical diagnosis. It also provides a way to validate/correlate cellular MRI data used for tracking immune-cell infiltration in cardiac transplant rejection and cardiac ischemic injury.

  6. Are Health Videos from Hospitals, Health Organizations, and Active Users Available to Health Consumers? An Analysis of Diabetes Health Video Ranking in YouTube

    Science.gov (United States)

    Borras-Morell, Jose-Enrique; Martinez-Millana, Antonio; Karlsen, Randi

    2017-01-01

    Health consumers are increasingly using the Internet to search for health information. The existence of overloaded, inaccurate, obsolete, or simply incorrect health information available on the Internet is a serious obstacle for finding relevant and good-quality data that actually helps patients. Search engines of multimedia Internet platforms are thought to help users to find relevant information according to their search. But, is the information recovered by those search engines from quality sources? Is the health information uploaded from reliable sources, such as hospitals and health organizations, easily available to patients? The availability of videos is directly related to the ranking position in YouTube search. The higher the ranking of the information is, the more accessible it is. The aim of this study is to analyze the ranking evolution of diabetes health videos on YouTube in order to discover how videos from reliable channels, such as hospitals and health organizations, are evolving in the ranking. The analysis was done by tracking the ranking of 2372 videos on a daily basis during a 30-day period using 20 diabetes-related queries. Our conclusions are that the current YouTube algorithm favors the presence of reliable videos in upper rank positions in diabetes-related searches. PMID:28243314

  7. Spontaneous Brain Activity Did Not Show the Effect of Violent Video Games on Aggression: A Resting-State fMRI Study

    Directory of Open Access Journals (Sweden)

    Wei Pan

    2018-01-01

    Full Text Available A great many of empirical researches have proved that longtime exposure to violent video game can lead to a series of negative effects. Although research has focused on the neural basis of the correlation between violent video game and aggression, little is known whether the spontaneous brain activity is associated with violent video game exposure. To address this question, we measured the spontaneous brain activity using resting-state functional magnetic resonance imaging (fMRI. We used the amplitude of low-frequency fluctuations (ALFF and fractional ALFF (fALFF to quantify spontaneous brain activity. The results showed there is no significant difference in ALFF, or fALFF, between violent video game group and the control part, indicating that long time exposure to violent video games won’t significantly influence spontaneous brain activity, especially the core brain regions such as execution control, moral judgment and short-term memory. This implies the adverse impact of violent video games is exaggerated.

  8. Mechanism of opening a sliding clamp.

    Science.gov (United States)

    Douma, Lauren G; Yu, Kevin K; England, Jennifer K; Levitus, Marcia; Bloom, Linda B

    2017-09-29

    Clamp loaders load ring-shaped sliding clamps onto DNA where the clamps serve as processivity factors for DNA polymerases. In the first stage of clamp loading, clamp loaders bind and stabilize clamps in an open conformation, and in the second stage, clamp loaders place the open clamps around DNA so that the clamps encircle DNA. Here, the mechanism of the initial clamp opening stage is investigated. Mutations were introduced into the Escherichia coli β-sliding clamp that destabilize the dimer interface to determine whether the formation of an open clamp loader-clamp complex is dependent on spontaneous clamp opening events. In other work, we showed that mutation of a positively charged Arg residue at the β-dimer interface and high NaCl concentrations destabilize the clamp, but neither facilitates the formation of an open clamp loader-clamp complex in experiments presented here. Clamp opening reactions could be fit to a minimal three-step 'bind-open-lock' model in which the clamp loader binds a closed clamp, the clamp opens, and subsequent conformational rearrangements 'lock' the clamp loader-clamp complex in a stable open conformation. Our results support a model in which the E. coli clamp loader actively opens the β-sliding clamp. © The Author(s) 2017. Published by Oxford University Press on behalf of Nucleic Acids Research.

  9. An Intelligent Active Video Surveillance System Based on the Integration of Virtual Neural Sensors and BDI Agents

    Science.gov (United States)

    Gregorio, Massimo De

    In this paper we present an intelligent active video surveillance system currently adopted in two different application domains: railway tunnels and outdoor storage areas. The system takes advantages of the integration of Artificial Neural Networks (ANN) and symbolic Artificial Intelligence (AI). This hybrid system is formed by virtual neural sensors (implemented as WiSARD-like systems) and BDI agents. The coupling of virtual neural sensors with symbolic reasoning for interpreting their outputs, makes this approach both very light from a computational and hardware point of view, and rather robust in performances. The system works on different scenarios and in difficult light conditions.

  10. Does Instructor's Image Size in Video Lectures Affect Learning Outcomes?

    Science.gov (United States)

    Pi, Z.; Hong, J.; Yang, J.

    2017-01-01

    One of the most commonly used forms of video lectures is a combination of an instructor's image and accompanying lecture slides as a picture-in-picture. As the image size of the instructor varies significantly across video lectures, and so do the learning outcomes associated with this technology, the influence of the instructor's image size should…

  11. Effects of interactive physical-activity video-game training on physical and cognitive function in older adults.

    Science.gov (United States)

    Maillot, Pauline; Perrot, Alexandra; Hartley, Alan

    2012-09-01

    The purpose of the present study was to assess the potential of exergame training based on physically simulated sport play as a mode of physical activity that could have cognitive benefits for older adults. If exergame play has the cognitive benefits of conventional physical activity and also has the intrinsic attractiveness of video games, then it might be a very effective way to induce desirable lifestyle changes in older adults. To examine this issue, the authors developed an active video game training program using a pretest-training-posttest design comparing an experimental group (24 × 1 hr of training) with a control group without treatment. Participants completed a battery of neuropsychological tests, assessing executive control, visuospatial functions, and processing speed, to measure the cognitive impact of the program. They were also given a battery of functional fitness tests to measure the physical impact of the program. The trainees improved significantly in measures of game performance. They also improved significantly more than the control participants in measures of physical function and cognitive measures of executive control and processing speed, but not on visuospatial measures. It was encouraging to observe that, engagement in physically simulated sport games yielded benefits to cognitive and physical skills that are directly involved in functional abilities older adults need in everyday living (e.g., Hultsch, Hertzog, Small, & Dixon, 1999).

  12. Comparison of Compliance and Intervention Outcomes Between Hip- and Wrist-Worn Accelerometers During a Randomized Crossover Trial of an Active Video Games Intervention in Children.

    Science.gov (United States)

    Howie, Erin K; McVeigh, Joanne A; Straker, Leon M

    2016-09-01

    There are several practical issues when considering the use of hip-worn or wrist-worn accelerometers. This study compared compliance and outcomes between hip- and wrist-worn accelerometers worn simultaneously by children during an active video games intervention. As part of a larger randomized crossover trial, participants (n = 73, age 10 to 12 years) wore 2 Actical accelerometers simultaneously during waking hours for 7 days, on the hip and wrist. Measurements were repeated at 4 timepoints: 1) at baseline, 2) during traditional video games condition, 3) during active video games condition, 4) during no video games condition. Compliance and intervention effects were compared between hip and wrist. There were no statistically significant differences at any timepoint in percentage compliance between hip (77% to 87%) and wrist (79% to 89%). Wrist-measured counts (difference of 64.3 counts per minute, 95% CI 4.4-124.3) and moderate-to-vigorous physical activity (MVPA) (12 min/day, 95% CI 0.3-23.7) were higher during the no video games condition compared with the traditional video games condition. There were no differences in hip-measured counts per minute or MVPA between conditions or sedentary time for hip or wrist. There were no differences in compliance between hip- and wrist-worn accelerometers during an intervention trial, however, intervention findings differed between hip and wrist.

  13. Estimating mass-wasting processes in active earth slides – earth flows with time-series of High-Resolution DEMs from photogrammetry and airborne LiDAR

    Directory of Open Access Journals (Sweden)

    A. Corsini

    2009-03-01

    Full Text Available This paper deals with the use of time-series of High-Resolution Digital Elevation Models (HR DEMs obtained from photogrammetry and airborne LiDAR coupled with aerial photos, to analyse the magnitude of recently reactivated large scale earth slides – earth flows located in the northern Apennines of Italy. The landslides underwent complete reactivation between 2001 and 2006, causing civil protection emergencies. With the final aim to support hazard assessment and the planning of mitigation measures, high-resolution DEMs are used to identify, quantify and visualize depletion and accumulation in the slope resulting from the reactivation of the mass movements. This information allows to quantify mass wasting, i.e. the amount of landslide material that is wasted during reactivation events due to stream erosion along the slope and at its bottom, resulting in sediment discharge into the local fluvial system, and to assess the total volumetric magnitude of the events. By quantifying and visualising elevation changes at the slope scale, results are also a valuable support for the comprehension of geomorphological processes acting behind the evolution of the analysed landslides.

  14. Digital video.

    Science.gov (United States)

    Johnson, Don; Johnson, Mike

    2004-04-01

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

  15. SlideDog / Siim Sein

    Index Scriptorium Estoniae

    Sein, Siim

    2015-01-01

    SlideDog on multimeediumi esitluse tööriist, mis võimaldab ühendada PowerPointi esitlused, PDF-failid, Prezi esitlused, videoklipid, helifailid, veebilehed ja palju muud üheks sujuvaks esitluskogemuseks konverentsil, seminaril või muul üritusel

  16. Content-aware video quality assessment: predicting human perception of quality using peak signal to noise ratio and spatial/temporal activity

    Science.gov (United States)

    Ortiz-Jaramillo, B.; Niño-Castañeda, J.; Platiša, L.; Philips, W.

    2015-03-01

    Since the end-user of video-based systems is often a human observer, prediction of human perception of quality (HPoQ) is an important task for increasing the user satisfaction. Despite the large variety of objective video quality measures, one problem is the lack of generalizability. This is mainly due to the strong dependency between HPoQ and video content. Although this problem is well-known, few existing methods directly account for the influence of video content on HPoQ. This paper propose a new method to predict HPoQ by using simple distortion measures and introducing video content features in their computation. Our methodology is based on analyzing the level of spatio-temporal activity and combining HPoQ content related parameters with simple distortion measures. Our results show that even very simple distortion measures such as PSNR and simple spatio-temporal activity measures lead to good results. Results over four different public video quality databases show that the proposed methodology, while faster and simpler, is competitive with current state-of-the-art methods, i.e., correlations between objective and subjective assessment higher than 80% and it is only two times slower than PSNR.

  17. Social video content delivery

    CERN Document Server

    Wang, Zhi; Zhu, Wenwu

    2016-01-01

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

  18. 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.

  19. Validity of Borg Ratings of Perceived Exertion During Active Video Game Play

    Science.gov (United States)

    POLLOCK, BRANDON S.; BARKLEY, JACOB E.; POTENZINI, NICK; DESALVO, RENEE M.; BUSER, STACEY L.; OTTERSTETTER, RONALD; JUVANCIC-HELTZEL, JUDITH A.

    2013-01-01

    During physically interactive video game play (e.g., Nintendo Wii), users are exposed to potential distracters (e.g., video, music), which may decrease their ratings of perceived exertion (RPE) throughout game play. The purpose of this investigation was to determine the association between RPE scores and heart rate while playing the Nintendo Wii. Healthy adults (N = 13, 53.5 ± 5.4 years old) participated in two exercise sessions using the Nintendo Wii Fit Plus. During each session participants played a five-minute warm-up game (Basic Run), two separate Wii Fit Plus games (Yoga, Strength Training, Aerobics or Balance Training) for fifteen minutes each, and then a five-minute cool down game (Basic Run). Borg RPE and heart rate were assessed during the final 30 seconds of the warm up and cool down, as well during the final 30 seconds of play for each Wii Fit Plus game. Correlation analysis combining data from both exercise sessions indicated a moderate positive relationship between heart rate and RPE (r = 0.32). Mixed-effects model regression analyses demonstrated that RPE scores were significantly associated with heart rate (p < 0.001). The average percentage of age-predicted heart rate maximum achieved (58 ± 6%) was significantly greater (p = 0.001) than the percentage of maximum RPE indicated (43 ± 11%). Borg RPE scores were positively associated with heart rate in adults during exercise sessions using the Wii Fit Plus. However, this relationship was lower than observed in past research assessing RPE validity during different modes of exercise (e.g. walking, running) without distracters. PMID:27293499

  20. Validity of Borg Ratings of Perceived Exertion During Active Video Game Play.

    Science.gov (United States)

    Pollock, Brandon S; Barkley, Jacob E; Potenzini, Nick; Desalvo, Renee M; Buser, Stacey L; Otterstetter, Ronald; Juvancic-Heltzel, Judith A

    During physically interactive video game play (e.g., Nintendo Wii), users are exposed to potential distracters (e.g., video, music), which may decrease their ratings of perceived exertion (RPE) throughout game play. The purpose of this investigation was to determine the association between RPE scores and heart rate while playing the Nintendo Wii. Healthy adults (N = 13, 53.5 ± 5.4 years old) participated in two exercise sessions using the Nintendo Wii Fit Plus. During each session participants played a five-minute warm-up game (Basic Run), two separate Wii Fit Plus games (Yoga, Strength Training, Aerobics or Balance Training) for fifteen minutes each, and then a five-minute cool down game (Basic Run). Borg RPE and heart rate were assessed during the final 30 seconds of the warm up and cool down, as well during the final 30 seconds of play for each Wii Fit Plus game. Correlation analysis combining data from both exercise sessions indicated a moderate positive relationship between heart rate and RPE (r = 0.32). Mixed-effects model regression analyses demonstrated that RPE scores were significantly associated with heart rate (p < 0.001). The average percentage of age-predicted heart rate maximum achieved (58 ± 6%) was significantly greater (p = 0.001) than the percentage of maximum RPE indicated (43 ± 11%). Borg RPE scores were positively associated with heart rate in adults during exercise sessions using the Wii Fit Plus. However, this relationship was lower than observed in past research assessing RPE validity during different modes of exercise (e.g. walking, running) without distracters.

  1. Automobile Road Vibration Reproduction using Sliding Modes

    NARCIS (Netherlands)

    Monsees, G.; Scherpen, J.M.A.

    2001-01-01

    Sliding mode controllers have a reputation for their robustness against parameter variations, modeling errors and disturbances. They have been successfully applied in several practical situations which demonstrated the potential of sliding mode control for other control problems. However research

  2. Video-games used in a group setting is feasible and effective to improve indicators of physical activity in individuals with chronic stroke: a randomized controlled trial.

    Science.gov (United States)

    Givon, Noa; Zeilig, Gabi; Weingarden, Harold; Rand, Debbie

    2016-04-01

    To investigate the feasibility of using video-games in a group setting and to compare the effectiveness of video-games as a group intervention to a traditional group intervention for improving physical activity in individuals with chronic stroke. A single-blind randomized controlled trial with evaluations pre and post a 3-month intervention, and at 3-month follow-up. Compliance (session attendance), satisfaction and adverse effects were feasibility measures. Grip strength and gait speed were measures of physical activity. Hip accelerometers quantified steps/day and the Action Research Arm Test assessed the functional ability of the upper extremity. Forty-seven community-dwelling individuals with chronic stroke (29-78 years) were randomly allocated to receive video-game (N=24) or traditional therapy (N=23) in a group setting. There was high treatment compliance for both interventions (video-games-78%, traditional therapy-66%), but satisfaction was rated higher for the video-game (93%) than the traditional therapy (71%) (χ(2)=4.98, P=0.026). Adverse effects were not reported in either group. Significant improvements were demonstrated in both groups for gait speed (F=3.9, P=0.02), grip strength of the weaker (F=6.67, P=0.002) and stronger hands (F=7.5, P=0.001). Daily steps and functional ability of the weaker hand did not increase in either group. Using video-games in a small group setting is feasible, safe and satisfying. Video-games improve indicators of physical activity of individuals with chronic stroke. © The Author(s) 2015.

  3. Just watching the game ain’t enough: Striatal fMRI reward responses to successes and failures in a video game during active and vicarious playing

    Directory of Open Access Journals (Sweden)

    Jari eKätsyri

    2013-06-01

    Full Text Available Although the multimodal stimulation provided by modern audiovisual video games is pleasing by itself, the rewarding nature of video game playing depends critically also on the players’ active engagement in the gameplay. The extent to which active engagement influences dopaminergic brain reward circuit responses remains unsettled. Here we show that striatal reward circuit responses elicited by successes (wins and failures (losses in a video game are stronger during active than vicarious gameplay. Eleven healthy males both played a competitive first-person tank shooter game (active playing and watched a pre-recorded gameplay video (vicarious playing while their hemodynamic brain activation was measured with 3-tesla functional magnetic resonance imaging (fMRI. Wins and losses were paired with symmetrical monetary rewards and punishments during active and vicarious playing so that the external reward context remained identical during both conditions. Brain activation was stronger in the orbitomedial prefrontal cortex (omPFC during winning than losing, both during active and vicarious playing conditions. In contrast, both wins and losses suppressed activations in the midbrain and striatum during active playing; however, the striatal suppression, particularly in the anterior putamen, was more pronounced during loss than win events. Sensorimotor confounds related to joystick movements did not account for the results. Self-ratings indicated losing to be more unpleasant during active than vicarious playing. Our findings demonstrate striatum to be selectively sensitive to self-acquired rewards, in contrast to frontal components of the reward circuit that process both self-acquired and passively received rewards. We propose that the striatal responses to repeated acquisition of rewards that are contingent on game related successes contribute to the motivational pull of video-game playing.

  4. Just watching the game ain't enough: striatal fMRI reward responses to successes and failures in a video game during active and vicarious playing.

    Science.gov (United States)

    Kätsyri, Jari; Hari, Riitta; Ravaja, Niklas; Nummenmaa, Lauri

    2013-01-01

    Although the multimodal stimulation provided by modern audiovisual video games is pleasing by itself, the rewarding nature of video game playing depends critically also on the players' active engagement in the gameplay. The extent to which active engagement influences dopaminergic brain reward circuit responses remains unsettled. Here we show that striatal reward circuit responses elicited by successes (wins) and failures (losses) in a video game are stronger during active than vicarious gameplay. Eleven healthy males both played a competitive first-person tank shooter game (active playing) and watched a pre-recorded gameplay video (vicarious playing) while their hemodynamic brain activation was measured with 3-tesla functional magnetic resonance imaging (fMRI). Wins and losses were paired with symmetrical monetary rewards and punishments during active and vicarious playing so that the external reward context remained identical during both conditions. Brain activation was stronger in the orbitomedial prefrontal cortex (omPFC) during winning than losing, both during active and vicarious playing. In contrast, both wins and losses suppressed activations in the midbrain and striatum during active playing; however, the striatal suppression, particularly in the anterior putamen, was more pronounced during loss than win events. Sensorimotor confounds related to joystick movements did not account for the results. Self-ratings indicated losing to be more unpleasant during active than vicarious playing. Our findings demonstrate striatum to be selectively sensitive to self-acquired rewards, in contrast to frontal components of the reward circuit that process both self-acquired and passively received rewards. We propose that the striatal responses to repeated acquisition of rewards that are contingent on game related successes contribute to the motivational pull of video-game playing.

  5. Linear Classification of Dairy Cattle. Slide Script.

    Science.gov (United States)

    Sipiorski, James; Spike, Peter

    This slide script, part of a series of slide scripts designed for use in vocational agriculture classes, deals with principles of the linear classification of dairy cattle. Included in the guide are narrations for use with 63 slides, which illustrate the following areas that are considered in the linear classification system: stature, strength,…

  6. Approved Practices in Dairy Reproduction. Slide Script.

    Science.gov (United States)

    Roediger, Roger D.; Barr, Harry L.

    This slide script, part of a series of slide scripts designed for use in vocational agriculture classes, deals with approved practices in dairy reproduction. Included in the guide are narrations for use with 200 slides dealing with the following topics: the importance of good reproduction, the male and female roles in reproduction, selection of…

  7. Low message sensation health promotion videos are better remembered and activate areas of the brain associated with memory encoding.

    Directory of Open Access Journals (Sweden)

    David Seelig

    Full Text Available Greater sensory stimulation in advertising has been postulated to facilitate attention and persuasion. For this reason, video ads promoting health behaviors are often designed to be high in "message sensation value" (MSV, a standardized measure of sensory intensity of the audiovisual and content features of an ad. However, our previous functional Magnetic Resonance Imaging (fMRI study showed that low MSV ads were better remembered and produced more prefrontal and temporal and less occipital cortex activation, suggesting that high MSV may divert cognitive resources from processing ad content. The present study aimed to determine whether these findings from anti-smoking ads generalize to other public health topics, such as safe sex. Thirty-nine healthy adults viewed high- and low MSV ads promoting safer sex through condom use, during an fMRI session. Recognition memory of the ads was tested immediately and 3 weeks after the session. We found that low MSV condom ads were better remembered than the high MSV ads at both time points and replicated the fMRI patterns previously reported for the anti-smoking ads. Occipital and superior temporal activation was negatively related to the attitudes favoring condom use (see Condom Attitudes Scale, Methods and Materials section. Psychophysiological interaction (PPI analysis of the relation between occipital and fronto-temporal (middle temporal and inferior frontal gyri cortices revealed weaker negative interactions between occipital and fronto-temporal cortices during viewing of the low MSV that high MSV ads. These findings confirm that the low MSV video health messages are better remembered than the high MSV messages and that this effect generalizes across public health domains. The greater engagement of the prefrontal and fronto-temporal cortices by low MSV ads and the greater occipital activation by high MSV ads suggest that that the "attention-grabbing" high MSV format could impede the learning and

  8. Low message sensation health promotion videos are better remembered and activate areas of the brain associated with memory encoding.

    Science.gov (United States)

    Seelig, David; Wang, An-Li; Jagannathan, Kanchana; Jaganathan, Kanchana; Loughead, James W; Blady, Shira J; Childress, Anna Rose; Romer, Daniel; Langleben, Daniel D

    2014-01-01

    Greater sensory stimulation in advertising has been postulated to facilitate attention and persuasion. For this reason, video ads promoting health behaviors are often designed to be high in "message sensation value" (MSV), a standardized measure of sensory intensity of the audiovisual and content features of an ad. However, our previous functional Magnetic Resonance Imaging (fMRI) study showed that low MSV ads were better remembered and produced more prefrontal and temporal and less occipital cortex activation, suggesting that high MSV may divert cognitive resources from processing ad content. The present study aimed to determine whether these findings from anti-smoking ads generalize to other public health topics, such as safe sex. Thirty-nine healthy adults viewed high- and low MSV ads promoting safer sex through condom use, during an fMRI session. Recognition memory of the ads was tested immediately and 3 weeks after the session. We found that low MSV condom ads were better remembered than the high MSV ads at both time points and replicated the fMRI patterns previously reported for the anti-smoking ads. Occipital and superior temporal activation was negatively related to the attitudes favoring condom use (see Condom Attitudes Scale, Methods and Materials section). Psychophysiological interaction (PPI) analysis of the relation between occipital and fronto-temporal (middle temporal and inferior frontal gyri) cortices revealed weaker negative interactions between occipital and fronto-temporal cortices during viewing of the low MSV that high MSV ads. These findings confirm that the low MSV video health messages are better remembered than the high MSV messages and that this effect generalizes across public health domains. The greater engagement of the prefrontal and fronto-temporal cortices by low MSV ads and the greater occipital activation by high MSV ads suggest that that the "attention-grabbing" high MSV format could impede the learning and retention of public

  9. 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...

  10. Sliding Controller of Switched Reluctance Motor

    Directory of Open Access Journals (Sweden)

    Abdel Ghani AISSAOUI

    2008-06-01

    Full Text Available This paper presents an application of sliding mode control for switched reluctance motor (SRM speed. The sliding mode technique finds its stronger justification in the utilization of a robust control law to model uncertainties. A sliding mode controller of the motor speed is then designed and simulated. Digital simulation results shows that the designed sliding speed controller realises a good dynamic behaviour of the motor, a perfect speed tracking with no overshoot and a good rejection of impact loads disturbance. The results of applying the sliding mode controller to a SRM give best performances and high robustness than those obtained by the application of a conventional controller (PI.

  11. Microtubule motor Ncd induces sliding of microtubules in vivo.

    Science.gov (United States)

    Oladipo, Abiola; Cowan, Ann; Rodionov, Vladimir

    2007-09-01

    The mitotic spindle is a microtubule (MT)-based molecular machine that serves for equal segregation of chromosomes during cell division. The formation of the mitotic spindle requires the activity of MT motors, including members of the kinesin-14 family. Although evidence suggests that kinesins-14 act by driving the sliding of MT bundles in different areas of the spindle, such sliding activity had never been demonstrated directly. To test the hypothesis that kinesins-14 can induce MT sliding in living cells, we developed an in vivo assay, which involves overexpression of the kinesin-14 family member Drosophila Ncd in interphase mammalian fibroblasts. We found that green fluorescent protein (GFP)-Ncd colocalized with cytoplasmic MTs, whose distribution was determined by microinjection of Cy3 tubulin into GFP-transfected cells. Ncd overexpression resulted in the formation of MT bundles that exhibited dynamic "looping" behavior never observed in control cells. Photobleaching studies and fluorescence speckle microscopy analysis demonstrated that neighboring MTs in bundles could slide against each other with velocities of 0.1 microm/s, corresponding to the velocities of movement of the recombinant Ncd in in vitro motility assays. Our data, for the first time, demonstrate generation of sliding forces between adjacent MTs by Ncd, and they confirm the proposed roles of kinesins-14 in the mitotic spindle morphogenesis.

  12. Morphology, structure, composition and build-up processes of the active channel-mouth lobe complex of the Congo deep-sea fan with inputs from remotely operated underwater vehicle (ROV) multibeam and video surveys

    Science.gov (United States)

    Dennielou, Bernard; Droz, Laurence; Babonneau, Nathalie; Jacq, Céline; Bonnel, Cédric; Picot, Marie; Le Saout, Morgane; Saout, Yohan; Bez, Martine; Savoye, Bruno; Olu, Karine; Rabouille, Christophe

    2017-08-01

    The detailed structure and composition of turbiditic channel-mouth lobes is still largely unknown because they commonly lie at abyssal water depths, are very thin and are therefore beyond the resolution of hull-mound acoustic tools. The morphology, structure and composition of the Congo turbiditic channel-mouth lobe complex (90×40 km; 2525 km2) were investigated with hull-mounted swath bathymetry, air gun seismics, 3.5 kHz sub-bottom profiler, sediment piston cores and also with high-resolution multibeam bathymetry and video acquired with a Remote Operating Vehicle (ROV). The lobe complex lies 760 km off the Congo River mouth in the Angola abyssal plain between 4740 and 5030 m deep. It is active and is fed by turbidity currents that deposit several centimetres of sediment per century. The lobe complex is subdivided into five lobes that have prograded. The lobes are dominantly muddy. Sand represents ca. 13% of the deposits and is restricted to the feeding channel and distributaries. The overall lobe body is composed of thin muddy to silty turbidites. The whole lobe complex is characterized by in situ mass wasting (slumps, debrites). The 1-m-resolution bathymetry shows pervasive slidings and block avalanches on the edges of the feeding channel and the channel mouth indicating that sliding occurs early and continuously in the lobe build-up. Mass wasting is interpreted as a consequence of very-high accumulation rates, over-steepening and erosion along the channels and is therefore an intrinsic process of lobe building. The bifurcation of feeding channels is probably triggered when the gradient in the distributaries at the top of a lobe becomes flat and when turbidity currents find their way on the higher gradient on the lobe side. It may also be triggered by mass wasting on the lobe side. When a new lobe develops, the abandoned lobes continue to collect significant turbiditic deposits from the feeding channel spillover, so that the whole lobe complex remains active. A

  13. An active video game intervention does not improve physical activity and sedentary time of children at-risk for developmental coordination disorder: a crossover randomized trial.

    Science.gov (United States)

    Howie, E K; Campbell, A C; Straker, L M

    2016-03-01

    Children with developmental coordination disorder (DCD) are highly inactive and sedentary. The purpose of this study was to assess the impact of a home-based active video game intervention on objectively measured physical activity and sedentary behaviour in children at risk for DCD. In a crossover randomized clinical trial, 21 children (mean age 11.0, SD 1.0; n = 11 girls) in Perth, Western Australia participated in two 16-week periods: no active video games (AVGs) control period and AVGs intervention period. Two active input consoles were provided to participants along with a selection of non-violent AVGs for participants to play at home. Participants wore accelerometers at baseline and following each period to determine minutes of sedentary, light, moderate and vigorous times in addition to self-reported types of activities in a diary. Linear mixed models, adjusted for the order of periods, compared physical activity and sedentary time during the last week of each period. There were no significant differences between the intervention and control periods in time spent in sedentary (decrease of -1.0 min/day during the intervention period, 95%CI -12.1, 10.1), light (increase of 2.2 min/day, 95%CI -8.8, 13.2), moderate (decrease of 0.7 min/day, 95%CI -4.6, 3.3) or vigorous (decrease of -0.6 min/day, 95%CI -1.6, 0.4). Among children at risk for DCD, participating in this AVG intervention did not improve objectively measured physical activity and sedentary time. © 2015 John Wiley & Sons Ltd.

  14. Effects of short-term active video game play on community adults: under International Classification of Functioning, Disability and Health consideration.

    Science.gov (United States)

    Tseng, Wei-Che; Hsieh, Ru-Lan

    2013-06-01

    The effects of active video game play on healthy individuals remain uncertain. A person's functional health status constitutes a dynamic interaction between components identified in the International Classification of Functioning, Disability, and Health (ICF). The aim of this study was to investigate the short-term effects of active video game play on community adults using the ICF. Sixty community adults with an average age of 59.3 years and without physical disabilities were recruited. Over 2 weeks, each adult participated in six sessions of active video game play lasting 20 minutes each. Participants were assessed before and after the intervention. Variables were collected using sources related to the ICF components, including the Hospital Anxiety and Depression Scale, Multidimensional Fatigue Inventory, Biodex Stability System, chair- rising time, Frenchay Activity Index, Rivermead Mobility Index, Chronic Pain Grade Questionnaire, Work Ability Index, and World Health Organization Quality of Life-Brief Version. Compared to baseline data, significantly reduced risk of a fall measured by Biodex Stability System and improvements in disability scores measured by the Chronic Pain Grade Questionnaire were noted. There was no significant change in the other variables measured. Short-term, active video game play reduces fall risks and ameliorates disabilities in community adults.

  15. Video Pulses: User-Based Modeling of Interesting Video Segments

    Directory of Open Access Journals (Sweden)

    Markos Avlonitis

    2014-01-01

    Full Text Available We present a user-based method that detects regions of interest within a video in order to provide video skims and video summaries. Previous research in video retrieval has focused on content-based techniques, such as pattern recognition algorithms that attempt to understand the low-level features of a video. We are proposing a pulse modeling method, which makes sense of a web video by analyzing users' Replay interactions with the video player. In particular, we have modeled the user information seeking behavior as a time series and the semantic regions as a discrete pulse of fixed width. Then, we have calculated the correlation coefficient between the dynamically detected pulses at the local maximums of the user activity signal and the pulse of reference. We have found that users' Replay activity significantly matches the important segments in information-rich and visually complex videos, such as lecture, how-to, and documentary. The proposed signal processing of user activity is complementary to previous work in content-based video retrieval and provides an additional user-based dimension for modeling the semantics of a social video on the web.

  16. Sequence-dependent nucleosome sliding in rotation-coupled and uncoupled modes revealed by molecular simulations.

    Science.gov (United States)

    Niina, Toru; Brandani, Giovanni B; Tan, Cheng; Takada, Shoji

    2017-12-01

    While nucleosome positioning on eukaryotic genome play important roles for genetic regulation, molecular mechanisms of nucleosome positioning and sliding along DNA are not well understood. Here we investigated thermally-activated spontaneous nucleosome sliding mechanisms developing and applying a coarse-grained molecular simulation method that incorporates both long-range electrostatic and short-range hydrogen-bond interactions between histone octamer and DNA. The simulations revealed two distinct sliding modes depending on the nucleosomal DNA sequence. A uniform DNA sequence showed frequent sliding with one base pair step in a rotation-coupled manner, akin to screw-like motions. On the contrary, a strong positioning sequence, the so-called 601 sequence, exhibits rare, abrupt transitions of five and ten base pair steps without rotation. Moreover, we evaluated the importance of hydrogen bond interactions on the sliding mode, finding that strong and weak bonds favor respectively the rotation-coupled and -uncoupled sliding movements.

  17. Flexible Structural Design for Side-Sliding Force Reduction for a Caterpillar Climbing Robot

    Directory of Open Access Journals (Sweden)

    Weina Cui

    2012-11-01

    Full Text Available Due to sliding force arising from the closed chain mechanism among the adhering points of a climbing caterpillar robot (CCR, a sliding phenomenon will happen at the adhering points, e.g., the vacuum pads or claws holding the surface. This sliding force makes the attachment of the climbing robot unsteady and reducesthe motion efficiency. According to the new bionic research on the soft-body structure of caterpillars, some flexible structures made of natural rubber bars are applied in CCRs correspondingly as an improvement to the old rigid mechanical design of the robotic structure. This paper firstly establishes the static model of the sliding forces, the distortion of flexible bars and the driving torques of joints. Then, a method to reduce the sliding force by exerting a compensating angle to an active joint of the CCR is presented. The analyses and experimental results indicate that the flexible structure and the compensating angle method can reduce the sliding forces remarkably.

  18. Constancy and variability of Strombolian eruptive activity: long-term analysis of infrared surveillance videos from Stromboli Volcano

    Science.gov (United States)

    Taddeucci, J.; Palladino, D. M.; Bernini, D.; Sottili, G.; Andronico, D.; Cristaldi, A.

    2012-04-01

    Persistent Strombolian activity characterizes open-conduit volcanoes worldwide. Among these, Stromboli (Italy) is one of the best monitored by permanent networks that include visible and infrared cameras. Continuous surveillance videos from the INGV archive allow us to parameterize the dynamics of explosive events in the period 2005-2009. Here we focus on three consecutive days per each year, by analyzing a total of 4275 explosive events from the different active vents. Via image analysis of the video frames, we obtained the time lapse among consecutive events, and duration and geometrical parameters (maximum height, width, and ejection angle) of individual jets. Long-term average values of the above parameters quantitatively define the activity baseline, as follows: inter-event time lapse 5 minutes (standard deviation 5 minutes); jet duration 15 s (5 s); jet height 70 m (24 m); jet width 33 m (10 m); jet axis at angle of 3° (16°) to the vertical. Significant deviations from these baseline values are observed over different (minute to year) time-scales, e.g.: peak jet durations and heights may reach up to 120 s and 251 m, respectively. The analysis of the mutual relationships among the eruptive parameters, and their temporal variation patterns at the different vents, provide a statistically based groundwork to define the dynamics of Strombolian activity. In this regard, a higher aspect ratio (height over width) of the jet seems to reflect increasing depth of the bubble burst beneath the magma free surface in the conduit, to be compared with seismic- and acoustic-derived information. Also, the remarkable constancy of jet angles at specific vents, notwithstanding the occurrence of a significant collapse of the whole crater area during the 2007 eruptive crisis, reveals self-similar resumption of the branching, shallow conduit system and provides insights into its connection to the feeder dike. The robust statistically based definition of the Stromboli behaviour can

  19. Do active video games benefit the motor skill development of non-typically developing children and adolescents: A systematic review.

    Science.gov (United States)

    Page, Zoey E; Barrington, Stephanie; Edwards, Jacqueline; Barnett, Lisa M

    2017-12-01

    The use of interactive video gaming, known as 'exergames' or 'active video games (AVG)' may provide an opportunity for motor skill development. Youth with non-typical patterns of development may have deficits in gross motor skill capacities and are therefore an intervention target. The aim was to determine the effectiveness of AVG use on motor skill development in non-typically developing children and adolescents. Review article. The PRISMA protocol was used to conduct a systematic review of EBSCOhost, Embase, Gale Cengage, Informit, Ovid, ProQuest, PubMed, Scopus and Web of Science databases. A total of 19 articles met inclusion criteria (non-typically developing participants such as those with a learning or developmental delay aged 3-18, use of an AVG console, assessed one or more gross motor skills). Studies were excluded if gross motor skill outcomes encompassed fine motor skills or reflected mobility related to daily living. Interventions included children and adolescents with eight different conditions. The Nintendo Wii was the most utilised gaming platform (14/19 studies). Studies examined a combination of skills, with most examining balance (15/19), five studies examining ball skills, and other gross motor skills such as coordination (3 studies), running (3 studies) and jumping (3 studies). There was strong evidence that AVG's improved balance. AVG's also appeared to benefit participants with Cerebral Palsy. AVG's could be a valuable tool to improve gross motor skills of non-typically developing children. There is scope for further exploration, particularly of ball, coordination and locomotor skills and varying platforms to draw more conclusive evaluations. Copyright © 2017 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  20. Assessing the Use of YouTube Videos and Interactive Activities as a Critical Thinking Stimulator for Tertiary Students: An Action Research

    Science.gov (United States)

    June, Sethela; Yaacob, Aizan; Kheng, Yeoh Khar

    2014-01-01

    The purpose of this action research was to investigate the use of YouTube videos and interactive activities in stimulating critical thinking among students from a public university in Malaysia. There were 50 students of mixed background, comprised of local and foreign students who participated in this study which lasted for one semester. Data was…

  1. The Effect of Motion Analysis Activities in a Video-Based Laboratory in Students' Understanding of Position, Velocity and Frames of Reference

    Science.gov (United States)

    Koleza, Eugenia; Pappas, John

    2008-01-01

    In this article, we present the results of a qualitative research project on the effect of motion analysis activities in a Video-Based Laboratory (VBL) on students' understanding of position, velocity and frames of reference. The participants in our research were 48 pre-service teachers enrolled in Education Departments with no previous strong…

  2. Effects of training using video games on the muscle strength, muscle tone, and activities of daily living of chronic stroke patients.

    Science.gov (United States)

    Lee, Gyuchang

    2013-05-01

    [Purpose] The purpose of this study was to investigate the effects of training using video games played on the Xbox Kinect on the muscle strength, muscle tone, and activities of daily living of post-stroke patients. [Subjects] Fourteen stroke patients were recruited. They were randomly allocated into two groups; the experimental group (n=7) and the control group (n=7). [Methods] The experimental group performed training using video games played on the Xbox Kinect together with conventional occupational therapy for 6 weeks (1 hour/day, 3 days/week), and the control group received conventional occupational therapy only for 6 weeks (30 min/day, 3 days/week). Before and after the intervention, the participants were measured for muscle strength, muscle tone, and performance of activities of daily living. [Results] There were significant differences pre- and post-test in muscle strength of the upper extremities, except the wrist, and performance of activities of daily living in the experimental group. There were no significant differences between the two groups at post-test. [Conclusion] The training using video games played on the Xbox Kinect had a positive effect on the motor function and performance of activities of daily living. This study showed that training using video games played on the Xbox Kinect may be an effective intervention for the rehabilitation of stroke patients.

  3. Lean adolescents achieve higher intensities but not higher energy expenditure while playing active video games compared with obese ones.

    Science.gov (United States)

    Chaput, J P; Genin, P M; Le Moel, B; Pereira, B; Boirie, Y; Duclos, M; Thivel, D

    2016-04-01

    While decreased physical activity and increased sedentary behaviours are incriminated for their role in the progression of obesity, active video games (AVG) may offer a new alternative to increase energy expenditure in youth. This study is the first to examine the effect of a 1-h AVG play on lean and obese adolescents' energy expenditure. Body composition and aerobic fitness were assessed in 19 obese and 12 lean adolescent boys (12-15 years old). Participants performed a 1-h AVG session (Kinect Sports technology) while wearing a portable indirect calorimeter (K4b2) to assess their energy expenditure and heart rate. Body weight (91.0 ± 9.5 vs. 58.5 ± 12.4 kg), body mass index (32.2 ± 3.1 vs. 20.3 ± 1.6 kg m(-2) ) and body fat (38.1 ± 2.7 vs. 13.4 ± 3.9%) were significantly higher in obese adolescents (P Time spent between 3 and 6 METs (Metabolic Equivalent Task) was not different between groups but time spent above 6 METs was higher in lean adolescents (P spent more time in moderate-to-vigorous physical activity. © 2015 World Obesity.

  4. Applications of sliding mode control

    CERN Document Server

    Ghommam, Jawhar; Zhu, Quanmin

    2017-01-01

    This book presents essential studies and applications in the context of sliding mode control, highlighting the latest findings from interdisciplinary theoretical studies, ranging from computational algorithm development to representative applications. Readers will learn how to easily tailor the techniques to accommodate their ad hoc applications. To make the content as accessible as possible, the book employs a clear route in each paper, moving from background to motivation, to quantitative development (equations), and lastly to case studies/illustrations/tutorials (simulations, experiences, curves, tables, etc.). Though primarily intended for graduate students, professors and researchers from related fields, the book will also benefit engineers and scientists from industry. .

  5. Novel approaches to obesity prevention: effects of game enjoyment and game type on energy expenditure in active video games.

    Science.gov (United States)

    Lyons, Elizabeth J; Tate, Deborah F; Komoski, Stephanie E; Carr, Philip M; Ward, Dianne S

    2012-07-01

    Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Young adults (N = 100, 50 female, 55 overweight, aged 18-35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg(-1)/h(-1) (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p games were more enjoyable (p games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. © 2012 Diabetes Technology Society.

  6. Novel Approaches to Obesity Prevention: Effects of Game Enjoyment and Game Type on Energy Expenditure in Active Video Games

    Science.gov (United States)

    Lyons, Elizabeth J.; Tate, Deborah F.; Komoski, Stephanie E.; Carr, Philip M.; Ward, Dianne S.

    2012-01-01

    Background Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Method Young adults (N = 100, 50 female, 55 overweight, aged 18–35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. Results After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg-1/h-1 (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p games were more enjoyable (p games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Conclusions Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. PMID:22920810

  7. Using Video Production in Political Science Courses as an Instructional Strategy for Engaging Students in Active Learning

    Science.gov (United States)

    Florez-Morris, Mauricio; Tafur, Irene

    2010-01-01

    Video production has come into widespread use in various fields of social science. Visual anthropologists (Pink 2006), psychologists (Webster and Sell 2007), historians (Ferro 2000), and visual sociologists (Newman 2006) have used films and videos to document, to preserve, and to analyze social data. There is no reason to think that the use of…

  8. Defective hydrophobic sliding mechanism and active site expansion in HIV-1 protease drug resistant variant Gly48Thr/Leu89Met: mechanisms for the loss of saquinavir binding potency.

    Science.gov (United States)

    Goldfarb, Nathan E; Ohanessian, Meray; Biswas, Shyamasri; McGee, T Dwight; Mahon, Brian P; Ostrov, David A; Garcia, Jose; Tang, Yan; McKenna, Robert; Roitberg, Adrian; Dunn, Ben M

    2015-01-20

    HIV drug resistance continues to emerge; consequently, there is an urgent need to develop next generation antiretroviral therapeutics.1 Here we report on the structural and kinetic effects of an HIV protease drug resistant variant with the double mutations Gly48Thr and Leu89Met (PRG48T/L89M), without the stabilizing mutations Gln7Lys, Leu33Ile, and Leu63Ile. Kinetic analyses reveal that PRG48T/L89M and PRWT share nearly identical Michaelis-Menten parameters; however, PRG48T/L89M exhibits weaker binding for IDV (41-fold), SQV (18-fold), APV (15-fold), and NFV (9-fold) relative to PRWT. A 1.9 Å resolution crystal structure was solved for PRG48T/L89M bound with saquinavir (PRG48T/L89M-SQV) and compared to the crystal structure of PRWT bound with saquinavir (PRWT-SQV). PRG48T/L89M-SQV has an enlarged active site resulting in the loss of a hydrogen bond in the S3 subsite from Gly48 to P3 of SQV, as well as less favorable hydrophobic packing interactions between P1 Phe of SQV and the S1 subsite. PRG48T/L89M-SQV assumes a more open conformation relative to PRWT-SQV, as illustrated by the downward displacement of the fulcrum and elbows and weaker interatomic flap interactions. We also show that the Leu89Met mutation disrupts the hydrophobic sliding mechanism by causing a redistribution of van der Waals interactions in the hydrophobic core in PRG48T/L89M-SQV. Our mechanism for PRG48T/L89M-SQV drug resistance proposes that a defective hydrophobic sliding mechanism results in modified conformational dynamics of the protease. As a consequence, the protease is unable to achieve a fully closed conformation that results in an expanded active site and weaker inhibitor binding.

  9. 61214++++','DOAJ-ART-EN'); return false;" href="+++++https://jual.nipissingu.ca/wp-content/uploads/sites/25/2014/06/v61214.m4v">61214++++">Jailed - Video

    Directory of Open Access Journals (Sweden)

    Cameron CULBERT

    2012-07-01

    Full Text Available As the public education system in Northern Ontario continues to take a downward spiral, a plethora of secondary school students are being placed in an alternative educational environment. Juxtaposing the two educational settings reveals very similar methods and characteristics of educating our youth as opposed to using a truly alternative approach to education. This video reviews the relationship between public education and alternative education in a remote Northern Ontario setting. It is my belief that the traditional methods of teaching are not appropriate in educating at risk students in alternative schools. Paper and pencil worksheets do not motivate these students to learn and succeed. Alternative education should emphasize experiential learning, a just in time curriculum based on every unique individual and the students true passion for everyday life. Cameron Culbert was born on February 3rd, 1977 in North Bay, Ontario. His teenage years were split between attending public school and his willed curriculum on the ski hill. Culbert spent 10 years (1996-2002 & 2006-2010 competing for Canada as an alpine ski racer. His passion for teaching and coaching began as an athlete and has now transferred into the classroom and the community. As a graduate of Nipissing University (BA, BEd, MEd. Camerons research interests are alternative education, physical education and technology in the classroom. Currently Cameron is an active educator and coach in Northern Ontario.

  10. Red cells slide as they form doublets and deform in rouleaux.

    Science.gov (United States)

    McMillan, D E; Utterback, N G; Lee, M M

    1989-01-01

    Mammalian erythrocyte aggregation increases when the levels of plasma proteins favoring aggregation rise. Red cell aggregate formation has been attributed to noncovalent bonding of adjacent erythrocyte plasma membranes by these proteins and similar macromolecules. The proposed membrane to membrane noncovalent bonds would keep each membrane from sliding during aggregate formation because the bonds responsible for maintaining cell-cell contact would need to be disrupted. Because past studies of doublet formation suggested that the membranes might slide during contact expansion, we embedded latex particles in the membranes of individual human red cells and recorded doublet formation on video tape. The cells were suspended in a buffer that contained polyvinylpyrrolidone at a concentration sufficient to cause a moderately elevated sedimentation rate. The latex particles remained stable in position relative to each host cell during doublet formation, indicating that sliding was involved. We also stretched individual rouleaux using a glass rod and observed that latex particles attached to red cells whose contact area was reduced by the motion maintained their position during their return to a normal shape. These studies show that erythrocyte aggregate formation is accomplished by membrane sliding and that aggregate shape change and disruption during blood flow commonly involve sliding. The sliding motion argues that the attraction between red cell membranes generated by an array of elongated macromolecules involves a delocalized rather than a noncovalently coordinated adhesion.

  11. Do personally-tailored videos in a web-based physical activity intervention lead to higher attention and recall? – An eye-tracking study.

    Directory of Open Access Journals (Sweden)

    Stephanie eAlley

    2014-02-01

    Full Text Available Over half of the Australian population does not meet physical activity guidelines and has an increased risk of chronic disease. Web-based physical activity interventions have the potential to reach large numbers of the population at low cost, however issues have been identified with usage and participant retention. Personalised (computer-tailored physical activity advice delivered through video has the potential to address low engagement, however it is unclear whether it is more effective in engaging participants when compared to text-delivered personalised advice. This study compared the attention and recall outcomes of tailored physical activity advice in video- versus text-format. Participants (n=41 were randomly assigned to receive either video- or text-tailored feedback with identical content. Outcome measures included attention to the feedback, measured through advanced eye-tracking technology (Tobii 120, and recall of the advice, measured through a post intervention interview. Between group ANOVA’s, Mann-Whitney U tests and Chi square analyses were applied. Participants in the video-group displayed greater attention to the physical activity feedback in terms of gaze-duration on the feedback (7.7 min vs. 3.6 min, p< 001, total fixation-duration on the feedback (6.0 min vs. 3.3 min, p< 001, and focusing on feedback (6.8 vs. 3.5 min, p< 001. Despite both groups having the same ability to navigate through the feedback, the video-group completed a significantly (p< .001 higher percentage of feedback sections (95% compared to the text-group (66%. The main messages were recalled in both groups, but many details were forgotten. No significant between group differences were found for message recall. These results suggest that video-tailored feedback leads to greater attention compared to text-tailored feedback. More research is needed to determine how message recall can be improved, and whether video-tailored advice can lead to greater health

  12. NFC based provisioning of instructional videos to assist with instrumental activities of daily living.

    Science.gov (United States)

    Rafferty, Joseph; Nugent, Chris; Liming Chen; Jun Qi; Dutton, Rachael; Zirk, Anna; Boye, Lars Thomas; Kohn, Michael; Hellman, Riitta

    2014-01-01

    Existing assistive living and prompting based solutions have adopted a relatively complex approach to supporting individuals. These solutions have involved sensor based monitoring, activity recognition and assistance provisioning. Traditionally they have suffered from a number of issues rooted in scalability and performance levels associated with the activity recognition process. This paper introduces a simplistic approach to assistive living within a user's residence through the use of NFC tags and smart devices. The core concept of this approach is presented and is subsequently placed within the context of related work. A description of the architecture is provided and results following technical evaluation of the first system prototype are discussed.

  13. Promoting physical activity through video games based on self-behavioral models

    Directory of Open Access Journals (Sweden)

    M. Abreu

    2014-06-01

    Full Text Available Physical activity is an essential component of a healthy lifestyle, promoting health and preventing various chronic diseases. Despite this evidence, it is known that the younger generations invest much time in sedentary activities such as television viewing, videogames or reading, which potentially can lead to an increase in the prevalence of sedentary behaviors in adulthood. These behaviors have been identified as factors of disturbance in the balance between intake and energy expenditure, contributing to the increasing number of overweight and obese people and, further downstream, the prevalence of cardiovascular diseases and cancer (among others. The emergence of the Exergames (videogames that involve physical activity, either light, moderate or intense and games whose narrative alters pathogenic beliefs, contrary to the potential risk effect of gaming, by combining the playful context of videogames with physical activity (mild to intense. This study discusses some salutogenic principles of a new generation of videogames where virtual and real come together, ipromoting salutogenic behavioral patterns, namely through greater energy expenditure. The ideas are based on theoretical and empirical contributions from health psychology, in addition to the potential of computer technology applicable to traditional videogames and Exergames.

  14. Other-Repetition as a Resource for Participation in the Activity of Playing a Video Game

    Science.gov (United States)

    Piirainen-Marsh, Arja; Tainio, Liisa

    2009-01-01

    This article offers an empirically based contribution to the growing body of studies using Conversation Analysis (CA) as a tool for analyzing second/foreign language learning in and through interaction. Building on a sociointeractional view of learning as grounded in the structures of participation in social activities, we apply CA methods to…

  15. Veterans Crisis Line: Videos About Reaching out for Help

    Medline Plus

    Full Text Available ... videos about getting help. Be There: Help Save a Life see more videos from Veterans Health Administration ... more videos from Veterans Health Administration I am A Veteran Family/Friend Active Duty/Reserve and Guard ...

  16. Target recognition with image/video understanding systems based on active vision principle and network-symbolic models

    Science.gov (United States)

    Kuvich, Gary

    2004-08-01

    Vision is only a part of a larger system that converts visual information into knowledge structures. These structures drive the vision process, resolving ambiguity and uncertainty via feedback, and provide image understanding, which is an interpretation of visual information in terms of these knowledge models. This mechanism provides a reliable recognition if the target is occluded or cannot be recognized. It is hard to split the entire system apart, and reliable solutions to the target recognition problems are possible only within the solution of a more generic Image Understanding Problem. Brain reduces informational and computational complexities, using implicit symbolic coding of features, hierarchical compression, and selective processing of visual information. Biologically inspired Network-Symbolic representation, where both systematic structural/logical methods and neural/statistical methods are parts of a single mechanism, converts visual information into relational Network-Symbolic structures, avoiding artificial precise computations of 3-dimensional models. Logic of visual scenes can be captured in Network-Symbolic models and used for disambiguation of visual information. Network-Symbolic Transformations derive abstract structures, which allow for invariant recognition of an object as exemplar of a class. Active vision helps build consistent, unambiguous models. Such Image/Video Understanding Systems will be able reliably recognizing targets in real-world conditions.

  17. Active vision and image/video understanding systems for UGV based on network-symbolic models

    Science.gov (United States)

    Kuvich, Gary

    2004-09-01

    Vision evolved as a sensory system for reaching, grasping and other motion activities. In advanced creatures, it has become a vital component of situation awareness, navigation and planning systems. Vision is part of a larger information system that converts visual information into knowledge structures. These structures drive the vision process, resolving ambiguity and uncertainty via feedback, and provide image understanding, that is an interpretation of visual information in terms of such knowledge models. It is hard to split such a system apart. Biologically inspired Network-Symbolic representation, where both systematic structural/logical methods and neural/statistical methods are parts of a single mechanism, is the most feasible for natural processing of visual information. It converts visual information into relational Network-Symbolic models, avoiding artificial precise computations of 3-dimensional models. Logic of visual scenes can be captured in such models and used for disambiguation of visual information. Network-Symbolic transformations derive abstract structures, which allows for invariant recognition of an object as exemplar of a class. Active vision helps create unambiguous network-symbolic models. This approach is consistent with NIST RCS. The UGV, equipped with such smart vision, will be able to plan path and navigate in a real environment, perceive and understand complex real-world situations and act accordingly.

  18. Human facial skin detection in thermal video to effectively measure electrodermal activity (EDA)

    Science.gov (United States)

    Kaur, Balvinder; Hutchinson, J. Andrew; Leonard, Kevin R.; Nelson, Jill K.

    2011-06-01

    In the past, autonomic nervous system response has often been determined through measuring Electrodermal Activity (EDA), sometimes referred to as Skin Conductance (SC). Recent work has shown that high resolution thermal cameras can passively and remotely obtain an analog to EDA by assessing the activation of facial eccrine skin pores. This paper investigates a method to distinguish facial skin from non-skin portions on the face to generate a skin-only Dynamic Mask (DM), validates the DM results, and demonstrates DM performance by removing false pore counts. Moreover, this paper shows results from these techniques using data from 20+ subjects across two different experiments. In the first experiment, subjects were presented with primary screening questions for which some had jeopardy. In the second experiment, subjects experienced standard emotion-eliciting stimuli. The results from using this technique will be shown in relation to data and human perception (ground truth). This paper introduces an automatic end-to-end skin detection approach based on texture feature vectors. In doing so, the paper contributes not only a new capability of tracking facial skin in thermal imagery, but also enhances our capability to provide non-contact, remote, passive, and real-time methods for determining autonomic nervous system responses for medical and security applications.

  19. Use of Mobile Fitness-Related Applications and Active Video Games in High-School Youth

    Directory of Open Access Journals (Sweden)

    Sas-Nowosielski Krzysztof

    2016-09-01

    Full Text Available Introduction. Not many studies have been performed in Poland on using mobile applications from the sport and fitness category and exergames. The main purpose of this study was to investigate to what extent such technologies are used by youth. Material and methods. A total of 435 pupils (including 263 females aged 17.78 ± 1.19 years took part in the study. A diagnostic survey was carried out; the data were collected using a questionnaire developed by the authors and a scale assessing the stage of exercise change developed by Marcus, Rakowski, and Rossi (1992. Descriptive statistics (means and standard deviations were used to describe the data and to test differences between groups; a chi2 test was used with Cramér’s V statistic as a measure of effect size in contingency tables larger than 2 × 2. Results. Of the 435 participants, approximately a third (30.8% had used some type of fitness application. The most frequently downloaded applications were exercise plans, such as Weider’s Aerobic Six and applications for physical activity monitoring (steps, distance, such as Endomondo. Exergames were less popular. Only 5.29% of the respondents claimed they used exergames regularly, although about every third person used them regularly, especially males. Conclusions. Eight of ten respondents held the view that such applications are useful but are something that they could do without; only one in ten could not imagine exercising without such applications. Most of the latter category of users were persons at the action stage, next - persons at the preparation stage, but - what is interesting - none at the maintenance stage. It seems, then, that such applications may be - and in the light of the data obtained really are - an indispensable aid for people at the early stages of developing a habit of regular physical activity.

  20. Association of obesity with physical activity, television viewing, video /computer gaming among school children in Mangalore

    Directory of Open Access Journals (Sweden)

    Sanjay Kini

    2015-01-01

    Full Text Available Introduction: There is an increasing prevalence of obesity worldwide in children which can be attributed to changes in lifestyle such as sedentary habits, television (TV viewing, playing computer games, and consumption of snacks while watching television. The present study was done to find the association between obesity and TV viewing, computer game playing, sedentary lifestyle in children and also with a secondary objective to assess the association between blood pressure and TV/computer game viewing, sedentary lifestyle in children.Materials and methods: A cross sectional study was conducted at 4 high schools and Pre University Colleges (PUC’S in and around Mangalore during the study period of 4 days from 6 -12 august 2014. 509 students were enrolled. Information was gathered by asking the subjects to fill up a structured questionnaire. Nutritional status was assessed based on Body mass index (BMI and waist-hip ratio, waist-height ratio for all subjects. Blood pressure was measured for all the subjects.Results: It was found that among males 2.7% of students were obese and in females it was 2.3%. There was a significant association between blood pressure and consumption of snacks while watching TV and also between blood pressure and their habit of consumption / buying of snacks/ fast-food advertised in TV. A significant association was found between central obesity (Waist-hip ratio and Waist-height ratio and the number of hours of physical activity per week in schools.Conclusion: There is a need to develop preventive intervention like reducing snack consumption while watching TV and increasing the time dedicated to physical activity.

  1. Recognizing problem video game use.

    Science.gov (United States)

    Porter, Guy; Starcevic, Vladan; Berle, David; Fenech, Pauline

    2010-02-01

    It has been increasingly recognized that some people develop problem video game use, defined here as excessive use of video games resulting in various negative psychosocial and/or physical consequences. The main objectives of the present study were to identify individuals with problem video game use and compare them with those without problem video game use on several variables. An international, anonymous online survey was conducted, using a questionnaire with provisional criteria for problem video game use, which the authors have developed. These criteria reflect the crucial features of problem video game use: preoccupation with and loss of control over playing video games and multiple adverse consequences of this activity. A total of 1945 survey participants completed the survey. Respondents who were identified as problem video game users (n = 156, 8.0%) differed significantly from others (n = 1789) on variables that provided independent, preliminary validation of the provisional criteria for problem video game use. They played longer than planned and with greater frequency, and more often played even though they did not want to and despite believing that they should not do it. Problem video game users were more likely to play certain online role-playing games, found it easier to meet people online, had fewer friends in real life, and more often reported excessive caffeine consumption. People with problem video game use can be identified by means of a questionnaire and on the basis of the present provisional criteria, which require further validation. These findings have implications for recognition of problem video game users among individuals, especially adolescents, who present to mental health services. Mental health professionals need to acknowledge the public health significance of the multiple negative consequences of problem video game use.

  2. Using Art and Architecture Slides in Sociology.

    Science.gov (United States)

    Barthel, Diane

    1987-01-01

    Describes how slides of architecture and classical art may be used to help students think sociologically, to understand not only what sociology is, but why it exists. Identifies eight themes on which slides of art and architecture may be used. Among the themes are: culture contact and change; concepts of self; the rise of industrial society;…

  3. Using Sliding Modes in Control Theory

    Directory of Open Access Journals (Sweden)

    Renata Wagnerová

    2008-03-01

    Full Text Available The paper deals with sliding modes control design. The described control algorithms were applied to position control of the levitating systems in magnetic field. The designed control algorithms were verified by using computer simulations. The results achieved confirm suitable technical means and synthesis by using sliding modes for nonlinear control tasks.

  4. The Cancer Digital Slide Archive - TCGA

    Science.gov (United States)

    Dr. David Gutman and Dr. Lee Cooper developed The Cancer Digital Slide Archive (CDSA), a web platform for accessing pathology slide images of TCGA samples. Find out how they did it and how to use the CDSA website in this Case Study.

  5. Evaluating the visibility of presentation slides

    Science.gov (United States)

    Sugawara, Genki; Umezu, Nobuyuki

    2017-03-01

    Presentations using slide software such as PowerPoint are widely performed in offices and schools. The improvement of presentation skills among ordinary people is required because these days such an opportunity of giving presentation is becoming so common. One of the key factors for making successful presentation is the visibility of the slides, as well as the contents themselves. We propose an algorithm to numerically evaluate the visibility of presentation slides. Our method receives a presentation as a set of images and eliminates the background from the slides to extract characters and figures. This algorithm then evaluates the visibility according to the number and size of characters, their colors, and figure layouts. The slide evaluation criteria are based on the series of experiments with 20 participants to parameterize typical values for visual elements in slides. The algorithm is implemented on an iMac and takes 0.5 sec. to evaluate a slide image. The evaluation score is given as a value between 0 and 100 and the users can improve their slide pages with lower scores. Our future work includes a series of experiments with various presentations and extending our method to publish as a web-based rating service for learning presentation skills.

  6. Akademisk video

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2017-01-01

    Dette kapitel har fokus på metodiske problemstillinger, der opstår i forhold til at bruge (digital) video i forbindelse med forskningskommunikation, ikke mindst online. Video har længe været benyttet i forskningen til dataindsamling og forskningskommunikation. Med digitaliseringen og internettet er...... der dog opstået nye muligheder og udfordringer i forhold til at formidle og distribuere forskningsresultater til forskellige målgrupper via video. Samtidig er klassiske metodologiske problematikker som forskerens positionering i forhold til det undersøgte stadig aktuelle. Både klassiske og nye...... problemstillinger diskuteres i kapitlet, som rammesætter diskussionen ud fra forskellige positioneringsmuligheder: formidler, historiefortæller, eller dialogist. Disse positioner relaterer sig til genrer inden for ’akademisk video’. Afslutningsvis præsenteres en metodisk værktøjskasse med redskaber til planlægning...

  7. Protein sliding and hopping kinetics on DNA

    CERN Document Server

    DeSantis, Michael C; Wang, Y M

    2010-01-01

    Using Monte-Carlo simulations, we deconvolved the sliding and hopping kinetics of GFP-LacI proteins on elongated DNA from their experimentally observed seconds-long diffusion trajectories. Our simulations suggest the following results: (1) in each diffusion trajectory, a protein makes on average hundreds of alternating slides and hops with a mean sliding time of several tens of ms; (2) sliding dominates the root mean square displacement of fast diffusion trajectories, whereas hopping dominates slow ones; (3) flow and variations in salt concentration have limited effects on hopping kinetics, while in vivo DNA configuration is not expected to influence sliding kinetics; furthermore, (4) the rate of occurrence for hops longer than 200 nm agrees with experimental data for EcoRV proteins.

  8. Video Analytics

    DEFF Research Database (Denmark)

    This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real...... World Videos. The workshops were run on December 4, 2016, in Cancun in Mexico. The two workshops together received 13 papers. Each paper was then reviewed by at least two expert reviewers in the field. In all, 11 papers were accepted to be presented at the workshops. The topics covered in the papers...

  9. An Experimental Video Disc for Map and Image Display,

    Science.gov (United States)

    1984-01-01

    a member of the American Y Codes Society of Photogrammetry . D va±1 apnd/or ABSTRACT A cooperative effort between four government recently resulted in...video tapes# to movie film, to transparencies, to paper photographic prints, to paper maps, charts, and documents. Bach of these media has its own space...perspective terrain views, engineering "* drawihgs, harbor charts, ground photographs, slides, movies , video tapes# documents, and organizaticnal logos

  10. Acute hemodynamic responses following a training session with active video game in wheelchair

    Directory of Open Access Journals (Sweden)

    Raphael José Perrier Melo

    2016-04-01

    Full Text Available Aimed:This study aimed to analyze the hemodynamic responses during an active game session (VGA with the use of a wheelchair. Method: Twelve subjects (6 men and 6 women (24 ± 3.98 years; 22.6 ± 2.17 kg / m2 , apparently healthy (PAR-Q, not wheelchair users. Rest measures for heart rate (HR: bpm, blood pressure (BP;mmHg and calculation of double product (DP; mmHg/bpm were taken following the anthropometric assessment. Subsequently, they performed a session of Kinect Sports Boxing game for 15 minutes. The variables HR, BP and DP were measured at rest, during and after the session. Data was analyzed using the Friedman’s test with Dunn’s post hoc test for no parametric data to compare pre, during and post session. Values of p<0.05 were accepted as significant. Results: Immediately post session data showed significant increases in HR, SBP and DP for both men (HR: 68.00 ± 8.99 vs 105.17 ± 22.55; PAS: 123.67 ± 68 vs 134.17 ± 8.23; DP = 8446.00 ± 1453.54 vs 3628.76 ± 14217.50 and women (HR: 68.00 ± 8.00 vs 126.00 ± 20.44; PAS: 100.33 ± 8.82 vs 113.17 ± 9.15; DP: 6.843 ± 1160.36 vs 3597.45 ± 14 405. Similarly, after the experimental session were observed significant decreases in HR, SBP and DP compared to the immediately post session, for both boys and for girls. (HR: 74.67 ± 9.46 vs 105.17 ± 22.55; SBP: 121 ± 5.62 vs 134.17 ± 8.23; SD: 9066.50 ± 1449.98 vs 14217.50 ± 3628.76 and for women (HR: 76.83 ± 9.02 vs 126.00 ± 20.44; PAS: 100.67 ± 3.01 vs 113.17 ± 9.15; DP= 7745.33 ± 1025.34 vs 3597.45 ± 14.405. Conclusion: The practice of VGAs contributes to increased hemodynamic demands, being a safe alternative in the period of rehabilitation and training for athletes using wheelchair.

  11. A Hypertext Database for Accessing the International Veterinary Pathology Slide Bank Videodisc

    OpenAIRE

    Weeks, B.R.; Smith, R.; Snell, J.R.; Hall, S. Mark

    1990-01-01

    The International Veterinary Pathology Slide Bank Videodisc is an archival resource containing more than 12,000 color video images of interest to veterinary and comparative pathologists. To increase the utility of this database, we have developed a HyperCard-based database for Macintosh computers that allows rapid searches of the information associated with the images, and automatic display of specified images. Complex searches are handled using HyperKRS™, an indexing and search utility for H...

  12. Video game addiction: Impact on teenagers' lifestyle.

    Science.gov (United States)

    Sharma, Manoj Kumar; Mahindru, Poornima

    2015-01-01

    Use of video games as a leisure-time activity has increased among teenagers. Excessive use of video games is associated with psychosocial dysfunctions in the user's life. Two teenagers came for consultation to our Service for Healthy Use of Technology (SHUT) clinic for management of addiction due to video games. They were assessed using a clinical interview as well as the General Health Questionnaire and Griffith criteria for video games. The cases emphasize the addictive potential of video games and their association with lifestyle changes. Addiction to video games has implications for screening and intervention among teenagers. Copyright 2015, NMJI.

  13. Understanding why an active video game intervention did not improve motor skill and physical activity in children with developmental coordination disorder: A quantity or quality issue?

    Science.gov (United States)

    Howie, Erin K; Campbell, Amity C; Abbott, Rebecca A; Straker, Leon M

    2017-01-01

    Active video games (AVGs) have been identified as a novel strategy to improve motor skill and physical activity in clinical populations. A recent cross-over randomized trial found AVGs to be ineffective at improving motor skill and physical activity in the home-environment for children with or at-risk for developmental coordination disorder (DCD). The study purpose was to better understand why the intervention had been ineffective by examining the quantity and quality of AVG play during an AVG intervention for children with or at-risk for DCD. Participants (n=21, ages 9-12) completed the 16 week AVG intervention. Detailed quantitative and qualitative data were systematically triangulated to obtain the quantity of exposure (AVG exposure over time, patterns of exposure) and quality of use (game selection, facilitators and barriers to play). The median AVG dose (range 30-35min/day) remained relatively stable across the intervention and met the prescribed dose. Play quality was impacted by game selection, difficulty playing games, lack of time, illness, technical difficulties and boredom. The ineffectiveness of a home-based AVG intervention may be due to quality of play. Strategies to improve the quality of game play may help realize the potential benefits of AVGs as a clinical tool for children with DCD. Copyright © 2016 Elsevier Ltd. All rights reserved.

  14. Wii, Kinect, and Move. Heart Rate, Oxygen Consumption, Energy Expenditure, and Ventilation due to Different Physically Active Video Game Systems in College Students

    OpenAIRE

    SCHEER, KRISTA S.; SIEBRANT, SARAH M.; Brown, Gregory A.; Brandon S. Shaw; Shaw, Ina

    2014-01-01

    Nintendo Wii, Sony Playstation Move, and Microsoft XBOX Kinect are home video gaming systems that involve player movement to control on-screen game play. Numerous investigations have demonstrated that playing Wii is moderate physical activity at best, but Move and Kinect have not been as thoroughly investigated. The purpose of this study was to compare heart rate, oxygen consumption, and ventilation while playing the games Wii Boxing, Kinect Boxing, and Move Gladiatorial Combat. Heart rate, o...

  15. The effects of video-based and activity-based instruction on high school students' knowledge, attitudes, and behavioral intentions related to seat belt use

    Science.gov (United States)

    Jones, Tudor Griffith, III

    The purpose of this study was to determine the effect of video-based science instruction and accompanying activity-based instruction on the knowledge, attitudes, and behavioral intentions of high school students' use of seat belts. Secondarily, the purpose was to determine order effects and interactions between the two treatments used in the study: video-based instruction and hands-on activity-based instruction. The study used Ajzen and Fishbein's theory of reasoned action to investigate the factors influencing high school students' behavioral intentions regarding seat belt use. This study used a pretest-posttest-posttest treatment design. Data were collected on 194 students in high school introductory biology and chemistry classes in Gainesville, Florida. Ten intact high school science classes (eight treatment and two control) took pretests and posttests measuring physics knowledge, attitudes, and behavioral intentions toward seat belt use prior to and after participating in the two treatments. The treatment group students participated in at least 500 minutes of instructional time divided among five lessons over 10 instructional days. All participants were pretested on physics knowledge, attitudes, and behavioral intentions toward seat belt use prior to two treatments. Treatment A was defined as participating in one 50-minute video-based instructional lesson. Treatment B was defined as participating in four hands-on science activities regarding crash-related physics concepts. Cronbach's coefficient alpha was used for analysis of the researcher-designed instruments, and ANOVA was used to analyze the data. The results of the analyses (p behavioral intentions regarding seat belts use. The treatment sequence did not result in significantly greater (p behavioral intentions regarding seat belt use. The results of this study indicate that video-based instruction and activity-based instruction can positively change knowledge and behavioral intentions related to seat belt

  16. Self-Sustained Oscillatory Sliding Movement of Doublet Microtubules and Flagellar Bend Formation.

    Directory of Open Access Journals (Sweden)

    Sumio Ishijima

    Full Text Available It is well established that the basis for flagellar and ciliary movements is ATP-dependent sliding between adjacent doublet microtubules. However, the mechanism for converting microtubule sliding into flagellar and ciliary movements has long remained unresolved. The author has developed new sperm models that use bull spermatozoa divested of their plasma membrane and midpiece mitochondrial sheath by Triton X-100 and dithiothreitol. These models enable the observation of both the oscillatory sliding movement of activated doublet microtubules and flagellar bend formation in the presence of ATP. A long fiber of doublet microtubules extruded by synchronous sliding of the sperm flagella and a short fiber of doublet microtubules extruded by metachronal sliding exhibited spontaneous oscillatory movements and constructed a one beat cycle of flagellar bending by alternately actuating. The small sliding displacement generated by metachronal sliding formed helical bends, whereas the large displacement by synchronous sliding formed planar bends. Therefore, the resultant waveform is a half-funnel shape, which is similar to ciliary movements.

  17. Video Analytics

    DEFF Research Database (Denmark)

    This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real W...

  18. Contextual analysis of videos

    CERN Document Server

    Thida, Myo; Monekosso, Dorothy

    2013-01-01

    Video context analysis is an active and vibrant research area, which provides means for extracting, analyzing and understanding behavior of a single target and multiple targets. Over the last few decades, computer vision researchers have been working to improve the accuracy and robustness of algorithms to analyse the context of a video automatically. In general, the research work in this area can be categorized into three major topics: 1) counting number of people in the scene 2) tracking individuals in a crowd and 3) understanding behavior of a single target or multiple targets in the scene.

  19. Mobile Video in Everyday Social Interactions

    Science.gov (United States)

    Reponen, Erika; Lehikoinen, Jaakko; Impiö, Jussi

    Video recording has become a spontaneous everyday activity for many people, thanks to the video capabilities of modern mobile phones. Internet connectivity of mobile phones enables fluent sharing of captured material even real-time, which makes video an up-and-coming everyday interaction medium. In this article we discuss the effect of the video camera in the social environment, everyday life situations, mainly based on a study where four groups of people used digital video cameras in their normal settings. We also reflect on another study of ours, relating to real-time mobile video communication and discuss future views. The aim of our research is to understand the possibilities in the domain of mobile video. Live and delayed sharing seem to have their special characteristics, live video being used as a virtual window between places whereas delayed video usage has more scope for good-quality content. While this novel way of interacting via mobile video enables new social patterns, it also raises new concerns for privacy and trust between participating persons in all roles, largely due to the widely spreading possibilities of videos. Video in a social situation affects cameramen (who record), targets (who are recorded), passers-by (who are unintentionally in the situation), and the audience (who follow the videos or recording situations) but also the other way around, the participants affect the video by their varying and evolving personal and communicational motivations for recording.

  20. Whole slide imaging for educational purposes

    Directory of Open Access Journals (Sweden)

    Liron Pantanowitz

    2012-01-01

    Full Text Available Digitized slides produced by whole slide image scanners can be easily shared over a network or by transferring image files to optical or other data storage devices. Navigation of digitized slides is interactive and intended to simulate viewing glass slides with a microscope (virtual microscopy. Image viewing software permits users to edit, annotate, analyze, and easily share whole slide images (WSI. As a result, WSI have begun to replace the traditional light microscope, offering a myriad of opportunities for education. This article focuses on current applications of WSI in education and proficiency testing. WSI has been successfully explored for graduate education (medical, dental, and veterinary schools, training of pathology residents, as an educational tool in allied pathology schools (e.g., cytotechnology, for virtual tracking and tutoring, tele-education (tele-conferencing, e-learning, virtual workshops, at tumor boards, with interactive publications, and on examinations. WSI supports flexible and cost-effective distant learning and augments problem-oriented teaching, competency evaluation, and proficiency testing. WSI viewed on touchscreen displays and with tablet technology are especially beneficial for education. Further investigation is necessary to develop superior WSI applications that better support education and to design viewing stations with ergonomic tools that improve the WSI-human interface and navigation of virtual slides. Studies to determine the impact of training pathologists without exposure to actual glass slides are also needed.

  1. Whole slide imaging for educational purposes.

    Science.gov (United States)

    Pantanowitz, Liron; Szymas, Janusz; Yagi, Yukako; Wilbur, David

    2012-01-01

    Digitized slides produced by whole slide image scanners can be easily shared over a network or by transferring image files to optical or other data storage devices. Navigation of digitized slides is interactive and intended to simulate viewing glass slides with a microscope (virtual microscopy). Image viewing software permits users to edit, annotate, analyze, and easily share whole slide images (WSI). As a result, WSI have begun to replace the traditional light microscope, offering a myriad of opportunities for education. This article focuses on current applications of WSI in education and proficiency testing. WSI has been successfully explored for graduate education (medical, dental, and veterinary schools), training of pathology residents, as an educational tool in allied pathology schools (e.g., cytotechnology), for virtual tracking and tutoring, tele-education (tele-conferencing), e-learning, virtual workshops, at tumor boards, with interactive publications, and on examinations. WSI supports flexible and cost-effective distant learning and augments problem-oriented teaching, competency evaluation, and proficiency testing. WSI viewed on touchscreen displays and with tablet technology are especially beneficial for education. Further investigation is necessary to develop superior WSI applications that better support education and to design viewing stations with ergonomic tools that improve the WSI-human interface and navigation of virtual slides. Studies to determine the impact of training pathologists without exposure to actual glass slides are also needed.

  2. Incorporating Video Games into Physical Education

    Science.gov (United States)

    Hayes, Elizabeth; Silberman, Lauren

    2007-01-01

    Contrary to common belief, several studies have found no relationship between video gaming and obesity or physical inactivity. In fact, video gaming is an untapped resource for enhancing young people's motivation and ability to participate in sports and other movement-based activities. Many popular video games offer sophisticated and engaging…

  3. Video Game Based Learning in English Grammar

    Science.gov (United States)

    Singaravelu, G.

    2008-01-01

    The study enlightens the effectiveness of Video Game Based Learning in English Grammar at standard VI. A Video Game package was prepared and it consisted of self-learning activities in play way manner which attracted the minds of the young learners. Chief objective: Find out the effectiveness of Video-Game based learning in English grammar.…

  4. The Earth surface slide movement at Soledad

    Science.gov (United States)

    Moreno, A.

    1986-11-01

    The Earth surface slide movement at Soledad is a mountain-slide type of movement. Estimations of the thickness of the layer which is moving range between 10 and 100 m. There is no proof that the movement is water induced, but it could be influenced by the water household. The slope of the slide area is H: D = 1: 2. The height difference in the moving area studied, according to this paper, is 1 km. The actual rate of movement is about 12 cm/yr.

  5. Sliding mode control for synchronous electric drives

    CERN Document Server

    Ryvkin, Sergey E

    2011-01-01

    This volume presents the theory of control systems with sliding mode applied to electrical motors and power converters. It demonstrates the methodology of control design and the original algorithms of control and observation. Practically all semiconductor devices are used in power converters, that feed electrical motors, as power switches. A switching mode offers myriad attractive, inherent properties from a control viewpoint, especially a sliding mode. Sliding mode control supplies high dynamics to systems, invariability of systems to changes of their parameters and of exterior loads in combi

  6. Ergometer rowing with and without slides

    DEFF Research Database (Denmark)

    Larsen, Anders Holsgaard; Jensen, K

    2010-01-01

    A rowing ergometer can be placed on a slide to imitate 'on-water' rowing. The present study examines I) possible differences in biomechanical and physiological variables of ergometer rowing with and without slides and II) potential consequences on training load during exercise. 7 elite oars......-women rowed in a randomized order in a slide or stationary ergometer at 3 predefined submaximal and at maximal intensity. Oxygen uptake was measured and biomechanical variables of the rowing were calculated based upon handle force (force transducer) and velocity/length (potentiometer) of the stroke. Stroke...

  7. Physiological response during activity programs using Wii-based video games in patients with cystic fibrosis (CF).

    Science.gov (United States)

    del Corral, Tamara; Percegona, Janaína; Seborga, Melisa; Rabinovich, Roberto A; Vilaró, Jordi

    2014-12-01

    Patients with cystic fibrosis (CF) are characterized by an abnormal ventilation response that limits the exercise capacity. Exercise training increases exercise capacity, decreases dyspnea and improves health-related quality of life in CF. Adherence to pulmonary rehabilitation programs is a key factor to guarantee optimal benefits and a difficult goal in this population. The aim of this study was to determine the physiological response during three Nintendo Wii™ video game activities (VGA) candidates to be used as training modalities in patients with CF. 24 CF patients (age 12.6±3.7 years; BMI 18.8±2.9kgm(-2); FEV1 93.8±18.8%pred) were included. All participants performed, on two separate days, 3 different VGA: 1) Wii Fit Plus (Wii-Fit); 2) Wii Active (Wii-Acti), and 3) Wii Family Trainer (Wii-Train), in random order during 5min. The obtained results were compared with the 6-min walk test (6MWT). The physiological variables [oxygen uptake (VO2), minute ventilation (VE), and heart rate (HR)] were recorded using a portable metabolic analyzer. During all VGA and 6MWT, VO2 reached a plateau from the 3rd min. Compared with the 6MWT (1024.2±282.2mLm(-1)), Wii-Acti (1232.2±427.2mLm(-1)) and Wii-Train (1252.6±360.2mLm(-1)) reached higher VO2 levels during the last 3min (pvideo game are well tolerated by patients with CF. All the modalities evaluated imposed a constant load but were associated with different physiological responses reflecting the different intensities imposed. Wii-Acti and Wii-Train impose a significantly high metabolic demand comparable to the 6MWT. Further research is needed to evaluate the effects of VGA as a training program to increase exercise capacity for CF patients. Copyright © 2014 European Cystic Fibrosis Society. Published by Elsevier B.V. All rights reserved.

  8. Ferguson rock slide buries California State Highway near Yosemite National Park

    Science.gov (United States)

    Harp, Edwin L.; Reid, Mark E.; Godt, Jonathan W.; DeGraff, Jerome V.; Gallegos, Alan J.

    2008-01-01

    During spring 2006, talus from the toe area of a rock-block slide of about 800,000 m3 buried California State Highway 140, one of the main routes into heavily-visited Yosemite National Park, USA. Closure of the highway for 92 days caused business losses of about 4.8 million USD. The rock slide, composed of slate and phyllite, moved slowly downslope from April to June 2006, creating a fresh head scarp with 9-12 m of displacement. Movement of the main rock slide, a re-activation of an older slide, was triggered by an exceptionally wet spring 2006, following a very wet spring 2005. As of autumn 2006, most of the main slide appeared to be at rest, although rocks occasionally continued to fall from steep, fractured rock masses at the toe area of the slide. Future behavior of the slide is difficult to predict, but possible scenarios range from continued scattered rock fall to complete rapid failure of the entire mass. Although unlikely except under very destabilizing circumstances, a worst-case, rapid failure of the entire rock slide could extend across the Merced River, damming the river and creating a reservoir. As a temporary measure, traffic has been rerouted to the opposite side of the Merced River at about the same elevation as the buried section of Highway 140. A state-of-the-art monitoring system has been installed to detect movement in the steep talus slope, movement of the main slide mass, local strong ground motion from regional earthquakes, and sudden changes in stream levels, possibly indicating damming of the river by slide material.

  9. Video Analytics

    DEFF Research Database (Denmark)

    This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real...... include: re-identification, consumer behavior analysis, utilizing pupillary response for task difficulty measurement, logo detection, saliency prediction, classification of facial expressions, face recognition, face verification, age estimation, super-resolution, pose estimation, and pain recognition...

  10. Video Analytics

    DEFF Research Database (Denmark)

    include: re-identification, consumer behavior analysis, utilizing pupillary response for task difficulty measurement, logo detection, saliency prediction, classification of facial expressions, face recognition, face verification, age estimation, super-resolution, pose estimation, and pain recognition......This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real...

  11. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... will allow you to take a more active role in your care. The information in these videos ... Arthritis and Health-related Quality of Life Rehabilitation Management for Rheumatoid Arthritis Patients Rehabilitation of Older Adult ...

  12. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... is Happening to the Joints? Rheumatoid Arthritis: Gaining Control – Working with your Rheumatologist Rheumatoid Arthritis: Additional Conditions ... Hopkins Stategies to Increase your Level of Physical Activity Role of Body Weight in Osteoarthritis Educational Videos ...

  13. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... to take a more active role in your care. The information in these videos should not take ... She is a critical member of our patient care team. Managing Your Arthritis Managing Your Arthritis Managing ...

  14. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... for Patients with Rheumatoid Arthritis Yoga for Arthritis Yoga Poses for Arthritis Patients from Johns Hopkins Stategies to Increase your Level of Physical Activity Role of Body Weight in Osteoarthritis Educational Videos for Patients Rheumatoid ...

  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. Dynamic TCP acknowledgment with sliding window

    National Research Council Canada - National Science Library

    Koga, Hisashi

    .... However, its framework does not consider the sliding window in the TCP protocol that restricts the maximum number of packets that the sender can inject into the network without an acknowledgement...

  17. A Depth Video-based Human Detection and Activity Recognition using Multi-features and Embedded Hidden Markov Models for Health Care Monitoring Systems

    Directory of Open Access Journals (Sweden)

    Ahmad Jalal

    2017-08-01

    Full Text Available Increase in number of elderly people who are living independently needs especial care in the form of healthcare monitoring systems. Recent advancements in depth video technologies have made human activity recognition (HAR realizable for elderly healthcare applications. In this paper, a depth video-based novel method for HAR is presented using robust multi-features and embedded Hidden Markov Models (HMMs to recognize daily life activities of elderly people living alone in indoor environment such as smart homes. In the proposed HAR framework, initially, depth maps are analyzed by temporal motion identification method to segment human silhouettes from noisy background and compute depth silhouette area for each activity to track human movements in a scene. Several representative features, including invariant, multi-view differentiation and spatiotemporal body joints features were fused together to explore gradient orientation change, intensity differentiation, temporal variation and local motion of specific body parts. Then, these features are processed by the dynamics of their respective class and learned, modeled, trained and recognized with specific embedded HMM having active feature values. Furthermore, we construct a new online human activity dataset by a depth sensor to evaluate the proposed features. Our experiments on three depth datasets demonstrated that the proposed multi-features are efficient and robust over the state of the art features for human action and activity recognition.

  18. SlideJ: An ImageJ plugin for automated processing of whole slide images.

    Directory of Open Access Journals (Sweden)

    Vincenzo Della Mea

    Full Text Available The digital slide, or Whole Slide Image, is a digital image, acquired with specific scanners, that represents a complete tissue sample or cytological specimen at microscopic level. While Whole Slide image analysis is recognized among the most interesting opportunities, the typical size of such images-up to Gpixels- can be very demanding in terms of memory requirements. Thus, while algorithms and tools for processing and analysis of single microscopic field images are available, Whole Slide images size makes the direct use of such tools prohibitive or impossible. In this work a plugin for ImageJ, named SlideJ, is proposed with the objective to seamlessly extend the application of image analysis algorithms implemented in ImageJ for single microscopic field images to a whole digital slide analysis. The plugin has been complemented by examples of macro in the ImageJ scripting language to demonstrate its use in concrete situations.

  19. On the Correctness of Sliding Window Protocols

    OpenAIRE

    van de Snepscheut, Jan L.A.

    1991-01-01

    In this note some struggles with the sliding window protocol and the special case known as the alternating bit protocol, are reported. We try to give a correctness proof, and discover that we cannot do so for one of the versions of the sliding window protocol. One may either require channels that satisfy stronger assumptions or, as we will do, adapt the protocol and stick to the weaker assumptions. The alternating bit protocol can be traced back to [Bartlett]. We have been unab...

  20. Video game induced knuckle pad.

    Science.gov (United States)

    Rushing, Mary E; Sheehan, Daniel J; Davis, Loretta S

    2006-01-01

    Controversy and concern surround the video game playing fascination of children. Scientific reports have explored the negative effects of video games on youth, with a growing number recognizing the actual physical implications of this activity. We offer another reason to discourage children's focus on video games: knuckle pads. A 13-year-old black boy presented with an asymptomatic, slightly hyperpigmented plaque over his right second distal interphalangeal joint. A punch biopsy specimen confirmed knuckle pad as the diagnosis, and a traumatic etiology from video game playing was suspected. Knuckle pads can be painful, cosmetically unappealing, and refractory to treatment. They can now be recognized as yet another potential adverse consequence of chronic video game playing.

  1. Tribology of the lubricant quantized sliding state.

    Science.gov (United States)

    Castelli, Ivano Eligio; Capozza, Rosario; Vanossi, Andrea; Santoro, Giuseppe E; Manini, Nicola; Tosatti, Erio

    2009-11-07

    In the framework of Langevin dynamics, we demonstrate clear evidence of the peculiar quantized sliding state, previously found in a simple one-dimensional boundary lubricated model [A. Vanossi et al., Phys. Rev. Lett. 97, 056101 (2006)], for a substantially less idealized two-dimensional description of a confined multilayer solid lubricant under shear. This dynamical state, marked by a nontrivial "quantized" ratio of the averaged lubricant center-of-mass velocity to the externally imposed sliding speed, is recovered, and shown to be robust against the effects of thermal fluctuations, quenched disorder in the confining substrates, and over a wide range of loading forces. The lubricant softness, setting the width of the propagating solitonic structures, is found to play a major role in promoting in-registry commensurate regions beneficial to this quantized sliding. By evaluating the force instantaneously exerted on the top plate, we find that this quantized sliding represents a dynamical "pinned" state, characterized by significantly low values of the kinetic friction. While the quantized sliding occurs due to solitons being driven gently, the transition to ordinary unpinned sliding regimes can involve lubricant melting due to large shear-induced Joule heating, for example at large speed.

  2. Sliding-mode adaptive control of Pioneer 3-DX wheeled mobile robot

    Directory of Open Access Journals (Sweden)

    Adrian FILIPESCU

    2007-12-01

    Full Text Available Parameter identification scheme and discrete-time adaptive sliding-mode controller applied to Pioneer 3-DX wheeled mobile robot (WMR are presented in this paper. The dynamical model for mobile robot with one pair of active wheels, time–varying mass and moment of inertia have been used in sliding-mode control. Two closed-loop, on-line parameter estimators have been used in order to achieve robustness against parameter uncertainties (robot mass and moment of inertia. Two sliding-mode adaptive controllers corresponding to angular and position motion have been designed. Closed-loop circular trajectory tracking Pioneer 3-DX real-time control is presented.

  3. WTP Pretreatment Facility Potential Design Deficiencies--Sliding Bed and Sliding Bed Erosion Assessment

    Energy Technology Data Exchange (ETDEWEB)

    Hansen, E. K. [Savannah River Site (SRS), Aiken, SC (United States). Savannah River National Lab. (SRNL)

    2015-05-06

    This assessment is based on readily available literature and discusses both Newtonian and non-Newtonian slurries with respect to sliding beds and erosion due to sliding beds. This report does not quantify the size of the sliding beds or erosion rates due to sliding beds, but only assesses if they could be present. This assessment addresses process pipelines in the Pretreatment (PT) facility and the high level waste (HLW) transfer lines leaving the PT facility to the HLW vitrification facility concentrate receipt vessel.

  4. Frontal midline theta rhythm and eyeblinking activity during a VDT task and a video game: useful tools for psychophysiology in ergonomics.

    Science.gov (United States)

    Yamada, F

    1998-05-01

    The necessity of psychophysiological research in ergonomics has gradually been recognized in Japan. In this paper, frontal midline theta rhythm (Fm-theta) and eyeblinking are recommended as tools in this field, especially for assessing workers' attention concentration, mental workload, fatigue, and interest during VDT work at the workplace and playing video games at home. In experiment 1, Fm-theta and eyeblink rates were measured in 10 Japanese abacus experts (Group E) and 10 normal students (Group C) during a visual search task with VDT. Memory load affected all measures. The amount of Fm-theta appeared more in Group E than Group C, but blink rate was lower in Group E than in Group C. As abacus experts have such highly developed skills in concentration, the result indicates that the amount of Fm-theta would be a good index of attention concentration in VDT workers. The second experiment was done with 10 school-aged children as subjects during three visual tasks: video game, mental test and animation. Amounts of Fm-theta and the degree of blink inhibition were maximum while playing the video game, which all subjects reported they most preferred, and minimum while watching animation, which eight subjects reported to be most boring. An interesting task would seem to provoke Fm-theta and inhibit eyeblink activity. From these two experiments, Fm-theta and eyeblink rate would appear to be good indices of attention concentration and task pleasantness of a mental task using VDT.

  5. Television, computer, and video viewing; physical activity; and upper limb fracture risk in children: a population-based case control study.

    Science.gov (United States)

    Ma, Deqiong; Jones, Graeme

    2003-11-01

    The effect of physical activity on upper limb fractures was examined in this population-based case control study with 321 age- and gender-matched pairs. Sports participation increased fracture risk in boys and decreased risk in girls. Television viewing had a deleterious dose response association with wrist and forearm fractures while light physical activity was protective. The aim of this population-based case control study was to examine the association between television, computer, and video viewing; types and levels of physical activity; and upper limb fractures in children 9-16 years of age. A total of 321 fracture cases and 321 randomly selected individually matched controls were studied. Television, computer, and video viewing and types and levels of physical activity were determined by interview-administered questionnaire. Bone strength was assessed by DXA and metacarpal morphometry. In general, sports participation increased total upper limb fracture risk in boys and decreased risk in girls. Gender-specific risk estimates were significantly different for total, contact, noncontact, and high-risk sports participation as well as four individual sports (soccer, cricket, surfing, and swimming). In multivariate analysis, time spent television, computer, and video viewing in both sexes was positively associated with wrist and forearm fracture risk (OR 1.6/category, 95% CI: 1.1-2.2), whereas days involved in light physical activity participation decreased fracture risk (OR 0.8/category, 95% CI: 0.7-1.0). Sports participation increased hand (OR 1.5/sport, 95% CI: 1.1-2.0) and upper arm (OR 29.8/sport, 95% CI: 1.7-535) fracture risk in boys only and decreased wrist and forearm fracture risk in girls only (OR 0.5/sport, 95% CI: 0.3-0.9). Adjustment for bone density and metacarpal morphometry did not alter these associations. There is gender discordance with regard to sports participation and fracture risk in children, which may reflect different approaches to sport

  6. CRITICAL VELOCITY OF CONTROLLABILITY OF SLIDING FRICTION BY NORMAL OSCILLATIONS IN VISCOELASTIC CONTACTS

    Directory of Open Access Journals (Sweden)

    Mikhail Popov

    2016-12-01

    Full Text Available Sliding friction can be reduced substantially by applying ultrasonic vibration in the sliding plane or in the normal direction. This effect is well known and used in many applications ranging from press forming to ultrasonic actuators. One of the characteristics of the phenomenon is that, at a given frequency and amplitude of oscillation, the observed friction reduction diminishes with increasing sliding velocity. Beyond a certain critical sliding velocity, there is no longer any difference between the coefficients of friction with or without vibration. This critical velocity depends on material and kinematic parameters and is a key characteristic that must be accounted for by any theory of influence of vibration on friction. Recently, the critical sliding velocity has been interpreted as the transition point from periodic stick-slip to pure sliding and was calculated for purely elastic contacts under uniform sliding with periodic normal loading. Here we perform a similar analysis of the critical velocity in viscoelastic contacts using a Kelvin material to describe viscoelasticity. A closed-form solution is presented, which contains previously reported results as special cases. This paves the way for more detailed studies of active control of friction in viscoelastic systems, a previously neglected topic with possible applications in elastomer technology and in medicine.

  7. Microtubule–microtubule sliding by kinesin-1 is essential for normal cytoplasmic streaming in Drosophila oocytes

    Science.gov (United States)

    Lu, Wen; Winding, Michael; Lakonishok, Margot; Wildonger, Jill

    2016-01-01

    Cytoplasmic streaming in Drosophila oocytes is a microtubule-based bulk cytoplasmic movement. Streaming efficiently circulates and localizes mRNAs and proteins deposited by the nurse cells across the oocyte. This movement is driven by kinesin-1, a major microtubule motor. Recently, we have shown that kinesin-1 heavy chain (KHC) can transport one microtubule on another microtubule, thus driving microtubule–microtubule sliding in multiple cell types. To study the role of microtubule sliding in oocyte cytoplasmic streaming, we used a Khc mutant that is deficient in microtubule sliding but able to transport a majority of cargoes. We demonstrated that streaming is reduced by genomic replacement of wild-type Khc with this sliding-deficient mutant. Streaming can be fully rescued by wild-type KHC and partially rescued by a chimeric motor that cannot move organelles but is active in microtubule sliding. Consistent with these data, we identified two populations of microtubules in fast-streaming oocytes: a network of stable microtubules anchored to the actin cortex and free cytoplasmic microtubules that moved in the ooplasm. We further demonstrated that the reduced streaming in sliding-deficient oocytes resulted in posterior determination defects. Together, we propose that kinesin-1 slides free cytoplasmic microtubules against cortically immobilized microtubules, generating forces that contribute to cytoplasmic streaming and are essential for the refinement of posterior determinants. PMID:27512034

  8. slide positivity rate of malaria among patients attending two ...

    African Journals Online (AJOL)

    DR. AMINU

    ABSTRACT. Slide positivity rate of malaria among patients attending two hospitals in Kano metropolis was investigated during the wet season using four hundred blood films. A slide positvity rate of 250. (62.5%) was recorded with 117 (64.63) from slides of male patients and 133(60.70%) from slides of female patients ...

  9. A Physical Activity Reference Data-Set Recorded from Older Adults Using Body-Worn Inertial Sensors and Video Technology—The ADAPT Study Data-Set

    Science.gov (United States)

    Bourke, Alan Kevin; Ihlen, Espen Alexander F.; Bergquist, Ronny; Wik, Per Bendik; Vereijken, Beatrix; Helbostad, Jorunn L.

    2017-01-01

    Physical activity monitoring algorithms are often developed using conditions that do not represent real-life activities, not developed using the target population, or not labelled to a high enough resolution to capture the true detail of human movement. We have designed a semi-structured supervised laboratory-based activity protocol and an unsupervised free-living activity protocol and recorded 20 older adults performing both protocols while wearing up to 12 body-worn sensors. Subjects’ movements were recorded using synchronised cameras (≥25 fps), both deployed in a laboratory environment to capture the in-lab portion of the protocol and a body-worn camera for out-of-lab activities. Video labelling of the subjects’ movements was performed by five raters using 11 different category labels. The overall level of agreement was high (percentage of agreement >90.05%, and Cohen’s Kappa, corrected kappa, Krippendorff’s alpha and Fleiss’ kappa >0.86). A total of 43.92 h of activities were recorded, including 9.52 h of in-lab and 34.41 h of out-of-lab activities. A total of 88.37% and 152.01% of planned transitions were recorded during the in-lab and out-of-lab scenarios, respectively. This study has produced the most detailed dataset to date of inertial sensor data, synchronised with high frame-rate (≥25 fps) video labelled data recorded in a free-living environment from older adults living independently. This dataset is suitable for validation of existing activity classification systems and development of new activity classification algorithms. PMID:28287449

  10. A Physical Activity Reference Data-Set Recorded from Older Adults Using Body-Worn Inertial Sensors and Video Technology-The ADAPT Study Data-Set.

    Science.gov (United States)

    Bourke, Alan Kevin; Ihlen, Espen Alexander F; Bergquist, Ronny; Wik, Per Bendik; Vereijken, Beatrix; Helbostad, Jorunn L

    2017-03-10

    Physical activity monitoring algorithms are often developed using conditions that do not represent real-life activities, not developed using the target population, or not labelled to a high enough resolution to capture the true detail of human movement. We have designed a semi-structured supervised laboratory-based activity protocol and an unsupervised free-living activity protocol and recorded 20 older adults performing both protocols while wearing up to 12 body-worn sensors. Subjects' movements were recorded using synchronised cameras (≥25 fps), both deployed in a laboratory environment to capture the in-lab portion of the protocol and a body-worn camera for out-of-lab activities. Video labelling of the subjects' movements was performed by five raters using 11 different category labels. The overall level of agreement was high (percentage of agreement >90.05%, and Cohen's Kappa, corrected kappa, Krippendorff's alpha and Fleiss' kappa >0.86). A total of 43.92 h of activities were recorded, including 9.52 h of in-lab and 34.41 h of out-of-lab activities. A total of 88.37% and 152.01% of planned transitions were recorded during the in-lab and out-of-lab scenarios, respectively. This study has produced the most detailed dataset to date of inertial sensor data, synchronised with high frame-rate (≥25 fps) video labelled data recorded in a free-living environment from older adults living independently. This dataset is suitable for validation of existing activity classification systems and development of new activity classification algorithms.

  11. A Physical Activity Reference Data-Set Recorded from Older Adults Using Body-Worn Inertial Sensors and Video Technology—The ADAPT Study Data-Set

    Directory of Open Access Journals (Sweden)

    Alan Kevin Bourke

    2017-03-01

    Full Text Available Physical activity monitoring algorithms are often developed using conditions that do not represent real-life activities, not developed using the target population, or not labelled to a high enough resolution to capture the true detail of human movement. We have designed a semi-structured supervised laboratory-based activity protocol and an unsupervised free-living activity protocol and recorded 20 older adults performing both protocols while wearing up to 12 body-worn sensors. Subjects’ movements were recorded using synchronised cameras (≥25 fps, both deployed in a laboratory environment to capture the in-lab portion of the protocol and a body-worn camera for out-of-lab activities. Video labelling of the subjects’ movements was performed by five raters using 11 different category labels. The overall level of agreement was high (percentage of agreement >90.05%, and Cohen’s Kappa, corrected kappa, Krippendorff’s alpha and Fleiss’ kappa >0.86. A total of 43.92 h of activities were recorded, including 9.52 h of in-lab and 34.41 h of out-of-lab activities. A total of 88.37% and 152.01% of planned transitions were recorded during the in-lab and out-of-lab scenarios, respectively. This study has produced the most detailed dataset to date of inertial sensor data, synchronised with high frame-rate (≥25 fps video labelled data recorded in a free-living environment from older adults living independently. This dataset is suitable for validation of existing activity classification systems and development of new activity classification algorithms.

  12. Low-cost sliding mode control of WECS based on DFIG with stability analysis

    OpenAIRE

    DJOUDI, ABDELHAK; CHEKIREB, Hachemi; BERKOUK, EL MADJID; Bacha, Seddik

    2015-01-01

    The aim of this work is to developing sliding mode control of active and reactive stator powers produced by a wind energy conversion system (WECS), based on doubly fed induction generator (DFIG). A flux estimation model and rotor current sensor are no longer required. The controller is developed from the DFIG nonlinear-coupled model. Moreover, the global stability and the DFIG states' boundedness when our low-cost sliding mode control is applied are established analytically. It is re...

  13. Active video games as a tool to prevent excessive weight gain in adolescents: rationale, design and methods of a randomized controlled trial.

    Science.gov (United States)

    Simons, Monique; Chinapaw, Mai J M; van de Bovenkamp, Maaike; de Boer, Michiel R; Seidell, Jacob C; Brug, Johannes; de Vet, Emely

    2014-03-24

    Excessive body weight, low physical activity and excessive sedentary time in youth are major public health concerns. A new generation of video games, the ones that require physical activity to play the games--i.e. active games--may be a promising alternative to traditional non-active games to promote physical activity and reduce sedentary behaviors in youth. The aim of this manuscript is to describe the design of a study evaluating the effects of a family oriented active game intervention, incorporating several motivational elements, on anthropometrics and health behaviors in adolescents. The study is a randomized controlled trial (RCT), with non-active gaming adolescents aged 12-16 years old randomly allocated to a ten month intervention (receiving active games, as well as an encouragement to play) or a waiting-list control group (receiving active games after the intervention period). Primary outcomes are adolescents' measured BMI-SDS (SDS=adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds. Secondary outcomes are adolescents' self-reported time spent playing active and non-active games, other sedentary activities and consumption of sugar-sweetened beverages. In addition, a process evaluation is conducted, assessing the sustainability of the active games, enjoyment, perceived competence, perceived barriers for active game play, game context, injuries from active game play, activity replacement and intention to continue playing the active games. This is the first adequately powered RCT including normal weight adolescents, evaluating a reasonably long period of provision of and exposure to active games. Next, strong elements are the incorporating motivational elements for active game play and a comprehensive process evaluation. This trial will provide evidence regarding the potential contribution of active games in prevention of excessive weight gain in adolescents. Dutch Trial register NTR3228.

  14. Active video games as a tool to prevent excessive weight gain in adolescents: rationale, design and methods of a randomized controlled trial

    Science.gov (United States)

    2014-01-01

    Background Excessive body weight, low physical activity and excessive sedentary time in youth are major public health concerns. A new generation of video games, the ones that require physical activity to play the games –i.e. active games- may be a promising alternative to traditional non-active games to promote physical activity and reduce sedentary behaviors in youth. The aim of this manuscript is to describe the design of a study evaluating the effects of a family oriented active game intervention, incorporating several motivational elements, on anthropometrics and health behaviors in adolescents. Methods/Design The study is a randomized controlled trial (RCT), with non-active gaming adolescents aged 12 – 16 years old randomly allocated to a ten month intervention (receiving active games, as well as an encouragement to play) or a waiting-list control group (receiving active games after the intervention period). Primary outcomes are adolescents’ measured BMI-SDS (SDS = adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds. Secondary outcomes are adolescents’ self-reported time spent playing active and non-active games, other sedentary activities and consumption of sugar-sweetened beverages. In addition, a process evaluation is conducted, assessing the sustainability of the active games, enjoyment, perceived competence, perceived barriers for active game play, game context, injuries from active game play, activity replacement and intention to continue playing the active games. Discussion This is the first adequately powered RCT including normal weight adolescents, evaluating a reasonably long period of provision of and exposure to active games. Next, strong elements are the incorporating motivational elements for active game play and a comprehensive process evaluation. This trial will provide evidence regarding the potential contribution of active games in prevention of excessive weight gain in

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

    Science.gov (United States)

    Williams, Glenn L.

    1991-01-01

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

  16. Accurate Sliding-Mode Control System Modeling for Buck Converters

    DEFF Research Database (Denmark)

    Høyerby, Mikkel Christian Wendelboe; Andersen, Michael Andreas E.

    2007-01-01

    This paper shows that classical sliding mode theory fails to correctly predict the output impedance of the highly useful sliding mode PID compensated buck converter. The reason for this is identified as the assumption of the sliding variable being held at zero during sliding mode, effectively...... approach also predicts the self-oscillating switching action of the sliding-mode control system correctly. Analytical findings are verified by simulation as well as experimentally in a 10-30V/3A buck converter....

  17. Ergometer rowing with and without slides.

    Science.gov (United States)

    Holsgaard-Larsen, A; Jensen, K

    2010-12-01

    A rowing ergometer can be placed on a slide to imitate 'on-water' rowing. The present study examines I) possible differences in biomechanical and physiological variables of ergometer rowing with and without slides and II) potential consequences on training load during exercise. 7 elite oars-women rowed in a randomized order in a slide or stationary ergometer at 3 predefined submaximal and at maximal intensity. Oxygen uptake was measured and biomechanical variables of the rowing were calculated based upon handle force (force transducer) and velocity/length (potentiometer) of the stroke. Stroke frequency was higher (%-difference between conditions) at each intensity level (1-11.4%, prowing. Furthermore, at the 2 highest intensities a lower mean force (4.7-9.0%, prowing no difference was seen in heart rate, mean oxygen uptake and R-value while maximal oxygen deficit was higher (30.8%, prowing. In conclusion the biomechanical load is lower on a slide than on a stationary ergometer. However, as a training tool the slide ergometer seems just as demanding with regard to aerobic energy sources, and for anaerobic sources possibly even higher, compared with the stationary ergometer. © Georg Thieme Verlag KG Stuttgart · New York.

  18. Grain Boundary Sliding in Deforming Wehrlite: Rheology and Microstructure

    Science.gov (United States)

    Zhao, N.; Hirth, G.; Cooper, R. F.; Kruckenberg, S. C.

    2016-12-01

    Elastic anisotropy of Earth's upper mantle used to be attributed exclusively to dislocation creep. However, recent experimental results suggest that crystallographic preferred orientation (CPO) in olivine, which contributes to elastic anisotropy, could also form during grain boundary sliding [e.g., 1-3]. Nevertheless, the fundamental problem of how CPO forms during grain boundary sliding is not fully understood. Our current efforts examine the grain-size-sensitive flow of wehrlite, to characterize the influence of the second phase (clinopyroxene) both on olivine CPO formation as well as the propensity of grain boundary sliding and accumulated strain to effect solid-state phase separation (i.e., metamorphic layering). Creep tests on fine-grain-size (2-5 µm) olivine and clinopyroxene aggregates (T =1100-1200ºC; P = 1.5 GPa; γ=3-7) have been conducted. These reveal strong type-B fabric for olivine. Characterization of effects of grain size, temperature and applied strain rate reveal the grain size dependence, stress exponent and activation energy of the flow kinetics of wehrlite. The stress exponent, which is similar to stress exponent for harzburgite reported by Sundberg & Cooper [1], and grain-size dependence suggest that the dominant deformation mechanism in our experiments may be grain boundary sliding. A large stress drop in early segments of experiments suggest an evolution of microstructure. The Fourier transform of backscatter images demonstrates that there exists a direction of foliation, defined by Ol-Cpx heterophase boundaries, which may be the key to understand the development of CPO formation. [1] Sundberg, M. & Cooper, R. F., J. Geophys. Res., 2008. [2] Miyazaki, T., Sueyoshi, K., and Hiraga, T., Nature, 2013. [3] Tielke, J. A., L. N. Hansen, M. Tasaka, C. Meyers, M. E. Zimmerman, and D. L. Kohlstedt, J. Geophys. Res., 2016.

  19. NEMD simulations for ductile metal sliding

    Energy Technology Data Exchange (ETDEWEB)

    Hammerberg, James E [Los Alamos National Laboratory; Germann, Timothy C [Los Alamos National Laboratory; Ravelo, Ramon J [Los Alamos National Laboratory; Holian, Brad L [Los Alamos National Laboratory

    2011-01-31

    We have studied the sliding behavior for a 19 M Al(110)/Al(110) defective crystal at 15 GPa as a function of relative sliding velocity. The general features are qualitatively similar to smaller scale (1.4 M) atom simulations for Al(111)/Al(110) nondefective single crystal sliding. The critical velocity, v{sub c}, is approximately the same for the defective crystal as the size scaled v{sub c}. The lower velocity tangential force is depressed relative to the perfect crystal. The critical temperature, T*, is depressed relative to the perfect crystal. These conclusions are consistent with a lower value for f{sub c} for the defective crystal. The detailed features of structural transformation and the high velocity regime remain to be mapped.

  20. The mitotic kinesin-14 Ncd drives directional microtubule-microtubule sliding.

    Science.gov (United States)

    Fink, Gero; Hajdo, Lukasz; Skowronek, Krzysztof J; Reuther, Cordula; Kasprzak, Andrzej A; Diez, Stefan

    2009-06-01

    During mitosis and meiosis, the bipolar spindle facilitates chromosome segregation through microtubule sliding as well as microtubule growth and shrinkage. Kinesin-14, one of the motors involved, causes spindle collapse in the absence of kinesin-5 (Refs 2, 3), participates in spindle assembly and modulates spindle length. However, the molecular mechanisms underlying these activities are not known. Here, we report that Drosophila melanogaster kinesin-14 (Ncd) alone causes sliding of anti-parallel microtubules but locks together (that is, statically crosslinks) those that are parallel. Using single molecule imaging we show that Ncd diffuses along microtubules in a tail-dependent manner and switches its orientation between sliding microtubules. Our results show that kinesin-14 causes sliding and expansion of an anti-parallel microtubule array by dynamic interactions through the motor domain on the one side and the tail domain on the other. This mechanism accounts for the roles of kinesin-14 in spindle organization.

  1. Characterization, Geometry, Temporal Evolution and Controlling Mechanisms of the Jettan Rock-Slide, Northern Norway

    DEFF Research Database (Denmark)

    Blikra, Lars Harald; Christiansen, Hanne Hvidtfeldt; Kristensen, Lene

    2015-01-01

    The Jettan rockslide is an active topmost part of a large instability in paragneiss along the fjord Storfjorden in Northern Norway. It has deep back fractures in the top part with sliding planes at 45–50 m depth. The sliding planes seem to be controlled largely by SW-NE trending regional faults...... part of the rockslide sectors has discontinuous permafrost, while sporadic permafrost is documented to exist in the open fractures in the lower parts. The seasonal changes is thought to be controlled by changing shear strength of the brecciated sliding planes due to either raising ice temperatures...... within the detachment zones and/or variations in water infiltration from local ice bodies to the unsaturated sliding zones....

  2. Quantifying sublethal effects of glyphosate and Roundup® to Daphnia magna using a fluorescence based enzyme activity assay and video tracking

    DEFF Research Database (Denmark)

    Roslev, Peter; R. Hansen, Lone; Ørsted, Michael

    Glyphosate (N-(phosphonomethyl)glycine) is the active ingredient in a range of popular broad-spectrum, non-selective herbicide formulations. The toxicity of this herbicide to non-target aquatic organisms such as Daphnia magna is often evaluated using conventional toxicity assays that focus...... on endpoints such as immobility and mortality. In this study, we investigated sublethal effects of glyphosate and Roundup® to D. magna using video tracking for quantifying behavioral changes, and a novel fluorescence based assay for measuring in vivo hydrolytic enzyme activity (FLEA assay). Roundup® exposure...... resulted in concentration-dependent inhibition of alkaline phosphatase activity in D. magna. The inhibition of alkaline phosphatase by Roundup® was temperature-dependent with lowest inhibition at 14 °C and greater inhibition at 20 and 26 °C. Exposure of D. magna to sublethal concentrations of glyphosate...

  3. Frictional coupling between sliding and spinning motion

    OpenAIRE

    Farkas, Zeno; Bartels, Guido; Unger, Tamas; Wolf, Dietrich E.

    2002-01-01

    We show that the friction force and torque, acting at a dry contact of two objects moving and rotating relative to each other, are inherently coupled. As a simple test system, a sliding and spinning disk on a horizontal flat surface is considered. We calculate, and also measure, how the disk is slowing down, and find that it always stops its sliding and spinning motion at the same moment. We discuss the impact of this coupling between friction force and torque on the physics of granular mater...

  4. 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.

  5. Video Game Training and the Reward System

    Directory of Open Access Journals (Sweden)

    Robert C. Lorenz

    2015-02-01

    Full Text Available Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual towards playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training.Fifty healthy participants were randomly assigned to a video game training (TG or control group (CG. Before and after training/control period, functional magnetic resonance imaging (fMRI was conducted using a non-video game related reward task.At pretest, both groups showed strongest activation in ventral striatum (VS during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated.This longitudinal study revealed that video game training may preserve reward responsiveness in the ventral striatum in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training.

  6. Video game training and the reward system.

    Science.gov (United States)

    Lorenz, Robert C; Gleich, Tobias; Gallinat, Jürgen; Kühn, Simone

    2015-01-01

    Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training. Fifty healthy participants were randomly assigned to a video game training (TG) or control group (CG). Before and after training/control period, functional magnetic resonance imaging (fMRI) was conducted using a non-video game related reward task. At pretest, both groups showed strongest activation in ventral striatum (VS) during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated. This longitudinal study revealed that video game training may preserve reward responsiveness in the VS in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training.

  7. Neural Basis of Video Gaming: A Systematic Review

    OpenAIRE

    Marc Palaus; Marron, Elena M.; Raquel Viejo-Sobera; Diego Redolar-Ripoll

    2017-01-01

    Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video ga...

  8. Neural Basis of Video Gaming: A Systematic Review

    OpenAIRE

    Palaus, Marc; Marron, Elena M.; Viejo-Sobera, Raquel; Redolar-Ripoll, Diego

    2017-01-01

    Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. We aim ...

  9. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... NEI YouTube Videos > NEI YouTube Videos: Amblyopia 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: ...

  10. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... YouTube Videos > NEI YouTube Videos: Amblyopia NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia ... of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: Amblyopia ...

  11. NEI You Tube Videos: Amblyopia

    Science.gov (United States)

    ... YouTube Videos > NEI YouTube Videos: Amblyopia NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia ... of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: Amblyopia ...

  12. Long-term subglacial sliding patterns based on a sliding law with cavitation

    DEFF Research Database (Denmark)

    Ugelvig, Sofie Vej; Egholm, D.L.

    In ice-sheet models and glacial landscape evolution models, subglacial sliding rates are often related to basal shear stress by a power-law. However, the power-law relationship implies that the subglacial bed can provide unlimited levels of basal drag as sliding rates increases, which is recogniz...... of cavitation on glacier sliding. Proc. R. Soc. A , 461, 609-627 (2005). Egholm et al. Modeling the flow of glaciers in steep terrains: The integrated second-order shallow ice approximation (iSOSIA). Journal of Geophysical Research, 116, F02012 (2011)....

  13. Discrete-time nonlinear sliding mode controller

    African Journals Online (AJOL)

    user

    transformation is defined to transform the time-delay and stability is proven for nonlinear sliding surface, which leads to show the asymptotic ... description of the discrete –time plant with state delay and its transformation, section III illustrates proposed design of nonlinear ...... Lee H.J., Jin Bae Park and Guanrong Chen, 2001.

  14. Adaptive Sliding Mode Control for Hydraulic Drives

    DEFF Research Database (Denmark)

    Schmidt, Lasse; Andersen, Torben Ole; Pedersen, Henrik C.

    2013-01-01

    This paper presents a new adaptive sliding mode controller generally applicable for position tracking control of electro-hydraulic valve-cylinder drives (VCD’s). The proposed control scheme requires limited knowledge on system parameters, and employs only piston- and valve spool position feedback...

  15. Color Microfiche as a Replacement for Slides.

    Science.gov (United States)

    Schwarz, Philip

    This is the summary of a larger paper describing the evolution of a mediated elementary accounting course at the University of Wisconsin-Stout. The course was initially developed as a 25 slide-tape lesson course which included 950 visuals and approximately 25 hours of instruction. One hundred students per semester took the course in the following…

  16. Experimental Investigation on Caisson Breakwater Sliding

    DEFF Research Database (Denmark)

    Ruol, Piero; Martin, Paolo; Andersen, Thomas Lykke

    2014-01-01

    This note presents wave flume experiments, carried out at Aalborg University, measuring the horizontal sliding distance of a vertical breakwater in 1:40 scale. Horizontal and uplift wave induced pressures were accurately measured simultaneously with the caisson movements. Caissons of different we...

  17. A thermodynamic model of sliding friction

    Directory of Open Access Journals (Sweden)

    Lasse Makkonen

    2012-03-01

    Full Text Available A first principles thermodynamic model of sliding friction is derived. The model predictions are in agreement with the observed friction laws both in macro- and nanoscale. When applied to calculating the friction coefficient the model provides a quantitative agreement with recent atomic force microscopy measurements on a number of materials.

  18. Edit Distance to Monotonicity in Sliding Windows

    DEFF Research Database (Denmark)

    Chan, Ho-Leung; Lam, Tak-Wah; Lee, Lap Kei

    2011-01-01

    of a data stream is becoming well-understood over the past few years. Motivated by applications on network quality monitoring, we extend the study to estimating the edit distance to monotonicity of a sliding window covering the w most recent items in the stream for any w ≥ 1. We give a deterministic...

  19. Ecological Assessment of Autonomy in Instrumental Activities of Daily Living in Dementia Patients by the means of an Automatic Video Monitoring System

    Directory of Open Access Journals (Sweden)

    Alexandra eKönig

    2015-06-01

    Full Text Available Currently, the assessment of autonomy and functional ability involves clinical rating scales. However, scales are often limited in their ability to provide objective and sensitive information. In contrast, information and communication technologies may overcome these limitations by capturing more fully the functional, as well as cognitive disturbances associated with Alzheimer disease (AD. We investigated the quantitative assessment of the autonomy of dementia patients based not only on gait analysis but also on the participant performance on Instrumental Activities of Daily Living (IADL automatically recognized by a video event monitoring system (EMS. Three groups of participants (healthy controls, Mild Cognitive Impairment and AD patients had to carry out a standardized scenario consisting of physical tasks (single and dual task and several IADLs such as preparing a pillbox or making a phone call while being recorded. After, video sensor data was processed by an event monitoring system that automatically extracts kinematic parameters of the participants’ gait and recognizes their carried out activities. These parameters were then used for the assessment of the participants’ performance levels, here referred as autonomy. Autonomy assessment were approached as classification task using artificial intelligence methods that takes as input the parameters extracted by the event monitoring system, here referred as behavioral data. Activities were accurately recognized by the EMS with high precision. The most accurately recognized activities were: ‘prepare medication’ with 93% and ‘using phone’ with 89% precision. The diagnostic group classifier obtained a precision of 73.46% when combining the analyses of physical tasks with IADLs. In a further analysis, the created autonomy group classifier which obtained a precision of 83.67% when combining physical tasks and IADLs. Results suggest that it is possible to quantitatively assess IADL

  20. 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...

  1. Characterization of social video

    Science.gov (United States)

    Ostrowski, Jeffrey R.; Sarhan, Nabil J.

    2009-01-01

    The popularity of social media has grown dramatically over the World Wide Web. In this paper, we analyze the video popularity distribution of well-known social video websites (YouTube, Google Video, and the AOL Truveo Video Search engine) and characterize their workload. We identify trends in the categories, lengths, and formats of those videos, as well as characterize the evolution of those videos over time. We further provide an extensive analysis and comparison of video content amongst the main regions of the world.

  2. Production of 360° video : Introduction to 360° video and production guidelines

    OpenAIRE

    Ghimire, Sujan

    2016-01-01

    The main goal of this thesis project is to introduce latest media technology and provide a complete guideline. This project is based on the production of 360° video by using multiple GoPro cameras. This project was the first 360° video project at Helsinki Metropolia University of Applied Sciences. 360° video is a video with a totally different viewing experience and incomparable features on it. 360° x 180° video coverage and active participation from viewers are the best part of this vid...

  3. A prototype to automate the video subsystem routing for the video distribution subsystem of Space Station Freedom

    Science.gov (United States)

    Betz, Jessie M. Bethly

    1993-12-01

    The Video Distribution Subsystem (VDS) for Space Station Freedom provides onboard video communications. The VDS includes three major functions: external video switching; internal video switching; and sync and control generation. The Video Subsystem Routing (VSR) is a part of the VDS Manager Computer Software Configuration Item (VSM/CSCI). The VSM/CSCI is the software which controls and monitors the VDS equipment. VSR activates, terminates, and modifies video services in response to Tier-1 commands to connect video sources to video destinations. VSR selects connection paths based on availability of resources and updates the video routing lookup tables. This project involves investigating the current methodology to automate the Video Subsystem Routing and developing and testing a prototype as 'proof of concept' for designers.

  4. Influence of complementing a robotic upper limb rehabilitation system with video games on the engagement of the participants: a study focusing on muscle activities.

    Science.gov (United States)

    Li, Chong; Rusák, Zoltán; Horváth, Imre; Ji, Linhong

    2014-12-01

    Efficacious stroke rehabilitation depends not only on patients' medical treatment but also on their motivation and engagement during rehabilitation exercises. Although traditional rehabilitation exercises are often mundane, technology-assisted upper-limb robotic training can provide engaging and task-oriented training in a natural environment. The factors that influence engagement, however, are not fully understood. This paper therefore studies the relationship between engagement and muscle activities as well as the influencing factors of engagement. To this end, an experiment was conducted using a robotic upper limb rehabilitation system with healthy individuals in three training exercises: (a) a traditional exercise, which is typically used for training the grasping function, (b) a tracking exercise, currently used in robot-assisted stroke patient rehabilitation for fine motor movement, and (c) a video game exercise, which is a proliferating approach of robot-assisted rehabilitation enabling high-level active engagement of stroke patients. These exercises differ not only in the characteristics of the motion that they use but also in their method of triggering engagement. To measure the level of engagement, we used facial expressions, motion analysis of the arm movements, and electromyography. The results show that (a) the video game exercise could engage the participants for a longer period than the other two exercises, (b) the engagement level decreased when the participants became too familiar with the exercises, and (c) analysis of normalized root mean square in electromyographic data indicated that muscle activities were more intense when the participants are engaged. This study shows that several sub-factors on engagement, such as versatility of feedback, cognitive tasks, and competitiveness, may influence engagement more than the others. To maintain a high level of engagement, the rehabilitation system needs to be adaptive, providing different exercises to

  5. Physiological and brain activity after a combined cognitive behavioral treatment plus video game therapy for emotional regulation in bulimia nervosa: a case report.

    Science.gov (United States)

    Fagundo, Ana Beatriz; Via, Esther; Sánchez, Isabel; Jiménez-Murcia, Susana; Forcano, Laura; Soriano-Mas, Carles; Giner-Bartolomé, Cristina; Santamaría, Juan J; Ben-Moussa, Maher; Konstantas, Dimitri; Lam, Tony; Lucas, Mikkel; Nielsen, Jeppe; Lems, Peter; Cardoner, Narcís; Menchón, Jose M; de la Torre, Rafael; Fernandez-Aranda, Fernando

    2014-08-12

    PlayMancer is a video game designed to increase emotional regulation and reduce general impulsive behaviors, by training to decrease arousal and improve decision-making and planning. We have previously demonstrated the usefulness of PlayMancer in reducing impulsivity and improving emotional regulation in bulimia nervosa (BN) patients. However, whether these improvements are actually translated into brain changes remains unclear. The aim of this case study was to report on a 28-year-old Spanish woman with BN, and to examine changes in physiological variables and brain activity after a combined treatment of video game therapy (VGT) and cognitive behavioral therapy (CBT). Ten VGT sessions were carried out on a weekly basis. Anxiety, physiological, and impulsivity measurements were recorded. The patient was scanned in a 1.5-T magnetic resonance scanner, prior to and after the 10-week VGT/CBT combined treatment, using two paradigms: (1) an emotional face-matching task, and (2) a multi-source interference task (MSIT). Upon completing the treatment, a decrease in average heart rate was observed. The functional magnetic resonance imaging (fMRI) results indicated a post-treatment reduction in reaction time along with high accuracy. The patient engaged areas typically active in healthy controls, although the cluster extension of the active areas decreased after the combined treatment. These results suggest a global improvement in emotional regulation and impulsivity control after the VGT therapy in BN, demonstrated by both physiological and neural changes. These promising results suggest that a combined treatment of CBT and VGT might lead to functional cerebral changes that ultimately translate into better cognitive and emotional performances.

  6. Physiological and Brain Activity After a Combined Cognitive Behavioral Treatment Plus Video Game Therapy for Emotional Regulation in Bulimia Nervosa: A Case Report

    Science.gov (United States)

    Fagundo, Ana Beatriz; Via, Esther; Sánchez, Isabel; Jiménez-Murcia, Susana; Forcano, Laura; Soriano-Mas, Carles; Giner-Bartolomé, Cristina; Santamaría, Juan J; Ben-Moussa, Maher; Konstantas, Dimitri; Lam, Tony; Lucas, Mikkel; Nielsen, Jeppe; Lems, Peter; Cardoner, Narcís; Menchón, Jose M; de la Torre, Rafael

    2014-01-01

    Background PlayMancer is a video game designed to increase emotional regulation and reduce general impulsive behaviors, by training to decrease arousal and improve decision-making and planning. We have previously demonstrated the usefulness of PlayMancer in reducing impulsivity and improving emotional regulation in bulimia nervosa (BN) patients. However, whether these improvements are actually translated into brain changes remains unclear. Objective The aim of this case study was to report on a 28-year-old Spanish woman with BN, and to examine changes in physiological variables and brain activity after a combined treatment of video game therapy (VGT) and cognitive behavioral therapy (CBT). Methods Ten VGT sessions were carried out on a weekly basis. Anxiety, physiological, and impulsivity measurements were recorded. The patient was scanned in a 1.5-T magnetic resonance scanner, prior to and after the 10-week VGT/CBT combined treatment, using two paradigms: (1) an emotional face-matching task, and (2) a multi-source interference task (MSIT). Results Upon completing the treatment, a decrease in average heart rate was observed. The functional magnetic resonance imaging (fMRI) results indicated a post-treatment reduction in reaction time along with high accuracy. The patient engaged areas typically active in healthy controls, although the cluster extension of the active areas decreased after the combined treatment. Conclusions These results suggest a global improvement in emotional regulation and impulsivity control after the VGT therapy in BN, demonstrated by both physiological and neural changes. These promising results suggest that a combined treatment of CBT and VGT might lead to functional cerebral changes that ultimately translate into better cognitive and emotional performances. PMID:25116416

  7. Video visual analytics

    OpenAIRE

    Höferlin, Markus Johannes

    2013-01-01

    The amount of video data recorded world-wide is tremendously growing and has already reached hardly manageable dimensions. It originates from a wide range of application areas, such as surveillance, sports analysis, scientific video analysis, surgery documentation, and entertainment, and its analysis represents one of the challenges in computer science. The vast amount of video data renders manual analysis by watching the video data impractical. However, automatic evaluation of video material...

  8. Applications of sliding mode control in science and engineering

    CERN Document Server

    Lien, Chang-Hua

    2017-01-01

    Gathering 20 chapters contributed by respected experts, this book reports on the latest advances in and applications of sliding mode control in science and engineering. The respective chapters address applications of sliding mode control in the broad areas of chaos theory, robotics, electrical engineering, physics, chemical engineering, memristors, mechanical engineering, environmental engineering, finance, and biology. Special emphasis has been given to papers that offer practical solutions, and which examine design and modeling involving new types of sliding mode control such as higher order sliding mode control, terminal sliding mode control, super-twisting sliding mode control, and integral sliding mode control. This book serves as a unique reference guide to sliding mode control and its recent applications for graduate students and researchers with a basic knowledge of electrical and control systems engineering.

  9. Current Cigarette Use Among Youth (YRBSS) PDF Slides

    Data.gov (United States)

    U.S. Department of Health & Human Services — Download the current cigarette use among youth slides. These slides are available in PDF and PowerPoint formats. The PowerPoint version can be found at:...

  10. Current Cigarette Use Among Adults (BRFSS) PDF Slides

    Data.gov (United States)

    U.S. Department of Health & Human Services — Download the current cigarette use among adults slides. These slides are available in PDF and PowerPoint formats. The PowerPoint version can be found at:...

  11. Sliding Mode Control of Induction Motor Phase Currents

    DEFF Research Database (Denmark)

    Hansen, R.B.; Hattel, T.; Bork, J

    1995-01-01

    Sliding mode control of induction motor phase currents are investigated through development of two control concepts.......Sliding mode control of induction motor phase currents are investigated through development of two control concepts....

  12. Excise Tax Rates On Packs Of Cigarettes PDF Slides

    Data.gov (United States)

    U.S. Department of Health & Human Services — Download the current excise tax rates on packs of cigarettes slides. These slides are available in PDF and PowerPoint formats. The PowerPoint version can be found...

  13. Tiny videos: a large data set for nonparametric video retrieval and frame classification.

    Science.gov (United States)

    Karpenko, Alexandre; Aarabi, Parham

    2011-03-01

    In this paper, we present a large database of over 50,000 user-labeled videos collected from YouTube. We develop a compact representation called "tiny videos" that achieves high video compression rates while retaining the overall visual appearance of the video as it varies over time. We show that frame sampling using affinity propagation-an exemplar-based clustering algorithm-achieves the best trade-off between compression and video recall. We use this large collection of user-labeled videos in conjunction with simple data mining techniques to perform related video retrieval, as well as classification of images and video frames. The classification results achieved by tiny videos are compared with the tiny images framework [24] for a variety of recognition tasks. The tiny images data set consists of 80 million images collected from the Internet. These are the largest labeled research data sets of videos and images available to date. We show that tiny videos are better suited for classifying scenery and sports activities, while tiny images perform better at recognizing objects. Furthermore, we demonstrate that combining the tiny images and tiny videos data sets improves classification precision in a wider range of categories.

  14. SLIDE PRESENTATION--PHARMACEUTICALS AS ...

    Science.gov (United States)

    While pharmaceuticals are ubiquitous trace contaminants in the environment, thetypes, concentrations, and relative abundances of individual residues will vary depending on thegeographic locale and time of year, primarily a reflection of differing and varying prescribing andconsumption practices. The research focused on in the subtasks is the development and application of state-of the-art technologies to meet the needs of the public, Office of Water, and ORD in the area of Water Quality. Located In the subtasks are the various research projects being performed in support of this Task and more in-depth coverage of each project. Briefly, each project's objective is stated below.Subtask 1: To integrate state-of-the-art technologies (polar organic chemical integrative samplers, advanced solid-phase extraction methodologies with liquid chromatography/electrospray/mass spectrometry) and apply them to studying the sources and fate of a select list of PPCPs. Application and improvement of analytical methodologies that can detect non-volatile, polar, water-soluble pharmaceuticals in source waters at levels that could be environmentally significant (at concentrations less than parts per billion, ppb). IAG with USGS ends in FY05. APM 20 due in FY05.Subtask 2: Coordination of interagency research and public outreach activities for PPCPs. Participate on NSTC Health and Environment subcommittee working group on PPCPs. Web site maintenance and expansion, invited technical

  15. The effects of video game play on the characteristics of saccadic eye movements

    National Research Council Canada - National Science Library

    Mack, David J; Ilg, Uwe J

    2014-01-01

    Video game play has become a common leisure activity all around the world. To reveal possible effects of playing video games, we measured saccades elicited by video game players (VGPs) and non-players (NVGPs...

  16. Validity of the Acti4 method for detection of physical activity types in free-living settings: comparison with video analysis.

    Science.gov (United States)

    Stemland, Ingunn; Ingebrigtsen, Jørgen; Christiansen, Caroline S; Jensen, Bente R; Hanisch, Christiana; Skotte, Jørgen; Holtermann, Andreas

    2015-01-01

    This study examined the ability of the Acti4 software for identifying physical activity types from accelerometers during free-living with different levels of movement complexity compared with video observations. Nineteen aircraft cabin cleaners with ActiGraph GT3X+ accelerometer at the thigh and hip performed one semi-standardised and two non-standardised sessions (outside and inside aircraft) with different levels of movement complexity during working hours. The sensitivity for identifying different activity types was 75.4-99.4% for the semi-standardised session, 54.6-98.5% outside the aircraft and 49.9-90.2% inside the aircraft. The specificity was above 90% for all activities, except 'moving' inside the aircraft. These findings indicate that Acti4 provides good estimates of time spent in different activity types during semi-standardised conditions, and for sitting, standing and walking during non-standardised conditions with normal level of movement complexity. The Acti4 software may be a useful tool for researchers and practitioners in the field of ergonomics, occupational and public health. Practitioner Summary: Being inexpensive, small, water-resistant and without wires, the ActiGraph GT3X+ by applying the Acti4 software may be a useful tool for long-term field measurements of physical activity types for researchers and practitioners in the field of ergonomics, occupational and public health.

  17. Safety Assessment Method of Flood Defences for Flow Sliding

    NARCIS (Netherlands)

    Van der Krogt, M.G.; Van den Ham, G.A.; Kok, M.

    2015-01-01

    Flow sliding of submerged slopes in front of dikes can affect the reliability of flood defences. The occurrence of flow sliding may result, sometimes with delay, in a failure mode and consequent flooding. The current safety assessment method for flow sliding does not consider the interaction between

  18. Atomistic Simulation of Frictional Sliding Between Cellulose Iß Nanocrystals

    Science.gov (United States)

    Xiawa Wu; Robert J. Moon; Ashlie Martini

    2013-01-01

    Sliding friction between cellulose Iß nanocrystals is studied using molecular dynamics simulation. The effects of sliding velocity, normal load, and relative angle between sliding surface are predicted, and the results analyzed in terms of the number of hydrogen bonds within and between the cellulose chains. We find that although the observed friction trends can be...

  19. Veterans Crisis Line: Videos About Reaching out for Help

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    Full Text Available ... Call see more videos from Veterans Health Administration I'm Good. But are you ready to listen? ... PSA see more videos from Veterans Health Administration I am A Veteran Family/Friend Active Duty/Reserve ...

  20. Neural Basis of Video Gaming: A Systematic Review

    National Research Council Canada - National Science Library

    Marc Palaus; Elena M. Marron; Raquel Viejo-Sobera; Diego Redolar-Ripoll

    2017-01-01

    Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study...

  1. Veterans Crisis Line: Videos About Reaching out for Help

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    Full Text Available ... from Veterans Health Administration Be There: Help Save a Life see more videos from Veterans Health Administration ... more videos from Veterans Health Administration I am A Veteran Family/Friend Active Duty/Reserve and Guard ...

  2. Contact Sliding under Relatively Low Loads

    Directory of Open Access Journals (Sweden)

    Kyeong Hee Kang

    2011-01-01

    Full Text Available ZnO nanowires have received much interest owing to their particular structural and piezoelectric properties. For widespread application of ZnO nanowires in various nanotechnologies, the mechanical reliability of the nanowires should be assessed. In this paper, the damage characteristics of vertically grown ZnO nanowires due to contact sliding against a 2 mm diameter steel ball under relatively low loads were investigated. Frictional behavior and wear characteristics of the specimens were assessed. Furthermore, contact sliding tests were performed inside an SEM to monitor the progression of damage of the nanowires. It was found that the friction coefficient was about 0.35 under all loads while the damage characteristics of the nanowires were quite different for each load. The large diameter nanowires tended to fracture earlier than the small diameter nanowires. Wear tests performed inside the SEM confirmed the surface damage characteristics observed during the friction tests.

  3. Automated sliding susceptibility mapping of rock slopes

    Directory of Open Access Journals (Sweden)

    A. Günther

    2004-01-01

    Full Text Available We present a suite of extensions for ARCVIEW GIS™ (ESRI that allows to map the spatial distribution of first-order mechanical slope-properties in hard rock terrain, e.g. for large slope areas like water reservoir slopes. Besides digital elevation data, this expert-system includes regional continuous grid-based data on geological structures that might act as potential sliding or cutoff planes for rockslides. The system allows rapid automated mapping of geometrical and kinematical slope properties in hard rock, providing the basis for spatially distributed deterministic sliding-susceptibility evaluations on a pixel base. Changing hydrostatic slope conditions and rock mechanical parameters can be implemented and used for simple predictive static stability calculations. Application is demonstrated for a study area in the Harz Mts., Germany.

  4. Reverse Skyline Computation over Sliding Windows

    OpenAIRE

    Junchang Xin; Zhiqiong Wang; Mei Bai; Guoren Wang

    2015-01-01

    Reverse skyline queries have been used in many real-world applications such as business planning, market analysis, and environmental monitoring. In this paper, we investigated how to efficiently evaluate continuous reverse skyline queries over sliding windows. We first theoretically analyzed the inherent properties of reverse skyline on data streams and proposed a novel pruning technique to reduce the number of data points preserved for processing continuous reverse skyline queries. Then, an ...

  5. An Introduction to Radar Sliding Window Detectors

    OpenAIRE

    Weinberg, Graham V.

    2017-01-01

    An introduction to the theory of sliding window detection processes, used as alternatives to optimal Neyman-Pearson based radar detectors, is presented. Included is an outline of their historical development, together with an explanation for the resurgence of interest in such detectors for operation in modern maritime surveillance radar clutter. In particular, recent research has developed criteria that enables one to construct such detection processes with the desired constant false alarm ra...

  6. A Positional Analyzer for Measuring Centric Slide

    OpenAIRE

    Abraham, Anandapandian Ponsekar; Veeravalli, Padmanabhan Thallam

    2012-01-01

    Centric relation (CR) has been considered mainly as a position posterior to habitual occlusion or maximum intercuspation (MI). Awareness of the tooth contacts relationship in centric relation position of the mandible and diagnosing the case from this position is essential to consistently select treatment plans that will allow to treat to or very near to centric relation occlusion. Centric slide and other occlusal relationships are conceived of as positions, which can be studied in three dimen...

  7. Intelligent video surveillance systems and technology

    CERN Document Server

    Ma, Yunqian

    2009-01-01

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

  8. Virtual slides: application in pulmonary pathology consultations.

    Directory of Open Access Journals (Sweden)

    Michał Wojciechowski

    2008-02-01

    Full Text Available The Virtual Slide (VS is an interactive microscope emulator that presents a complete digitized tissue section via the Internet. A successful implementation of VS has been observed for educational, research venues and quality control. VS acquisition for consultative pathology is not so common. The purpose of this study was to explore the efficacy and usability of VS in the consultative pulmonary telepathology. 20 lung tumors entered the study. The performance was programmed for 2 medical centers specialized in pulmonary pathology (beginner and advancer in telepathology. A high-quality VSs were prepared by Coolscope (Nikon, Eclipsnet VSL, Japan, and were evaluated via the Internet. The cases were reviewed for the second time with conventional light microscope. VS diagnostic accuracy and the interobserver variability were evaluated. Also the time taken by examiners to render the diagnoses and time needed to scan the microscopic slide were analyzed. Percentage concordance between original glass-slides diagnosis and diagnosis for VSs was very high. Pathologists found the download speed of VSs adequate; experience in telepathology reduced the time of VS diagnosis. VS implementation suggests advantages for teleconsulation and education but also indicate some technical limitations. This is the first Polish trial of VS implementation in telepathology consultative service.

  9. Managing and querying whole slide images

    Science.gov (United States)

    Wang, Fusheng; Oh, Tae W.; Vergara-Niedermayr, Cristobal; Kurc, Tahsin; Saltz, Joel

    2012-02-01

    High-resolution pathology images provide rich information about the morphological and functional characteristics of biological systems, and are transforming the field of pathology into a new era. To facilitate the use of digital pathology imaging for biomedical research and clinical diagnosis, it is essential to manage and query both whole slide images (WSI) and analytical results generated from images, such as annotations made by humans and computed features and classifications made by computer algorithms. There are unique requirements on modeling, managing and querying whole slide images, including compatibility with standards, scalability, support of image queries at multiple granularities, and support of integrated queries between images and derived results from the images. In this paper, we present our work on developing the Pathology Image Database System (PIDB), which is a standard oriented image database to support retrieval of images, tiles, regions and analytical results, image visualization and experiment management through a unified interface and architecture. The system is deployed for managing and querying whole slide images for In Silico brain tumor studies at Emory University. PIDB is generic and open source, and can be easily used to support other biomedical research projects. It has the potential to be integrated into a Picture Archiving and Communications System (PACS) with powerful query capabilities to support pathology imaging.

  10. A study of residual inhomogeneities in a gas following a sliding discharge on a dielectric surface

    Science.gov (United States)

    Zhuravlev, O. A.; Kisletsov, A. V.; Kravtsov, A. I.; Murkin, A. L.; Fedosov, A. I.

    1989-07-01

    Nonstationary gas flows produced by a sliding discharge on the side surface of a discharge chamber were investigated experimentally using the schlieren method. In the frequency mode, the sliding discharge is shown to evolve in a flow of dielectric vapors, which attain a homogeneous structure 100 microseconds after the passage of the discharge current pulse. Forced gas pumping is required for the removal of thermally induced density inhomogeneities from the active laser medium. Gasdynamic perturbations in the plasma electrode region can be reduced by gas suction from the boundary layer, active substrate cooling, and by using thermally stable dielectrics.

  11. Dynamic Sliding Analysis of a Gravity Dam with Fluid-Structure-Foundation Interaction Using Finite Elements and Newmark's Sliding Block Analysis

    Science.gov (United States)

    Goldgruber, Markus; Shahriari, Shervin; Zenz, Gerald

    2015-11-01

    To reduce the natural hazard risks—due to, e.g., earthquake excitation—seismic safety assessments are carried out. Especially under severe loading, due to maximum credible or the so-called safety evaluation earthquake, critical infrastructure, as these are high dams, must not fail. However, under high loading local failure might be allowed as long as the entire structure does not collapse. Hence, for a dam, the loss of sliding stability during a short time period might be acceptable if the cumulative displacements after an event are below an acceptable value. This performance is not only valid for gravity dams but also for rock blocks as sliding is even more imminent in zones with higher seismic activity. Sliding modes cannot only occur in the dam-foundation contact, but also in sliding planes formed due to geological conditions. This work compares the qualitative possible and critical displacements for two methods, the well-known Newmark's sliding block analysis and a Fluid-Foundation-Structure Interaction simulation with the finite elements method. The results comparison of the maximum displacements at the end of the seismic event of the two methods depicts that for high friction angles, they are fairly close. For low friction angles, the results are differing more. The conclusion is that the commonly used Newmark's sliding block analysis and the finite elements simulation are only comparable for high friction angles, where this factor dominates the behaviour of the structure. Worth to mention is that the proposed simulation methods are also applicable to dynamic rock wedge problems and not only to dams.

  12. Improving Peer-to-Peer Video Systems

    NARCIS (Netherlands)

    Petrocco, R.P.

    2016-01-01

    Video Streaming is nowadays the Internet’s biggest source of consumer traffic. Traditional content providers rely on centralised client-server model for distributing their video streaming content. The current generation is moving from being passive viewers, or content consumers, to active content

  13. Video Classification and Adaptive QoP/QoS Control for Multiresolution Video Applications on IPTV

    Directory of Open Access Journals (Sweden)

    Huang Shyh-Fang

    2012-01-01

    Full Text Available With the development of heterogeneous networks and video coding standards, multiresolution video applications over networks become important. It is critical to ensure the service quality of the network for time-sensitive video services. Worldwide Interoperability for Microwave Access (WIMAX is a good candidate for delivering video signals because through WIMAX the delivery quality based on the quality-of-service (QoS setting can be guaranteed. The selection of suitable QoS parameters is, however, not trivial for service users. Instead, what a video service user really concerns with is the video quality of presentation (QoP which includes the video resolution, the fidelity, and the frame rate. In this paper, we present a quality control mechanism in multiresolution video coding structures over WIMAX networks and also investigate the relationship between QoP and QoS in end-to-end connections. Consequently, the video presentation quality can be simply mapped to the network requirements by a mapping table, and then the end-to-end QoS is achieved. We performed experiments with multiresolution MPEG coding over WIMAX networks. In addition to the QoP parameters, the video characteristics, such as, the picture activity and the video mobility, also affect the QoS significantly.

  14. Integrating video-feedback and cognitive preparation, social skills training and behavioural activation in a cognitive behavioural therapy in the treatment of childhood anxiety.

    Science.gov (United States)

    Essau, Cecilia A; Olaya, Beatriz; Sasagawa, Satoko; Pithia, Jayshree; Bray, Diane; Ollendick, Thomas H

    2014-01-01

    The present study examined the effectiveness of a transdiagnostic prevention programme, Super Skills for Life (SSL), in children with anxiety problems. SSL is based on the principles of cognitive-behaviour therapy (CBT), behavioural activation, social skills training, and uses video-feedback and cognitive preparation as part of the treatment. Participants were 61 primary school children, aged 8-10 years, who were referred by their teachers as having significant anxiety problems. Children were video-recorded during a 2-min speech task in sessions 1 and 8, and during a social interaction task. All the children completed measures of anxiety symptoms, social skills, and self-esteem before and after participating in the 8-week SSL and at the 6-months follow-up assessment. Anxiety symptoms were significantly reduced at post-test and follow-up assessments. SSL also had a positive effect on hyperactivity, conduct, and peer problems although it took longer for these effects to occur. Behavioural indicators of anxiety during the 2-min speech task decreased, indicating that the independent raters observed behavioural change in the children from pre-treatment to follow-up. Boys had higher overall behavioural anxiety during the 2-min speech task at all three assessment periods, specifically showing higher lip contortions and leg movement than girls. The present study used an open clinical trial design, had small sample size, and did not use structured diagnostic interview schedules to assess anxiety disorders. This study provides preliminary empirical support for the effectiveness of SSL in children with anxiety problems. Copyright © 2014 Elsevier B.V. All rights reserved.

  15. The effect of active video games on cognitive functioning in clinical and non-clinical populations: A meta-analysis of randomized controlled trials.

    Science.gov (United States)

    Stanmore, Emma; Stubbs, Brendon; Vancampfort, Davy; de Bruin, Eling D; Firth, Joseph

    2017-07-01

    Physically-active video games ('exergames') have recently gained popularity for leisure and entertainment purposes. Using exergames to combine physical activity and cognitively-demanding tasks may offer a novel strategy to improve cognitive functioning. Therefore, this systematic review and meta-analysis was performed to establish effects of exergames on overall cognition and specific cognitive domains in clinical and non-clinical populations. We identified 17 eligible RCTs with cognitive outcome data for 926 participants. Random-effects meta-analyses found exergames significantly improved global cognition (g=0.436, 95% CI=0.18-0.69, p=0.001). Significant effects still existed when excluding waitlist-only controlled studies, and when comparing to physical activity interventions. Furthermore, benefits of exergames where observed for both healthy older adults and clinical populations with conditions associated with neurocognitive impairments (all pfunctions, attentional processing and visuospatial skills. The findings present the first meta-analytic evidence for effects of exergames on cognition. Future research must establish which patient/treatment factors influence efficacy of exergames, and explore neurobiological mechanisms of action. Crown Copyright © 2017. Published by Elsevier Ltd. All rights reserved.

  16. Do participants' preferences for mode of delivery (text, video, or both) influence the effectiveness of a Web-based physical activity intervention?

    Science.gov (United States)

    Vandelanotte, Corneel; Duncan, Mitch J; Plotnikoff, Ronald C; Mummery, W Kerry

    2012-02-29

    In randomized controlled trials, participants cannot choose their preferred intervention delivery mode and thus might refuse to participate or not engage fully if assigned to a nonpreferred group. This might underestimate the true effectiveness of behavior-change interventions. To examine whether receiving interventions either matched or mismatched with participants' preferred delivery mode would influence effectiveness of a Web-based physical activity intervention. Adults (n = 863), recruited via email, were randomly assigned to one of three intervention delivery modes (text based, video based, or combined) and received fully automated, Internet-delivered personal advice about physical activity. Personalized intervention content, based on the theory of planned behavior and stages of change concept, was identical across groups. Online, self-assessed questionnaires measuring physical activity were completed at baseline, 1 week, and 1 month. Physical activity advice acceptability and website usability were assessed at 1 week. Before randomization, participants were asked which delivery mode they preferred, to categorize them as matched or mismatched. Time spent on the website was measured throughout the intervention. We applied intention-to-treat, repeated-measures analyses of covariance to assess group differences. Attrition was high (575/863, 66.6%), though equal between groups (t(86) (3) =1.31, P =.19). At 1-month follow-up, 93 participants were categorized as matched and 195 as mismatched. They preferred text mode (493/803, 61.4%) over combined (216/803, 26.9%) and video modes (94/803, 11.7%). After the intervention, 20% (26/132) of matched-group participants and 34% (96/282) in the mismatched group changed their delivery mode preference. Time effects were significant for all physical activity outcomes (total physical activity: F(2,801) = 5.07, P = .009; number of activity sessions: F(2,801) = 7.52, P < .001; walking: F(2,801) = 8.32, P < .001; moderate physical

  17. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... support group for me? Find a Group Upcoming Events Video Library Photo Gallery One-on-One Support ... group for me? Find a group Back Upcoming events Video Library Photo Gallery One-on-One Support ...

  18. Video Games and Citizenship

    National Research Council Canada - National Science Library

    Bourgonjon, Jeroen; Soetaert, Ronald

    2013-01-01

    ... by exploring a particular aspect of digitization that affects young people, namely video games. They explore the new social spaces which emerge in video game culture and how these spaces relate to community building and citizenship...

  19. Videos, Podcasts and Livechats

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    Full Text Available ... Doctor Find a Provider Meet the Team Blog Articles News Resources Links Videos Podcasts Webinars For the ... Doctor Find a Provider Meet the Team Blog Articles News Provider Directory Donate Resources Links Videos Podcasts ...

  20. Videos, Podcasts and Livechats

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    Full Text Available ... Doctor Find a Provider Meet the Team Blog Articles & Stories News Resources Links Videos Podcasts Webinars For ... Doctor Find a Provider Meet the Team Blog Articles & Stories News Provider Directory Donate Resources Links Videos ...

  1. Digital Video in Research

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2012-01-01

    questions of our media literacy pertaining to authoring multimodal texts (visual, verbal, audial, etc.) in research practice and the status of multimodal texts in academia. The implications of academic video extend to wider issues of how researchers harness opportunities to author different types of texts......Is video becoming “the new black” in academia, if so, what are the challenges? The integration of video in research methodology (for collection, analysis) is well-known, but the use of “academic video” for dissemination is relatively new (Eriksson and Sørensen). The focus of this paper is academic...... video, or short video essays produced for the explicit purpose of communicating research processes, topics, and research-based knowledge (see the journal of academic videos: www.audiovisualthinking.org). Video is increasingly used in popular showcases for video online, such as YouTube and Vimeo, as well...

  2. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Back Support Groups Is a support group for me? Find a Group Upcoming Events Video Library Photo ... Support Groups Back Is a support group for me? Find a group Back Upcoming events Video Library ...

  3. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... group for me? Find a Group Upcoming Events Video Library Photo Gallery One-on-One Support ANetwork ... for me? Find a group Back Upcoming events Video Library Photo Gallery One-on-One Support Back ...

  4. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... the Team Blog Articles & Stories News Resources Links Videos Podcasts Webinars For the Media For Clinicians For ... Family Caregivers Glossary Menu In this section Links Videos Podcasts Webinars For the Media For Clinicians For ...

  5. Videos, Podcasts and Livechats

    Science.gov (United States)

    ... the Team Blog Articles & Stories News Resources Links Videos Podcasts Webinars For the Media For Clinicians For ... Family Caregivers Glossary Menu In this section Links Videos Podcasts Webinars For the Media For Clinicians For ...

  6. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... a Provider Meet the Team Blog Articles & Stories News Resources Links Videos Podcasts Webinars For the Media ... a Provider Meet the Team Blog Articles & Stories News Provider Directory Donate Resources Links Videos Podcasts Webinars ...

  7. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... for me? Find a Group Upcoming Events Video Library Photo Gallery One-on-One Support ANetwork Peer ... me? Find a group Back Upcoming events Video Library Photo Gallery One-on-One Support Back ANetwork ...

  8. Video Screen Capture Basics

    Science.gov (United States)

    Dunbar, Laura

    2014-01-01

    This article is an introduction to video screen capture. Basic information of two software programs, QuickTime for Mac and BlueBerry Flashback Express for PC, are also discussed. Practical applications for video screen capture are given.

  9. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... News Resources Links Videos Podcasts Webinars For the Media For Clinicians For Policymakers For Family Caregivers Glossary ... this section Links Videos Podcasts Webinars For the Media For Clinicians For Policymakers For Family Caregivers Glossary ...

  10. Rheumatoid Arthritis Educational Video Series

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    Full Text Available ... Johns Hopkins Stategies to Increase your Level of Physical Activity Role of Body Weight in Osteoarthritis Educational Videos ... Drug Information for Patients Arthritis Drug Information Sheets Benefits and Risks of Opioids in Arthritis ... website is intended for educational purposes only. Physicians and other health care professionals are encouraged to consult other sources ...

  11. Rheumatoid Arthritis Educational Video Series

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    Full Text Available ... will allow you to take a more active role in your care. The information in these videos should not take the place of any advice you receive from your rheumatologist. Click A Link Below To Play Rheumatoid Arthritis: Symptoms and Diagnosis Rheumatoid Arthritis: What ...

  12. Rheumatoid Arthritis Educational Video Series

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    Full Text Available ... are available, what is happening in the immune system and what other conditions are associated with RA. Learning more about your condition will allow you to take a more active role in your care. The information in these videos should not take the place ...

  13. Transmission of compressed video

    Science.gov (United States)

    Pasch, H. L.

    1990-09-01

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

  14. Making good physics videos

    Science.gov (United States)

    Lincoln, James

    2017-05-01

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

  15. Desktop video conferencing

    OpenAIRE

    Potter, Ray; Roberts, Deborah

    2007-01-01

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

  16. 47 CFR 79.3 - Video description of video programming.

    Science.gov (United States)

    2010-10-01

    ... 47 Telecommunication 4 2010-10-01 2010-10-01 false Video description of video programming. 79.3... CLOSED CAPTIONING AND VIDEO DESCRIPTION OF VIDEO PROGRAMMING § 79.3 Video description of video programming. (a) Definitions. For purposes of this section the following definitions shall apply: (1...

  17. Compact video synopsis via global spatiotemporal optimization.

    Science.gov (United States)

    Nie, Yongwei; Xiao, Chunxia; Sun, Hanqiu; Li, Ping

    2013-10-01

    Video synopsis aims at providing condensed representations of video data sets that can be easily captured from digital cameras nowadays, especially for daily surveillance videos. Previous work in video synopsis usually moves active objects along the time axis, which inevitably causes collisions among the moving objects if compressed much. In this paper, we propose a novel approach for compact video synopsis using a unified spatiotemporal optimization. Our approach globally shifts moving objects in both spatial and temporal domains, which shifting objects temporally to reduce the length of the video and shifting colliding objects spatially to avoid visible collision artifacts. Furthermore, using a multilevel patch relocation (MPR) method, the moving space of the original video is expanded into a compact background based on environmental content to fit with the shifted objects. The shifted objects are finally composited with the expanded moving space to obtain the high-quality video synopsis, which is more condensed while remaining free of collision artifacts. Our experimental results have shown that the compact video synopsis we produced can be browsed quickly, preserves relative spatiotemporal relationships, and avoids motion collisions.

  18. Privacy-protecting video surveillance

    Science.gov (United States)

    Wickramasuriya, Jehan; Alhazzazi, Mohanned; Datt, Mahesh; Mehrotra, Sharad; Venkatasubramanian, Nalini

    2005-02-01

    Forms of surveillance are very quickly becoming an integral part of crime control policy, crisis management, social control theory and community consciousness. In turn, it has been used as a simple and effective solution to many of these problems. However, privacy-related concerns have been expressed over the development and deployment of this technology. Used properly, video cameras help expose wrongdoing but typically come at the cost of privacy to those not involved in any maleficent activity. This work describes the design and implementation of a real-time, privacy-protecting video surveillance infrastructure that fuses additional sensor information (e.g. Radio-frequency Identification) with video streams and an access control framework in order to make decisions about how and when to display the individuals under surveillance. This video surveillance system is a particular instance of a more general paradigm of privacy-protecting data collection. In this paper we describe in detail the video processing techniques used in order to achieve real-time tracking of users in pervasive spaces while utilizing the additional sensor data provided by various instrumented sensors. In particular, we discuss background modeling techniques, object tracking and implementation techniques that pertain to the overall development of this system.

  19. Video Self-Modeling

    Science.gov (United States)

    Buggey, Tom; Ogle, Lindsey

    2012-01-01

    Video self-modeling (VSM) first appeared on the psychology and education stage in the early 1970s. The practical applications of VSM were limited by lack of access to tools for editing video, which is necessary for almost all self-modeling videos. Thus, VSM remained in the research domain until the advent of camcorders and VCR/DVD players and,…

  20. Tracing Sequential Video Production

    DEFF Research Database (Denmark)

    Otrel-Cass, Kathrin; Khalid, Md. Saifuddin

    2015-01-01

    With an interest in learning that is set in collaborative situations, the data session presents excerpts from video data produced by two of fifteen students from a class of 5th semester techno-anthropology course. Students used video cameras to capture the time they spent working with a scientist...... video, nature of the interactional space, and material and spatial semiotics....

  1. Developing a Promotional Video

    Science.gov (United States)

    Epley, Hannah K.

    2014-01-01

    There is a need for Extension professionals to show clientele the benefits of their program. This article shares how promotional videos are one way of reaching audiences online. An example is given on how a promotional video has been used and developed using iMovie software. Tips are offered for how professionals can create a promotional video and…

  2. 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...

  3. Intermittent glacial sliding velocities explain variations in long-timescale denudation

    Science.gov (United States)

    Yanites, Brian J.; Ehlers, Todd A.

    2016-09-01

    Quantifying controls on glacial erosion over geologic timescales is central to understanding the role of Cenozoic climate change on the development of modern mountain belts, yet the mechanisms that produce the distinct relief and topography visible in glaciated regions remain poorly constrained. We test the hypothesis that commonly assumed glacial sliding parameterizations control denudation rates over geologic timescales. We do this by modeling glacier dynamics over a glacial-interglacial cycle and compare with a dense dataset of (U-Th)/He thermochronometer derived denudation rates from the southern Coast Mountains, BC. Results indicate zones of rapid Quaternary erosion correspond to locations where the model predicts the highest averaged sliding velocities. The results are consistent with the hypothesis that sliding influences the rate of glacial erosion. Regression between sliding predicted by the model and erosion rates shows a statistically significant correlation (r2 = 0.6). The coefficient of the regression (10-5) is smaller than previous estimates based on data from much shorter timescales. The model results also reveal that for a specific location, active subglacial sliding, and hence erosion, occurs for only ∼10-20% of a glacial-interglacial cycle, suggesting high temporal variations in erosion rates. This intermittency of erosion requires instantaneous erosion rates to be greater than long term averages, explaining how timescale averaging can impact estimates of glacial erosion rates.

  4. Segmentation of object-based video of gaze communication

    DEFF Research Database (Denmark)

    Aghito, Shankar Manuel; Stegmann, Mikkel Bille; Forchhammer, Søren

    2005-01-01

    Aspects of video communication based on gaze interaction are considered. The overall idea is to use gaze interaction to control video, e.g. for video conferencing. Towards this goal, animation of a facial mask is demonstrated. The animation is based on images using Active Appearance Models (AAM...

  5. A new method for wireless video monitoring of bird nests

    Science.gov (United States)

    David I. King; Richard M. DeGraaf; Paul J. Champlin; Tracey B. Champlin

    2001-01-01

    Video monitoring of active bird nests is gaining popularity among researchers because it eliminates many of the biases associated with reliance on incidental observations of predation events or use of artificial nests, but the expense of video systems may be prohibitive. Also, the range and efficiency of current video monitoring systems may be limited by the need to...

  6. An Automatic Multimedia Content Summarization System for Video Recommendation

    Science.gov (United States)

    Yang, Jie Chi; Huang, Yi Ting; Tsai, Chi Cheng; Chung, Ching I.; Wu, Yu Chieh

    2009-01-01

    In recent years, using video as a learning resource has received a lot of attention and has been successfully applied to many learning activities. In comparison with text-based learning, video learning integrates more multimedia resources, which usually motivate learners more than texts. However, one of the major limitations of video learning is…

  7. Position Control of PMSM in Sliding Mode

    Directory of Open Access Journals (Sweden)

    Peter Bris

    2008-01-01

    Full Text Available In the paper control of linear permanent magnet synchronous motor (PMSM based on the principles of sliding mode control (SMC with respect of vector control principles is carried out. The presented simulations comprise position quantization due to assumed experimental verification on the bench which consists of linear PMSM and incremental position sensor. Simulation results compare two methods for obtaining of position derivatives needed for SMC algorithm. The first method exploits a filtering observer and second one uses numerical derivations and first order filters.

  8. Sliding mechanics with microscrew implant anchorage.

    Science.gov (United States)

    Park, Hyo-Sang; Kwon, Tae-Geon

    2004-10-01

    Three cases are illustrated. One was treated with maxillary microscrew implants, another with mandibular microscrew implants, and the third with both maxillary and mandibular microscrew implants. With the maxillary microscrew implants, the maxillary anterior teeth were retracted bodily with a slight intrusion and all the premolar extraction space was closed without loss of anchorage. Furthermore, the maxillary posterior teeth showed distal movement. The mandibular microscrew implants controlled the vertical position of the mandibular posterior teeth and played an important role in improving the facial profile. The efficacy of sliding mechanics with microscrew implant anchorage on the treatment of skeletal Class II malocclusion is also discussed.

  9. The histological slides and drawings of Cajal

    Directory of Open Access Journals (Sweden)

    Pablo Garcia-Lopez

    2010-03-01

    Full Text Available Ramon y Cajal´s studies in the world of neuroscience provoked a radical change in the course of its history. For this reason he is considered as the father of modern neuroscience. Some of his items are housed at the Cajal Museum (Cajal Institute, CSIC, Madrid, Spain. In this article, we will present an analysis of Cajal’s effects used in his research that could help to understand his enormous scientific production, and that offers some curious insights into his work and his legacy. Furthermore, we present some images relating Cajal’s scientific drawings with his histological slides.

  10. Synchronization between Fractional-Order and Integer-Order Hyperchaotic Systems via Sliding Mode Controller

    Directory of Open Access Journals (Sweden)

    Yan-Ping Wu

    2013-01-01

    Full Text Available The synchronization between fractional-order hyperchaotic systems and integer-order hyperchaotic systems via sliding mode controller is investigated. By designing an active sliding mode controller and choosing proper control parameters, the drive and response systems are synchronized. Synchronization between the fractional-order Chen chaotic system and the integer-order Chen chaotic system and between integer-order hyperchaotic Chen system and fractional-order hyperchaotic Rössler system is used to illustrate the effectiveness of the proposed synchronization approach. Numerical simulations coincide with the theoretical analysis.

  11. Optimal tracking and second order sliding power control of the DFIG wind turbine

    Science.gov (United States)

    Abdeddaim, S.; Betka, A.; Charrouf, O.

    2017-02-01

    In the present paper, an optimal operation of a grid-connected variable speed wind turbine equipped with a Doubly Fed Induction Generator (DFIG) is presented. The proposed cascaded nonlinear controller is designed to perform two main objectives. In the outer loop, a maximum power point tracking (MPPT) algorithm based on fuzzy logic theory is designed to permanently extract the optimal aerodynamic energy, whereas in the inner loop, a second order sliding mode control (2-SM) is applied to achieve smooth regulation of both stator active and reactive powers quantities. The obtained simulation results show a permanent track of the MPP point regardless of the turbine power-speed slope moreover the proposed sliding mode control strategy presents attractive features such as chattering-free, compared to the conventional first order sliding technique (1-SM).

  12. Tracking Control Design Using Sliding Mode Techniques for Satellite Formation Flying

    Directory of Open Access Journals (Sweden)

    Hyung-Chu Lim

    2003-12-01

    Full Text Available Satellite formation flying is currently an active area of research in the aerospace engineering. So it has been researched by various authors. In this study, a tracking controller using sliding mode techniques was designed to control a satellite for the satellite formation flying. In general, Hill's equations are used to describe the relative motion of the follower satellite with respect to the leader satellite. However the modified Hill's equations considering the J_2 perturbation were used for the design of sliding mode controller. The extended Kalman filter was applied to estimate the state vector based on the measurements of relative distance and velocity between two satellites. The simulation results show that the follower satellite tracks the desired trajectory well by thruster operations based on the sliding mode control law.

  13. Advanced video coding systems

    CERN Document Server

    Gao, Wen

    2015-01-01

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

  14. Intelligent video surveillance systems

    CERN Document Server

    Dufour, Jean-Yves

    2012-01-01

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

  15. VBR video traffic models

    CERN Document Server

    Tanwir, Savera

    2014-01-01

    There has been a phenomenal growth in video applications over the past few years. An accurate traffic model of Variable Bit Rate (VBR) video is necessary for performance evaluation of a network design and for generating synthetic traffic that can be used for benchmarking a network. A large number of models for VBR video traffic have been proposed in the literature for different types of video in the past 20 years. Here, the authors have classified and surveyed these models and have also evaluated the models for H.264 AVC and MVC encoded video and discussed their findings.

  16. Understanding the effects of violent video games on violent crime

    OpenAIRE

    Cunningham, A. Scott; Engelstätter, Benjamin; Ward, Michael R.

    2011-01-01

    Psychological studies invariably find a positive relationship between violent video game play and aggression. However, these studies cannot account for either aggressive effects of alternative activities video game playing substitutes for or the possible selection of relatively violent people into playing violent video games. That is, they lack external validity. We investigate the relationship between the prevalence of violent video games and violent crimes. Our results are consistent with t...

  17. Viewers Motivations for Watching Beauty Videos on You Tube

    OpenAIRE

    Jiroušková, Dominika

    2016-01-01

    The diploma thesis focuses on motivations for watching beauty videos on YouTube. The aim is to clarify why viewers watch amateur videos that communicate topics related to physical appearance. Assuming the audience as an active actor of media communication the thesis is based on uses and gratification theory. Viewers watch beauty videos consciously to meet their individual needs. Based on an analysis of eleven interviews with regular viewers of beauty videos this thesis reveals five categories...

  18. Learning pathology using collaborative vs. individual annotation of whole slide images: a mixed methods trial.

    Science.gov (United States)

    Sahota, Michael; Leung, Betty; Dowdell, Stephanie; Velan, Gary M

    2016-12-12

    Students in biomedical disciplines require understanding of normal and abnormal microscopic appearances of human tissues (histology and histopathology). For this purpose, practical classes in these disciplines typically use virtual microscopy, viewing digitised whole slide images in web browsers. To enhance engagement, tools have been developed to enable individual or collaborative annotation of whole slide images within web browsers. To date, there have been no studies that have critically compared the impact on learning of individual and collaborative annotations on whole slide images. Junior and senior students engaged in Pathology practical classes within Medical Science and Medicine programs participated in cross-over trials of individual and collaborative annotation activities. Students' understanding of microscopic morphology was compared using timed online quizzes, while students' perceptions of learning were evaluated using an online questionnaire. For senior medical students, collaborative annotation of whole slide images was superior for understanding key microscopic features when compared to individual annotation; whilst being at least equivalent to individual annotation for junior medical science students. Across cohorts, students agreed that the annotation activities provided a user-friendly learning environment that met their flexible learning needs, improved efficiency, provided useful feedback, and helped them to set learning priorities. Importantly, these activities were also perceived to enhance motivation and improve understanding. Collaborative annotation improves understanding of microscopic morphology for students with sufficient background understanding of the discipline. These findings have implications for the deployment of annotation activities in biomedical curricula, and potentially for postgraduate training in Anatomical Pathology.

  19. Free chattering hybrid sliding mode control for a class of non-linear systems

    DEFF Research Database (Denmark)

    Khooban, Mohammad-Hassan; Niknam, Taher; Blaabjerg, Frede

    2016-01-01

    In current study, in order to find the control of general uncertain nonlinear systems, a new optimal hybrid control approach called Optimal General Type II Fuzzy Sliding Mode (OGT2FSM) is presented. In order to estimate unknown nonlinear activities in monitoring dynamic uncertainties, the benefit...

  20. Does playing a sports active video game improve object control skills of children with autism spectrum disorder?

    Directory of Open Access Journals (Sweden)

    Jacqueline Edwards

    2017-03-01

    Conclusion: The use of AVGs as a play-based intervention may not provide enough opportunity for children to perform the correct movement patterns to influence skill. However, play of such games may influence perceptions of skill ability in children with ASD, which could improve motivation to participate in physical activities.