WorldWideScience

Sample records for videos slides activities

  1. Understanding Learning Style by Eye Tracking in Slide Video Learning

    Science.gov (United States)

    Cao, Jianxia; Nishihara, Akinori

    2012-01-01

    More and more videos are now being used in e-learning context. For improving learning effect, to understand how students view the online video is important. In this research, we investigate how students deploy their attention when they learn through interactive slide video in the aim of better understanding observers' learning style. Felder and…

  2. 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.

  3. 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

  4. Slide 1

    Indian Academy of Sciences (India)

    Table of contents. Slide 1 · Matsyagandhya A case of genetic disorder · Slide 3 · Slide 4 · Slide 5 · Slide 6 · Slide 7 · Active Site with Molybdopterin Ligation · Disadvantage of a Chemist to Model the Cofactor · Slide 10 · Slide 11 · Slide 12 · Active Site Investigation · Slide 14 · Slide 15 · Slide 16 · Slide 17 · Slide 18 · Slide 19.

  5. SWCD: a sliding window and self-regulated learning-based background updating method for change detection in videos

    Science.gov (United States)

    Işık, Şahin; Özkan, Kemal; Günal, Serkan; Gerek, Ömer Nezih

    2018-03-01

    Change detection with background subtraction process remains to be an unresolved issue and attracts research interest due to challenges encountered on static and dynamic scenes. The key challenge is about how to update dynamically changing backgrounds from frames with an adaptive and self-regulated feedback mechanism. In order to achieve this, we present an effective change detection algorithm for pixelwise changes. A sliding window approach combined with dynamic control of update parameters is introduced for updating background frames, which we called sliding window-based change detection. Comprehensive experiments on related test videos show that the integrated algorithm yields good objective and subjective performance by overcoming illumination variations, camera jitters, and intermittent object motions. It is argued that the obtained method makes a fair alternative in most types of foreground extraction scenarios; unlike case-specific methods, which normally fail for their nonconsidered scenarios.

  6. 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…

  7. Anthropocentric Video Segmentation for Lecture Webcasts

    Directory of Open Access Journals (Sweden)

    Rojas Raul

    2007-01-01

    Full Text Available Abstract 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.

  8. 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.

  9. Augmented video viewing: transforming video consumption into an active experience

    OpenAIRE

    WIJNANTS, Maarten; Leën, Jeroen; QUAX, Peter; LAMOTTE, Wim

    2014-01-01

    Traditional video productions fail to cater to the interactivity standards that the current generation of digitally native customers have become accustomed to. This paper therefore advertises the \\activation" of the video consumption process. In particular, it proposes to enhance HTML5 video playback with interactive features in order to transform video viewing into a dynamic pastime. The objective is to enable the authoring of more captivating and rewarding video experiences for end-users. T...

  10. 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.

  11. Nonlinear Predictive Sliding Mode Control for Active Suspension System

    Directory of Open Access Journals (Sweden)

    Dazhuang Wang

    2018-01-01

    Full Text Available An active suspension system is important in meeting the requirements of the ride comfort and handling stability for vehicles. In this work, a nonlinear model of active suspension system and a corresponding nonlinear robust predictive sliding mode control are established for the control problem of active suspension. Firstly, a seven-degree-of-freedom active suspension model is established considering the nonlinear effects of springs and dampers; and secondly, the dynamic model is expanded in the time domain, and the corresponding predictive sliding mode control is established. The uncertainties in the controller are approximated by the fuzzy logic system, and the adaptive controller reduces the approximation error to increase the robustness of the control system. Finally, the simulation results show that the ride comfort and handling stability performance of the active suspension system is better than that of the passive suspension system and the Skyhook active suspension. Thus, the system can obviously improve the shock absorption performance of vehicles.

  12. 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.

  13. 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.

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

    KAUST Repository

    Heilbron, Fabian Caba; Castillo, Victor; Ghanem, Bernard; Niebles, Juan Carlos

    2015-01-01

    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.

  15. 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

    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 group

  16. 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

  17. 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

  18. 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, de M.; Seidell, J.; Vet, de E.

    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

  19. 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

  20. 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.

  1. 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

    2011-01-01

    In the present study we investigated the effect of television watching and the use of activity-promoting video games on energy expenditure in obese and lean children. 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 console. 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. When examining movement with accelerometry, children moved significantly more when playing the video game on the Nintendo Wii console. 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.

  2. 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.

  3. 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…

  4. Lecture Videos in Online Courses: A Follow-Up

    Science.gov (United States)

    Evans, Heather K.; Cordova, Victoria

    2015-01-01

    In a recent study regarding online lecture videos, Evans (2014) shows that lecture videos are not superior to still slides. Using two Introduction to American Government courses, taught in a 4-week summer session, she shows that students in a non-video course had higher satisfaction with the course and instructor and performed better on exams than…

  5. Slide 1

    Indian Academy of Sciences (India)

    Table of contents. Slide 1 · Slide 2 · Slide 3 · Slide 4 · 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.

  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. Slide 1

    Indian Academy of Sciences (India)

    Table of contents. Slide 1 · Slide 2 · Membrane Phospholipids · Slide 4 · NAE and NAPE · Biological and Pharmacological properties · 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.

  8. Slide 1

    Indian Academy of Sciences (India)

    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. 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…

  10. 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.

  11. 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.

  12. 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.

  13. Make your own video with ActivePresenter

    CERN Document Server

    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  

  14. 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...... Bødker’s in 1996, three possible areas of expansion to Susanne Bødker’s method for analyzing video data were found. Firstly, a technological expansion due to contemporary developments in sophisticated analysis software, since the mid 1990’s. Secondly, a conceptual expansion, where the applicability...... of using Activity Theory outside of the context of human–computer interaction, is assessed. Lastly, a temporal expansion, by facilitating an organized method for tracking the development of activities over time, within the coding and analysis of video data. To expand on the above areas, a prototype coding...

  15. 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.

  16. Slide layout and integrated design (SLIDE) program

    International Nuclear Information System (INIS)

    Roberts, S.G.

    1975-01-01

    SLIDE is a FORTRAN IV program for producing 35 mm color slides on the Control Data CYBER-74. SLIDE interfaces with the graphics package, DISSPLA, on the CYBER-74. It was designed so that persons with no previous computer experience can easily and quickly generate their own textual 35 mm color slides for verbal presentations. SLIDE's features include seven different colors, five text sizes, ten tab positions, and two page sizes. As many slides as desired may be produced during any one run of the program. Each slide is designed to represent an 8 1 / 2 in. x 11 in. or an 11 in. x 8 1 / 2 in. page. The input data cards required to run the SLIDE program and the program output are described. Appendixes contain a sample program run showing input, output, and the resulting slides produced and a FORTRAN listing of the SLIDE program. (U.S.)

  17. 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...

  18. 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

  19. 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.

  20. Activity-based exploitation of Full Motion Video (FMV)

    Science.gov (United States)

    Kant, Shashi

    2012-06-01

    Video has been a game-changer in how US forces are able to find, track and defeat its adversaries. With millions of minutes of video being generated from an increasing number of sensor platforms, the DOD has stated that the rapid increase in video is overwhelming their analysts. The manpower required to view and garner useable information from the flood of video is unaffordable, especially in light of current fiscal restraints. "Search" within full-motion video has traditionally relied on human tagging of content, and video metadata, to provision filtering and locate segments of interest, in the context of analyst query. Our approach utilizes a novel machine-vision based approach to index FMV, using object recognition & tracking, events and activities detection. This approach enables FMV exploitation in real-time, as well as a forensic look-back within archives. This approach can help get the most information out of video sensor collection, help focus the attention of overburdened analysts form connections in activity over time and conserve national fiscal resources in exploiting FMV.

  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. 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.

  3. Automatic association of chats and video tracks for activity learning and recognition in aerial video surveillance.

    Science.gov (United States)

    Hammoud, Riad I; Sahin, Cem S; Blasch, Erik P; Rhodes, Bradley J; Wang, Tao

    2014-10-22

    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.

  4. 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.

  5. Active Power Factor Correction Using a Sliding Mode Controller

    Directory of Open Access Journals (Sweden)

    Korhan KAYIŞLI

    2008-03-01

    Full Text Available In this paper, a sliding mode controller is designed for active shaping of the input current in the boost converter. Robustness of the designed controller is tested with variable output voltage references, different loads and network voltage variations. For the simulations, MATLAB/Simulink programme is used. From simulation results, the same phase was provided between input current and input voltage and nearly unity power factor was obtained.

  6. 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...

  7. 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

  8. 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.

  9. Frictional sliding tests on combined coal-rock samples

    Directory of Open Access Journals (Sweden)

    Tao Wang

    2014-06-01

    Full Text Available A test system was developed to understand the sliding mechanism of coal-rock structure. The test system was composed by a double-shear testing model and an acousto-optic monitoring system in association with a digital camera and an acoustic emission (AE instrument. The tests can simulate the movement of activated faults and the sliding in coal-rock structure. In this regard, instable sliding conditions of coal-rock samples, sliding types under different conditions, displacement evolution law, and AE characteristics during sliding process were investigated. Several sliding types were monitored in the tests, including unstable continuous sliding, unstable discontinuous sliding, and stable sliding. The sliding types have close relation with the axial loads and loading rates. Larger axial load and smaller loading rate mean that unstable sliding is less likely to occur. The peak shear stress was positively correlated with the axial load when sliding occurred, whereas the displacement induced by unstable sliding was uncorrelated with the axial load. A large number of AE events occurred before sliding, and the AE rate decreased after stable sliding. The results show that the tests can well simulate the process of structural instability in a coal bump, and are helpful in the understanding of fault activation and the physical processes during squeezing process of roof and floor.

  10. Video-Quality Estimation Based on Reduced-Reference Model Employing Activity-Difference

    Science.gov (United States)

    Yamada, Toru; Miyamoto, Yoshihiro; Senda, Yuzo; Serizawa, Masahiro

    This paper presents a Reduced-reference based video-quality estimation method suitable for individual end-user quality monitoring of IPTV services. With the proposed method, the activity values for individual given-size pixel blocks of an original video are transmitted to end-user terminals. At the end-user terminals, the video quality of a received video is estimated on the basis of the activity-difference between the original video and the received video. Psychovisual weightings and video-quality score adjustments for fatal degradations are applied to improve estimation accuracy. In addition, low-bit-rate transmission is achieved by using temporal sub-sampling and by transmitting only the lower six bits of each activity value. The proposed method achieves accurate video quality estimation using only low-bit-rate original video information (15kbps for SDTV). The correlation coefficient between actual subjective video quality and estimated quality is 0.901 with 15kbps side information. The proposed method does not need computationally demanding spatial and gain-and-offset registrations. Therefore, it is suitable for real-time video-quality monitoring in IPTV services.

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

    OpenAIRE

    Chen, TA; Cerin, E; Baranowski, T; Abdelsamad, D; Baranowski, J; O'Connor, TM; Thompson, D; Barnett, A

    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

  12. Learning literacy and content through video activities in primary education

    OpenAIRE

    Heitink, Maaike Christine; Fisser, Petra; McKenney, Susan; Resta, P.

    2012-01-01

    This case study research explored to what extent and in which ways teachers used Technological Pedagogical Content Knowledge (TPCK) and related competencies to implement video activities in primary education. Three Dutch teachers implemented video activities to improve students‟ content knowledge and literacy- and communication skills simultaneously. Lesson materials were provided but teachers chose the theme or subject (content) linked to the video activities themselves. Results show that ap...

  13. Functional Based Adaptive and Fuzzy Sliding Controller for Non-Autonomous Active Suspension System

    Science.gov (United States)

    Huang, Shiuh-Jer; Chen, Hung-Yi

    In this paper, an adaptive sliding controller is developed for controlling a vehicle active suspension system. The functional approximation technique is employed to substitute the unknown non-autonomous functions of the suspension system and release the model-based requirement of sliding mode control algorithm. In order to improve the control performance and reduce the implementation problem, a fuzzy strategy with online learning ability is added to compensate the functional approximation error. The update laws of the functional approximation coefficients and the fuzzy tuning parameters are derived from the Lyapunov theorem to guarantee the system stability. The proposed controller is implemented on a quarter-car hydraulic actuating active suspension system test-rig. The experimental results show that the proposed controller suppresses the oscillation amplitude of the suspension system effectively.

  14. Learning literacy and content through video activities in primary education

    NARCIS (Netherlands)

    Heitink, Maaike Christine; Fisser, Petra; McKenney, Susan; Resta, P.

    2012-01-01

    This case study research explored to what extent and in which ways teachers used Technological Pedagogical Content Knowledge (TPCK) and related competencies to implement video activities in primary education. Three Dutch teachers implemented video activities to improve students‟ content knowledge

  15. Pediatric Obesity: Is There Room for Active Video Games in Prevention or Management?

    Science.gov (United States)

    Thivel, David; OʼMalley, Grace

    2016-01-01

    Children and adolescents spend a considerable amount of time engaged in sedentary behaviors that have been shown to favor weight gain and impaired physical fitness. Active video games have been proposed to increase physical activity levels. Although active video games may offer an interesting alternative to reducing sedentary time for children, the present commentary aimed to determine whether there is adequate evidence that compared active video gaming to real-life play and exercise. Given the dearth of data, it is not possible at present to support the use of active video games as substitutes for traditional forms of active play and health-enhancing physical activity. Further research should be encouraged and therapists should not consider active video games exclusively for intervention in children with obesity.

  16. 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...

  17. 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.

  18. 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…

  19. 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) 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 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.

  20. 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 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.

  1. 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.

  2. SLIDES: a program to draw slides and posters

    Energy Technology Data Exchange (ETDEWEB)

    Bertrand, R.; Schofield, J.

    1977-04-01

    SLIDES is a program which takes text and commands as input and prepares lettered slides and posters. When run on the time-sharing computer, the program can display its output on an interactive graphics terminal; in batch, it can direct its graphical output to a variety of plotters. The program uses DISSPLA graphical subroutines and standard ANL plotter subroutines. This report contains material written for the beginning user, who should be able to produce useful slides or posters by following the examples. This report also serves as a complete reference for the SLIDES program. 4 figures.

  3. 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.

  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. Video Games and Children: Effects on Leisure Activities, Schoolwork, and Peer Involvement.

    Science.gov (United States)

    Creasey, Gary L; Myers, Barbara J

    1986-01-01

    Measures the indirect effect a home video system has on children's leisure activities, school work, and peer contacts. Concludes that owning a video game does not greatly alter a child's activities. (HOD)

  6. Slide 1

    Indian Academy of Sciences (India)

    Projected Rainfall (Weighted Mean CDF; A1B scenario) · Slide 18 · Imprecise Probability · Bounds for Probability of Drought · Slide 21 · Possibility Distribution of GCMs and Scenarios · Mahanadi River Basin - Streamflow · Projections for future monsoon inflows to Hirakud Reservoir · Slide 25 · Rule curve for adaptive policies.

  7. 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…

  8. A Novel Sliding Mode Control Technique for Indirect Current Controlled Active Power Filter

    Directory of Open Access Journals (Sweden)

    Juntao Fei

    2012-01-01

    Full Text Available A novel sliding mode control (SMC method for indirect current controlled three-phase parallel active power filter is presented in this paper. There are two designed closed loops in the system: one is the DC voltage controlling loop and the other is the reference current tracking loop. The first loop with a PI regulator is used to control the DC voltage approximating to the given voltage of capacitor, and the output of PI regulator through a low-pass filter is applied as the input of the power supply reference currents. The second loop implements the tracking of the reference currents using integral sliding mode controller, which can improve the harmonic treating performance. Compared with the direct current control technique, it is convenient to be implemented with digital signal processing system because of simpler system structure and better harmonic treating property. Simulation results verify that the generated reference currents have the same amplitude with the load currents, demonstrating the superior harmonic compensating effects with the proposed shunt active power filter compared with the hysteresis method.

  9. 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.

  10. 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.

  11. Gender differences in BOLD activation to face photographs and video vignettes.

    Science.gov (United States)

    Fine, Jodene Goldenring; Semrud-Clikeman, Margaret; Zhu, David C

    2009-07-19

    Few neuroimaging studies have reported gender differences in response to human emotions, and those that have examined such differences have utilized face photographs. This study presented not only human face photographs of positive and negative emotions, but also video vignettes of positive and negative social human interactions in an attempt to provide a more ecologically appropriate stimuli paradigm. Ten male and 10 female healthy right-handed young adults were shown positive and negative affective social human faces and video vignettes to elicit gender differences in social/emotional perception. Conservative ROI (region of interest) analysis indicated greater male than female activation to positive affective photos in the anterior cingulate, medial frontal gyrus, superior frontal gyrus and superior temporal gyrus, all in the right hemisphere. No significant ROI gender differences were observed to negative affective photos. Male greater than female activation was seen in ROIs of the left posterior cingulate and the right inferior temporal gyrus to positive social videos. Male greater than female activation occurred in only the left middle temporal ROI for negative social videos. Consistent with previous findings, males were more lateralized than females. Although more activation was observed overall to video compared to photo conditions, males and females appear to process social video stimuli more similarly to one another than they do for photos. This study is a step forward in understanding the social brain with more ecologically valid stimuli that more closely approximates the demands of real-time social and affective processing.

  12. Gravitational sliding of the Mt. Etna massif along a sloping basement

    Science.gov (United States)

    Murray, John B.; van Wyk de Vries, Benjamin; Pitty, Andy; Sargent, Phil; Wooller, Luke

    2018-04-01

    Geological field evidence and laboratory modelling indicate that volcanoes constructed on slopes slide downhill. If this happens on an active volcano, then the movement will distort deformation data and thus potentially compromise interpretation. Our recent GPS measurements demonstrate that the entire edifice of Mt. Etna is sliding to the ESE, the overall direction of slope of its complex, rough sedimentary basement. We report methods of discriminating the sliding vector from other deformation processes and of measuring its velocity, which averaged 14 mm year-1 during four intervals between 2001 and 2012. Though sliding of one sector of a volcano due to flank instability is widespread and well-known, this is the first time basement sliding of an entire active volcano has been directly observed. This is important because the geological record shows that such sliding volcanoes are prone to devastating sector collapse on the downslope side, and whole volcano migration should be taken into account when assessing future collapse hazard. It is also important in eruption forecasting, as the sliding vector needs to be allowed for when interpreting deformation events that take place above the sliding basement within the superstructure of the active volcano, as might occur with dyke intrusion or inflation/deflation episodes.

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

    NARCIS (Netherlands)

    De Vet, Emely; Simons, Monique|info:eu-repo/dai/nl/323255639; 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

  14. 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

  15. 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

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

    KAUST Repository

    Heilbron, Fabian Caba; Niebles, Juan Carlos; Ghanem, Bernard

    2016-01-01

    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.

  17. 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.

  18. Teaching physical activities to students with significant disabilities using video modeling.

    Science.gov (United States)

    Cannella-Malone, Helen I; Mizrachi, Sharona V; Sabielny, Linsey M; Jimenez, Eliseo D

    2013-06-01

    The objective of this study was to examine the effectiveness of video modeling on teaching physical activities to three adolescents with significant disabilities. The study implemented a multiple baseline across six physical activities (three per student): jumping rope, scooter board with cones, ladder drill (i.e., feet going in and out), ladder design (i.e., multiple steps), shuttle run, and disc ride. Additional prompt procedures (i.e., verbal, gestural, visual cues, and modeling) were implemented within the study. After the students mastered the physical activities, we tested to see if they would link the skills together (i.e., complete an obstacle course). All three students made progress learning the physical activities, but only one learned them with video modeling alone (i.e., without error correction). Video modeling can be an effective tool for teaching students with significant disabilities various physical activities, though additional prompting procedures may be needed.

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

    Science.gov (United States)

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

    2016-01-01

    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 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.

  20. 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

  1. 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.

  2. 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...

  3. 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 ...

  4. 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...

  5. 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

  6. 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

  7. SlideToolkit: an assistive toolset for the histological quantification of whole slide images.

    Directory of Open Access Journals (Sweden)

    Bastiaan G L Nelissen

    Full Text Available The demand for accurate and reproducible phenotyping of a disease trait increases with the rising number of biobanks and genome wide association studies. Detailed analysis of histology is a powerful way of phenotyping human tissues. Nonetheless, purely visual assessment of histological slides is time-consuming and liable to sampling variation and optical illusions and thereby observer variation, and external validation may be cumbersome. Therefore, within our own biobank, computerized quantification of digitized histological slides is often preferred as a more precise and reproducible, and sometimes more sensitive approach. Relatively few free toolkits are, however, available for fully digitized microscopic slides, usually known as whole slides images. In order to comply with this need, we developed the slideToolkit as a fast method to handle large quantities of low contrast whole slides images using advanced cell detecting algorithms. The slideToolkit has been developed for modern personal computers and high-performance clusters (HPCs and is available as an open-source project on github.com. We here illustrate the power of slideToolkit by a repeated measurement of 303 digital slides containing CD3 stained (DAB abdominal aortic aneurysm tissue from a tissue biobank. Our workflow consists of four consecutive steps. In the first step (acquisition, whole slide images are collected and converted to TIFF files. In the second step (preparation, files are organized. The third step (tiles, creates multiple manageable tiles to count. In the fourth step (analysis, tissue is analyzed and results are stored in a data set. Using this method, two consecutive measurements of 303 slides showed an intraclass correlation of 0.99. In conclusion, slideToolkit provides a free, powerful and versatile collection of tools for automated feature analysis of whole slide images to create reproducible and meaningful phenotypic data sets.

  8. Adaptive Fuzzy Integral Sliding-Mode Regulator for Induction Motor Using Nonlinear Sliding Surface

    OpenAIRE

    Yong-Kun Lu

    2015-01-01

    An adaptive fuzzy integral sliding-mode controller using nonlinear sliding surface is designed for the speed regulator of a field-oriented induction motor drive in this paper. Combining the conventional integral sliding surface with fractional-order integral, a nonlinear sliding surface is proposed for the integral sliding-mode speed control, which can overcome the windup problem and the convergence speed problem. An adaptive fuzzy control term is utilized to approximate the uncertainty. The ...

  9. 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).

  10. 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.

  11. A sensor and video based ontology for activity recognition in smart environments.

    Science.gov (United States)

    Mitchell, D; Morrow, Philip J; Nugent, Chris D

    2014-01-01

    Activity recognition is used in a wide range of applications including healthcare and security. In a smart environment activity recognition can be used to monitor and support the activities of a user. There have been a range of methods used in activity recognition including sensor-based approaches, vision-based approaches and ontological approaches. This paper presents a novel approach to activity recognition in a smart home environment which combines sensor and video data through an ontological framework. The ontology describes the relationships and interactions between activities, the user, objects, sensors and video data.

  12. 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.

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

    Science.gov (United States)

    Lin, Chia-Wen; Chang, Yao-Jen; Wang, Chih-Ming; Chen, Yung-Chang; Sun, Ming-Ting

    2002-12-01

    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.

  14. 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 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 caution.

  15. 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.

  16. The interfacial-organized monolayer water film (MWF) induced ``two-step'' aggregation of nanographene: both in stacking and sliding assembly pathways

    Science.gov (United States)

    Lv, Wenping; Wu, Ren'an

    2013-03-01

    water, the dynamical and structural properties as well as the status of hydrogen bonds (H-bonds) for interfacial water were investigated. We found that the compact, ordered structure and abundant H-bonds of the MWF could be taken as the fundamental aspects of the ``hindering role'' of interfacial water for the hydrophobic assembly of nanographene. These findings are displaying a potential to further understand the hydrophobic assembly which mostly dominate the behaviors of nanomaterials, proteins etc. in aqueous solutions. Electronic supplementary information (ESI) available: The evolution of interaction energy for two graphene nanosheets assembly in stacking (a) and sliding (b) pathway was plotted in Fig. S1. The time evolution of three dimension distance for stacking assembly of two graphene nanosheets with the edge-edge orientation of 45° was plotted in Fig. S2. The initial orientations of graphene nanosheets in three simulations (edge-edge distance in x-direction (dx) was 0.3 nm, but in z-direction (dz) was 0.0 nm, 0.4 nm and 0.7 nm, respectively) were shown in Fig. S3. The snapshots of the evolution of hydration shells during the sliding assembly of nanographene were shown in Fig. S4, with the separation of two graphene nanosheets in z-direction is (a) 0 nm and (b) 0.7 nm, respectively. The process of two graphene nanosheets assembly in stacking pathway was shown in Movie S1 as video. The process of two graphene nanosheets (with a separation of 0.7 nm in normal direction) assembly in sliding pathway was shown in Movie S2 as video. The dynamical evolution of interfacial water during the sliding assembly of nanographene was shown in Movie S3 as video. The process of extruding the monolayer water film (MWF) out of the interplate of two graphene nanosheets was shown in Movie S4 as video. Movie S5 displays that the graphene-water-graphene sandwiched structure was successfully maintained during a 10 ns MD simulation. See DOI: 10.1039/c3nr33447c

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

    Science.gov (United States)

    Rosenberg, Michael; Lay, Brendan S.; Ward, Brodie; Nathan, David; Hunt, Daniel; Braham, Rebecca

    2016-01-01

    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. PMID:27442437

  18. 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.

  19. Semantic focusing allows fully automated single-layer slide scanning of cervical cytology slides.

    Directory of Open Access Journals (Sweden)

    Bernd Lahrmann

    Full Text Available Liquid-based cytology (LBC in conjunction with Whole-Slide Imaging (WSI enables the objective and sensitive and quantitative evaluation of biomarkers in cytology. However, the complex three-dimensional distribution of cells on LBC slides requires manual focusing, long scanning-times, and multi-layer scanning. Here, we present a solution that overcomes these limitations in two steps: first, we make sure that focus points are only set on cells. Secondly, we check the total slide focus quality. From a first analysis we detected that superficial dust can be separated from the cell layer (thin layer of cells on the glass slide itself. Then we analyzed 2,295 individual focus points from 51 LBC slides stained for p16 and Ki67. Using the number of edges in a focus point image, specific color values and size-inclusion filters, focus points detecting cells could be distinguished from focus points on artifacts (accuracy 98.6%. Sharpness as total focus quality of a virtual LBC slide is computed from 5 sharpness features. We trained a multi-parameter SVM classifier on 1,600 images. On an independent validation set of 3,232 cell images we achieved an accuracy of 94.8% for classifying images as focused. Our results show that single-layer scanning of LBC slides is possible and how it can be achieved. We assembled focus point analysis and sharpness classification into a fully automatic, iterative workflow, free of user intervention, which performs repetitive slide scanning as necessary. On 400 LBC slides we achieved a scanning-time of 13.9±10.1 min with 29.1±15.5 focus points. In summary, the integration of semantic focus information into whole-slide imaging allows automatic high-quality imaging of LBC slides and subsequent biomarker analysis.

  20. Semantic focusing allows fully automated single-layer slide scanning of cervical cytology slides.

    Science.gov (United States)

    Lahrmann, Bernd; Valous, Nektarios A; Eisenmann, Urs; Wentzensen, Nicolas; Grabe, Niels

    2013-01-01

    Liquid-based cytology (LBC) in conjunction with Whole-Slide Imaging (WSI) enables the objective and sensitive and quantitative evaluation of biomarkers in cytology. However, the complex three-dimensional distribution of cells on LBC slides requires manual focusing, long scanning-times, and multi-layer scanning. Here, we present a solution that overcomes these limitations in two steps: first, we make sure that focus points are only set on cells. Secondly, we check the total slide focus quality. From a first analysis we detected that superficial dust can be separated from the cell layer (thin layer of cells on the glass slide) itself. Then we analyzed 2,295 individual focus points from 51 LBC slides stained for p16 and Ki67. Using the number of edges in a focus point image, specific color values and size-inclusion filters, focus points detecting cells could be distinguished from focus points on artifacts (accuracy 98.6%). Sharpness as total focus quality of a virtual LBC slide is computed from 5 sharpness features. We trained a multi-parameter SVM classifier on 1,600 images. On an independent validation set of 3,232 cell images we achieved an accuracy of 94.8% for classifying images as focused. Our results show that single-layer scanning of LBC slides is possible and how it can be achieved. We assembled focus point analysis and sharpness classification into a fully automatic, iterative workflow, free of user intervention, which performs repetitive slide scanning as necessary. On 400 LBC slides we achieved a scanning-time of 13.9±10.1 min with 29.1±15.5 focus points. In summary, the integration of semantic focus information into whole-slide imaging allows automatic high-quality imaging of LBC slides and subsequent biomarker analysis.

  1. Slide 1

    Indian Academy of Sciences (India)

    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 · Example 2: Mechanism Design Truth Elicitation through an Indirect Mechanism.

  2. 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.

  3. Attractors near grazing–sliding bifurcations

    International Nuclear Information System (INIS)

    Glendinning, P; Kowalczyk, P; Nordmark, A B

    2012-01-01

    In this paper we prove, for the first time, that multistability can occur in three-dimensional Fillipov type flows due to grazing–sliding bifurcations. We do this by reducing the study of the dynamics of Filippov type flows around a grazing–sliding bifurcation to the study of appropriately defined one-dimensional maps. In particular, we prove the presence of three qualitatively different types of multiple attractors born in grazing–sliding bifurcations. Namely, a period-two orbit with a sliding segment may coexist with a chaotic attractor, two stable, period-two and period-three orbits with a segment of sliding each may coexist, or a non-sliding and period-three orbit with two sliding segments may coexist

  4. Learning Process and Learning Outcomes of Video Podcasts Including the Instructor and PPT Slides: A Chinese Case

    Science.gov (United States)

    Pi, Zhongling; Hong, Jianzhong

    2016-01-01

    Video podcasts have become one of the fastest developing trends in learning and teaching. The study explored the effect of the presenting mode of educational video podcasts on the learning process and learning outcomes. Prior to viewing a video podcast, the 94 Chinese undergraduates participating in the study completed a demographic questionnaire…

  5. Video Pedagogy as Political Activity.

    Science.gov (United States)

    Higgins, John W.

    1991-01-01

    Asserts that the education of students in the technology of video and audio production is a political act. Discusses the structure and style of production, and the ideologies and values contained therein. Offers alternative approaches to critical video pedagogy. (PRA)

  6. 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

  7. 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.

  8. The Effects of Captioning Videos Used for Foreign Language Listening Activities

    Directory of Open Access Journals (Sweden)

    Paula Winke

    2010-02-01

    Full Text Available This study investigated the effects of captioning during video-based listening activities. Second- and fourth-year learners of Arabic, Chinese, Spanish, and Russian watched three short videos with and without captioning in randomized order. Spanish learners had two additional groups: one watched the videos twice with no captioning, and another watched them twice with captioning. After the second showing of the video, learners took comprehension and vocabulary tests based on the video. Twenty-six learners participated in interviews following the actual experiment. They were asked about their general reactions to the videos (captioned and noncaptioned. Results from t-tests and two-way ANOVAs indicated that captioning was more effective than no captioning. Captioning during the first showing of the videos was more effective for performance on aural vocabulary tests. For Spanish and Russian, captioning first was generally more effective than captioning second; while for Arabic and Chinese, there was a trend toward captioning second being more effective. The interview data revealed that learners used captions to increase their attention, improve processing, reinforce previous knowledge, and analyze language. Learners also reported using captions as a crutch.

  9. SlideJ: An ImageJ plugin for automated processing of whole slide images.

    Science.gov (United States)

    Della Mea, Vincenzo; Baroni, Giulia L; Pilutti, David; Di Loreto, Carla

    2017-01-01

    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.

  10. 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 recognized...... as an inadequate assumption, particularly when the effects of subglacial cavities are considered (Schoof 2005). We have implemented a glacial sliding law suggested by Schoof (2005) in a depth-integrated higher-order ice-sheet model (Egholm et al. 2011) and coupled this to a model for glacial hydrology. The sliding...... law includes an upper bound to the basal drag and depends on the effects of longitudinal and transverse stress components for obtaining force balance along the glacier bed. Computational experiments indicate that high annually averaged sliding rates concentrate along valley sides when basal melt...

  11. Blur Quantification of Medical Images: Dicom Media, Whole Slide Images, Generic Images and Videos

    Directory of Open Access Journals (Sweden)

    D. Ameisen

    2016-10-01

    platform. The focus map may be displayed on the web interface next to the thumbnail link to the WSI, or in the viewer as a semi-transparent layer over the WSI, or over the WSI map. During the test phase and first integrations in laboratories and hospitals as well as in the FlexMIm project, more than 5000 whole slide images of multiple formats (Hamamatsu NDPI, Aperio SVS, Mirax MRXS, JPEG2000 … as well as hundreds of thousands of images of various formats (DICOM, TIFF, PNG, JPEG ... and videos (H264 have been analyzed using our standalone software or our C, C++, Java and Python libraries. Using default or customizable thresholds’ profiles, WSI are sorted as “accepted”, “to review”, “to rescan”. In order to target the samples contained inside each WSI, special attention was paid to detecting blank tiles. Dynamic blank tile detection based on statistical analysis of each WSI was built and successfully validated for all our samples. Results More than 20 trillion pixels have been analyzed at a 3.5 billion pixels per quad-core processor per minute speed rate. Quantified results can be stored in JSON formatted logs or inside a MySQL or MongoDB database or converted to any chosen data structure to be interoperable with existing software, each tile’s result being accessible in addition to the quality map and the global quality results. This solution is easily scalable as images can be stored at different locations, analysis can be distributed amongst local or remote servers, and quantified results can be stored in remote databases.

  12. Effective lecture slides

    International Nuclear Information System (INIS)

    Lim, Jae Hoon

    1986-01-01

    Lawyers, with their constant opportunity for practice, show a talent for public oratory that few doctors can equal. However, the physician, despite his more modest and hesitant delivery, has one great advantage over the most experienced lawyer. He is allowed to use slides. Slides of good quality conceal defects in oratory and they make for a confident speaker and a contented audience. By contrast, smudged, complicated or ill prepared slides may draw attention to minor defects in delivery and make the audience inattentive.

  13. 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.

  14. WTP Pretreatment Facility Potential Design Deficiencies--Sliding Bed and Sliding Bed Erosion Assessment

    International Nuclear Information System (INIS)

    Hansen, E. K.

    2015-01-01

    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.

  15. 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.

  16. Sliding right into disaster : left-to-right sliding windows leak

    NARCIS (Netherlands)

    Bernstein, D.J.; Breitner, J.; Genkin, D.; Groot Bruinderink, L.; Heninger, N.; Lange, T.; van Vredendaal, C.; Yarom, Y.; Fischer, W.; Homma, N.

    2017-01-01

    It is well known that constant-time implementations of modular exponentiation cannot use sliding windows. However, software libraries such as Libgcrypt, used by GnuPG, continue to use sliding windows. It is widely believed that, even if the complete pattern of squarings and multiplications is

  17. 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...... 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...

  18. 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.

  19. Selected Landscape Plants. Slide Script.

    Science.gov (United States)

    McCann, Kevin

    This slide script, part of a series of slide scripts designed for use in vocational agriculture classes, deals with commercially important woody ornamental landscape plants. Included in the script are narrations for use with a total of 253 slides illustrating 92 different plants. Several slides are used to illustrate each plant: besides a view of…

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

    OpenAIRE

    Ma, Maggie Jiao; Denando, John

    2011-01-01

    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 pr...

  1. 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...

  2. 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.

  3. 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.

  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. Linking Obesity and Activity Level with Children's Television and Video Game Use

    Science.gov (United States)

    Vandewater, Elizabeth A.; Shim, Mi-suk; Caplovitz, Allison G.

    2004-01-01

    This study examined the links between childhood obesity, activity participation and television and video game use in a nationally representative sample of children (N=2831) ages 1-12 using age-normed body mass index (BMI) ratings. Results indicated that while television use was not related to children's weight status, video game use was. Children…

  6. Controllable sliding bearings and controllable lubrication principles-an overview

    DEFF Research Database (Denmark)

    Santos, Ilmar F.

    2018-01-01

    -mechanical actuators have been coupled to such bearings. Depending on (i) the actuator type; (ii) the actuation principle, i.e., hydraulic, pneumatic, piezoelectric or magnetic among others; and (iii) how such an actuator is coupled to the sliding bearings, different regulation and control actions of fluid film...... bearing gap and its preload via moveable and compliant sliding surfaces; and (d) the control of the lubricant viscosity. All four parameters, i.e., pressure, flow (velocity profiles), gap and viscosity, are explicit parameters in the modified form of Reynolds' equations for active lubrication....... In this framework, this paper gives one main original contribution to the state-of-the-art of radial sliding bearings and controllable lubrication: a comprehensive overview about the different types of controllable sliding bearings and principles used by several authors. The paper ends with some conclusive remarks...

  7. 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...

  8. Fuzzy sliding mode controller of a pneumatic active isolating system using negative stiffness structure

    International Nuclear Information System (INIS)

    Le, Thanh Danh; Ahn, Kyoung Kwan

    2012-01-01

    A novel active vibration isolation system using negative stiffness structure (active system with NSS) for low excitation frequency ranges (< 5 Hz) is developed successfully. Here, the negative stiffness structure (NSS) is used to minimize the attraction of vibration. Then, the fuzzy sliding mode controller (FSMC) is designed to improve the vibration isolation performance of the active system with NSS. Based on Lyapunov stability theorem, the fuzzy control rules are constructed. Next, the experimental apparatus is built for evaluating the isolation efficiency of the proposed system controlled by the FSMC corresponding to various excitation conditions. In addition, the isolation performance of the active system with NSS, the active system without NSS and the passive the system with NSS is compared. The experimental results confirmed that the active system with NSS gives better isolation efficiency than the active system without NSS and the passive system with NSS in low excitation frequency areas

  9. Impact of an active educational video game on children’s motivation, science knowledge, and physical activity

    Institute of Scientific and Technical Information of China (English)

    Haichun Sun; Yong Gao

    2016-01-01

    Background: Active educational video games (AVGs) appear to have a positive effect on elementary school students’ motivation leading to enhanced learning outcomes. The purpose of this study was to identify the effectiveness of an AVG on elementary school students’ science knowledge learning, physical activity (PA) level, and interest-based motivation. Methods: In this randomized controlled study, 53 elementary school students were assigned to an experimental condition or a comparison condition. The experimental condition provided an AVG learning environment, whereas the comparison condition was based on sedentary educational video games. Results: The results of repeated measures analysis of variance (ANOVA) on the knowledge test showed that students in both groups performed better on the post-test than they did on the pre-test (p Conclusion: These results suggest that AVGs benefit children more in terms of PA and motivation than traditional video games by providing an enjoyable learning experience and sufficient PA.

  10. Slide system for machine tools

    Science.gov (United States)

    Douglass, Spivey S.; Green, Walter L.

    1982-01-01

    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.

  11. Bedrock erosion by sliding wear in channelized granular flow

    Science.gov (United States)

    Hung, C. Y.; Stark, C. P.; Capart, H.; Smith, B.; Maia, H. T.; Li, L.; Reitz, M. D.

    2014-12-01

    Boundary forces generated by debris flows can be powerful enough to erode bedrock and cause considerable damage to infrastructure during runout. Bedrock wear can be separated into impact and sliding wear processes. Here we focus on sliding wear. We have conducted experiments with a 40-cm-diameter grainflow-generating rotating drum designed to simulate dry channelized debris flows. To generate sliding erosion, we placed a 20-cm-diameter bedrock plate axially on the back wall of the drum. The rotating drum was half filled with 2.3-mm-diameter grains, which formed a thin grain-avalanching layer with peak flow speed and depth close to the drum axis. The whole experimental apparatus was placed on a 100g-ton geotechnical centrifuge and, in order to scale up the stress level, spun to a range of effective gravity levels. Rates and patterns of erosion of the bedrock plate were mapped after each experiment using 3d micro-photogrammetry. High-speed video and particle tracking were employed to measure granular flow dynamics. The resulting data for granular velocities and flow geometry were used to estimate impulse exchanges and forces on the bedrock plate. To address some of the complexities of granular flow under variable gravity levels, we developed a continuum model framed around a GDR MiDi rheology. This model allowed us to scale up boundary forcing while maintaining the same granular flow regime, and helped us to understand important aspects of the flow dynamics including e.g. fluxes of momentum and kinetic energy. In order to understand the detailed processes of boundary forcing, we performed numerical simulations with a new contact dynamics model. This model confirmed key aspects of our continuum model and provided information on second-order behavior such as fluctuations in the forces acting on the wall. By combining these measurements and theoretical analyses, we have developed and calibrated a constitutive model for sliding wear that is a threshold function of

  12. My Activity Coach - using video-coaching to assist a web-based computer-tailored physical activity intervention: a randomised controlled trial protocol.

    Science.gov (United States)

    Alley, Stephanie; Jennings, Cally; Plotnikoff, Ronald C; Vandelanotte, Corneel

    2014-07-21

    There is a need for effective population-based physical activity interventions. The internet provides a good platform to deliver physical activity interventions and reach large numbers of people at low cost. Personalised advice in web-based physical activity interventions has shown to improve engagement and behavioural outcomes, though it is unclear if the effectiveness of such interventions may further be improved when providing brief video-based coaching sessions with participants. The purpose of this study is to determine the effectiveness, in terms of engagement, retention, satisfaction and physical activity changes, of a web-based and computer-tailored physical activity intervention with and without the addition of a brief video-based coaching session in comparison to a control group. Participants will be randomly assigned to one of three groups (tailoring + online video-coaching, tailoring-only and wait-list control). The tailoring + video-coaching participants will receive a computer-tailored web-based physical activity intervention ('My Activity Coach') with brief coaching sessions with a physical activity expert over an online video calling program (e.g. Skype). The tailoring-only participants will receive the intervention but not the counselling sessions. The primary time point's for outcome assessment will be immediately post intervention (week 9). The secondary time points will be at 6 and 12 months post-baseline. The primary outcome, physical activity change, will be assessed via the Active Australia Questionnaire (AAQ). Secondary outcome measures include correlates of physical activity (mediators and moderators), quality of life (measured via the SF-12v2), participant satisfaction, engagement (using web-site user statistics) and study retention. Study findings will inform researchers and practitioners about the feasibility and effectiveness of brief online video-coaching sessions in combination with computer-tailored physical activity advice

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

    Science.gov (United States)

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

    2014-12-01

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

  14. 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.

  15. 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

  16. 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...

  17. CAN OPEN MEAN TERBUKA? NEGOTIATING LICENSES FOR INDONESIAN VIDEO ACTIVISM

    Directory of Open Access Journals (Sweden)

    Alexandra Crosby

    2010-01-01

    Full Text Available Abstract: Since the fall of Suharto’s New Order regime in Indonesia, space has been opened up for the emergence and development of new practices of media production and distribution, such as the use of video for social change. As access to the technology for producing, distributing and watching video becomes increasingly democratised in Indonesia over this period, a spectrum of approaches to licensing are developing in response to ideology as well as economic impetus. These include the full adherence to the global norms of intellectual property rights, market-driven piracy, politically based rejection of any restrictions, and a burgeoning interest in Creative Commons.While Indonesia hosts one of the most enthusiastic cultures of digital sharing, this article argues that there is not yet a solution for the issues of copyright management that fits the Indonesian context. We examine the work of several groups who are currently active in producing social and environmental video in the archipelago. These include VideoBattle, Forum Lenteng, and the EngageMedia network.

  18. Modelling the initiation of basal sliding

    Science.gov (United States)

    Mantelli, E.; Schoof, C.

    2017-12-01

    The initiation of basal sliding is a thermally-controlled process that affects ice speed, englacial heat transport, and melt water production at the bed, and ultimately influences the large-scale dynamics of ice sheets. From a modelling perspective, describing the onset of sliding in thin-film models suitable for ice sheet scale simulations is problematic. In particular, previous work concluded that, under shallow-ice mechanics, the scenario of a hard switch from frozen to molten bed leads to an infinite vertical velocity at the onset, and higher-order mechanical formulations are needed to describe sliding initiation. An alternative view considers the occurrence of subtemperate sliding, which allows for a smooth sliding velocity across the onset. However, the sliding velocity decreases rapidly as temperature drops below the melting point, thus raising the issue of whether a mechanical model that does not resolve the ice sheet thickness scale is ever appropriate to model the onset of sliding. In this study we first present a boundary layer model for the hard switch scenario. Our analysis, which considers a thermo-mechanically coupled Stokes flow near the onset, shows that the abrupt onset of sliding is never possible. In fact, the acceleration of ice flow deflects the flowlines towards the bed, which freezes again immediately downstream to the onset. This leads to the conclusion that the sliding velocity must change smoothly across the onset, thus the temperature dependence of sliding needs to be taken into account. In this context, we examine a limiting case of standard temperature-dependent sliding laws, where sliding onset takes the form of an extended transition region interposed between fully frozen and temperate bed. In the transition region basal temperature is at the melting point, and the sliding velocity varies smoothly as dictated by the energy budget of the bed. As the extent of this region is not small compared to the ice sheet length scale, we couple

  19. 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.

  20. 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

  1. Using slides to test for changes in crown defoliation assessment methods. Part I: Visual assessment of slides.

    Science.gov (United States)

    Dobbertin, Matthias; Hug, Christian; Mizoue, Nobuya

    2004-11-01

    In this study we used photographs of tree crowns to test whether the assessment methods for tree defoliation in Switzerland have changed over time. We randomly selected 24 series of slides of Norway spruce with field assessments made between 1986 and 1995. The slides were randomly arranged and assessed by three experts without prior knowledge of the year when the slide was taken or the tree number. Defoliation was assessed using the Swiss reference photo guide. Although the correlations between the field assessments and slide assessments were high (Spearman's rank correlation coefficient ranged between 0.79 and 0.83), we found significant differences between field and slide assessments (4.3 to 9% underprediction by the slide assessors) and between the slide assessments. However, no significant trends in field assessment methods could be detected. When the mean differences between field and slide assessments were subtracted, in some years, field assessors consistently underpredicted (1990, 1992) or overpredicted defoliation (1987, 1991). Defoliation tended to be overpredicted in slides taken against the light, and underpredicted for trees with more than 25% crown overlap. We conclude that slide series can be used to detect changes in assessment methods. However, potential observer bias calls for more objective methods of assessment.

  2. 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...

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

    Science.gov (United States)

    Williams, Glenn L.

    1991-12-01

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

  4. 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...

  5. 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.

  6. 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 (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.

  7. Dynamic species classification of microorganisms across time, abiotic and biotic environments-A sliding window approach.

    Directory of Open Access Journals (Sweden)

    Frank Pennekamp

    Full Text Available The development of video-based monitoring methods allows for rapid, dynamic and accurate monitoring of individuals or communities, compared to slower traditional methods, with far reaching ecological and evolutionary applications. Large amounts of data are generated using video-based methods, which can be effectively processed using machine learning (ML algorithms into meaningful ecological information. ML uses user defined classes (e.g. species, derived from a subset (i.e. training data of video-observed quantitative features (e.g. phenotypic variation, to infer classes in subsequent observations. However, phenotypic variation often changes due to environmental conditions, which may lead to poor classification, if environmentally induced variation in phenotypes is not accounted for. Here we describe a framework for classifying species under changing environmental conditions based on the random forest classification. A sliding window approach was developed that restricts temporal and environmentally conditions to improve the classification. We tested our approach by applying the classification framework to experimental data. The experiment used a set of six ciliate species to monitor changes in community structure and behavior over hundreds of generations, in dozens of species combinations and across a temperature gradient. Differences in biotic and abiotic conditions caused simplistic classification approaches to be unsuccessful. In contrast, the sliding window approach allowed classification to be highly successful, as phenotypic differences driven by environmental change, could be captured by the classifier. Importantly, classification using the random forest algorithm showed comparable success when validated against traditional, slower, manual identification. Our framework allows for reliable classification in dynamic environments, and may help to improve strategies for long-term monitoring of species in changing environments. Our

  8. 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

  9. A video-based learning activity is effective for preparing physiotherapy students for practical examinations.

    Science.gov (United States)

    Weeks, Benjamin K; Horan, Sean A

    2013-12-01

    To examine a video-based learning activity for engaging physiotherapy students in preparation for practical examinations and determine student performance outcomes. Multi-method employing qualitative and quantitative data collection procedures. Tertiary education facility on the Gold Coast, Queensland, Australia. Physiotherapy students in their first year of a two-year graduate entry program. Questionnaire-based surveys and focus groups were used to examine student perceptions and satisfaction. Surveys were analysed based on the frequency of responses to closed questions made on a 5-pont Likert scale, while a thematic analysis was performed on focus group transcripts. t-Tests were used to compare student awarded marks and examiner awarded marks and evaluate student performance. Sixty-two physiotherapy students participated in the study. Mean response rate for questionnaires was 93% and eight students (13%) participated in the focus group. Participants found the video resources effective to support their learning (98% positive) and rating the video examples to be an effective learning activity (96% positive). Themes emergent from focus group responses were around improved understanding, reduced performance anxiety, and enjoyment. Students were, however, critical of the predictable nature of the example performances. Students in the current cohort supported by the video-based preparation activity exhibited greater practical examination marks than those from the previous year who were unsupported by the activity (mean 81.6 SD 8.7 vs. mean 78.1 SD 9.0, p=0.01). A video-based learning activity was effective for preparing physiotherapy students for practical examinations and conferred benefits of reduced anxiety and improved performance. Copyright © 2013 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.

  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

    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. PMID:26844136

  11. 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.

  12. 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.

  13. 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).

  14. 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.

  15. Influence of normal loads and sliding velocities on friction properties of engineering plastics sliding against rough counterfaces

    International Nuclear Information System (INIS)

    Nuruzzaman, D M; Chowdhury, M A; Rahaman, M L; Oumer, A N

    2016-01-01

    Friction properties of plastic materials are very important under dry sliding contact conditions for bearing applications. In the present research, friction properties of engineering plastics such as polytetrafluoroethylene (PTFE) and nylon are investigated under dry sliding contact conditions. In the experiments, PTFE and nylon slide against different rough counterfaces such as mild steel and stainless steel 316 (SS 316). Frictional tests are carried out at low loads 5, 7.5 and 10 N, low sliding velocities 0.5, 0.75 and 1 m/s and relative humidity 70%. The obtained results reveal that friction coefficient of PTFE increases with the increase in normal loads and sliding velocities within the observed range. On the other hand, frictional values of nylon decrease with the increase in normal loads and sliding velocities. It is observed that in general, these polymers show higher frictional values when sliding against SS 316 rather than mild steel. During running-in process, friction coefficient of PTFE and nylon steadily increases with the increase in rubbing time and after certain duration of rubbing, it remains at steady level. At identical operating conditions, the frictional values are significantly different depending on normal load, sliding velocity and material pair. It is also observed that in general, the influence of normal load on the friction properties of PTFE and nylon is greater than that of sliding velocity. (paper)

  16. Active video games to promote physical activity in children and youth: a systematic review.

    Science.gov (United States)

    Biddiss, Elaine; Irwin, Jennifer

    2010-07-01

    To systematically review levels of metabolic expenditure and changes in activity patterns associated with active video game (AVG) play in children and to provide directions for future research efforts. A review of the English-language literature (January 1, 1998, to January 1, 2010) via ISI Web of Knowledge, PubMed, and Scholars Portal using the following keywords: video game, exergame, physical activity, fitness, exercise, energy metabolism, energy expenditure, heart rate, disability, injury, musculoskeletal, enjoyment, adherence, and motivation. Only studies involving youth (benefits, and enjoyment and motivation associated with mainstream AVGs were included. Eighteen studies met the inclusion criteria. Articles were reviewed and data were extracted and synthesized by 2 independent reviewers. MAIN OUTCOME EXPOSURES: Energy expenditure during AVG play compared with rest (12 studies) and activity associated with AVG exposure (6 studies). Percentage increase in energy expenditure and heart rate (from rest). Activity levels during AVG play were highly variable, with mean (SD) percentage increases of 222% (100%) in energy expenditure and 64% (20%) in heart rate. Energy expenditure was significantly lower for games played primarily through upper body movements compared with those that engaged the lower body (difference, -148%; 95% confidence interval, -231% to -66%; P = .001). The AVGs enable light to moderate physical activity. Limited evidence is available to draw conclusions on the long-term efficacy of AVGs for physical activity promotion.

  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. Digital and traditional slides for teaching cellular morphology: a comparative analysis of learning outcomes.

    Science.gov (United States)

    Solberg, Brooke L

    2012-01-01

    Recent advances in technology have brought forth an intriguing new tool for teaching hematopoietic cellular identification skills: the digital slide. Although digitized slides offer a number of appealing options for educators, little research has been done to examine how their utilization would impact learning outcomes. To fill that void, this study was designed to examine student performance, skill retention and transferability, and self-efficacy beliefs amongst undergraduate MLS students learning cellular morphology with digital versus traditional slides. Results showed that students learning with digital slides performed better on assessments containing only traditional slide specimens than students learning with traditional slides, both immediately following the learning activity and after a considerable duration of time. Students learning with digital slides also reported slightly higher levels of self-efficacy related to cellular identification. The findings of this study suggest that students learning cellular identification skills with digital slides are able to transfer that skill directly to traditional slides, and that their ability to identify cells is not negatively affected in present or future settings.

  19. 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…

  20. 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

  1. 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

  2. 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

  3. 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

  4. 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.

  5. Ranking Highlights in Personal Videos by Analyzing Edited Videos.

    Science.gov (United States)

    Sun, Min; Farhadi, Ali; Chen, Tseng-Hung; Seitz, Steve

    2016-11-01

    We present a fully automatic system for ranking domain-specific highlights in unconstrained personal videos by analyzing online edited videos. A novel latent linear ranking model is proposed to handle noisy training data harvested online. Specifically, given a targeted domain such as "surfing," our system mines the YouTube database to find pairs of raw and their corresponding edited videos. Leveraging the assumption that an edited video is more likely to contain highlights than the trimmed parts of the raw video, we obtain pair-wise ranking constraints to train our model. The learning task is challenging due to the amount of noise and variation in the mined data. Hence, a latent loss function is incorporated to mitigate the issues caused by the noise. We efficiently learn the latent model on a large number of videos (about 870 min in total) using a novel EM-like procedure. Our latent ranking model outperforms its classification counterpart and is fairly competitive compared with a fully supervised ranking system that requires labels from Amazon Mechanical Turk. We further show that a state-of-the-art audio feature mel-frequency cepstral coefficients is inferior to a state-of-the-art visual feature. By combining both audio-visual features, we obtain the best performance in dog activity, surfing, skating, and viral video domains. Finally, we show that impressive highlights can be detected without additional human supervision for seven domains (i.e., skating, surfing, skiing, gymnastics, parkour, dog activity, and viral video) in unconstrained personal videos.

  6. Mechanics of slide dams

    International Nuclear Information System (INIS)

    Young, G.A.

    1970-01-01

    Studies which promote the use of nuclear energy for peaceful projects in engineering are sponsored by the Atomic Energy Commission under the Plowshare program. Specific projects being considered include the construction of harbors, canals, and dams. Of these projects, perhaps the most difficult to accomplish will be the latter. This paper which is in two parts considers the problems which are associated with the construction of slide dams with nuclear explosives. It examines first the characteristics of conventional earth and rock-fill dams which are based upon proven techniques developed after many years of experience. The characteristics of natural landslide dams are also briefly considered to identify potential problems that must be overcome by slide dam construction techniques. Second, the mechanics of slide dams as determined from small-scale laboratory studies are presented. It is concluded that slide dams can be constructed and that small-scale field tests and additional laboratory studies are justified. (author)

  7. Mechanics of slide dams

    Energy Technology Data Exchange (ETDEWEB)

    Young, G A [Engineering, Agbabian-Jacobsen Associates, Los Angeles (United States)

    1970-05-15

    Studies which promote the use of nuclear energy for peaceful projects in engineering are sponsored by the Atomic Energy Commission under the Plowshare program. Specific projects being considered include the construction of harbors, canals, and dams. Of these projects, perhaps the most difficult to accomplish will be the latter. This paper which is in two parts considers the problems which are associated with the construction of slide dams with nuclear explosives. It examines first the characteristics of conventional earth and rock-fill dams which are based upon proven techniques developed after many years of experience. The characteristics of natural landslide dams are also briefly considered to identify potential problems that must be overcome by slide dam construction techniques. Second, the mechanics of slide dams as determined from small-scale laboratory studies are presented. It is concluded that slide dams can be constructed and that small-scale field tests and additional laboratory studies are justified. (author)

  8. 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.

  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. Prediction Study on Anti-Slide Control of Railway Vehicle Based on RBF Neural Networks

    Science.gov (United States)

    Yang, Lijun; Zhang, Jimin

    While railway vehicle braking, Anti-slide control system will detect operating status of each wheel-sets e.g. speed difference and deceleration etc. Once the detected value on some wheel-set is over pre-defined threshold, brake effort on such wheel-set will be adjusted automatically to avoid blocking. Such method takes effect on guarantee safety operation of vehicle and avoid wheel-set flatness, however it cannot adapt itself to the rail adhesion variation. While wheel-sets slide, the operating status is chaotic time series with certain law, and can be predicted with the law and experiment data in certain time. The predicted values can be used as the input reference signals of vehicle anti-slide control system, to judge and control the slide status of wheel-sets. In this article, the RBF neural networks is taken to predict wheel-set slide status in multi-step with weight vector adjusted based on online self-adaptive algorithm, and the center & normalizing parameters of active function of the hidden unit of RBF neural networks' hidden layer computed with K-means clustering algorithm. With multi-step prediction simulation, the predicted signal with appropriate precision can be used by anti-slide system to trace actively and adjust wheel-set slide tendency, so as to adapt to wheel-rail adhesion variation and reduce the risk of wheel-set blocking.

  11. Live lecture versus video podcast in undergraduate medical education: A randomised controlled trial

    Directory of Open Access Journals (Sweden)

    Fukuta Junaid

    2010-10-01

    Full Text Available Abstract Background Information technology is finding an increasing role in the training of medical students. We compared information recall and student experience and preference after live lectures and video podcasts in undergraduate medical education. Methods We performed a crossover randomised controlled trial. 100 students were randomised to live lecture or video podcast for one clinical topic. Live lectures were given by the same instructor as the narrator of the video podcasts. The video podcasts comprised Powerpoint™ slides narrated using the same script as the lecture. They were then switched to the other group for a second clinical topic. Knowledge was assessed using multiple choice questions and qualitative information was collected using a questionnaire. Results No significant difference was found on multiple choice questioning immediately after the session. The subjects enjoyed the convenience of the video podcast and the ability to stop, review and repeat it, but found it less engaging as a teaching method. They expressed a clear preference for the live lecture format. Conclusions We suggest that video podcasts are not ready to replace traditional teaching methods, but may have an important role in reinforcing learning and aiding revision.

  12. Live lecture versus video podcast in undergraduate medical education: A randomised controlled trial.

    Science.gov (United States)

    Schreiber, Benjamin E; Fukuta, Junaid; Gordon, Fabiana

    2010-10-08

    Information technology is finding an increasing role in the training of medical students. We compared information recall and student experience and preference after live lectures and video podcasts in undergraduate medical education. We performed a crossover randomised controlled trial. 100 students were randomised to live lecture or video podcast for one clinical topic. Live lectures were given by the same instructor as the narrator of the video podcasts. The video podcasts comprised Powerpoint™ slides narrated using the same script as the lecture. They were then switched to the other group for a second clinical topic. Knowledge was assessed using multiple choice questions and qualitative information was collected using a questionnaire. No significant difference was found on multiple choice questioning immediately after the session. The subjects enjoyed the convenience of the video podcast and the ability to stop, review and repeat it, but found it less engaging as a teaching method. They expressed a clear preference for the live lecture format. We suggest that video podcasts are not ready to replace traditional teaching methods, but may have an important role in reinforcing learning and aiding revision.

  13. 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.

  14. 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.

  15. Online Nonparametric Bayesian Activity Mining and Analysis From Surveillance Video.

    Science.gov (United States)

    Bastani, Vahid; Marcenaro, Lucio; Regazzoni, Carlo S

    2016-05-01

    A method for online incremental mining of activity patterns from the surveillance video stream is presented in this paper. The framework consists of a learning block in which Dirichlet process mixture model is employed for the incremental clustering of trajectories. Stochastic trajectory pattern models are formed using the Gaussian process regression of the corresponding flow functions. Moreover, a sequential Monte Carlo method based on Rao-Blackwellized particle filter is proposed for tracking and online classification as well as the detection of abnormality during the observation of an object. Experimental results on real surveillance video data are provided to show the performance of the proposed algorithm in different tasks of trajectory clustering, classification, and abnormality detection.

  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. Upper limb muscle activation during sports video gaming of persons with spinal cord injury.

    Science.gov (United States)

    Jaramillo, Jeffrey P; Johanson, M Elise; Kiratli, B Jenny

    2018-04-04

    Video gaming as a therapeutic tool has largely been studied within the stroke population with some benefits reported in upper limb motor performance, balance, coordination, and cardiovascular status. To date, muscle activation of upper limb muscles in persons with spinal cord injuries (SCI) has not been studied during video game play. In this paper, we provide descriptive and comparative data for muscle activation and strength during gaming for players with tetraplegia and paraplegia, as well as, compare these results with data from traditional arm exercises (ie, biceps curl and shoulder press) with light weights which are commonly prescribed for a home program. Fourteen individuals with chronic SCI (9 tetraplegia, 5 paraplegia). We measured upper limb muscle activation with surface electromyography (EMG) during Wii Sports video game play. Muscle activation was recorded from the playing arm during 4 selected games and normalized to a maximum voluntary contraction (MVC). Heart rate and upper limb motion were recorded simultaneously with EMG. Wilcoxon signed rank tests were used to analyze differences in muscle activation between participants with paraplegia versus tetraplegia and compare gaming with traditional arm exercises with light weights. A Friedman 2-way analysis of variance identified key muscle groups active during game play. Overall muscle activation across the games was not different between those with paraplegia and tetraplegia. Heart rate during video game play for tennis and boxing were on average 10 to 20 beats/minute above resting heart rate. The magnitude of EMG was relatively greater for traditional arm exercises with light weights compared with game play. The selected Wii games were able to elicit upper extremity muscle activation and elevated heart rates for individuals with SCI that may be used to target therapeutic outcomes.

  18. Parameter studies of sediments in the Storegga Slide region

    Science.gov (United States)

    Yang, S. L.; Kvalstad, T.; Solheim, A.; Forsberg, C. F.

    2006-09-01

    Based on classification tests, oedometer tests, fall-cone tests and triaxial tests, physical and mechanical properties of sediments in the Storegga Slide region were analysed to assess parameter interrelationships. The data show good relationships between a number of physical and mechanical parameters. Goodness of fit between compression index and various physical parameters can be improved by multiple regression analysis. The interclay void ratio and liquidity index correlate well with the undrained shear strength of clay. Sediments with higher water content, liquid limit, activity, interclay void ratio, plasticity index and liquidity index showed higher compression index and/or lower undrained shear strength. Some relationships between parameters were tested by using data from two other sites south of the Storegga Slide. A better understanding of properties of sediments in regions such as that of the Storegga Slide can be obtained through this approach.

  19. 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).

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

    Science.gov (United States)

    Pan, Wei; Gao, Xuemei; Shi, Shuo; Liu, Fuqu; Li, Chao

    2018-01-01

    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. PMID:29375416

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

    Science.gov (United States)

    Pan, Wei; Gao, Xuemei; Shi, Shuo; Liu, Fuqu; Li, Chao

    2017-01-01

    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.

  2. 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.

  3. Comparison of short-term energy intake and appetite responses to active and seated video gaming, in 8-11-year-old boys.

    Science.gov (United States)

    Allsop, Susan; Green, Benjamin P; Dodd-Reynolds, Caroline J; Barry, Gillian; Rumbold, Penny L S

    2016-03-28

    The acute effects of active and seated video gaming on energy intake (EI), blood glucose, plasma glucagon-like peptide-1 (GLP-17-36) and subjective appetite (hunger, prospective food consumption and fullness) were examined in 8-11-year-old boys. In a randomised, crossover manner, twenty-two boys completed one 90-min active and one 90-min seated video gaming trial during which food and drinks were provided ad libitum. EI, plasma GLP-17-36, blood glucose and subjective appetite were measured during and following both trials. Time-averaged AUC blood glucose was increased (P=0·037); however, EI was lower during active video gaming (1·63 (sem 0·26) MJ) compared with seated video gaming (2·65 (sem 0·32) MJ) (P=0·000). In a post-gaming test meal 1 h later, there were no significant differences in EI between the active and seated gaming trials. Although estimated energy expenditure was significantly higher during active video gaming, there was still no compensation for the lower EI. At cessation of the trials, relative EI (REI) was significantly lower following active video gaming (2·06 (sem 0·30) MJ) v. seated video gaming (3·34 (sem 0·35) MJ) (P=0·000). No significant differences were detected in time-averaged AUC GLP-17-36 or subjective appetite. At cessation of the active video gaming trial, EI and REI were significantly less than for seated video gaming. In spite of this, the REI established for active video gaming was a considerable amount when considering the total daily estimated average requirement for 8-11-year-old boys in the UK (7·70 MJ).

  4. A Review on Video-Based Human Activity Recognition

    Directory of Open Access Journals (Sweden)

    Shian-Ru Ke

    2013-06-01

    Full Text Available This review article surveys extensively the current progresses made toward video-based human activity recognition. Three aspects for human activity recognition are addressed including core technology, human activity recognition systems, and applications from low-level to high-level representation. In the core technology, three critical processing stages are thoroughly discussed mainly: human object segmentation, feature extraction and representation, activity detection and classification algorithms. In the human activity recognition systems, three main types are mentioned, including single person activity recognition, multiple people interaction and crowd behavior, and abnormal activity recognition. Finally the domains of applications are discussed in detail, specifically, on surveillance environments, entertainment environments and healthcare systems. Our survey, which aims to provide a comprehensive state-of-the-art review of the field, also addresses several challenges associated with these systems and applications. Moreover, in this survey, various applications are discussed in great detail, specifically, a survey on the applications in healthcare monitoring systems.

  5. Comparing whole slide digital images versus traditional glass slides in the detection of common microscopic features seen in dermatitis

    Directory of Open Access Journals (Sweden)

    Nikki S Vyas

    2016-01-01

    Full Text Available Background: The quality and limitations of digital slides are not fully known. We aimed to estimate intrapathologist discrepancy in detecting specific microscopic features on glass slides and digital slides created by scanning at ×20. Methods: Hematoxylin and eosin and periodic acid-Schiff glass slides were digitized using the Mirax Scan (Carl Zeiss Inc., Germany. Six pathologists assessed 50-71 digital slides. We recorded objective magnification, total time, and detection of the following: Mast cells; eosinophils; plasma cells; pigmented macrophages; melanin in the epidermis; fungal bodies; neutrophils; civatte bodies; parakeratosis; and sebocytes. This process was repeated using the corresponding glass slides after 3 weeks. The diagnosis was not required. Results: The mean time to assess digital slides was 176.77 s and 137.61 s for glass slides (P < 0.001, 99% confidence interval [CI]. The mean objective magnification used to detect features using digital slides was 18.28 and 14.07 for glass slides (P < 0.001, 99.99% CI. Parakeratosis, civatte bodies, pigmented macrophages, melanin in the epidermis, mast cells, eosinophils, plasma cells, and neutrophils, were identified at lower objectives on glass slides (P = 0.023-0.001, 95% CI. Average intraobserver concordance ranged from κ = 0.30 to κ = 0.78. Features with poor to fair average concordance were: Melanin in the epidermis (κ = 0.15-0.58; plasma cells (κ = 0.15-0.49; and neutrophils (κ = 0.12-0.48. Features with moderate average intrapathologist concordance were: parakeratosis (κ = 0.21-0.61; civatte bodies (κ = 0.21-0.71; pigment-laden macrophages (κ = 0.34-0.66; mast cells (κ = 0.29-0.78; and eosinophils (κ = 0.31-0.79. The average intrapathologist concordance was good for sebocytes (κ = 0.51-1.00 and fungal bodies (κ = 0.47-0.76. Conclusions: Telepathology using digital slides scanned at ×20 is sufficient for detection of histopathologic features routinely encountered in

  6. Playing active video games increases energy expenditure in children.

    Science.gov (United States)

    Graf, Diana L; Pratt, Lauren V; Hester, Casey N; Short, Kevin R

    2009-08-01

    To compare energy expenditure rates in children playing the physically active video games, Dance Dance Revolution (DDR) and Nintendo's Wii Sports in relation to treadmill walking. Energy expenditure, heart rate, step rate, and perceived exertion were measured in 14 boys and 9 girls (ages 10-13 years; BMI at 3-98th percentile for age and gender) while watching television at rest, playing DDR at 2 skill levels, playing Wii bowling and boxing, and walking at 2.6, 4.2, and 5.7 km/h. Arterial elasticity was measured at rest and immediately after gaming. Compared with watching television, energy expenditure while gaming or walking increased 2- to 3-fold. Similarly, high rates of energy expenditure, heart rate, and perceived exertion were elicited from playing Wii boxing, DDR level 2, or walking at 5.7 km/h. This occurred despite variations in step rate among activities, reflecting greater use of upper body during Wii play (lowest step rate) than during walking (highest step rate) or DDR play. Wii bowling and beginner level DDR elicited a 2-fold increase in energy expenditure compared to television watching. Large-artery elasticity declined immediately after both DDR and Wii. The change was inversely related to the increment in energy expenditure above rest achieved during the activity. Energy expenditure during active video game play is comparable to moderate-intensity walking. Thus, for children who spend considerable time playing electronic screen games for entertainment, physically active games seem to be a safe, fun, and valuable means of promoting energy expenditure.

  7. Active Video Games as a Training Tool for Individuals With Chronic Respiratory Diseases: A SYSTEMATIC REVIEW.

    Science.gov (United States)

    Butler, Stacey J; Lee, Annemarie L; Goldstein, Roger S; Brooks, Dina

    2018-02-26

    Exercise is an effective treatment for reducing symptom severity and improving quality of life for patients with chronic respiratory diseases. Active video games offer a new and enjoyable way to exercise and have gained popularity in a rehabilitation setting. However, it is unclear whether they achieve comparable physiological and clinical effects as traditional exercise training. A systematic literature search was performed to identify studies that included an active video game component as a form of exercise training and a comparator group in chronic respiratory disease. Two assessors independently reviewed study quality using the Cochrane risk of bias tool and extracted data for exercise capacity, quality of life, and preference of exercise model. Six studies were included in this review. Because of the heterogeneity of the populations, study designs, length of intervention, and outcome measures, meta-analysis could not be performed. Active video game training resulted in comparable training maximal heart rate and dyspnea levels to those achieved when exercising using a treadmill or cycle (n = 5). There was insufficient evidence (n = 3) to determine whether active video game training improved exercise capacity as measured by 6-min walk test or treadmill endurance walking. Although the quality of evidence was low, in a small number of studies active video games induced peak heart rates and dyspnea levels comparable with traditional exercise training. Larger and longer-term randomized controlled trials are needed to establish the impact of video game training for individuals with chronic respiratory diseases.This is an open-access article distributed under the terms of the Creative Commons Attribution-Non Commercial-No Derivatives License 4.0 (CCBY-NC-ND), where it is permissible to download and share the work provided it is properly cited. The work cannot be changed in any way or used commercially without permission from the journal.

  8. 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

    2018-03-01

    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.

  9. Filtering the Unknown: Speech Activity Detection in Heterogeneous Video Collections

    NARCIS (Netherlands)

    Huijbregts, M.A.H.; Wooters, Chuck; Ordelman, Roeland J.F.

    2007-01-01

    In this paper we discuss the speech activity detection system that we used for detecting speech regions in the Dutch TRECVID video collection. The system is designed to filter non-speech like music or sound effects out of the signal without the use of predefined non-speech models. Because the system

  10. 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.

  11. 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.

  12. Self-adapted sliding scale spectroscopy ADC

    International Nuclear Information System (INIS)

    Xu Qichun; Wang Jingjin

    1992-01-01

    The traditional sliding scale technique causes a disabled range that is equal to the sliding length, thus reduces the analysis range of a MCA. A method for reduce ADC's DNL, which is called self-adapted sliding scale method, has been designed and tested. With this method, the disabled range caused by a traditional sliding scale method can be eliminated by a random trial scale and there is no need of an additional amplitude discriminator with swing threshold. A special trial-and-correct logic is presented. The tested DNL of the spectroscopy ADC described here is less than 0.5%

  13. 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.

  14. An updated nuclear criticality slide rule

    International Nuclear Information System (INIS)

    Hopper, C.M.; Broadhead, B.L.

    1998-04-01

    This Volume 2 contains the functional version of the updated nuclear criticality slide rule (more accurately, sliding graphs) that is referenced in An Updated Nuclear Criticality Slide Rule: Technical Basis, NUREG/CR-6504, Vol. 1 (ORNL/TM-13322/V1). This functional slide rule provides a readily usable open-quotes in-handclose quotes method for estimating pertinent nuclear criticality accident information from sliding graphs, thereby permitting (1) the rapid estimation of pertinent criticality accident information without laborious or sophisticated calculations in a nuclear criticality emergency situation, (2) the appraisal of potential fission yields and external personnel radiation exposures for facility safety analyses, and (3) a technical basis for emergency preparedness and training programs at nonreactor nuclear facilities. The slide rule permits the estimation of neutron and gamma dose rates and integrated doses based upon estimated fission yields, distance from the fission source, and time-after criticality accidents for five different critical systems. Another sliding graph permits the estimation of critical solution fission yields based upon fissile material concentration, critical vessel geometry, and solution addition rate. Another graph provides neutron and gamma dose-reduction factors for water, steel, and concrete. Graphs from historic documents are provided as references for estimating critical parameters of various fissile material systems. Conversion factors for various English and metric units are provided for quick reference

  15. Using Active Video Games for Physical Activity Promotion: A Systematic Review of the Current State of Research

    Science.gov (United States)

    Peng, Wei; Crouse, Julia C.; Lin, Jih-Hsuan

    2013-01-01

    This systematic review evaluates interventions using active video games (AVGs) to increase physical activity and summarizes laboratory studies quantifying intensity of AVG play among children and adults. Databases (Cochrane Library, PsychInfo, PubMed, SPORTDiscus, Web of Science) and forward citation and reference list searches were used to…

  16. 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

  17. Numerical Modelling of Tsunami Generated by Deformable Submarine Slides: Parameterisation of Slide Dynamics for Coupling to Tsunami Propagation Model

    Science.gov (United States)

    Smith, R. C.; Collins, G. S.; Hill, J.; Piggott, M. D.; Mouradian, S. L.

    2015-12-01

    Numerical modelling informs risk assessment of tsunami generated by submarine slides; however, for large-scale slides modelling can be complex and computationally challenging. Many previous numerical studies have approximated slides as rigid blocks that moved according to prescribed motion. However, wave characteristics are strongly dependent on the motion of the slide and previous work has recommended that more accurate representation of slide dynamics is needed. We have used the finite-element, adaptive-mesh CFD model Fluidity, to perform multi-material simulations of deformable submarine slide-generated waves at real world scales for a 2D scenario in the Gulf of Mexico. Our high-resolution approach represents slide dynamics with good accuracy, compared to other numerical simulations of this scenario, but precludes tracking of wave propagation over large distances. To enable efficient modelling of further propagation of the waves, we investigate an approach to extract information about the slide evolution from our multi-material simulations in order to drive a single-layer wave propagation model, also using Fluidity, which is much less computationally expensive. The extracted submarine slide geometry and position as a function of time are parameterised using simple polynomial functions. The polynomial functions are used to inform a prescribed velocity boundary condition in a single-layer simulation, mimicking the effect the submarine slide motion has on the water column. The approach is verified by successful comparison of wave generation in the single-layer model with that recorded in the multi-material, multi-layer simulations. We then extend this approach to 3D for further validation of this methodology (using the Gulf of Mexico scenario proposed by Horrillo et al., 2013) and to consider the effect of lateral spreading. This methodology is then used to simulate a series of hypothetical submarine slide events in the Arctic Ocean (based on evidence of historic

  18. Video game play, child diet, and physical activity behavior change a randomized clinical trial.

    Science.gov (United States)

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

    2011-01-01

    Video games designed to promote behavior change are a promising venue to enable children to learn healthier behaviors. Evaluate outcome from playing "Escape from Diab" (Diab) and "Nanoswarm: Invasion from Inner Space" (Nano) video games on children's diet, physical activity, and adiposity. Two-group RCT; assessments occurred at baseline, immediately after Diab, immediately after Nano, and 2 months later. Data were collected in 2008-2009, and analyses were conducted in 2009-2010. 133 children aged 10-12 years, initially between 50th percentile and 95th percentile BMI. Treatment group played Diab and Nano in sequence. Control Group played diet and physical activity knowledge-based games on popular websites. Servings of fruit, vegetable, and water; minutes of moderate to vigorous physical activity. At each point of assessment: 3 nonconsecutive days of 24-hour dietary recalls; 5 consecutive days of physical activity using accelerometers; and assessment of height, weight, waist circumference, and triceps skinfold. A repeated measures ANCOVA was conducted (analyzed in 2009-2010). Children playing these video games increased fruit and vegetable consumption by about 0.67 servings per day (pchange. Copyright © 2011 American Journal of Preventive Medicine. All rights reserved.

  19. SIRSALE: integrated video database management tools

    Science.gov (United States)

    Brunie, Lionel; Favory, Loic; Gelas, J. P.; Lefevre, Laurent; Mostefaoui, Ahmed; Nait-Abdesselam, F.

    2002-07-01

    Video databases became an active field of research during the last decade. The main objective in such systems is to provide users with capabilities to friendly search, access and playback distributed stored video data in the same way as they do for traditional distributed databases. Hence, such systems need to deal with hard issues : (a) video documents generate huge volumes of data and are time sensitive (streams must be delivered at a specific bitrate), (b) contents of video data are very hard to be automatically extracted and need to be humanly annotated. To cope with these issues, many approaches have been proposed in the literature including data models, query languages, video indexing etc. In this paper, we present SIRSALE : a set of video databases management tools that allow users to manipulate video documents and streams stored in large distributed repositories. All the proposed tools are based on generic models that can be customized for specific applications using ad-hoc adaptation modules. More precisely, SIRSALE allows users to : (a) browse video documents by structures (sequences, scenes, shots) and (b) query the video database content by using a graphical tool, adapted to the nature of the target video documents. This paper also presents an annotating interface which allows archivists to describe the content of video documents. All these tools are coupled to a video player integrating remote VCR functionalities and are based on active network technology. So, we present how dedicated active services allow an optimized video transport for video streams (with Tamanoir active nodes). We then describe experiments of using SIRSALE on an archive of news video and soccer matches. The system has been demonstrated to professionals with a positive feedback. Finally, we discuss open issues and present some perspectives.

  20. 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...

  1. Effective Educational Videos: Principles and Guidelines for Maximizing Student Learning from Video Content

    Science.gov (United States)

    Brame, Cynthia J.

    2016-01-01

    Educational videos have become an important part of higher education, providing an important content-delivery tool in many flipped, blended, and online classes. Effective use of video as an educational tool is enhanced when instructors consider three elements: how to manage cognitive load of the video; how to maximize student engagement with the video; and how to promote active learning from the video. This essay reviews literature relevant to each of these principles and suggests practical ways instructors can use these principles when using video as an educational tool. PMID:27789532

  2. Histopathology slide projector: a simple improvisation.

    Science.gov (United States)

    Agarwal, Akhilesh K R; Bhattacharya, Nirjhar

    2008-07-01

    The ability to examine histopathology and other hematological slides under microscope is a necessary and important service which should be available in every health facility. The slides need to be projected on to a screen. We describe an inexpensive and easily constructed technique for projecting magnified images of slides using a simple microscope. It is effective both for making observations and for use as a teaching aid.

  3. 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/.

  4. Semantic-based surveillance video retrieval.

    Science.gov (United States)

    Hu, Weiming; Xie, Dan; Fu, Zhouyu; Zeng, Wenrong; Maybank, Steve

    2007-04-01

    Visual surveillance produces large amounts of video data. Effective indexing and retrieval from surveillance video databases are very important. Although there are many ways to represent the content of video clips in current video retrieval algorithms, there still exists a semantic gap between users and retrieval systems. Visual surveillance systems supply a platform for investigating semantic-based video retrieval. In this paper, a semantic-based video retrieval framework for visual surveillance is proposed. A cluster-based tracking algorithm is developed to acquire motion trajectories. The trajectories are then clustered hierarchically using the spatial and temporal information, to learn activity models. A hierarchical structure of semantic indexing and retrieval of object activities, where each individual activity automatically inherits all the semantic descriptions of the activity model to which it belongs, is proposed for accessing video clips and individual objects at the semantic level. The proposed retrieval framework supports various queries including queries by keywords, multiple object queries, and queries by sketch. For multiple object queries, succession and simultaneity restrictions, together with depth and breadth first orders, are considered. For sketch-based queries, a method for matching trajectories drawn by users to spatial trajectories is proposed. The effectiveness and efficiency of our framework are tested in a crowded traffic scene.

  5. 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)…

  6. Whole Slide Images for primary diagnostics in pathology

    NARCIS (Netherlands)

    Al-Janabi, S.

    2013-01-01

    Whole slide imaging is the process of digitizing glass slides resulting in the creation of Whole Slide Images (WSI). WSI are usually explored with the aid of an image viewer in a manner that closely simulates examining glass slides with a conventional microscope, permitting the manipulation of an

  7. 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

  8. SurfaceSlide: a multitouch digital pathology platform.

    Directory of Open Access Journals (Sweden)

    Yinhai Wang

    Full Text Available BACKGROUND: Digital pathology provides a digital environment for the management and interpretation of pathological images and associated data. It is becoming increasing popular to use modern computer based tools and applications in pathological education, tissue based research and clinical diagnosis. Uptake of this new technology is stymied by its single user orientation and its prerequisite and cumbersome combination of mouse and keyboard for navigation and annotation. METHODOLOGY: In this study we developed SurfaceSlide, a dedicated viewing platform which enables the navigation and annotation of gigapixel digitised pathological images using fingertip touch. SurfaceSlide was developed using the Microsoft Surface, a 30 inch multitouch tabletop computing platform. SurfaceSlide users can perform direct panning and zooming operations on digitised slide images. These images are downloaded onto the Microsoft Surface platform from a remote server on-demand. Users can also draw annotations and key in texts using an on-screen virtual keyboard. We also developed a smart caching protocol which caches the surrounding regions of a field of view in multi-resolutions thus providing a smooth and vivid user experience and reducing the delay for image downloading from the internet. We compared the usability of SurfaceSlide against Aperio ImageScope and PathXL online viewer. CONCLUSION: SurfaceSlide is intuitive, fast and easy to use. SurfaceSlide represents the most direct, effective and intimate human-digital slide interaction experience. It is expected that SurfaceSlide will significantly enhance digital pathology tools and applications in education and clinical practice.

  9. 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.

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

    International Nuclear Information System (INIS)

    Podder, T

    2016-01-01

    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.

  11. 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.

  12. 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.

  13. Is the lag screw sliding effective in the intramedullary nailing in A1 and A2 AO-OTA intertrochanteric fractures? A prospective study of Sliding and None-sliding lag screw in Gamma-III nail

    Directory of Open Access Journals (Sweden)

    Zhu Yi

    2012-09-01

    Full Text Available Abstract Object To compare the Sliding with Non-sliding lag screw of a gamma nail in the treatment of A1 and A2 AO-OTA intertrochanteric fractures. Materials and methods 80 patients were prospectively collected. In each group, AO/OTA 31-A were classified into group A. AO/OTA 31-A2.1 was classified as group B. We classified the A2.2 and A2.3 as group C. According to the set-screw locking formation of Gamma-III, the cases were randomly allocated to Sliding subgroup and Non-sliding subgroup in A, B and C groups. Follow-ups were performed 1, 3, 6 and 12 months postoperatively. Results In the Sliding group, the bone healing rate 3, 6, 12 months postoperatively reached 85.00%, 97.50%, 100% in group A, B and C. Meanwhile, in Non-sliding group, postoperatively, bone healing rate were 90.00%, 95.00% and 97.50% in group A, B and C, respectively. Both differences were not significant. Lower limb discrepancy between Sliding and Non-sliding pattern was significantly different in group C which represent fracture types of AO/OTA 31-A2.2 and A2.3 (0.573 ± 0.019 mm in Non-sliding group, 0.955 mm ± 0.024 mm in Sliding group, P Conclusions As a result, we can conclude that the sliding distance is minimal in Gamma nails and it is related to the comminuted extent of the intertrochanteric area in A1 and A2 AO-OTA intertrochanteric fractures. For treating these kinds of fractures, the sliding of the lag screw of an Gamma nail does not improve any clinical results and in certain cases, such as highly comminuted A1 and A2 fractures, can therefore even benefit from a locked lag screw by tightening the set-screw.

  14. Discrete-time nonlinear sliding mode controller

    African Journals Online (AJOL)

    user

    Keywords: Discrete-time delay system, Sliding mode control, nonlinear sliding ... of engineering systems such as chemical process control, delay in the actuator ...... instrumentation from Motilal Nehru National Institute of Technology (MNNIT),.

  15. Adaptive Sliding Mode Control Method Based on Nonlinear Integral Sliding Surface for Agricultural Vehicle Steering Control

    Directory of Open Access Journals (Sweden)

    Taochang Li

    2014-01-01

    Full Text Available Automatic steering control is the key factor and essential condition in the realization of the automatic navigation control of agricultural vehicles. In order to get satisfactory steering control performance, an adaptive sliding mode control method based on a nonlinear integral sliding surface is proposed in this paper for agricultural vehicle steering control. First, the vehicle steering system is modeled as a second-order mathematic model; the system uncertainties and unmodeled dynamics as well as the external disturbances are regarded as the equivalent disturbances satisfying a certain boundary. Second, a transient process of the desired system response is constructed in each navigation control period. Based on the transient process, a nonlinear integral sliding surface is designed. Then the corresponding sliding mode control law is proposed to guarantee the fast response characteristics with no overshoot in the closed-loop steering control system. Meanwhile, the switching gain of sliding mode control is adaptively adjusted to alleviate the control input chattering by using the fuzzy control method. Finally, the effectiveness and the superiority of the proposed method are verified by a series of simulation and actual steering control experiments.

  16. Slip sliding away: Promoting ethical behaviours in soccer ...

    African Journals Online (AJOL)

    Slip sliding away: Promoting ethical behaviours in soccer. ... African Journal for Physical Activity and Health Sciences ... after the 2010 Soccer World Cup, has led to increased demands on sport organisations, coaches and players ... While the natural law steers individuals to act morally, a performance ethic motivates many ...

  17. Feasibility Study of Interlayer Slide Monitoring Using Postembedded Piezoceramic Smart Aggregates

    Directory of Open Access Journals (Sweden)

    Jianchao Wu

    2018-01-01

    Full Text Available Utilizing embedded transducers is an effective approach to monitor a landslide. However, for existing structures, sensors can only be postembedded, which involves drilling and grouting, and may change the original state of the structure, which calls for the need to study the effectiveness of postembedded transducers. The main focus of this paper is the feasibility study of the interlayer slide detection using postembedded piezoceramic smart aggregates (SAs. In this study, a small landslide structure that involves a weak layer is studied and two pairs of SAs were embedded in predetermined positions inside the structure. To study the difference, one pair of transducer was preembedded and the other pair was postembedded. Within each pair, one SA was employed as an actuator to generate stress waves, and another SA used as a sensor to detect wave responses. Active-sensing approach was developed to perform continuous monitoring during structural loading that was used to induce an interlayer slide. The occurrence of interlayer slide attenuates wave energy and decreases signal intensity. A wavelet-packed index was proposed to detect the occurrence and development of interlayer slide. Experimental results demonstrated that SA installation through postembedding process is an innovative yet effective approach to monitor interlayer slide.

  18. 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.

  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. 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 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 (PFC). 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. © 2018 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim.

  1. Slide Buyers Guide. 1974 Edition.

    Science.gov (United States)

    DeLaurier, Nancy

    Designed for studio art instructors, museum education programs, public libraries, high school teachers, and those who buy slides for teaching art history at the college level, this guide lists sources of slides in the United States and over 20 foreign countries. All U.S. sources are listed first, commercial sources are alphabetical by name and…

  2. Standardization of whole slide image morphologic assessment with definition of a new application: Digital slide dynamic morphometry

    Directory of Open Access Journals (Sweden)

    Giacomo Puppa

    2011-01-01

    Full Text Available Background: In histopathology, the quantitative assessment of various morphologic features is based on methods originally conceived on specific areas observed through the microscope used. Failure to reproduce the same reference field of view using a different microscope will change the score assessed. Visualization of a digital slide on a screen through a dedicated viewer allows selection of the magnification. However, the field of view is rectangular, unlike the circular field of optical microscopy. In addition, the size of the selected area is not evident, and must be calculated. Materials and Methods: A digital slide morphometric system was conceived to reproduce the various methods published for assessing tumor budding in colorectal cancer. Eighteen international experts in colorectal cancer were invited to participate in a web-based study by assessing tumor budding with five different methods in 100 digital slides. Results: The specific areas to be tested by each method were marked by colored circles. The areas were grouped in a target-like pattern and then saved as an .xml file. When a digital slide was opened, the .xml file was imported in order to perform the measurements. Since the morphometric tool is composed of layers that can be freely moved on top of the digital slide, the technique was named digital slide dynamic morphometry. Twelve investigators completed the task, the majority of them performing the multiple evaluations of each of the cases in less than 12 minutes. Conclusions: Digital slide dynamic morphometry has various potential applications and might be a useful tool for the assessment of histologic parameters originally conceived for optical microscopy that need to be quantified.

  3. Three-dimensional (3D) plasma micro-nanotextured slides for high performance biomolecule microarrays: Comparison with epoxy-silane coated glass slides.

    Science.gov (United States)

    Tsougeni, Katerina; Ellinas, Kosmas; Koukouvinos, George; Petrou, Panagiota S; Tserepi, Angeliki; Kakabakos, Sotirios E; Gogolides, Evangelos

    2018-05-01

    Glass slides coated with a poly(methyl methacrylate) layer and plasma micro-nanotextured to acquire 3D topography (referred as 3D micro-nanotextured slides) were evaluated as substrates for biomolecule microarrays. Their performance is compared with that of epoxy-coated glass slides. We found that the proposed three-dimensional (3D) slides offered significant improvements in terms of spot intensity, homogeneity, and reproducibility. In particular, they provided higher spot intensity, by a factor of at least 1.5, and significantly improved spot homogeneity when compared to the epoxy-silane coated ones (intra-spot and between spot coefficients of variation ranging between 5 and 15% for the 3D micro-nanotextured slides and between 25 and 85% for the epoxy-silane coated ones). The latter was to a great extent the result of a strong "coffee-ring" effect observed for the spots created on the epoxy-coated slides; a phenomenon that was severely reduced in the 3D micro-nanotextured slides. The 3D micro-nanotextured slides offered in addition higher signal to noise ratio values over a wide range of protein probe concentrations and shelf-life over one year without requirement for specific storage conditions. Finally, the protocols employed for protein probe immobilization were extremely simple. Copyright © 2018 Elsevier B.V. All rights reserved.

  4. 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...

  5. Seminar 2.0: Learning With Skype and Video Podcasts

    Science.gov (United States)

    Wessel, Paul; Anderson, Tiffany; Austin, Regan; Benediktsdottir, Asdis; Chandler, Michael T.; Conley, Michaela M.; Kim, Seung-Sep; Michaud, Robert L.; Rumpf, M. Elise; Sleeper, Jonathan D.; Weiss, Jonathan R.

    2009-04-01

    Graduate seminars typically involve reviewing key papers, ranging from seminal contributions by pioneers to the latest cutting-edge results published in journals such as Nature, Science, and Geophysical Research Letters. Ideally, guest lecturers are invited to add specific expertise and stimulate discussions. However, the increasing costs for travel make this an expensive proposition. Recent improvements in free videoconferencing over the Internet make it possible to invite distant experts to participate in seminars without involving expensive and time-consuming travel. Tools to record video conferences allow anyone to combine narrations with slide presentations and prepare merged video files for distribution over the Internet (i.e., podcasts). This brief report discusses such an experiment in a graduate seminar on advanced plate tectonics in the Department of Geology and Geophysics at University of Hawai`i at Manoa's (UHM) School of Ocean and Earth Science and Technology (SOEST). The podcasts are freely available from iTunes (UHM; SOEST; Public Course Lectures) and from http://www.soest.hawaii.edu/pwessel/podcasts.

  6. 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.

  7. 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...

  8. 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.

  9. 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.

  10. Detailed analysis of the Valdes slide: a landward facing slope failure off Chile

    Science.gov (United States)

    Anasetti, Andrea; Krastel, Sebastian; Weinrebe, Willy; Klaucke, Ingo; Bialas, Jorge

    2010-05-01

    The Chilean continental margin is a very active area interested by important tectonic movements and characterized by a fast morphological evolution. Geophysical data acquired during cruise JC 23, aboard RV JAMES COOK in March/April 2008 and previous cruises cover most of the active Chilean continental margin between 33° and 37° S. Integrated interpretation of multi-beam bathymetric, sub-bottom profiles, side-scan sonar and seismic data allowed the identification of a number of slope failures. The main topic of this project is the morphological and sedimentological analysis of the Valdes slide, a medium-sized submarine landslide offshore the city of Talcahuano (300 km south of Santiago). In contrast to most other slides along continental margins, the Valdes slide is located on the landward facing eastern slope of a submarine ridge. This setting has important implications for the associated tsunami wave field (first arrival of positive amplitude). We measured geometrical parameters of the failure and adjacent slope. The slide affected an area of 19 km2 between ~1060 m and >1700 m water depths. Its is ~ 6 km long, up to 3 km wide and involved a total sedimentary volume of about 0,8 km3. The failure process was characterized by a multiple-event and we assume its tsunami potential to be high. Using the high resolution bathymetric data and the seismic profiles along the slide deposit it was possible to reconstruct the original morphology of the area in order to understand the relation between the slide event and the structural evolution of the ridge. Through the analysis of the data and bibliographic information about the Chilean margin, we analyzed potential trigger mechanisms for the landslide. The Valdes slide is situated on a steep ridge flank. The ridge follows an elongated fault zone running app. parallel to the margin. This fault zone has a dextral component which in combination with the faults elongation results in a compressional regime that is superimposed on

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

    OpenAIRE

    Wei Pan; Wei Pan; Wei Pan; Xuemei Gao; Shuo Shi; Fuqu Liu; Chao Li

    2018-01-01

    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...

  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. Seismic behavior with sliding of overhead travelling crane

    International Nuclear Information System (INIS)

    Komori, Akio; Ueki, Takashi; Hirata, Masami; Hoshii, Tsutomu; Kashiwazaki, Akihiro.

    1989-01-01

    In this study, the seismic behavior of an overhead travelling crane with the sliding between travelling wheels and rails is examined. First, the dynamic characteristic test of the actual crane installed in a reactor building and the sliding test of the rigid-element model to observe the basic sliding characteristic were performed. Next, to examine the dynamic response with sliding, shaking tests using the scaled model of an actual crane were conducted. From these results, useful design information about seismic behavior of an overhead travelling crane was obtained. It was also observed that numerical predictions considering sliding behavior have good agreement with the experimental results and are applicable to seismic design. (author)

  14. Control of vertical posture while standing on a sliding board and pushing an object.

    Science.gov (United States)

    Lee, Yun-Ju; Chen, Bing; Liang, Jing-Nong; Aruin, Alexander S

    2018-03-01

    Voluntary pushing or translation perturbation of the support surface each induces a body perturbation that affects postural control. The objective of the study was to investigate anticipatory (APA) and compensatory (CPA) postural adjustments when pushing an object (that induces self-initiated perturbation) and standing on a sliding board (that induces translational perturbation). Thirteen healthy young participants were instructed to push a handle with both hands while standing on a sliding board that was either free to move in the anterior-posterior direction or stationary. Electromyographic activity (EMG) of trunk and lower extremity muscles, center of pressure (COP) displacements, and the forces exerted by the hand were recorded and analyzed during the APA and CPA phases. When the sliding board was free to move during pushing (translation perturbation), onsets of activity of ventral leg muscles and COP displacement were delayed as compared to pushing when standing on a stationary board. Moreover, magnitudes of shank muscle activity and the COP displacement were decreased. When pushing heavier weight, magnitudes of muscle activity, COP displacement, and pushing force increased. The magnitude of activity of the shank muscles during the APA and CPA phases in conditions with translational perturbation varied with the magnitude of the pushing weight. The outcome of the study suggests that the central nervous system prioritizes the pushing task while attenuates the source of additional perturbation induced by translation perturbation. These results could be used in the development of balance re-training paradigms involving pushing weight while standing on a sliding surface.

  15. 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....

  16. 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.

  17. Preparing Scientific Papers, Posters, and Slides.

    Science.gov (United States)

    Lefor, Alan Kawarai; Maeno, Misato

    2016-01-01

    Publications and presentations are important in academic medicine. The ability to present information in a standard fashion is critically important. Papers, posters, and slides must be prepared appropriately to maximize their chance of being accepted. The first step is to use word processing software correctly. English language usage must conform to standard scientific English usage. Abbreviations should be avoided as much as possible. Numerical data must be presented with the appropriate number of significant figures. The first step in preparing a paper is to decide the target journal. Papers should always be written in 12 point Times New Roman font, while slides and posters should be in Arial or Helvetica. The Results section must contain actual data with appropriate statistical analysis. Take great care to prepare figures and tables according to the journal's instructions. Posters must be prepared to allow easy reading at a distance of 2m. Use a white background and dark letters. The majority of the area of your poster should be Results, and there is no need to include the abstract or references on a poster. Slide presentations should be limited to about one slide for each minute of the talk. Avoid the use of animations and excessive use of color. Do not use abbreviations on slides. Following these simple guidelines will meet the requirements of most journals and allow your audience to appreciate the data on your posters and slides. Copyright © 2015 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.

  18. Prepare-Participate-Connect: Active Learning with Video Annotation

    Science.gov (United States)

    Colasante, Meg; Douglas, Kathy

    2016-01-01

    Annotation of video provides students with the opportunity to view and engage with audiovisual content in an interactive and participatory way rather than in passive-receptive mode. This article discusses research into the use of video annotation in four vocational programs at RMIT University in Melbourne, which allowed students to interact with…

  19. Second order sliding mode control for a quadrotor UAV.

    Science.gov (United States)

    Zheng, En-Hui; Xiong, Jing-Jing; Luo, Ji-Liang

    2014-07-01

    A method based on second order sliding mode control (2-SMC) is proposed to design controllers for a small quadrotor UAV. For the switching sliding manifold design, the selection of the coefficients of the switching sliding manifold is in general a sophisticated issue because the coefficients are nonlinear. In this work, in order to perform the position and attitude tracking control of the quadrotor perfectly, the dynamical model of the quadrotor is divided into two subsystems, i.e., a fully actuated subsystem and an underactuated subsystem. For the former, a sliding manifold is defined by combining the position and velocity tracking errors of one state variable, i.e., the sliding manifold has two coefficients. For the latter, a sliding manifold is constructed via a linear combination of position and velocity tracking errors of two state variables, i.e., the sliding manifold has four coefficients. In order to further obtain the nonlinear coefficients of the sliding manifold, Hurwitz stability analysis is used to the solving process. In addition, the flight controllers are derived by using Lyapunov theory, which guarantees that all system state trajectories reach and stay on the sliding surfaces. Extensive simulation results are given to illustrate the effectiveness of the proposed control method. Copyright © 2014 ISA. Published by Elsevier Ltd. All rights reserved.

  20. Slide less pathology”: Fairy tale or reality?

    Science.gov (United States)

    Indu, M; Rathy, R; Binu, MP

    2016-01-01

    Pathology practice is significantly advanced in various frontiers. Therefore, “slide less digital” pathology will not be a mere imagination in near future. Digitalization of histopathological slides (whole slide imaging [WSI]) is possible with the help of whole slide scanner. The WSI has a positive impact not only in routine practice but also in research field, medical education and bioindustry. Even if digital pathology has definitive advantages, its widespread use is not yet possible. As it is an upcoming technology in our field, this article is aimed to discussessential aspects of WSI. PMID:27601824

  1. Triaxial slide-hold-slide shear experiment of sedimentary rock under drain condition

    International Nuclear Information System (INIS)

    Kishida, Kiyoshi; Yano, Takao; Elsworth, Derek; Yasuhara, Hideaki; Nakashima, Shinichiro

    2011-01-01

    When discussing the mechanical and hydro-mechanical properties of rock masses under the long-term holding, the variation of rock structure and the change of shear band condition should be discussed in considering the effect of thermal and chemical influences. In this research, the triaxial shear experiment under drain condition was conducted through sedimentary rock, and in the residual stress state, the slide-hold-slide processes were applied to these triaxial experiments. The experiments were carried out in 3 kinds of confining conditions and 2 kinds of thermal conditions. Consequently, the healing phenomena can be observed and the shear strength recovery is also confirmed in process of the holding time. (author)

  2. Coaching the exploration and exploitation in active learning for interactive video retrieval.

    Science.gov (United States)

    Wei, Xiao-Yong; Yang, Zhen-Qun

    2013-03-01

    Conventional active learning approaches for interactive video/image retrieval usually assume the query distribution is unknown, as it is difficult to estimate with only a limited number of labeled instances available. Thus, it is easy to put the system in a dilemma whether to explore the feature space in uncertain areas for a better understanding of the query distribution or to harvest in certain areas for more relevant instances. In this paper, we propose a novel approach called coached active learning that makes the query distribution predictable through training and, therefore, avoids the risk of searching on a completely unknown space. The estimated distribution, which provides a more global view of the feature space, can be used to schedule not only the timing but also the step sizes of the exploration and the exploitation in a principled way. The results of the experiments on a large-scale data set from TRECVID 2005-2009 validate the efficiency and effectiveness of our approach, which demonstrates an encouraging performance when facing domain-shift, outperforms eight conventional active learning methods, and shows superiority to six state-of-the-art interactive video retrieval systems.

  3. 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.

  4. 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. PMID:25698962

  5. Color standardization and optimization in Whole Slide Imaging

    Directory of Open Access Journals (Sweden)

    Yagi Yukako

    2011-03-01

    Full Text Available Abstract Introduction Standardization and validation of the color displayed by digital slides is an important aspect of digital pathology implementation. While the most common reason for color variation is the variance in the protocols and practices in the histology lab, the color displayed can also be affected by variation in capture parameters (for example, illumination and filters, image processing and display factors in the digital systems themselves. Method We have been developing techniques for color validation and optimization along two paths. The first was based on two standard slides that are scanned and displayed by the imaging system in question. In this approach, one slide is embedded with nine filters with colors selected especially for H&E stained slides (looking like tiny Macbeth color chart; the specific color of the nine filters were determined in our previous study and modified for whole slide imaging (WSI. The other slide is an H&E stained mouse embryo. Both of these slides were scanned and the displayed images were compared to a standard. The second approach was based on our previous multispectral imaging research. Discussion As a first step, the two slide method (above was used to identify inaccurate display of color and its cause, and to understand the importance of accurate color in digital pathology. We have also improved the multispectral-based algorithm for more consistent results in stain standardization. In near future, the results of the two slide and multispectral techniques can be combined and will be widely available. We have been conducting a series of researches and developing projects to improve image quality to establish Image Quality Standardization. This paper discusses one of most important aspects of image quality – color.

  6. Video flow active control by means of adaptive shifted foveal geometries

    Science.gov (United States)

    Urdiales, Cristina; Rodriguez, Juan A.; Bandera, Antonio J.; Sandoval, Francisco

    2000-10-01

    This paper presents a control mechanism for video transmission that relies on transmitting non-uniform resolution images depending on the delay of the communication channel. These images are built in an active way to keep the areas of interest of the image at the highest resolution available. In order to shift the area of high resolution over the image and to achieve a data structure easy to process by using conventional algorithms, a shifted fovea multi resolution geometry of adaptive size is used. Besides, if delays are nevertheless too high, the different areas of resolution of the image can be transmitted at different rates. A functional system has been developed for corridor surveillance with static cameras. Tests with real video images have proven that the method allows an almost constant rate of images per second as long as the channel is not collapsed.

  7. 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.

  8. Helping activate children through the use of video games

    OpenAIRE

    Lomax, Jørn Vollan

    2015-01-01

    The video games industry is now one of the biggest entertainment industries in the world. Forb es magazine estimates that the video game industry will sell games for 70 billion dollars by the end of 2015, and the biggest growth is in the mobile market. While most of the video game industry is creating games strictly for entertainment purp oses, there is a growing demand for games that can b e used for other applications. This pap er will lo ok into making games that help chi...

  9. WEBSLIDE: A "Virtual" Slide Projector Based on World Wide Web

    Science.gov (United States)

    Barra, Maria; Ferrandino, Salvatore; Scarano, Vittorio

    1999-03-01

    We present here the design key concepts of WEBSLIDE, a software project whose objective is to provide a simple, cheap and efficient solution for showing slides during lessons in computer labs. In fact, WEBSLIDE allows the video monitors of several client machines (the "STUDENTS") to be synchronously updated by the actions of a particular client machine, called the "INSTRUCTOR." The system is based on the World Wide Web and the software components of WEBSLIDE mainly consists in a WWW server, browsers and small Cgi-Bill scripts. What makes WEBSLIDE particularly appealing for small educational institutions is that WEBSLIDE is built with "off the shelf" products: it does not involve using a specifically designed program but any Netscape browser, one of the most popular browsers available on the market, is sufficient. Another possible use is to use our system to implement "guided automatic tours" through several pages or Intranets internal news bulletins: the company Web server can broadcast to all employees relevant information on their browser.

  10. From English to Chinese, Japanese, and Russian: extending research visibility with language translations of a conference slide presentation.

    Science.gov (United States)

    Hoffecker, Lilian; Abbey, Dana

    2017-01-01

    The research demonstrates that a conference slide presentation translated into non-English languages reaches significantly larger and different audiences than an English presentation alone. The slides of a presentation from the Medical Library Association annual meeting were translated from English to Chinese, Japanese, and Russian and posted along with the English version to SlideShare, an open slide-hosting website. View counts, traffic sources, and geographic origins of the traffic for each language version were tracked over a twenty-two-month period. Total view counts for all 4 language versions amounted to 3,357 views, with the Chinese version accounting for 71% of the total views. The trends in view counts over time for the Japanese, Russian, and English versions were similar, with high interest at the beginning and a rapid drop and low level of viewing activity thereafter. The pattern of view counts for the Chinese version departed considerably from the other language versions, with very low activity at the beginning but a sharp rise 10 months later. This increase in activity was related to access to the presentations via a Taiwanese website that embedded the SlideShare website code. Language translation can be a difficult and time-consuming task. However, translation of a conference slide presentation with limited text is an achievable activity and engages an international audience for information that is often not noticed or lost. Although English is by far the primary language of science and other disciplines, it is not necessarily the first or preferred language of global researchers. By offering appropriate language versions, the authors of presentations can expand the reach of their work.

  11. "Discoveries in Planetary Sciences": Slide Sets Highlighting New Advances for Astronomy Educators

    Science.gov (United States)

    Brain, D. A.; Schneider, N. M.; Beyer, R. A.

    2010-12-01

    scheduled for release before December 2010. In this presentation we will discuss our motivation for this project, our implementation approach (from choosing topics to creating the slide sets, to getting them reviewed and released), and give examples of slide sets. We will present information in the form of web statistics on how many educators are using the slide sets, and which topics are most popular. We will also present feedback from educators who have used them in the classroom, and possible new directions for our activity.

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

    OpenAIRE

    Mattias Ekman

    2014-01-01

    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 ...

  13. 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.

  14. Modeling the Sliding/Falling Ladder Paradox

    Science.gov (United States)

    Fox, William P.; Fox, James B.

    2003-01-01

    Recently we were presented with an interesting twist to the sliding ladder problem viewed in the related rates section of most calculus textbooks. Our problem concerning a sliding ladder that eventually hits the ground. At first, those attempting this problem fell into the calculus trap using only related rates. Previous work for this problem…

  15. 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

  16. Sliding hiatal hernia in dogs

    OpenAIRE

    JOLANTA SPUŻAK; KRZYSZTOF KUBIAK; MARCIN JANKOWSKI; MACIEJ GRZEGORY; KAMILA GLIŃSKA-SUCHOCKA; JÓZEF NICPOŃ; VASYL VLIZLO; IGOR MAKSYMOVYCH

    2010-01-01

    Introduction Sliding hiatal hernia is a disorder resulting from a displacement of the abdominal part of the oesophagus and/or a part of the stomach into the thoracic cavity through the oesophageal hiatus of the diaphragm. The disorder may be congenital or acquired. Congenital hernia follows disturbances in the embryonic development. In the literature the predisposition to congenital sliding hiatal hernia is observed in the dogs of shar-pei and chow-chow breeds. Pathogenesis of acquired slidin...

  17. 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

  18. 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 VO 2max (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.

  19. 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

  20. Contemplation, Subcreation, and Video Games

    Directory of Open Access Journals (Sweden)

    Mark J. P. Wolf

    2018-04-01

    Full Text Available This essay asks how religion and theological ideas might be made manifest in video games, and particularly the creation of video games as a religious activity, looking at contemplative experiences in video games, and the creation and world-building of game worlds as a form of Tolkienian subcreation, which itself leads to contemplation regarding the creation of worlds.

  1. Sliding behaviors of elastic cylindrical tanks under seismic loading

    International Nuclear Information System (INIS)

    Kobayashi, N.

    1993-01-01

    There is a paper that reports on the occurrence of sliding in several oil tanks on Alaskan earthquake of 1964. This incident appears to be in need of further investigation for the following reasons: First, in usual seismic designing of cylindrical tanks ('tanks'), sliding is considered to occur when the lateral inertial force exceeds the static friction force. When the tank in question can be taken as a rigid body, this rule is known to hold true. If the tank is capable of undergoing a considerable amount of elastic deformation, however, its applicability has not been proved. Second, although several studies have been done on the critical conditions for static sliding the present author is unaware of like ones made on the dynamic sliding, except for the pioneering work of Sogabe, in which they have empirically indicated possibility of sliding to occur under the force of sloshing. Third, this author has shown earlier on that tanks, if not anchored properly, will start rocking, inducing uplifting of the base plate, even at a relatively small seismic acceleration of 10 gal or so. The present study has been conducted with these observations for the background. Namely, based on a notion that elastic deformation given rise to by rocking oscillation should be incorporated as an important factor in any set of critical conditions for the onset of sliding, a series of shaking table experiments were performed for rigid steel block to represent the rigid tanks ('rigid model') and a model tank having a same sort of plate thickness-to-diameter ratio as industrial tanks to represent the elastic cylindrical tanks ('elastic model'). Following observations have been obtained for the critical condition of the onset of sliding: (1) sliding of rigid tanks will occur when the lateral force given rise to by oscillation exceeds the static, or the Coulombic, friction force. (2) if vertical oscillation is imposed on the lateral oscillation, the lateral force needed to induce sliding of a

  2. 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.

  3. Static and dynamic friction in sliding colloidal monolayers.

    Science.gov (United States)

    Vanossi, Andrea; Manini, Nicola; Tosatti, Erio

    2012-10-09

    In a pioneer experiment, Bohlein et al. realized the controlled sliding of two-dimensional colloidal crystals over laser-generated periodic or quasi-periodic potentials. Here we present realistic simulations and arguments that besides reproducing the main experimentally observed features give a first theoretical demonstration of the potential impact of colloid sliding in nanotribology. The free motion of solitons and antisolitons in the sliding of hard incommensurate crystals is contrasted with the soliton-antisoliton pair nucleation at the large static friction threshold F(s) when the two lattices are commensurate and pinned. The frictional work directly extracted from particles' velocities can be analyzed as a function of classic tribological parameters, including speed, spacing, and amplitude of the periodic potential (representing, respectively, the mismatch of the sliding interface and the corrugation, or "load"). These and other features suggestive of further experiments and insights promote colloid sliding to a unique friction study instrument.

  4. Activity Recognition Using A Combination of Category Components And Local Models for Video Surveillance

    OpenAIRE

    Lin, Weiyao; Sun, Ming-Ting; Poovendran, Radha; Zhang, Zhengyou

    2015-01-01

    This paper presents a novel approach for automatic recognition of human activities for video surveillance applications. We propose to represent an activity by a combination of category components, and demonstrate that this approach offers flexibility to add new activities to the system and an ability to deal with the problem of building models for activities lacking training data. For improving the recognition accuracy, a Confident-Frame- based Recognition algorithm is also proposed, where th...

  5. Development and use of an observation tool for active gaming and movement (OTAGM) to measure children's movement skill components during active video game play.

    Science.gov (United States)

    Rosa, Rita L; Ridgers, Nicola D; Barnett, Lisa M

    2013-12-01

    This article presents a direct observational tool for assessing children's body movements and movement skills during active video games. The Observation Tool of Active Gaming and Movement (OTGAM) was informed by the Test of Gross Motor Development-2. 18 elementary school children (12 boys, 6 girls; M age = 6.1 yr., SD = 0.9) were observed during Nintendo Wii game play. Using the OTAGM, researchers were able to capture and quantify the children's body movements and movement skills during active play of video games. Furthermore, the OTAGM captured specific components of object control skills: strike, throw, and roll. Game designers, health promotion practitioners, and researchers could use this information to enhance children's physical activity and movement skills.

  6. Expected sliding distance of vertical slit caisson breakwater

    Science.gov (United States)

    Kim, Dong Hyawn

    2017-06-01

    Evaluating the expected sliding distance of a vertical slit caisson breakwater is proposed. Time history for the wave load to a vertical slit caisson is made. It consists of two impulsive wave pressures followed by a smooth sinusoidal pressure. In the numerical analysis, the sliding distance for an attack of single wave was shown and the expected sliding distance during 50 years was also presented. Those results were compared with a vertical front caisson breakwater without slit. It was concluded that the sliding distance of a vertical slit caisson may be over-estimated if the wave pressure on the caisson is evaluated without considering vertical slit.

  7. Sliding mode control on electro-mechanical systems

    Directory of Open Access Journals (Sweden)

    Vadim I. Utkin

    2002-01-01

    Full Text Available The first sliding mode control application may be found in the papers back in the 1930s in Russia. With its versatile yet simple design procedure the methodology is proven to be one of the most powerful solutions for many practical control designs. For the sake of demonstration this paper is oriented towards application aspects of sliding mode control methodology. First the design approach based on the regularization is generalized for mechanical systems. It is shown that stability of zero dynamics should be taken into account when the regular form consists of blocks of second-order equations. Majority of applications in the paper are related to control and estimation methods of automotive industry. New theoretical methods are developed in the context of these studies: sliding made nonlinear observers, observers with binary measurements, parameter estimation in systems with sliding mode control.

  8. Student perceptions of digital versus traditional slide use in undergraduate education.

    Science.gov (United States)

    Solberg, Brooke L

    2012-01-01

    Digitized slides provide a number of intriguing benefits for educators. Before their implementation, however, educators should consider student opinion related to their use. This mixed-methods study directly compared Medical Laboratory Science (MLS) student perceptions of learning experiences in both digital and traditional slide laboratory settings. Results suggested that the majority of students preferred learning with digital slides, and numerous reasons for this preference were identified. Survey responses indicated that students using digital slides tended to view their performances, instructor feedback, and their learning environment more positively than students using traditional slides. Apprehensions about digital slide use were also detected from students preferring traditional slides. These findings provide a guide on how best to exploit both digital and traditional slides in an educational setting.

  9. Screening and dotting virtual slides: A new challenge for cytotechnologists

    Directory of Open Access Journals (Sweden)

    Walid E Khalbuss

    2013-01-01

    Full Text Available Digital images are increasingly being used in cytopathology. Whole-slide imaging (WSI is a digital imaging modality that uses computerized technology to scan and convert entire cytology glass slides into digital images that can be viewed on a digital display using the image viewer software. Digital image acquisition of cytology glass slides has improved significantly over the years due to the use of liquid-based preparations and advances in WSI scanning technology such as automatic multipoint pre-scan focus technology or z-stack scanning technology. Screening cytotechnologists are responsible for every cell that is present on an imaged slide. One of the challenges users have to overcome is to establish a technique to review systematically the entire imaged slide and to dot selected abnormal or significant findings. The scope of this article is to review the current user interface technology available for virtual slide navigation when screening digital slides in cytology. WSI scanner vendors provide tools, built into the image viewer software that allow for a more systematic navigation of the virtual slides, such as auto-panning, keyboard-controlled slide navigation and track map. Annotation tools can improve communication between the screener and the final reviewer or can be used for education. The tracking functionality allows recording of the WSI navigation process and provides a mechanism for confirmation of slide coverage by the screening cytotechnologist as well as a useful tool for quality assurance. As the WSI technology matures, additional features and tools to support navigation of a cytology virtual slide are anticipated.

  10. Geomorphology, stability and mobility of the Currituck slide

    Science.gov (United States)

    Locat, J.; Lee, H.; ten Brink, Uri S.; Twichell, D.; Geist, E.; Sansoucy, M.

    2009-01-01

    Over the last 100,000??years, the U.S. Atlantic continental margin has experienced various types of mass movements some of which are believed to have taken place at times of low sea level. At one of these times of low sea level a significant trigger caused a major submarine mass movement off the coast of Virginia: the Currituck slide which is believed to have taken place between 24 and 50??ka ago. This slide removed a total volume of about 165??km3 from this section of the continental slope. The departure zone still shows a very clean surface that dips at 4?? and is only covered by a thin veneer of postglacial sediment. Multibeam bathymetric and seismic survey data suggest that this slide took place along three failures surfaces. The morphology of the source area suggests that the sediments were already at least normally consolidated at the time of failure. The slide debris covers an area as much as 55??km wide that extends 180??km from the estimated toe of the original slope. The back analysis of slide initiation indicates that very high pore pressure, a strong earthquake, or both had to be generated to trigger slides on such a low failure plane angle. The shape of the failure plane, the fact that the surface is almost clear of any debris, and the mobility analysis, all support the argument that the slides took place nearly simultaneously. Potential causes for the generation of high pore pressures could be seepage forces from coastal aquifers, delta construction and related pore pressure generation due to the local sediment loading, gas hydrates, and earthquakes. This slide, and its origin, is a spectacular example of the potential threat that submarine mass movements can pose to the US Atlantic coast and underline the need to further assess the potential for the generation of such large slides, like the Grand Banks 1927 landslide of similar volume. ?? 2008 Elsevier B.V.

  11. Acceleration Characteristics of a Rock Slide Using the Particle Image Velocimetry Technique

    Directory of Open Access Journals (Sweden)

    Guoqing Chen

    2016-01-01

    Full Text Available The Particle Image Velocimetry (PIV technique with high precision and spatial resolution is a suitable sensor for flow field experiments. In this paper, the PIV technology was used to monitor the development of a displacement field, velocity field and acceleration field of a rock slide. It was found that the peak acceleration of the sliding surface appeared earlier than the peak acceleration of the sliding body. The characteristics of the rock slide including the short failure time, high velocities, and large accelerations indicate that the sliding forces and energy release rate of the slope are high. The deformation field showed that the sliding body was sliding outwards along the sliding surface while the sliding bed moved in an opposite direction. Moving upwards at the top of the sliding bed can be one of the warning signs for rock slide failure.

  12. Friction between various self-ligating brackets and archwire couples during sliding mechanics.

    Science.gov (United States)

    Stefanos, Sennay; Secchi, Antonino G; Coby, Guy; Tanna, Nipul; Mante, Francis K

    2010-10-01

    The aim of this study was to evaluate the frictional resistance between active and passive self-ligating brackets and 0.019 × 0.025-in stainless steel archwire during sliding mechanics by using an orthodontic sliding simulation device. Maxillary right first premolar active self-ligating brackets In-Ovation R, In-Ovation C (both, GAC International, Bohemia, NY), and SPEED (Strite Industries, Cambridge, Ontario, Canada), and passive self-ligating brackets SmartClip (3M Unitek, Monrovia, Calif), Synergy R (Rocky Mountain Orthodontics, Denver, Colo), and Damon 3mx (Ormco, Orange, Calif) with 0.022-in slots were used. Frictional force was measured by using an orthodontic sliding simulation device attached to a universal testing machine. Each bracket-archwire combination was tested 30 times at 0° angulation relative to the sliding direction. Statistical comparisons were performed with 1-way analysis of variance (ANOVA) followed by Dunn multiple comparisons. The level of statistical significance was set at P <0.05. The Damon 3mx brackets had significantly the lowest mean static frictional force (8.6 g). The highest mean static frictional force was shown by the SPEED brackets (83.1 g). The other brackets were ranked as follows, from highest to lowest, In-Ovation R, In-Ovation C, SmartClip, and Synergy R. The mean static frictional forces were all statistically different. The ranking of the kinetic frictional forces of bracket-archwire combinations was the same as that for static frictional forces. All bracket-archwire combinations showed significantly different kinetic frictional forces except SmartClip and In-Ovation C, which were not significantly different from each other. Passive self-ligating brackets have lower static and kinetic frictional resistance than do active self-ligating brackets with 0.019 × 0.025-in stainless steel wire. Copyright © 2010 American Association of Orthodontists. Published by Mosby, Inc. All rights reserved.

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

    OpenAIRE

    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 reg...

  14. Chiral cell sliding drives left-right asymmetric organ twisting

    Science.gov (United States)

    Inaki, Mikiko; Hatori, Ryo; Nakazawa, Naotaka; Okumura, Takashi; Ishibashi, Tomoki; Kikuta, Junichi; Ishii, Masaru

    2018-01-01

    Polarized epithelial morphogenesis is an essential process in animal development. While this process is mostly attributed to directional cell intercalation, it can also be induced by other mechanisms. Using live-imaging analysis and a three-dimensional vertex model, we identified ‘cell sliding,’ a novel mechanism driving epithelial morphogenesis, in which cells directionally change their position relative to their subjacent (posterior) neighbors by sliding in one direction. In Drosophila embryonic hindgut, an initial left-right (LR) asymmetry of the cell shape (cell chirality in three dimensions), which occurs intrinsically before tissue deformation, is converted through LR asymmetric cell sliding into a directional axial twisting of the epithelial tube. In a Drosophila inversion mutant showing inverted cell chirality and hindgut rotation, cell sliding occurs in the opposite direction to that in wild-type. Unlike directional cell intercalation, cell sliding does not require junctional remodeling. Cell sliding may also be involved in other cases of LR-polarized epithelial morphogenesis. PMID:29891026

  15. 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.

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

    Directory of Open Access Journals (Sweden)

    Javier Monedero

    Full Text Available 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.

  17. 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.

  18. Develop and Manufacture an airlock sliding tray

    Energy Technology Data Exchange (ETDEWEB)

    Lawton, Cindy M. [Los Alamos National Lab. (LANL), Los Alamos, NM (United States)

    2014-02-26

    The goal of this project is to continue to develop an airlock sliding tray and then partner with an industrial manufacturing company for production. The sliding tray will be easily installed into and removed from most glovebox airlocks in a few minutes. Technical Approach: A prototype of a sliding tray has been developed and tested in the LANL cold lab and 35 trays are presently being built for the plutonium facility (PF-4). The current, recently approved design works for a 14-inch diameter round airlock and has a tray length of approximately 20 inches. The grant will take the already tested and approved round technology and design for the square airlock. These two designs will be suitable for the majority of the existing airlocks in the multitude of DOE facilities. Partnering with an external manufacturer will allow for production of the airlock trays at a much lower cost and increase the availability of the product for all DOE sites. Project duration is estimated to be 12-13 months. Benefits: The purpose of the airlock sliding trays is fourfold: 1) Mitigate risk of rotator cuff injuries, 2) Improve ALARA, 3) Reduce risk of glovebox glove breaches and glove punctures, and 4) Improve worker comfort. I have had the opportunity to visit many other DOE facilities including Savannah, Y-12, ORNL, Sandia, and Livermore for assistance with ergonomic problems and/or injuries. All of these sites would benefit from the airlock sliding tray and I can assume all other DOE facilities with gloveboxes built prior to 1985 could also use the sliding trays.

  19. 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…

  20. Transient wave behaviour over an underwater sliding hump from experiments and analytical and numerical modelling

    Energy Technology Data Exchange (ETDEWEB)

    Callaghan, David P.; Nielsen, Peter [The University of Queensland, School of Civil Engineering, Brisbane (Australia); Ahmadi, Afshin [Kellogg Brown and Root Pty Ltd, Brisbane, QLD (Australia)

    2011-12-15

    Flume measurements of a one-dimensional sliding hump starting from rest in quiescence fresh water indicate that when the hump travels at speed less than the shallow-water wave celerity, three waves emerge, travelling in two directions. One wave travels in the opposite direction to the sliding hump at approximately the shallow-water wave celerity (backward free wave). Another wave travels approximately in step with the hump (forced wave), and the remaining wave travels in the direction of the hump at approximately the shallow-water wave celerity (forward free wave). These experiments were completed for a range of sliding hump speed relative to the shallow-water wave celerity, up to unity of this ratio, to investigate possible derivation from solutions of the Euler equation with non-linear and non-hydrostatic terms being included or excluded. For the experimental arrangements tested, the forced waves were negative (depression or reduced water surface elevation) waves while the free waves were positive (bulges or increased water surface elevation). For experiments where the sliding hump travelled at less than 80% of the shallow-water wave celerity did not include transient behaviour measurements (i.e. when the three waves still overlapped). The three wave framework was partially supported by these measurements in that the separated forward and forced waves were compared to measurements. For the laboratory scale experiments, the forward free wave height was predicted reasonably by the long-wave equation (ignoring non-linear and non-hydrostatic terms) when the sliding hump speed was less than 80% of the shallow-water wave celerity. The forced wave depression magnitude required the Euler equations for all hump speed tested. The long-wave solution, while being valid in a limited parameter range, does predict the existence of the three waves as found in these experiments (forward travelling waves measured quantitatively while the backward travelling waves visually by video

  1. 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.

  2. 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.

  3. 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.

  4. 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…

  5. Superlubric sliding of graphene nanoflakes on graphene.

    Science.gov (United States)

    Feng, Xiaofeng; Kwon, Sangku; Park, Jeong Young; Salmeron, Miquel

    2013-02-26

    The lubricating properties of graphite and graphene have been intensely studied by sliding a frictional force microscope tip against them to understand the origin of the observed low friction. In contrast, the relative motion of free graphene layers remains poorly understood. Here we report a study of the sliding behavior of graphene nanoflakes (GNFs) on a graphene surface. Using scanning tunneling microscopy, we found that the GNFs show facile translational and rotational motions between commensurate initial and final states at temperatures as low as 5 K. The motion is initiated by a tip-induced transition of the flakes from a commensurate to an incommensurate registry with the underlying graphene layer (the superlubric state), followed by rapid sliding until another commensurate position is reached. Counterintuitively, the average sliding distance of the flakes is larger at 5 K than at 77 K, indicating that thermal fluctuations are likely to trigger their transitions from superlubric back to commensurate ground states.

  6. Sliding-Mode Control of PEM Fuel Cells

    CERN Document Server

    Kunusch, Cristian; Mayosky, Miguel

    2012-01-01

    Recent advances in catalysis technologies and new materials make fuel cells an economically appealing and clean energy source with massive market potential in portable devices, home power generation and the automotive industry. Among the more promising fuel-cell technologies are proton exchange membrane fuel cells (PEMFCs). Sliding-Mode Control of PEM Fuel Cells demonstrates the application of higher-order sliding-mode control to PEMFC dynamics. Fuel-cell dynamics are often highly nonlinear and the text shows the advantages of sliding modes in terms of robustness to external disturbance, modelling error and system-parametric disturbance using higher-order control to reduce chattering. Divided into two parts, the book first introduces the theory of fuel cells and sliding-mode control. It begins by contextualising PEMFCs both in terms of their development and within the hydrogen economy and today’s energy production situation as a whole. The reader is then guided through a discussion of fuel-cell operation pr...

  7. Invariant polygons in systems with grazing-sliding.

    Science.gov (United States)

    Szalai, R; Osinga, H M

    2008-06-01

    The paper investigates generic three-dimensional nonsmooth systems with a periodic orbit near grazing-sliding. We assume that the periodic orbit is unstable with complex multipliers so that two dominant frequencies are present in the system. Because grazing-sliding induces a dimension loss and the instability drives every trajectory into sliding, the system has an attractor that consists of forward sliding orbits. We analyze this attractor in a suitably chosen Poincare section using a three-parameter generalized map that can be viewed as a normal form. We show that in this normal form the attractor must be contained in a finite number of lines that intersect in the vertices of a polygon. However the attractor is typically larger than the associated polygon. We classify the number of lines involved in forming the attractor as a function of the parameters. Furthermore, for fixed values of parameters we investigate the one-dimensional dynamics on the attractor.

  8. 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 (M...

  9. A Depth Video Sensor-Based Life-Logging Human Activity Recognition System for Elderly Care in Smart Indoor Environments

    Directory of Open Access Journals (Sweden)

    Ahmad Jalal

    2014-07-01

    Full Text Available 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.

  10. 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.

  11. 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.

  12. Erosion by sliding wear in granular flows: Experiments with realistic contact forces

    Science.gov (United States)

    Stark, C. P.; Hung, C. Y.; Smith, B.; Li, L.; Grinspun, E.; Capart, H.

    2015-12-01

    's equation in which wear rate is proportional to contact force, the speed of sliding, and reciprocal hardness.In these particular experiments grain-wall sliding appears to dominate over impact and rolling. We study further using 3D grain motion simulations executed with specially developed non-smooth contact dynamics code, allied with analysis of high-speed video.

  13. Design of a highly integrated video acquisition module for smart video flight unit development

    Science.gov (United States)

    Lebre, V.; Gasti, W.

    2017-11-01

    CCD and APS devices are widely used in space missions as instrument sensors and/or in Avionics units like star detectors/trackers. Therefore, various and numerous designs of video acquisition chains have been produced. Basically, a classical video acquisition chain is constituted of two main functional blocks: the Proximity Electronics (PEC), including detector drivers and the Analogue Processing Chain (APC) Electronics that embeds the ADC, a master sequencer and the host interface. Nowadays, low power technologies allow to improve the integration, radiometric performances and power budget optimisation of video units and to standardize video units design and development. To this end, ESA has initiated a development activity through a competitive process requesting the expertise of experienced actors in the field of high resolution electronics for earth observation and Scientific missions. THALES ALENIA SPACE has been granted this activity as a prime contractor through ESA contract called HIVAC that holds for Highly Integrated Video Acquisition Chain. This paper presents main objectives of the on going HIVAC project and focuses on the functionalities and performances offered by the usage of the under development HIVAC board for future optical instruments.

  14. Rapid detection of food pathogens using RNA aptamers-immobilized slide.

    Science.gov (United States)

    Maeng, Jin-Soo; Kim, Namsoo; Kim, Chong-Tai; Han, Seung Ryul; Lee, Young Ju; Lee, Seong-Wook; Lee, Myung-Hyun; Cho, Yong-Jin

    2012-07-01

    The purpose of this study was to develop a simple and rapid detection system for foodborne bacteria, which consisted of an optical microscope and its slide chip with artificial antibodies, or RNA aptamers. From an RNA pool, three each RNA aptamers were built by the method of SELEX (systematic evolution of ligands by exponential enrichment) for components of cell wall, LPS (lipopolysaccharide) from E. coli O157:H7, teichoic acid from Staphylococcus aureus and a cell membrane protein of OmpC from Salmonella typhimurium, respectively. These aptamers were hybridized with thiol-conjugated 16 dT-linker molecules in order to be immobilized on silver surface which was, in advance, fabricated on glass slide, using a spin-coating method. To confirm that each aptamers retained its specific binding activities to their antigenic live bacteria, microscopic view of bound cells immobilized on silver film were observed. Furthermore, we observed the fluorescence-emitting bacteria-aptamer complex immobilized on silver film after adding RNA aptamers hybridized with fluorophore, FAM-conjugated 16 dT-linker molecules. As a result, the RNA aptamers-immobilized slide system developed in this study was a useful new tool to rapidly monitor individual food pathogens.

  15. Is Video Podcast Supplementation as a Learning Aid Beneficial to Dental Students?

    Science.gov (United States)

    Kalludi, Shivananda; Punja, Dhiren; Rao, Raghavendra; Dhar, Murali

    2015-12-01

    Podcasting has recently emerged as an important information technology tool for health professionals. Podcasts can be viewed online or downloaded to a user computer or a handheld multimedia device like a portable MP3 player, smart phone and tablet device. The principal advantage of the podcast is that the presentation of information need not be linked with any particular time or location. Since students are familiar with newer technology tools and may be using it on a regular basis, video podcast could serve as a convenient tool for students to help remember both conceptual and factual information. The purpose of this study was to assess the attitude of first year dental students towards video podcast supplementation and to assess the efficacy of video podcast as a teaching aid in comparison to text book reading. First year dental students were recruited for this study. A didactic lecture class was conducted for the students (n=100). The students were then randomly divided into two groups. Students present in group A (n=46) underwent a video podcast session followed by a multiple choice question test. This was followed by student feedback to assess the usefulness of video podcast. Students belonging to group B (n=54) had a study session for 20 minutes followed by the MCQ test. Students then underwent the video podcast session followed by feedback to assess the utility of video podcast. Mann-Whitney U test was applied to compare the difference in the median MCQ score between the two groups. The findings revealed a significant gain in the median MCQ score in the intervention group (group A) when compared to control group (Group B). In the feedback form, 89% of students agreed that the video podcast might be useful as it would enable them to view slides and hear the lectures repeatedly. Students who underwent the video podcast session performed significantly better in the MCQ test compared to students who underwent text book reading alone. This demonstrates an

  16. 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.

  17. Tackling action-based video abstraction of animated movies for video browsing

    Science.gov (United States)

    Ionescu, Bogdan; Ott, Laurent; Lambert, Patrick; Coquin, Didier; Pacureanu, Alexandra; Buzuloiu, Vasile

    2010-07-01

    We address the issue of producing automatic video abstracts in the context of the video indexing of animated movies. For a quick browse of a movie's visual content, we propose a storyboard-like summary, which follows the movie's events by retaining one key frame for each specific scene. To capture the shot's visual activity, we use histograms of cumulative interframe distances, and the key frames are selected according to the distribution of the histogram's modes. For a preview of the movie's exciting action parts, we propose a trailer-like video highlight, whose aim is to show only the most interesting parts of the movie. Our method is based on a relatively standard approach, i.e., highlighting action through the analysis of the movie's rhythm and visual activity information. To suit every type of movie content, including predominantly static movies or movies without exciting parts, the concept of action depends on the movie's average rhythm. The efficiency of our approach is confirmed through several end-user studies.

  18. Smooth Sliding Mode Control for Vehicle Rollover Prevention Using Active Antiroll Suspension

    Directory of Open Access Journals (Sweden)

    Duanfeng Chu

    2015-01-01

    Full Text Available The rollover accidents induced by severe maneuvers are very dangerous and mostly happen to vehicles with elevated center of gravity, such as heavy-duty trucks and pickup trucks. Unfortunately, it is hard for drivers of those vehicles to predict and prevent the trend of the maneuver-induced (untripped rollover ahead of time. In this study, a lateral load transfer ratio which reflects the load distribution of left and right tires is used to indicate the rollover criticality. An antiroll controller is designed with smooth sliding mode control technique for vehicles, in which an active antiroll suspension is installed. A simplified second order roll dynamic model with additive sector bounded uncertainties is used for control design, followed by robust stability analysis. Combined with the vehicle dynamics simulation package TruckSim, MATLAB/Simulink is used for simulating experiment. The results show that the applied controller can improve the roll stability under some typical steering maneuvers, such as Fishhook and J-turn. This direct antiroll control method could be more effective for untripped rollover prevention when driver deceleration or steering is too late. It could also be extended to handle tripped rollovers.

  19. 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....

  20. 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...

  1. Chaos control using sliding-mode theory

    International Nuclear Information System (INIS)

    Nazzal, Jamal M.; Natsheh, Ammar N.

    2007-01-01

    Chaos control means to design a controller that is able to mitigating or eliminating the chaos behavior of nonlinear systems that experiencing such phenomenon. In this paper, a nonlinear Sliding-Mode Controller (SMC) is presented. Two nonlinear chaotic systems are chosen to be our case study in this paper, the well known Chua's circuit and Lorenz system. The study shows the effectiveness of the designed nonlinear Sliding-Mode Controller

  2. B-Spline Active Contour with Handling of Topology Changes for Fast Video Segmentation

    Directory of Open Access Journals (Sweden)

    Frederic Precioso

    2002-06-01

    Full Text Available This paper deals with video segmentation for MPEG-4 and MPEG-7 applications. Region-based active contour is a powerful technique for segmentation. However most of these methods are implemented using level sets. Although level-set methods provide accurate segmentation, they suffer from large computational cost. We propose to use a regular B-spline parametric method to provide a fast and accurate segmentation. Our B-spline interpolation is based on a fixed number of points 2j depending on the level of the desired details. Through this spatial multiresolution approach, the computational cost of the segmentation is reduced. We introduce a length penalty. This results in improving both smoothness and accuracy. Then we show some experiments on real-video sequences.

  3. Sliding observer-based demagnetisation fault-tolerant control in permanent magnet synchronous motors

    Directory of Open Access Journals (Sweden)

    Changfan Zhang

    2017-04-01

    Full Text Available This study proposes a fault-tolerant control method for permanent magnet synchronous motors (PMSMs based on the active flux linkage concept, which addresses permanent magnet (PM demagnetisation faults in PMSMs. First, a mathematical model for a PMSM is established based on active flux linkage, and then the effect of PM demagnetisation on the PMSM is analysed. Second, the stator current in the static coordinate is set as the state variable, an observer is designed based on a sliding-mode variable structure, and an equation for active flux linkage is established for dynamic estimation based on the equivalent control principle of sliding-mode variable structure. Finally, the active flux linkage for the next moment is predicted according to the operating conditions of the motor and the observed values of the current active flux linkage. The deadbeat control strategy is applied to eliminate errors in the active flux linkage and realise the objective of fault-tolerant control. A timely and effective control for demagnetisation faults is achieved using the proposed method, which validity and feasibility are verified by the simulation and experiment results.

  4. Gold clusters sliding on graphite: a possible quartz crystal microbalance experiment?

    International Nuclear Information System (INIS)

    Pisov, S; Tosatti, E; Tartaglino, U; Vanossi, A

    2007-01-01

    A large measured two-dimensional (2D) diffusion coefficient of gold nanoclusters on graphite has been known experimentally and theoretically for about a decade. When subjected to a lateral force, these clusters should slide with an amount of friction that can be measured. We examine the hypothetical possibility of measuring by quartz crystal microbalance (QCM) the phononic sliding friction of gold clusters in the size range around 250 atoms on a graphite substrate between 300 and 600 K. Assuming the validity of Einstein's relations of ordinary Brownian motion and making use of the experimentally available activated behaviour of the diffusion coefficients, we can predict the sliding friction and slip times as a function of temperature. It is found that a prototypical deposited gold cluster could yield slip times at the standard measurable size of 10 -9 s for temperatures around 450-500 K, or 200 0 C. Since gold nanoclusters may also melt at around these temperatures, QCM could offer the additional chance of observing this phenomenon through a frictional change

  5. Modeling of the sliding process in condition of disturbed soil stability

    Directory of Open Access Journals (Sweden)

    Stojnić Nedeljko

    2010-01-01

    Full Text Available Main goal of this investigation is to present a mechanism, terrain shaping of a certain slope during the sliding process, in time history, up to its final form. It means that except slope material movement what is the slope composed, in time of slope occurrence is emphasized becoming of a new terrain form as a result of the process itself, too. This way of investigation definitively opens a new approach in a terrain relief form prediction depends on terrain characteristics and expecting weather occurrence. Here is analyzed a process of land crumbing and sliding on a Neogene slope at Ubilci place (part of urban area of Smederevo city, which was triggered by humane activities (undercutting of slope and weather influence (rainy period. To present continuity flow of the slope material movement, it is used extended distinct element method. Profile line of the terrain surface which is obtained by numerical analyzes is in very good agreement with the finale profile line of the slope where a real case of crumbing and soil sliding has occurred. .

  6. Lempel-Ziv Compression in a Sliding Window

    DEFF Research Database (Denmark)

    Bille, Philip; Cording, Patrick Hagge; Fischer, Johannes

    2017-01-01

    result, we combine a simple modification and augmentation of the suffix tree with periodicity properties of sliding windows. We also apply this new technique to obtain an algorithm for the approximate rightmost LZ77 problem that uses O(n(log z + loglogn)) time and O(n) space and produces a (1 + ϵ......We present new algorithms for the sliding window Lempel-Ziv (LZ77) problem and the approximate rightmost LZ77 parsing problem. Our main result is a new and surprisingly simple algorithm that computes the sliding window LZ77 parse in O(w) space and either O(n) expected time or O(n log log w + z log...

  7. The experiment research of the friction sliding isolation structure

    Science.gov (United States)

    Zhang, Shirong; Li, Jiangle; Wang, Sheliang

    2018-04-01

    This paper investigated the theory of the friction sliding isolation structure, The M0S2 solid lubricant was adopted as isolation bearing friction materials, and a new sliding isolation bearing was designed and made. The formula of the friction factor and the compression stress was proposed. The feasibility of the material MoS2 used as the coating material in a friction sliding isolation system was tested on the 5 layers concrete frame model. Two application experiment conditions were presented. The results of the experiment research indicated that the friction sliding isolation technology have a good damping effect.

  8. An unsupervised method for summarizing egocentric sport videos

    Science.gov (United States)

    Habibi Aghdam, Hamed; Jahani Heravi, Elnaz; Puig, Domenec

    2015-12-01

    People are getting more interested to record their sport activities using head-worn or hand-held cameras. This type of videos which is called egocentric sport videos has different motion and appearance patterns compared with life-logging videos. While a life-logging video can be defined in terms of well-defined human-object interactions, notwithstanding, it is not trivial to describe egocentric sport videos using well-defined activities. For this reason, summarizing egocentric sport videos based on human-object interaction might fail to produce meaningful results. In this paper, we propose an unsupervised method for summarizing egocentric videos by identifying the key-frames of the video. Our method utilizes both appearance and motion information and it automatically finds the number of the key-frames. Our blind user study on the new dataset collected from YouTube shows that in 93:5% cases, the users choose the proposed method as their first video summary choice. In addition, our method is within the top 2 choices of the users in 99% of studies.

  9. Control uncertain Genesio-Tesi chaotic system: Adaptive sliding mode approach

    International Nuclear Information System (INIS)

    Dadras, Sara; Momeni, Hamid Reza

    2009-01-01

    An adaptive sliding mode control (ASMC) technique is introduced in this paper for a chaotic dynamical system (Genesio-Tesi system). Using the sliding mode control technique, a sliding surface is determined and the control law is established. An adaptive sliding mode control law is derived to make the states of the Genesio-Tesi system asymptotically track and regulate the desired state. The designed control scheme can control the uncertain chaotic behaviors to a desired state without oscillating very fast and guarantee the property of asymptotical stability. An illustrative simulation result is given to demonstrate the effectiveness of the proposed adaptive sliding mode control design.

  10. Stress relaxation at a gelatin hydrogel-glass interface in direct shear sliding

    Science.gov (United States)

    Gupta, Vinit; Singh, Arun K.

    2018-01-01

    In this paper, we study experimentally the stress relaxation behavior of soft solids such as gelatin hydrogels on a smooth glass surface in direct shear sliding. It is observed experimentally that irrespective of pulling velocity, the sliding block relaxes to the same level of nonzero residual stress. However, residual stress increases with increasing gelatin concentration in the hydrogels. We have also validated a friction model for strong bond formation during steady relaxation in light of the experimental observations. Our theoretical analysis establishes that population of dangling chains at the sliding interface significantly affects the relaxation process. As a result, residual stress increases with increasing gelatin concentration or decreasing mesh size of the three-dimensional structures in the hydrogels. It is also found that the transition time, at which a weak bond converts to strong bond, increases with increasing mesh size of the hydrogels. Moreover, relaxation time constant of a strong bond decreases with increasing mesh size. However, activation length of a strong bond increases with mesh size. Finally, this study signifies the role of residual strength in frictional shear sliding and it is believed that these results should be useful to understand the role of residual stress in stick-slip instability.

  11. Remote Controlling and Monitoring of Microscopic Slides

    International Nuclear Information System (INIS)

    Mustafa, G.; Qadri, M.T.; Daraz, U.

    2016-01-01

    Remotely controlled microscopic slide was designed using especial Graphical User Interface (GUI) which interfaces the user at remote location with the real microscope using site and the user can easily view and control the slide present on the microscope's stage. Precise motors have been used to allow the movement in all the three dimensions required by a pathologist. The pathologist can easily access these slides from any remote location and so the physical presence of the pathologist is now made easy. This invention would increase the health care efficiency by reducing the time and cost of diagnosis, making it very easy to get the expert's opinion and supporting the pathologist to relocate himself for his work. The microscope is controlled with computer with an attractive Graphical User Interface (GUI), through which a pathologist can easily monitor, control and record the image of the slide. The pathologist can now do his work regardless of his location, time, cost and physically presence of lab equipment. The technology will help the specialist in viewing the patients slide from any location in the world. He would be able to monitor and control the stage. This will also help the pathological laboratories in getting opinion from senior pathologist who are present at any far location in the world. This system also reduces the life risks of the patients. (author)

  12. No further risk of underwater slides?; Skredfaren over?

    Energy Technology Data Exchange (ETDEWEB)

    Haarvik, Linda; Kvalstad, Tore

    2002-07-01

    The Ormen Lange oil field of the Norwegian Sea is situated in the middle of the enormous Storegga submarine slide that occurred about 8000 years ago. The danger is probably over, but it is unclear what caused the slide. The Norwegian Geotechnical Institute has begun a comprehensive research project in order to increase the knowledge of how oil- and gas exploitation at great depths can be safeguarded against geological hazards like slides, earthquakes, flood waves and clay volcanos. This is motivated by the fact that oil exploration has moved to greater depths, where the conditions for development are very different from those at shallower depths. Future developers will have to consider the discovery of traces of old slides along the Norwegian continental shelf all the way to Spitsbergen.

  13. A Transformational Approach to Slip-Slide Factoring

    Science.gov (United States)

    Steckroth, Jeffrey

    2015-01-01

    In this "Delving Deeper" article, the author introduces the slip-slide method for solving Algebra 1 mathematics problems. This article compares the traditional method approach of trial and error to the slip-slide method of factoring. Tools that used to be taken for granted now make it possible to investigate relationships visually,…

  14. Sliding Mode Attitude Control for Magnetic Actuated Satellite

    DEFF Research Database (Denmark)

    Wisniewski, Rafal

    1998-01-01

    control torques can only be generated perpendicular to the local geomagnetic field vector. This has been a serious obstacle for using magnetorquer based control for three-axis attitude control. This paper deals with three-axis stabilization of a low earth orbit satellite. The problem of controlling...... the spacecraft attitude using only magnetic torquing is realized in the form of the sliding mode control. A three dimensional sliding manifold is proposed, and it is shown that the satellite motion on the sliding manifold is asymptotically stable...

  15. Image Montaging for Creating a Virtual Pathology Slide: An Innovative and Economical Tool to Obtain a Whole Slide Image.

    Science.gov (United States)

    Banavar, Spoorthi Ravi; Chippagiri, Prashanthi; Pandurangappa, Rohit; Annavajjula, Saileela; Rajashekaraiah, Premalatha Bidadi

    2016-01-01

    Background . Microscopes are omnipresent throughout the field of biological research. With microscopes one can see in detail what is going on at the cellular level in tissues. Though it is a ubiquitous tool, the limitation is that with high magnification there is a small field of view. It is often advantageous to see an entire sample at high magnification. Over the years technological advancements in optics have helped to provide solutions to this limitation of microscopes by creating the so-called dedicated "slide scanners" which can provide a "whole slide digital image." These scanners can provide seamless, large-field-of-view, high resolution image of entire tissue section. The only disadvantage of such complete slide imaging system is its outrageous cost, thereby hindering their practical use by most laboratories, especially in developing and low resource countries. Methods . In a quest for their substitute, we tried commonly used image editing software Adobe Photoshop along with a basic image capturing device attached to a trinocular microscope to create a digital pathology slide. Results . The seamless image created using Adobe Photoshop maintained its diagnostic quality. Conclusion . With time and effort photomicrographs obtained from a basic camera-microscope set up can be combined and merged in Adobe Photoshop to create a whole slide digital image of practically usable quality at a negligible cost.

  16. 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.

  17. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Patients from Johns Hopkins Stategies to Increase your Level of Physical Activity Role of Body Weight in Osteoarthritis Educational Videos for Patients Rheumatoid Arthritis Educational Video Series Psoriatic Arthritis 101 2010 E.S.C.A.P.E. Study Patient Update Transitioning the JRA ...

  18. 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.

  19. Investigation of slide-away discharges in the HT-7 tokamak

    International Nuclear Information System (INIS)

    Lu Hongwei; Hu Liqun; Lin Shiyao; Zhong Guoqian; Zhou Ruijie

    2010-01-01

    In tokamak plasmas, the discharge will go into 'runaway' discharges if the density decays to the critical ones. The discharge will go into 'slide-away' discharges if the density reaches a lower level. The slide-away discharge is characterized by high confinement and lots of superthermal electrons which constitute a large part of plasma current. In HT-7 Tokamak, the slide-away discharges have been achieved by decreasing the plasma density. The relation ship between plasma current and the critical density of slide-away discharge was investigated. It was also found that the increase of density in slide-away discharge can make the confinement poor. And also, lots of superthermal electrons lost from the vacuum chamber. (authors)

  20. Whole-slide imaging in pathology: the potential impact on PACS

    Science.gov (United States)

    Horii, Steven C.

    2007-03-01

    Pathology, the medical specialty charged with the evaluation of macroscopic and microscopic aspects of disease, is increasingly turning to digital imaging. While the conventional tissue blocks and glass slides form an "archive" that pathology departments must maintain, digital images acquired from microscopes or digital slide scanners are increasingly used for telepathology, consultation, and intra-facility communication. Since many healthcare facilities are moving to "enterprise PACS" with departments in addition to radiology using the infrastructure of such systems, some understanding of the potential of whole-slide digital images is important. Network and storage designers, in particular, are very likely to be impacted if a significant number of such images are to be moved on, or stored (even temporarily) in, enterprise PACS. As an example, a typical commercial whole-slide imaging system typically generates 15 gigabytes per slide scanned (per focal plane). Many of these whole-slide scanners have a throughput of 1000 slides per day. If that full capacity is used and all the resulting digital data is moved to the enterprise PACS, it amounts to 15 terabytes per day; the amount of data a large radiology department might generate in a year or two. This paper will review both the clinical scenarios of whole-slide imaging as well as the resulting data volumes. The author will emphasize the potential PACS infrastructure impact of such huge data volumes.

  1. 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-wireless...

  2. 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...

  3. 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

  4. Digital versus traditional: are diagnostic accuracy rates similar for glass slides versus whole slide images in a non-gynaecological external quality assurance setting?

    Science.gov (United States)

    Ross, Jennifer; Greaves, Janelle; Earls, Peter; Shulruf, Boaz; Van Es, Simone L

    2018-04-17

    The Royal College of Pathologists of Australasia Quality Assurance Programs introduced virtual microscopy cases into its cytopathology non-gynaecological program after a short pilot phase, to address the challenges of providing a purely glass slide-based external quality assurance program to multiple participants both locally and internationally. The use of whole slide image (WSI) cases has facilitated a more robust program in relation to standardised material and statistical analysis, with access to a wider variety of specimen types and diagnostic entities. Diagnostic accuracy rates on 56 WSI were assessed against the reference diagnosis. A portion (12) of these WSI slides had been used in glass slide format in previous EQA surveys, and the results of these were compared to the responses received as glass slide cases. Overall diagnostic accuracy for the 56 WSI cases was acceptable in comparison to the reference diagnosis. When these 12 cases were analysed individually, for seven of the twelve cases, virtual format was found to be not inferior to glass slides for diagnostic accuracy. For one case, accuracy using WSI for diagnosis was superior to glass format. Diagnostic accuracy, using WSI for cases in our external quality assurance program is acceptable. As the use of digital microscopy in a large scale external quality assurance program (eQAP) offers extensive advantages over a glass slide-based format, our results encourage future comparison of diagnostic accuracy for virtual compared to glass slide format at a point in time where pathologists are becoming increasingly familiar with virtual microscopy in everyday practice. This article is protected by copyright. All rights reserved. This article is protected by copyright. All rights reserved.

  5. Perspectives on Active Video Gaming as a New Frontier in Accessible Physical Activity for Youth With Physical Disabilities

    Science.gov (United States)

    Malone, Laurie A.; Fidopiastis, Cali M.; Padalabalanarayanan, Sangeetha; Thirumalai, Mohanraj; Rimmer, James H.

    2016-01-01

    This perspective article explores the utility of active video gaming as a means of reducing sedentary behavior and increasing physical activity among youth with physical disabilities and limitations in lower extremity function who typically are excluded from mainstream exercise options. Youth with physical disabilities are disproportionately affected by health problems that result from sedentary behavior, lack of physical activity, and low fitness levels. Physical, programmatic, and attitudinal barriers have a synergistic and compounded impact on youths' ability to participate in physical activity. A recent health and wellness task force recommendation from the American Physical Therapy Association's Section on Pediatrics supports analyzing individualized health behaviors and preferences that are designed to improve fitness, physical activity, and participation in pediatric rehabilitation. This recommendation represents an opportunity to explore nontraditional options to maximize effectiveness and sustainability of pediatric rehabilitation techniques for youth with disabilities who could best benefit from customized programming. One new frontier in promoting physical activity and addressing common physical activity barriers for youth with physical disabilities is active video games (AVGs), which have received growing attention as a promising strategy for promoting health and fitness in children with and without disabilities. The purpose of this article is to discuss the potential for AVGs as an accessible option to increase physical activity participation for youth with physical disabilities and limitations in lower extremity function. A conceptual model on the use of AVGs to increase physical activity participation for youth with physical disabilities is introduced, and future research potential is discussed, including a development project for game controller adaptations within the Rehabilitation Engineering Research Center on Interactive Exercise Technologies

  6. Perspectives on Active Video Gaming as a New Frontier in Accessible Physical Activity for Youth With Physical Disabilities.

    Science.gov (United States)

    Rowland, Jennifer L; Malone, Laurie A; Fidopiastis, Cali M; Padalabalanarayanan, Sangeetha; Thirumalai, Mohanraj; Rimmer, James H

    2016-04-01

    This perspective article explores the utility of active video gaming as a means of reducing sedentary behavior and increasing physical activity among youth with physical disabilities and limitations in lower extremity function who typically are excluded from mainstream exercise options. Youth with physical disabilities are disproportionately affected by health problems that result from sedentary behavior, lack of physical activity, and low fitness levels. Physical, programmatic, and attitudinal barriers have a synergistic and compounded impact on youths' ability to participate in physical activity. A recent health and wellness task force recommendation from the American Physical Therapy Association's Section on Pediatrics supports analyzing individualized health behaviors and preferences that are designed to improve fitness, physical activity, and participation in pediatric rehabilitation. This recommendation represents an opportunity to explore nontraditional options to maximize effectiveness and sustainability of pediatric rehabilitation techniques for youth with disabilities who could best benefit from customized programming. One new frontier in promoting physical activity and addressing common physical activity barriers for youth with physical disabilities is active video games (AVGs), which have received growing attention as a promising strategy for promoting health and fitness in children with and without disabilities. The purpose of this article is to discuss the potential for AVGs as an accessible option to increase physical activity participation for youth with physical disabilities and limitations in lower extremity function. A conceptual model on the use of AVGs to increase physical activity participation for youth with physical disabilities is introduced, and future research potential is discussed, including a development project for game controller adaptations within the Rehabilitation Engineering Research Center on Interactive Exercise Technologies

  7. 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.

  8. Video content analysis of surgical procedures.

    Science.gov (United States)

    Loukas, Constantinos

    2018-02-01

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

  9. Universal Aging Mechanism for Static and Sliding Friction of Metallic Nanoparticles.

    Science.gov (United States)

    Feldmann, Michael; Dietzel, Dirk; Tekiel, Antoni; Topple, Jessica; Grütter, Peter; Schirmeisen, André

    2016-07-08

    The term "contact aging" refers to the temporal evolution of the interface between a slider and a substrate usually resulting in increasing friction with time. Current phenomenological models for multiasperity contacts anticipate that such aging is not only the driving force behind the transition from static to sliding friction, but at the same time influences the general dynamics of the sliding friction process. To correlate static and sliding friction on the nanoscale, we show experimental evidence of stick-slip friction for nanoparticles sliding on graphite over a wide dynamic range. We can assign defined periods of aging to the stick phases of the particles, which agree with simulations explicitly including contact aging. Additional slide-hold-slide experiments for the same system allow linking the sliding friction results to static friction measurements, where both friction mechanisms can be universally described by a common aging formalism.

  10. 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.

  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. Advances in sliding mode control concept, theory and implementation

    CERN Document Server

    Janardhanan, S; Spurgeon, Sarah

    2013-01-01

    The sliding mode control paradigm has become a mature technique for the design of robust controllers for a wide class of systems including nonlinear, uncertain and time-delayed systems. This book is a collection of plenary and invited talks delivered at the 12th IEEE International Workshop on Variable Structure System held at the Indian Institute of Technology, Mumbai, India in January 2012. After the workshop, these researchers were invited to develop book chapters for this edited collection in order to reflect the latest results and open research questions in the area. The contributed chapters have been organized by the editors to reflect the various themes of sliding mode control which are the current areas of theoretical research and applications focus; namely articulation of the fundamental underpinning theory of the sliding mode design paradigm, sliding modes for decentralized system representations, control of time-delay systems, the higher order sliding mode concept, results applicable to nonlinear an...

  13. 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 benefits...... on the same topic, which are an Adaptive Interval Type-2 Fuzzy Logic Controller (AGT2FLC) and Conventional Sliding Mode Controller (CSMC), to assess the efficiency of the suggested controller. The suggested control scheme is finally used to the Electric Vehicles type as a case study. Results of simulation...

  14. PSO based neuro fuzzy sliding mode control for a robot manipulator

    Directory of Open Access Journals (Sweden)

    M. Vijay

    2017-05-01

    Full Text Available This paper presents the control strategy of two degrees of freedom (2DOF rigid robot manipulator based on the coupling of artificial neuro fuzzy inference system (ANFIS with sliding mode control (SMC. Initially SMC with proportional integral derivative (PID sliding surface is adapted to control the robot manipulator. The parameters of the sliding surface are obtained by minimizing a quadratic performance indices using particle swarm optimization (PSO. Variations of SMC i.e. boundary sliding mode control (BSMC and boundary sliding mode control with PID sliding surface (PIDBSMC are developed for optimized performance index. Finally an ANFIS adaptive controller is proposed to generate the adaptive control signal and found to be more robust with regard to disturbances in input torque.

  15. Electronic evaluation for video commercials by impression index.

    Science.gov (United States)

    Kong, Wanzeng; Zhao, Xinxin; Hu, Sanqing; Vecchiato, Giovanni; Babiloni, Fabio

    2013-12-01

    How to evaluate the effect of commercials is significantly important in neuromarketing. In this paper, we proposed an electronic way to evaluate the influence of video commercials on consumers by impression index. The impression index combines both the memorization and attention index during consumers observing video commercials by tracking the EEG activity. It extracts features from scalp EEG to evaluate the effectiveness of video commercials in terms of time-frequency-space domain. And, the general global field power was used as an impression index for evaluation of video commercial scenes as time series. Results of experiment demonstrate that the proposed approach is able to track variations of the cerebral activity related to cognitive task such as observing video commercials, and help to judge whether the scene in video commercials is impressive or not by EEG signals.

  16. Mirroring the videos of Anonymous:cloud activism, living networks, and political mimesis

    OpenAIRE

    Fish, Adam Richard

    2016-01-01

    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 visibil...

  17. FRICTION TORQUE IN THE SLIDE BEARINGS

    Directory of Open Access Journals (Sweden)

    BONDARENKO L. N.

    2016-09-01

    Full Text Available Summary. Problem statement. Until now slide bearings are used widely in engineering. But the calculation is made on obsolete method that is based on undetermined parameters such as wear of the bearing shell. It is accepted in the literature that if the shaft and liner material are homogeneous, the workpiece surface are cylindrical as they wear and contact between them occurs at all points contact arc. Research objective. The purpose of this study is determine a friction torque in the slide bearings of power-basis parameters. Conclusions. Since the friction is primarily responsible for wear of cinematic pairs “pin – liner” and “pivot – liner” slide bearings. It is shown that the friction torquesof angles wrap, that are obtained by the formulas and given in literature, are not only qualitatively but also quantitatively, namely, the calculation by literature to the formulas the friction torques are proportional to the angle wrap and the calculation by improved formulas the friction torques are inversely proportional to the angle wrap due to the reduction the normal pressure. Underreporting friction torque at large angle wrap is between 40 and 15 %. The difference in the magnitude of friction torque in the run-in and run-out cinematic pairs with real method of machining is 2...3 %, which it is possible to declare of reducing the finish of contacting surface of slide bearings.

  18. Can student-produced video transform university teaching?

    DEFF Research Database (Denmark)

    2011-01-01

    as preparation for the two week intensive field course. The overall objective of the redesign was to modernize and improve the quality of the students learning experience, by exploring the potentials of video and online tools to create flexible, student-centered and student-activating education. The student...... produced three types of videos during the course: Video 1 was independently produced by the students, guided by online tasks and instructions. These videos were student produced learning material, showing cases from all over Europe. The videos was collected and presented in a "visual database" in Google...

  19. 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......). Good quality reproduction of (low-resolution) coded video of an animated facial mask as low as 10-20 kbit/s using MPEG-4 object based video is demonstated....

  20. [Heritage Education Lesson Plans and Slide Presentations].

    Science.gov (United States)

    Van Buren, Maurie

    Field tested in 27 schools and in grades four through twelve, this teaching unit stresses heritage education through the study of southern U.S. architectural styles for homes from the pioneer log structures to the 1950s ranch home. Each of the four lessons in this unit focuses around a slide presentation of 20 slides designed to fit into one…

  1. Sensorless Sliding Mode Vector Control of Induction Motor Drives

    OpenAIRE

    Gouichiche Abdelmadjid; Boucherit Mohamed Seghir; Safa Ahmed; Messlem Youcef

    2012-01-01

    In this paper we present the design of sliding mode controllers for sensorless field oriented control of induction motor. In order to improve the performance of controllers, the motor speed is controlled by sliding mode regulator with integral sliding surface. The estimated rotor speed used in speed feedback loop is calculated by an adaptive observer based on MRAS (model reference adaptive system) technique .the validity of the proposed scheme is demonstrated by experimental results.

  2. 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.

  3. Mechanism of sliding friction on a film-terminated fibrillar interface.

    Science.gov (United States)

    Shen, Lulin; Jagota, Anand; Hui, Chung-Yuen

    2009-03-03

    We study the mechanism of sliding friction on a film-terminated fibrillar interface. It has been shown that static friction increases significantly with increasing spacing between fibrils, and with increasing rate of loading. However, surprisingly, the sliding friction remains substantially unaffected both by geometry and by the rate of loading. The presence of the thin terminal film is a controlling factor in determining the sliding friction. Experimentally, and by a simple model in which the indenter is held up by the tension in the thin film, we show how the indenter maintains a nearly constant contact area that is independent of the fibril spacing, resulting in constant sliding friction. By this mechanism, using the film-terminated structure, one can enhance the static friction without affecting the sliding behavior.

  4. Perceptual video quality assessment in H.264 video coding standard using objective modeling.

    Science.gov (United States)

    Karthikeyan, Ramasamy; Sainarayanan, Gopalakrishnan; Deepa, Subramaniam Nachimuthu

    2014-01-01

    Since usage of digital video is wide spread nowadays, quality considerations have become essential, and industry demand for video quality measurement is rising. This proposal provides a method of perceptual quality assessment in H.264 standard encoder using objective modeling. For this purpose, quality impairments are calculated and a model is developed to compute the perceptual video quality metric based on no reference method. Because of the shuttle difference between the original video and the encoded video the quality of the encoded picture gets degraded, this quality difference is introduced by the encoding process like Intra and Inter prediction. The proposed model takes into account of the artifacts introduced by these spatial and temporal activities in the hybrid block based coding methods and an objective modeling of these artifacts into subjective quality estimation is proposed. The proposed model calculates the objective quality metric using subjective impairments; blockiness, blur and jerkiness compared to the existing bitrate only calculation defined in the ITU G 1070 model. The accuracy of the proposed perceptual video quality metrics is compared against popular full reference objective methods as defined by VQEG.

  5. 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.

  6. 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.

  7. Whole slide imaging in pathology: advantages, limitations, and emerging perspectives

    Directory of Open Access Journals (Sweden)

    Farahani N

    2015-06-01

    Full Text Available Navid Farahani,1 Anil V Parwani,2 Liron Pantanowitz2 1Department of Pathology and Laboratory Medicine, Cedars-Sinai Medical Center, Los Angeles, CA, USA; 2Department of Pathology, University of Pittsburgh School of Medicine, Pittsburgh, PA, USA Abstract: Significant technologic gains have led to the adoption of innovative digital imaging solutions in pathology. Whole slide imaging (WSI, which refers to scanning of conventional glass slides in order to produce digital slides, is the most recent imaging modality being employed by pathology departments worldwide. WSI continues to gain traction among pathologists for diagnostic, educational, and research purposes. This article provides a technologic review of WSI platforms and covers clinical and nonclinical pathology applications of these imaging systems. Barriers to adoption of WSI include limiting technology, image quality, problems with scanning all materials (eg, cytology slides, cost, digital slide storage, inability to handle high-throughput routine work, regulatory barriers, ergonomics, and pathologists' reluctance. Emerging issues related to clinical validation, standardization, and forthcoming advances in the field are also addressed. Keywords: digital, imaging, microscopy, pathology, validation, whole slide image, telepathology

  8. 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

  9. Fuzzy Backstepping Sliding Mode Control for Mismatched Uncertain System

    Directory of Open Access Journals (Sweden)

    H. Q. Hou

    2014-06-01

    Full Text Available Sliding mode controllers have succeeded in many control problems that the conventional control theories have difficulties to deal with; however it is practically impossible to achieve high-speed switching control. Therefore, in this paper an adaptive fuzzy backstepping sliding mode control scheme is derived for mismatched uncertain systems. Firstly fuzzy sliding mode controller is designed using backstepping method based on the Lyapunov function approach, which is capable of handling mismatched problem. Then fuzzy sliding mode controller is designed using T-S fuzzy model method, it can improve the performance of the control systems and their robustness. Finally this method of control is applied to nonlinear system as a case study; simulation results are also provided the performance of the proposed controller.

  10. Record Desktop Activity as Streaming Videos for Asynchronous, Video-Based Collaborative Learning.

    Science.gov (United States)

    Chang, Chih-Kai

    As Web-based courses using videos have become popular in recent years, the issue of managing audiovisual aids has become noteworthy. The contents of audiovisual aids may include a lecture, an interview, a featurette, an experiment, etc. The audiovisual aids of Web-based courses are transformed into the streaming format that can make the quality of…

  11. A Simple Measurement of the Sliding Friction Coefficient

    Science.gov (United States)

    Gratton, Luigi M.; Defrancesco, Silvia

    2006-01-01

    We present a simple computer-aided experiment for investigating Coulomb's law of sliding friction in a classroom. It provides a way of testing the possible dependence of the friction coefficient on various parameters, such as types of materials, normal force, apparent area of contact and sliding velocity.

  12. Sliding Modes after the First Decade of the 21st Century State of the Art

    CERN Document Server

    Moreno, Jaime; Iriarte, Rafael

    2012-01-01

    The book presents the newest results of the major world research groups working in the area of Variable Structure Systems and Sliding Mode Control (VSS/SMC). The research activity of these groups is coordinated by the IEEE Technical Committee on Variable Structure Systems (VSS) and Sliding Modes (SM). The presented results include the reports of the research groups collaborating in a framework of the Unión European Union – México project of Fondo de Cooperación Internacional en Ciencia y Tecnología (FONCICyT) 93302 titled "Automatization and Monitoring of Energy Production Processes via Sliding Mode Control". The book starts with the overview of the sliding mode control concepts and algorithms that were developed and discussed in the last two decades The research papers are combined in three sections: Part I: VSS and SM Algorithms and their Analysis Part II: SMC Design Part III: Applications of VSS and SMC The book will be of interests of engineers, researchers and graduate students working in the area ...

  13. Using Case Study Videos as an Effective Active Learning Tool to Teach Software Development Best Practices (Invited Paper

    Directory of Open Access Journals (Sweden)

    Sushil Acharya

    2017-06-01

    Full Text Available The fundamental challenge to a solution to improve software quality is in the people and processes that develop software products. Imparting real world experiences in software development best practices to undergraduate students is often a challenge due to the lack of effective learning tools. This pedagogical requirement is important because graduates are expected to develop software that meets rigorous quality standards. Certain best practices are difficult to comprehend by course lectures alone and are enhanced with supplemental learning tools. Realizing the necessity of such teaching tools, we designed and developed six (6 delivery hours of case study videos for use in courses that impart knowledge on Software Verification & Validation (SV&V topics viz. requirements engineering, and software reviews. We see case study videos as an effective active learning tool in our flipped classroom approach. We present our design of the case study video in its generic components envisioning how it may be used in general. To evaluate our active learning tools we mapped the learning objectives of the case Study videos to the expected learning outcomes for ABET accreditation of an undergraduate engineering program. Our implementation has been disseminated to partner institutions. Results of delivery in a faculty workshop and in two different university courses are shared.

  14. Adaptive Sliding Mode Observer for a Class of Systems

    OpenAIRE

    D.Elleuch; T.Damak

    2010-01-01

    In this paper, the performance of two adaptive observers applied to interconnected systems is studied. The nonlinearity of systems can be written in a fractional form. The first adaptive observer is an adaptive sliding mode observer for a Lipchitz nonlinear system and the second one is an adaptive sliding mode observer having a filtered error as a sliding surface. After comparing their performances throughout the inverted pendulum mounted on a car system, it was shown tha...

  15. Dynamic strain measurements in a sliding microstructured contact

    International Nuclear Information System (INIS)

    Bennewitz, Roland; David, Jonathan; Lannoy, Charles-Francois de; Drevniok, Benedict; Hubbard-Davis, Paris; Miura, Takashi; Trichtchenko, Olga

    2008-01-01

    A novel experiment is described which measures the tangential strain development across the contact between a PDMS (polydimethylsiloxane) block and a glass surface during the initial stages of sliding. The surface of the PDMS block has been microfabricated to take the form of a regular array of pyramidal tips at 20 μm separation. Tangential strain is measured by means of light scattering from the interface between the block and surface. Three phases are observed in all experiments: initial shear deformation of the whole PDMS block, a pre-sliding tangential compression of the tip array with stepwise increase of the compressive strain, and sliding in stick-slip movements as revealed by periodic variation of the strain. The stick-slip sliding between the regular tip array and the randomly rough counter surface always takes on the periodicity of the tip array. The fast slip can cause either a sudden increase or a sudden decrease in compressive strain

  16. Experimental Investigation on the Characteristics of Sliding Discharge Plasma Aerodynamic Actuation

    International Nuclear Information System (INIS)

    Song Huimin; Zhang Qiaogen; Li Yinghong; Jia Min; Wu Yun

    2011-01-01

    A new electrical discharge called sliding discharge was developed to generate plasma aerodynamic actuation for flow control. A microsecond-pulse high voltage with a DC component was used to energize a three-electrode actuator to generate sliding discharge. The characteristics of plasma aerodynamic actuation by sliding discharge were experimentally investigated. Discharge morphology shows that sliding discharge is formed when energized by properly adjusting microsecond-pulse and DC voltage. Compared to dielectric barrier discharge (DBD), the plasma extension of sliding discharge is quasi-diffusive and stable but longer and more intensive. Results from particle image velocimetry (PIV) test indicate that plasma aerodynamic actuation by sliding discharge can induce a ‘starting vortex’ and a quasi-steady ‘near-wall jet’. Body force induced by plasma aerodynamic actuation is about the order of mN, which is stronger than that induced by single DBD. It is inferred that microsecond-pulse sliding discharge may be more effective to generate large-scale plasma aerodynamic actuation, which is very promising for improving aircraft aerodynamic characteristics and propulsion efficiency.

  17. Experimental Investigation on the Characteristics of Sliding Discharge Plasma Aerodynamic Actuation

    Science.gov (United States)

    Song, Huimin; Li, Yinghong; Zhang, Qiaogen; Jia, Min; Wu, Yun

    2011-10-01

    A new electrical discharge called sliding discharge was developed to generate plasma aerodynamic actuation for flow control. A microsecond-pulse high voltage with a DC component was used to energize a three-electrode actuator to generate sliding discharge. The characteristics of plasma aerodynamic actuation by sliding discharge were experimentally investigated. Discharge morphology shows that sliding discharge is formed when energized by properly adjusting microsecond-pulse and DC voltage. Compared to dielectric barrier discharge (DBD), the plasma extension of sliding discharge is quasi-diffusive and stable but longer and more intensive. Results from particle image velocimetry (PIV) test indicate that plasma aerodynamic actuation by sliding discharge can induce a ‘starting vortex’ and a quasi-steady ‘near-wall jet’. Body force induced by plasma aerodynamic actuation is about the order of mN, which is stronger than that induced by single DBD. It is inferred that microsecond-pulse sliding discharge may be more effective to generate large-scale plasma aerodynamic actuation, which is very promising for improving aircraft aerodynamic characteristics and propulsion efficiency.

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

    NARCIS (Netherlands)

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

    2014-01-01

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

  19. Was the Scanner Calibration Slide used for its intended purpose?

    Directory of Open Access Journals (Sweden)

    Zong Yaping

    2011-04-01

    Full Text Available Abstract In the article, Scanner calibration revisited, BMC Bioinformatics 2010, 11:361, Dr. Pozhitkov used the Scanner Calibration Slide, a key product of Full Moon BioSystems to generate data in his study of microarray scanner PMT response and proposed a mathematic model for PMT response 1. In the end, the author concluded that "Full Moon BioSystems calibration slides are inadequate for performing calibration," and recommended "against using these slides." We found these conclusions are seriously flawed and misleading, and his recommendation against using the Scanner Calibration Slide was not properly supported.

  20. Terminal Sliding Mode Tracking Controller Design for Automatic Guided Vehicle

    Science.gov (United States)

    Chen, Hongbin

    2018-03-01

    Based on sliding mode variable structure control theory, the path tracking problem of automatic guided vehicle is studied, proposed a controller design method based on the terminal sliding mode. First of all, through analyzing the characteristics of the automatic guided vehicle movement, the kinematics model is presented. Then to improve the traditional expression of terminal sliding mode, design a nonlinear sliding mode which the convergence speed is faster than the former, verified by theoretical analysis, the design of sliding mode is steady and fast convergence in the limited time. Finally combining Lyapunov method to design the tracking control law of automatic guided vehicle, the controller can make the automatic guided vehicle track the desired trajectory in the global sense as well as in finite time. The simulation results verify the correctness and effectiveness of the control law.

  1. VIDEO BLOGGING AS AN INNOVATIVE FORM OF THE PROJECT ACTIVITY IN FOREIGN LANGUAGE TEACHING TO JOURNALISM STUDENTS

    Directory of Open Access Journals (Sweden)

    M. V. Petrova

    2018-01-01

    Full Text Available Introduction. The appearance of new formats and ways of presenting information inevitably affects the educational process and leads to the necessity to revise the paradigm of pedagogical attitudes and tools of the teaching activity, which in turn generates a number of methodological and didactic problems to be solved. The relevance of the research topic is caused by the current tendency of the distribution of video blogging as an information activity tool that affects the educational environment. There is a steady development of video blogging (a special kind of blog, where the emphasis is made on video information as a new channel of communication in the educational services market, and using it as a separate form of non-educational project activity within the framework of mastering one or another academic discipline. In the conditions of deficiency of classroom hours and increase in student independent work, project-based education is becoming more and more demanded type of training. Currently, interdisciplinary projects are being widely disseminated at high school; these projects are aimed at vocational guidance for a foreign language, they meet the requirements of the new communication reality and the needs of modern educational systems. The aim of the publication is to consider video blogging as an innovative form of project-oriented learning a foreign language and to characterize the features of creating and implementing media content within the framework of a foreign language training course. Methodology and research methods. In the course the research, such theoretical scientific methods as analysis, synthesis, concretization, generalization, as well as hypothetical-deductive and design methods were applied. Results and scientific novelty. For the first time the article deals with the structure of video blogging as a project work and as a form of professionally oriented foreign language teaching as well, also there are formulated basic

  2. VideoSET: Video Summary Evaluation through Text

    OpenAIRE

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

    2014-01-01

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

  3. 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.

  4. 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...

  5. Neural Basis of Video Gaming: A Systematic Review

    OpenAIRE

    Marc Palaus; Elena M. Marron; Raquel Viejo-Sobera; 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...

  6. 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 ...

  7. Devil's Slide: An evolving feature of California's coastal landscape

    Science.gov (United States)

    Thomas, M.; Loague, K.

    2013-12-01

    Coastal landslides in the United States remain a persistent threat to human life and urban development. The focus of this study is a landslide-prone section of the central California coastline, approximately 20 km south of San Francisco, known as Devil's Slide. This investigation employs an extensive aerial image inventory, digital elevation models (DEMs), and a water balance / limit-equilibrium approach to better understand the spatial and temporal characteristics of deep-seated bedrock slides at the site. Photographic surveys of the area reveal nearly three kilometers of headscarp and a complex network of slope failures that respond to hydrologic, seismic, and anthropogenic perturbations. DEM analysis suggests that, for a 145-year period (1866 to 2010), the study area experienced an average coastal retreat rate of 0.14 m yr-1 and an average volumetric loss of 11,216 m3 yr-1. At least 38% of the landscape evolution in the steep coastal terrain has been driven by slope failure events. A loosely coupled water balance / limit-equilibrium analysis quantitatively illustrates the precarious nature of the active landslide zone at the site. The slope is shown to be unstable for a large suite of equally-likely scenarios. The analyses presented herein suggest that future work should include a rigorous characterization of pore-water pressure development, driven by comprehensive simulations of subsurface hydrologic response, to improve our understanding of slope failure initiation at the Devil's Slide site.

  8. Sliding mechanics of coated composite wires and the development of an engineering model for binding.

    Science.gov (United States)

    Zufall, S W; Kusy, R P

    2000-02-01

    A tribological (friction and wear) study, which was designed to simulate clinical sliding mechanics, was conducted as part of an effort to determine the suitability of poly(chloro-p-xylylene) coatings for composite orthodontic archwires. Prototype composite wires, having stiffnesses similar to those of current initial and intermediate alignment wires, were tested against stainless steel and ceramic brackets in the passive and active configurations (with and without angulation). Kinetic coefficient of friction values, which were determined to quantify sliding resistances as functions of the normal forces of ligation, had a mean that was 72% greater than uncoated wire couples at 0.43. To improve analysis of the active configuration, a mathematical model was developed that related bracket angulation, bracket width, interbracket distance, wire geometry, and wire elastic modulus to sliding resistance. From this model, kinetic coefficients of binding were determined to quantify sliding resistances as functions of the normal forces of binding. The mean binding coefficient was the same as that of uncoated wire couples at 0.42. Although penetrations through the coating were observed on many specimens, the glass-fiber reinforcement within the composite wires was undamaged for all conditions tested. This finding implies that the risk of glass fiber release during clinical use would be eliminated by the coating. In addition, the frictional and binding coefficients were still within the limits outlined by conventional orthodontic wire-bracket couples. Consequently, the coatings were regarded as an improvement to the clinical acceptability of composite orthodontic archwires.

  9. 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.

  10. 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 [...

  11. An Evaluation of the Effectiveness of Stereo Slides in Teaching Geomorphology.

    Science.gov (United States)

    Giardino, John R.; Thornhill, Ashton G.

    1984-01-01

    Provides information about producing stereo slides and their use in the classroom. Describes an evaluation of the teaching effectiveness of stereo slides using two groups of 30 randomly selected students from introductory geomorphology. Results from a pretest/postttest measure show that stereo slides significantly improved understanding. (JM)

  12. The Jig Experiment: Development and Evaluation of a Cultural Dance Active Video Game for Promoting Youth Fitness

    Science.gov (United States)

    Rincker, Meg; Misner, Susan

    2017-01-01

    School physical education teachers promote fitness by offering children a variety of aerobic activities. Our interdisciplinary team developed a cultural dance active video game (AVG) and tested whether the AVG was equivalent to traditional face-to-face instructor lessons or hybrid instruction at dance mastery, increasing heart rates, and student…

  13. [High-frequency components of occlusal sound in sliding movement].

    Science.gov (United States)

    Nagai, K

    1990-03-01

    We postulated that high-frequency components of the occlusal sound occurring due to the characteristic vibration of teeth can be useful data for confirmation of the stability in occlusion, and studied the high-frequency components in the cases both of an experimental sliding movement and a normal occlusion. The results obtained were as follows. 1. A study on high-frequency components of the occlusal sound in an experimental sliding movement. 1) A study on wave type of the occlusal sound revealed one damped oscillation in an impact form and two in a slide form. 2) Spectrum analysis of the damped oscillation showed a similar spectrum pattern with a peak existing between 16KHz or more and 17KHz or less in both impact and slide cases. 2. A study on high-frequency components of the occlusal sound in a normal occlusion case. 1) The wave type in occlusal sound we have observed in a normal occlusion group and in a prosthetic or operative group was as follows: One damped oscillation shown in an impact form and two damped oscillation in a slide form which were the same as those shown in the case where an interference device was attached. 2) Duration of the sliding movement was short in a normal occlusion group, but was prolonged in a prosthetic or operative group. 3) The incidence of the wave type in occlusal sound was 56.7% in a prosthetic or operative group as compared to 87.8% in a normal occlusion group in an impact form. In contrast, the incidence was 43.3% in a prosthetic or operative group as compared to 12.2% in a normal occlusion group in a slide form. Such difference in the incidence between the wave types suggested that high-frequency components of occlusal sound can be an index for judgement of the stability in occlusion.

  14. 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.

  15. Using Video Game-Based Instruction in an EFL Program: Understanding the Power of Video Games in Education

    OpenAIRE

    Héctor Alejandro Galvis Guerrero

    2011-01-01

    This small-scale action-research study examines the perceptions of four students in a military academy in Colombia undergoing the processof using a mainstream video game in their EFL classes instead of classic forms of instruction. The video game used served to approach EFL by means of language exploratory activities designed according to the context present in the video game and the course linguistic objectives. This study was conducted on the grounds that computer technology offers the poss...

  16. Micro-configuration Observation of Porous Bioceramic for Sliding on Intestinal Mucus Film

    Institute of Scientific and Technical Information of China (English)

    2005-01-01

    The microstructure of the prepared porous bioceramic material, including surface porosity and apparent contact area with the artificial mucus film are computed and analyzed. The surface micro-configurations of the porous material before and after sliding on the mucus ftlm are observed in 2D and 3 D by digital microscopy. We describe how much mucus enters and stays within different pores, and how the porous material with rough/porous surface contacts with the mucus film ( elastic surface/gel). The presented results illustrate that the material with different porous structure can lead to different mucus suction, surface scraping and changes of contact area and condition during sliding, which will be active for high friction of robotic endoscope with the intestinal wall for intestinal locomotion.

  17. Mouse short- and long-term locomotor activity analyzed by video tracking software.

    Science.gov (United States)

    York, Jason M; Blevins, Neil A; McNeil, Leslie K; Freund, Gregory G

    2013-06-20

    Locomotor activity (LMA) is a simple and easily performed measurement of behavior in mice and other rodents. Improvements in video tracking software (VTS) have allowed it to be coupled to LMA testing, dramatically improving specificity and sensitivity when compared to the line crossings method with manual scoring. In addition, VTS enables high-throughput experimentation. While similar to automated video tracking used for the open field test (OFT), LMA testing is unique in that it allows mice to remain in their home cage and does not utilize the anxiogenic stimulus of bright lighting during the active phase of the light-dark cycle. Traditionally, LMA has been used for short periods of time (mins), while longer movement studies (hrs-days) have often used implanted transmitters and biotelemetry. With the option of real-time tracking, long-, like short-term LMA testing, can now be conducted using videography. Long-term LMA testing requires a specialized, but easily constructed, cage so that food and water (which is usually positioned on the cage top) does not obstruct videography. Importantly, videography and VTS allows for the quantification of parameters, such as path of mouse movement, that are difficult or unfeasible to measure with line crossing and/or biotelemetry. In sum, LMA testing coupled to VTS affords a more complete description of mouse movement and the ability to examine locomotion over an extended period of time.

  18. Efficient Temporal Action Localization in Videos

    KAUST Repository

    Alwassel, Humam

    2018-01-01

    as an application of the action spotting problem. Experiments on the THUMOS14 dataset reveal that our model is not only able to explore the video efficiently (observing on average 17.3% of the video) but it also accurately finds human activities with 30.8% mAP (0

  19. 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.

  20. Comparison of short-term energy intake and appetite responses to active and seated video gaming, in 8-11-year-old boys.

    OpenAIRE

    Allsop, Susan; Green, Benjamin; Dodd-Reynolds, Caroline; Barry, Gillian; Rumbold, Penny

    2016-01-01

    The acute effects of active and seated video gaming on energy intake (EI), blood glucose, plasma glucagon-like peptide-1 (GLP-17-36) and subjective appetite (hunger, prospective food consumption and fullness) were examined in 8-11-year-old boys. In a randomised, crossover manner, twenty-two boys completed one 90-min active and one 90-min seated video gaming trial during which food and drinks were provided ad libitum. EI, plasma GLP-17-36, blood glucose and subjective appetite were measured du...

  1. 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.

  2. 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.

  3. Human features detection in video surveillance

    OpenAIRE

    Barbosa, Patrícia Margarida Silva de Castro Neves

    2016-01-01

    Dissertação de mestrado integrado em Engenharia Eletrónica Industrial e Computadores Human activity recognition algorithms have been studied actively from decades using a sequence of 2D and 3D images from a video surveillance. This new surveillance solutions and the areas of image processing and analysis have been receiving special attention and interest from the scientific community. Thus, it became possible to witness the appearance of new video compression techniques, the tr...

  4. Scapular kinematics and muscle activities during pushing tasks.

    Science.gov (United States)

    Huang, Chun-Kai; Siu, Ka-Chun; Lien, Hen-Yu; Lee, Yun-Ju; Lin, Yang-Hua

    2013-01-01

    Pushing tasks are functional activities of daily living. However, shoulder complaints exist among workers exposed to regular pushing conditions. It is crucial to investigate the control of shoulder girdles during pushing tasks. The objective of the study was to demonstrate scapular muscle activities and motions on the dominant side during pushing tasks and the relationship between scapular kinematics and muscle activities in different pushing conditions. Thirty healthy adults were recruited to push a four-wheel cart in six pushing conditions. The electromyographic signals of the upper trapezius (UT) and serratus anterior (SA) muscles were recorded. A video-based system was used for measuring the movement of the shoulder girdle and scapular kinematics. Differences in scapular kinematics and muscle activities due to the effects of handle heights and weights of the cart were analyzed using two-way ANOVA with repeated measures. The relationships between scapular kinematics and muscle activities were examined by Pearson's correlation coefficients. The changes in upper trapezius and serratus anterior muscle activities increased significantly with increased pushing weights in the one-step pushing phase. The UT/SA ratio on the dominant side decreases significantly with increased handle heights in the one-step pushing phase. The changes in upward rotation, lateral slide and elevation of the scapula decreased with increased pushing loads in the trunk-forward pushing phase. This study indicated that increased pushing loads result in decreased motions of upward rotation, lateral slide and elevation of the scapula; decreased handle heights result in relatively increased activities of the serratus anterior muscles during pushing tasks.

  5. ACTINET-I3 Plenary Meeting 2011 - Slides of the presentations

    International Nuclear Information System (INIS)

    Bourg, S.; Denecke, M.A.; Minato, Kazuo; Geckeis, H.; Brendler, V.; Clark, S.B.; Zhang, Z.

    2013-01-01

    ACTINET-I3 is an integrated infrastructure initiative for actinide science built around a small consortium. This first plenary meeting was aimed at gathering the European and International Actinide Chemistry Community around the four main ACTINET-I3 activities: Actinide separation chemistry; Actinide in geological environment; actinide materials; and analytical tools and modelling. For each activity, an introductive lecture presents the state of the art and identify the research to be still carried out, then an illustrative lecture describes what is done abroad. This document is made up of the slides of the presentations

  6. 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.

  7. 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 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.

  8. 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

  9. The development of a bilingual interactive video to improve physical activity and healthful eating in a head start population.

    Science.gov (United States)

    Piziak, Veronica

    2014-12-01

    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.

  10. 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.

  11. Hierarchical Fuzzy Feature Similarity Combination for Presentation Slide Retrieval

    Directory of Open Access Journals (Sweden)

    A. Kushki

    2009-02-01

    Full Text Available This paper proposes a novel XML-based system for retrieval of presentation slides to address the growing data mining needs in presentation archives for educational and scholarly settings. In particular, contextual information, such as structural and formatting features, is extracted from the open format XML representation of presentation slides. In response to a textual user query, each extracted feature is used to compute a fuzzy relevance score for each slide in the database. The fuzzy scores from the various features are then combined through a hierarchical scheme to generate a single relevance score per slide. Various fusion operators and their properties are examined with respect to their effect on retrieval performance. Experimental results indicate a significant increase in retrieval performance measured in terms of precision-recall. The improvements are attributed to both the incorporation of the contextual features and the hierarchical feature combination scheme.

  12. Architecture and development of a multi-stage Baiyun submarine slide complex in the Pearl River Canyon, northern South China Sea

    Science.gov (United States)

    Wang, Lei; Wu, Shi-Guo; Li, Qing-Ping; Wang, Da-Wei; Fu, Shao-Ying

    2014-08-01

    The Baiyun submarine slide complex (BSSC) along the Pearl River Canyon of the northern South China Sea has been imaged by multibeam bathymetry and 2D/3D seismic data. By means of maximum likelihood classification with slope aspect and gradient as inputs, the BSSC is subdivided into four domains, denoted as slide area I, II, III and IV. Slide area I is surrounded by cliffs on three sides and has been intensely reshaped by turbidity currents generated by other kinds of mass movement outside the area; slide area II incorporates a shield volcano with a diameter of approximately 10 km and unconfined slides possibly resulting from the toe collapse of inter-canyon ridges; slide area III is dominated by repeated slides that mainly originated from cliffs constituting the eastern boundary of the BSSC; slide area IV is distinguished by a conical seamount with a diameter of 6.5 km and a height of 375 m, and two slides probably having a common source that are separated from each other by a suite of residual strata. The BSSC is interpreted to be composed of numerous slide events, which occurred in the period from 10.5 to 5.5 Ma BP. Six specific factors may have contributed to the development of the BSSC, i.e., gas hydrate dissociation, gas-bearing sediments, submarine volcanic activity, seismicity, sedimentation rate and seafloor geomorphology. A 2D conceptual geological model combining these factors is proposed as a plausible mechanism explaining the formation of the BSSC. However, the BSSC may also have been affected by the Dongsha event (10 Ma BP) as an overriding factor.

  13. Extract the Relational Information of Static Features and Motion Features for Human Activities Recognition in Videos

    Directory of Open Access Journals (Sweden)

    Li Yao

    2016-01-01

    Full Text Available Both static features and motion features have shown promising performance in human activities recognition task. However, the information included in these features is insufficient for complex human activities. In this paper, we propose extracting relational information of static features and motion features for human activities recognition. The videos are represented by a classical Bag-of-Word (BoW model which is useful in many works. To get a compact and discriminative codebook with small dimension, we employ the divisive algorithm based on KL-divergence to reconstruct the codebook. After that, to further capture strong relational information, we construct a bipartite graph to model the relationship between words of different feature set. Then we use a k-way partition to create a new codebook in which similar words are getting together. With this new codebook, videos can be represented by a new BoW vector with strong relational information. Moreover, we propose a method to compute new clusters from the divisive algorithm’s projective function. We test our work on the several datasets and obtain very promising results.

  14. A history of slide rules for blackbody radiation computations

    Science.gov (United States)

    Johnson, R. Barry; Stewart, Sean M.

    2012-10-01

    During the Second World War the importance of utilizing detection devices capable of operating in the infrared portion of the electromagnetic spectrum was firmly established. Up until that time, laboriously constructed tables for blackbody radiation needed to be used in calculations involving the amount of radiation radiated within a given spectral region or for other related radiometric quantities. To rapidly achieve reasonably accurate calculations of such radiometric quantities, a blackbody radiation calculator was devised in slide rule form first in Germany in 1944 and soon after in England and the United States. In the immediate decades after its introduction, the radiation slide rule was widely adopted and recognized as a useful and important tool for engineers and scientists working in the infrared field. It reached its pinnacle in the United States in 1970 in a rule introduced by Electro Optical Industries, Inc. With the onset in the latter half of the 1970s of affordable, hand-held electronic calculators, the impending demise of the radiation slide rule was evident. No longer the calculational device of choice, the radiation slide rule all but disappeared within a few short years. Although today blackbody radiation calculations can be readily accomplished using anything from a programmable pocket calculator upwards, with each device making use of a wide variety of numerical approximations to the integral of Planck's function, radiation slide rules were in the early decades of infrared technology the definitive "workhorse" for those involved in infrared systems design and engineering. This paper presents a historical development of radiation slide rules with many versions being discussed.

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

    Science.gov (United States)

    Campbell, Laurie O.; Cox, Thomas D.

    2018-01-01

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

  16. Semi-Automatic Classification Of Histopathological Images: Dealing With Inter-Slide Variations

    Directory of Open Access Journals (Sweden)

    Michael Gadermayr

    2016-06-01

    In case of 50 available labelled sample patches of a certain whole slide image, the overall classification rate increased from 92 % to 98 % through including the interactive labelling step. Even with only 20 labelled patches, accuracy already increased to 97 %. Without a pre-trained model, if training is performed on target domain data only, 88 % (20 labelled samples and 95 % (50 labelled samples accuracy, respectively, were obtained. If enough target domain data was available (about 20 images, the amount of source domain data was of minor relevance. The difference in outcome between a source domain training data set containing 100 patches from one whole slide image and a set containing 700 patches from seven images was lower than 1 %. Contrarily, without target domain data, the difference in accuracy was 10 % (82 % compared to 92 % between these two settings. Execution runtime between two interaction steps is significantly below one second (0.23 s, which is an important usability criterion. It proved to be beneficial to select specific target domain data in an active learning sense based on the currently available trained model. While experimental evaluation provided strong empirical evidence for increased classification performance with the proposed method, the additional manual effort can be kept at a low level. The labelling of e.g. 20 images per slide is surely less time consuming than the validation of a complete whole slide image processed with a fully automatic, but less reliable, segmentation approach. Finally, it should be highlighted that the proposed interaction protocol could easily be adapted to other histopathological classification or segmentation tasks, also for implementation in a clinical system.  

  17. Sliding surface searching method for slopes containing a potential weak structural surface

    Directory of Open Access Journals (Sweden)

    Aijun Yao

    2014-06-01

    Full Text Available Weak structural surface is one of the key factors controlling the stability of slopes. The stability of rock slopes is in general concerned with set of discontinuities. However, in soft rocks, failure can occur along surfaces approaching to a circular failure surface. To better understand the position of potential sliding surface, a new method called simplex-finite stochastic tracking method is proposed. This method basically divides sliding surface into two parts: one is described by smooth curve obtained by random searching, the other one is polyline formed by the weak structural surface. Single or multiple sliding surfaces can be considered, and consequently several types of combined sliding surfaces can be simulated. The paper will adopt the arc-polyline to simulate potential sliding surface and analyze the searching process of sliding surface. Accordingly, software for slope stability analysis using this method was developed and applied in real cases. The results show that, using simplex-finite stochastic tracking method, it is possible to locate the position of a potential sliding surface in the slope.

  18. Adaptive Tracking and Obstacle Avoidance Control for Mobile Robots with Unknown Sliding

    Directory of Open Access Journals (Sweden)

    Mingyue Cui

    2012-11-01

    Full Text Available An adaptive control approach is proposed for trajectory tracking and obstacle avoidance for mobile robots with consideration given to unknown sliding. A kinematic model of mobile robots is established in this paper, in which both longitudinal and lateral sliding are considered and processed as three time-varying parameters. A sliding model observer is introduced to estimate the sliding parameters online. A stable tracking control law for this nonholonomic system is proposed to compensate the unknown sliding effect. From Lyapunov-stability analysis, it is proved, regardless of unknown sliding, that tracking errors of the controlled closed-loop system are asymptotically stable, the tracking errors converge to zero outside the obstacle detection region and obstacle avoidance is guaranteed inside the obstacle detection region. The efficiency and robustness of the proposed control system are verified by simulation results.

  19. Performance of a malaria microscopy image analysis slide reading device

    Directory of Open Access Journals (Sweden)

    Prescott William R

    2012-05-01

    Full Text Available Abstract Background Viewing Plasmodium in Romanovsky-stained blood has long been considered the gold standard for diagnosis and a cornerstone in management of the disease. This method however, requires a subjective evaluation by trained, experienced diagnosticians and establishing proficiency of diagnosis is fraught with many challenges. Reported here is an evaluation of a diagnostic system (a “device” consisting of a microscope, a scanner, and a computer algorithm that evaluates scanned images of standard Giemsa-stained slides and reports species and parasitaemia. Methods The device was challenged with two independent tests: a 55 slide, expert slide reading test the composition of which has been published by the World Health Organization (“WHO55” test, and a second test in which slides were made from a sample of consenting subjects participating in a malaria incidence survey conducted in Equatorial Guinea (EGMIS test. These subjects’ blood was tested by malaria RDT as well as having the blood smear diagnosis unequivocally determined by a worldwide panel of a minimum of six reference microscopists. Only slides with unequivocal microscopic diagnoses were used for the device challenge, n = 119. Results On the WHO55 test, the device scored a “Level 4” using the WHO published grading scheme. Broken down by more traditional analysis parameters this result was translated to 89% and 70% sensitivity and specificity, respectively. Species were correctly identified in 61% of the slides and the quantification of parasites fell within acceptable range of the validated parasitaemia in 10% of the cases. On the EGMIS test it scored 100% and 94% sensitivity/specificity, with 64% of the species correct and 45% of the parasitaemia within an acceptable range. A pooled analysis of the 174 slides used for both tests resulted in an overall 92% sensitivity and 90% specificity with 61% species and 19% quantifications correct. Conclusions In its

  20. Video: useful tool for delivering family planning messages.

    Science.gov (United States)

    Sumarsono, S K

    1985-10-01

    In 1969, the Government of Indonesia declared that the population explosion was a national problem. The National Family Planning Program was consequently launched to encourage adoption of the ideal of a small, happy and prosperous family norm. Micro-approach messages are composed of the following: physiology of menstruation; reproductive process; healthy pregnancy; rational family planning; rational application of contraceptives; infant and child care; nutrition improvement; increase in breastfeeding; increase in family income; education in family life; family health; and deferred marriage age. Macro-approach messages include: the population problem and its impact on socioeconomic aspects; efforts to cope with the population problem; and improvement of women's lot. In utilizing the media and communication channels, the program encourages the implementation of units and working units of IEC to produce IEC materials; utilizes all possible existing media and IEC channels; maintains the consistent linkage between the activity of mass media and the IEC activities in the field; and encourages the private sector to participate in the production of IEC media and materials. A media production center was set up and carries out the following activities: producing video cassettes for tv broadcasts of family planning drama, family planning news, and tv spots; producing duplicates of the video cassettes for distribution to provinces in support of the video network; producing teaching materials for family planning workers; and transfering family planning films into video cassettes. A video network was developed and includes video monitors in family planning service points such as hospitals, family planning clinics and public places like bus stations. In 1985, the program will be expanded by 50 mobile information units equipped with video monitors. Video has potentials to increase the productivity and effectiveness of the family planning program. The video production process is

  1. Survey: interpolation methods for whole slide image processing.

    Science.gov (United States)

    Roszkowiak, L; Korzynska, A; Zak, J; Pijanowska, D; Swiderska-Chadaj, Z; Markiewicz, T

    2017-02-01

    Evaluating whole slide images of histological and cytological samples is used in pathology for diagnostics, grading and prognosis . It is often necessary to rescale whole slide images of a very large size. Image resizing is one of the most common applications of interpolation. We collect the advantages and drawbacks of nine interpolation methods, and as a result of our analysis, we try to select one interpolation method as the preferred solution. To compare the performance of interpolation methods, test images were scaled and then rescaled to the original size using the same algorithm. The modified image was compared to the original image in various aspects. The time needed for calculations and results of quantification performance on modified images were also compared. For evaluation purposes, we used four general test images and 12 specialized biological immunohistochemically stained tissue sample images. The purpose of this survey is to determine which method of interpolation is the best to resize whole slide images, so they can be further processed using quantification methods. As a result, the interpolation method has to be selected depending on the task involving whole slide images. © 2016 The Authors Journal of Microscopy © 2016 Royal Microscopical Society.

  2. Embeddability behaviour of tin-based bearing material in dry sliding

    International Nuclear Information System (INIS)

    Zeren, Adalet

    2007-01-01

    In this study, tin-based bearing material has been investigated in dry sliding conditions. The low Sb content (7%) is known as SAE 12 and is Sn-Sb-Cu alloy and is widely used in the automotive industry. Wear and friction characteristics were determined with respect to sliding distance, sliding speed and bearing load, using a Tecquipment HFN type 5 journal bearing test equipment. Scanning electron microscopy (SEM) and energy-disperse X-ray spectrography (EDX) are used to understand the tribological events, especially embeddability. Thus, the purpose of this study is to investigate the tribological properties of tin-based bearing alloy used especially in heavy industrial service conditions. Tests were carried out in dry sliding conditions, since despite the presence of lubricant film, under heavy service conditions dry sliding may occur from time to time, causing local wear. As a result of local wear, bearing materials and bearing may be out of their tolerance limits in their early lifetime. Embeddability is an important property due to inversely affecting the hardness and the strength of the bearing

  3. Large-scale gravity sliding in the Miocene Shadow Valley Supradetachment Basin, Eastern Mojave Desert, California

    Science.gov (United States)

    Davis, G. A.; Friedmann, S. J.

    2005-12-01

    The Miocene Shadow Valley basin in the eastern Mojave Desert of California developed above the active west-dipping Kingston Range-Halloran Hills extensional detachment fault system between 13.5 and ca. 7 mybp. Although mass-wasting processes are common phenomena in supradetachment basins, the Shadow Valley basin is an exceptional locale for the study of such processes, especially rock-avalanches and gravity sliding. A score of megabreccias, interpreted as rock-avalanche deposits, and half that number of very large (> 1 km 2, up to 200 m thick), internally intact gravity-driven slide sheets are interbedded with various sedimentary facies. The slide sheets, variably composed of Proterozoic crystalline rocks and Proterozoic, Paleozoic, and Tertiary sedimentary strata, moved across both depositional and erosional surfaces in the basin. Although the majority consist of Paleozoic carbonate rocks, the largest slide sheet, the Eastern Star crystalline allochthon, contains Proterozoic gneisses and their sedimentary cover and is now preserved as klippen atop Miocene lacustrine and alluvial fan deposits over an area > 40 km 2. Estimates of slide sheet runouts into the basin from higher eastern and northern source terranes range from approximately a few km to > 10 km; in most cases the exact provenances of the slide blocks are not known. The basal contacts of Shadow Valley slide sheets are characteristically knife sharp, show few signs of lithologic mixing of upper- and lower-plate rocks, and locally exhibit slickensided and striated, planar fault-like bases. Pronounced folding of overridden Miocene lacustrine and fan deposits beneath the Eastern Star allochthon extends to depths up to 40 m at widely scattered localities. We conclude that this slow moving slide sheet encountered isolated topographic asperities (hills) and that stress transfer across the basal slide surface produced folding of footwall strata. Synkinematic gypsum veins in footwall playa sediments, with fibers

  4. Crystalline misfit-angle implications for solid sliding

    International Nuclear Information System (INIS)

    Manini, Nicola; Braun, O.M.

    2011-01-01

    For the contact of two finite portions of interacting rigid crystalline surfaces, we compute the pinning energy barrier dependency on the misfit angle and contact area. This simple model allows us to investigate a broad contact-size and angular range, thus obtaining the statistical properties of the energy barriers opposing sliding for a single asperity. These data are used to generate the distribution of static frictional thresholds for the contact of polycrystals, as in dry or even lubricated friction. This distribution is used as the input of a master equation to predict the sliding properties of macroscopic contacts. -- Highlights: → The pinning energy barrier depends on the misfit angle and contact area. → We compute this dependence for a idealized rigid model. → We obtain a distribution of static frictional thresholds. → It is used as input of a master-equation model for macroscopic surfaces in contact. → Overall we predict a transition from stick-slip to smooth sliding.

  5. Digital Sliding Mode Control of Anti-Lock Braking System

    Directory of Open Access Journals (Sweden)

    MITIC, D. B.

    2013-02-01

    Full Text Available The control of anti-lock braking system is a great challenge, because of the nonlinear and complex characteristics of braking dynamics, unknown parameters of vehicle environment and system parameter variations. Using some of robust control methods, such as sliding mode control, can be a right solution for these problems. In this paper, we introduce a novel approach to design of ABS controllers, which is based on digital sliding mode control with only input/output measurements. The relay term of the proposed digital sliding mode control is filtered through digital integrator, reducing the chattering phenomenon in that way, and the additional signal of estimated modelling error is introduced into control algorithm to enhance the system steady-state accuracy. The given solution was verified in real experimental framework and the obtained results were compared with the results of implementation of two other digital sliding mode control algorithms. It is shown that it gives better system response, higher steady-state accuracy and smaller chattering.

  6. 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.

  7. Block Slides on Extremely Weak Tectonic Clay Seams in Openly Folded Tertiary Mud-Rocks at Auckland and the Rangitikei Valley, North Island, New Zealand

    Science.gov (United States)

    Prebble, Warwick M.; Williams, Ann L.

    2016-06-01

    Block slides have developed on extremely weak, thin clay seams of tectonic origin, parallel to bedding in gently dipping sandstones and mudstones of Tertiary age. Two areas of noted instability are investigated at Auckland and the Rangitikei valley. Dimensions range from 100 m across × 100 m long for short displacement block slides up to 4 km across × 3 km long for large landslide complexes in which block slides are a major component. Displacements of blocks range from incipient (cm) through short (30 m) to 2 or 3 km for large slides. Many of the Auckland slides are dormant but likely to move in a 2000 year return period earthquake or 100 year high intensity rain storm. At Rangitikei there are many active, younger slides. Sliding rates for active failures vary from a few cm/year to 50 m in 30 min. Host rocks are weak to very weak clayey sandstones and sandy mudstones. The seams are rich in smectite. They have polished and crushed walls, may have slickensides and some contain rounded rock fragments. Laboratory shear strength of the seams is 13 kPa cohesion and 13° friction, with a lower bound of 8° at zero cohesion. Strength is increased at the field scale by waviness, steps and splays. Continuity can be demonstrated over distances of hundreds of metres. Key investigation methods were mapping, shafts and trenches. Tectonic uplift, folding and faulting of the weak Tertiary strata and river down-cutting are perpetuating block slide development.

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

    OpenAIRE

    Polski Andrzej; Iwaniak Karol; Sobotka-Polska Karolina; Rogowska Magdalena; Poleszak Ewa

    2016-01-01

    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 act...

  9. Content-based video retrieval by example video clip

    Science.gov (United States)

    Dimitrova, Nevenka; Abdel-Mottaleb, Mohamed

    1997-01-01

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

  10. 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.

  11. 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...

  12. 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.

  13. 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.

  14. 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.

  15. Application of whole slide image markup and annotation for pathologist knowledge capture.

    Science.gov (United States)

    Campbell, Walter S; Foster, Kirk W; Hinrichs, Steven H

    2013-01-01

    The ability to transfer image markup and annotation data from one scanned image of a slide to a newly acquired image of the same slide within a single vendor platform was investigated. The goal was to study the ability to use image markup and annotation data files as a mechanism to capture and retain pathologist knowledge without retaining the entire whole slide image (WSI) file. Accepted mathematical principles were investigated as a method to overcome variations in scans of the same glass slide and to accurately associate image markup and annotation data across different WSI of the same glass slide. Trilateration was used to link fixed points within the image and slide to the placement of markups and annotations of the image in a metadata file. Variation in markup and annotation placement between WSI of the same glass slide was reduced from over 80 μ to less than 4 μ in the x-axis and from 17 μ to 6 μ in the y-axis (P < 0.025). This methodology allows for the creation of a highly reproducible image library of histopathology images and interpretations for educational and research use.

  16. Adaptive Neural Network Sliding Mode Control for Quad Tilt Rotor Aircraft

    Directory of Open Access Journals (Sweden)

    Yanchao Yin

    2017-01-01

    Full Text Available A novel neural network sliding mode control based on multicommunity bidirectional drive collaborative search algorithm (M-CBDCS is proposed to design a flight controller for performing the attitude tracking control of a quad tilt rotors aircraft (QTRA. Firstly, the attitude dynamic model of the QTRA concerning propeller tension, channel arm, and moment of inertia is formulated, and the equivalent sliding mode control law is stated. Secondly, an adaptive control algorithm is presented to eliminate the approximation error, where a radial basis function (RBF neural network is used to online regulate the equivalent sliding mode control law, and the novel M-CBDCS algorithm is developed to uniformly update the unknown neural network weights and essential model parameters adaptively. The nonlinear approximation error is obtained and serves as a novel leakage term in the adaptations to guarantee the sliding surface convergence and eliminate the chattering phenomenon, which benefit the overall attitude control performance for QTRA. Finally, the appropriate comparisons among the novel adaptive neural network sliding mode control, the classical neural network sliding mode control, and the dynamic inverse PID control are examined, and comparative simulations are included to verify the efficacy of the proposed control method.

  17. Slides with no attached paper

    International Nuclear Information System (INIS)

    Warin, Dominique; Wallenius, Janne; Ouzounian, Gerald; Wikberg, Peter; Todd, Terry A.; Kormilitsyn, Mikhael V.; Osipenko, Alexander G.; Mayorshin, A.A.; McLachlan, Fiona; Nash, Ken L.; Nilsson, M.; Grimes, T.; Braley, J.C.; TAKESHITA, Kenji; Babain, Vasiliy A.; Spendlikova, I.; Distler, P.; John, J.; Sebesta, F.; VU, Trong-Hung; SIMONIN, Jean-Pierre; PAULENOVA, Alena; PRECEK, Martin; HARTIG, Kyle; KNAPP, Nathan; Vidick, Geoffrey; Bouslimani, Nouri; Desreux, Jean F.; Lewis, F.W.; Hudson, M.J.; Harwood, L.M.; Nunez, Ana; Nagarajan, K.; Vasudeva Rao, P.R.; Raj, Baldev; Ignatiev, Victor; Surenkov, Alexander; Pouchon, Manuel A.; Skarnemark, Gunnar; Allard, Stefan; Ekberg, Christian; Retegan, Teodora; Nordlund, Anders; John, Jan; Maershin, Alexander; Zakirov, R.; Panov, A.; Toropov, Andrey

    2010-01-01

    This document brings together the different presentations (slides) given at the workshop but with no attached paper. These slides refer to the following presentations: - Presentation of ITN (Instituto Tecnologico e Nuclear); - Minor Actinide Partitioning (Dominique Warin); - Transmutation (Janne Wallenius); - Radioactive Waste Management, IGD-TP (Gerald Ouzounian); - Present status of the Swedish nuclear waste management programme (Peter Wikberg); - The U.S. Fuel Cycle Research and Development Program - Separations Research and Development (Terry Todd); - Strategies and national programs of closed fuel cycles - Russian Expert Vision (Mikhael Kormilitsyn) - Extraction Studies Of Potential Solvent Formulations For The GANEX Process (Fiona MacLachlan); - Investigations of The Fundamental Chemistry of the TALSPEAK Process (Ken Nash); - Extraction Separation of Trivalent Minor Actinides and Lanthanides by Hexa-dentate Nitrogen-donor Extractant, TPEN, and its Analogs (Kenji Takeshita); - Fluorinated Diluents for HLW Processing - technological point of view (Vasiliy Babain); - Extraction properties of some new pyridine molecules and search for better diluents (Irena Spendlikova); - Kinetics of extraction of Eu 3+ ion by TODGA and CyMe 4 -BTBP studied using the RMC technique (Trong Hung Vu); - Redox Chemistry of Neptunium in Solutions of Nitric Acid (Alena Paulenova); - NMR applied to actinide ions and their complexes. In search of covalency effects (Geoffrey Vidick); - Towards 'Stability Rules' for Radiolysis of bis-DGA compounds (Ana Nunez); - Pyroprocess Research Activities at IGCAR, Kalpakkam, India (K. Nagarajan); - Critical issues of nuclear energy systems employing molten salt fluorides: from ISTC No. 1606 to No. 3749 (1. year of project activity) and MARS/EVOL cooperation (Victor Ignatiev); - Conversion processes: Internal Gelation and the Sphere-pac concept (Manuel Pouchon); - A Combined Nuclear Technology and Nuclear Chemistry Master. A Unique

  18. No-Reference Video Quality Assessment Model for Distortion Caused by Packet Loss in the Real-Time Mobile Video Services

    Directory of Open Access Journals (Sweden)

    Jiarun Song

    2014-01-01

    Full Text Available Packet loss will make severe errors due to the corruption of related video data. For most video streams, because the predictive coding structures are employed, the transmission errors in one frame will not only cause decoding failure of itself at the receiver side, but also propagate to its subsequent frames along the motion prediction path, which will bring a significant degradation of end-to-end video quality. To quantify the effects of packet loss on video quality, a no-reference objective quality assessment model is presented in this paper. Considering the fact that the degradation of video quality significantly relies on the video content, the temporal complexity is estimated to reflect the varying characteristic of video content, using the macroblocks with different motion activities in each frame. Then, the quality of the frame affected by the reference frame loss, by error propagation, or by both of them is evaluated, respectively. Utilizing a two-level temporal pooling scheme, the video quality is finally obtained. Extensive experimental results show that the video quality estimated by the proposed method matches well with the subjective quality.

  19. Nonsingular Terminal Sliding Mode Control of Uncertain Second-Order Nonlinear Systems

    Directory of Open Access Journals (Sweden)

    Minh-Duc Tran

    2015-01-01

    Full Text Available This paper presents a high-performance nonsingular terminal sliding mode control method for uncertain second-order nonlinear systems. First, a nonsingular terminal sliding mode surface is introduced to eliminate the singularity problem that exists in conventional terminal sliding mode control. By using this method, the system not only can guarantee that the tracking errors reach the reference value in a finite time with high-precision tracking performance but also can overcome the complex-value and the restrictions of the exponent (the exponent should be fractional number with an odd numerator and an odd denominator in traditional terminal sliding mode. Then, in order to eliminate the chattering phenomenon, a super-twisting higher-order nonsingular terminal sliding mode control method is proposed. The stability of the closed-loop system is established using the Lyapunov theory. Finally, simulation results are presented to illustrate the effectiveness of the proposed method.

  20. 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.

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

    OpenAIRE

    Damiano Felini

    2010-01-01

    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 wi...

  2. Effect of substrate surface on electromigration-induced sliding at hetero-interfaces

    International Nuclear Information System (INIS)

    Kumar, Praveen; Dutta, Indranath

    2013-01-01

    Electromigration (EM)-induced interfacial sliding between a metal film and Si substrate occurs when (i) only few grains exist across the width of the film and (ii) diffusivity through the interfacial region is significantly greater than diffusivity through the film. Here, the effect of the substrate surface layer on the kinetics of EM-induced interfacial sliding is assessed using Si substrates coated with various thin film interlayers. The kinetics of interfacial sliding, and therefore the EM-driven mass flow rate, strongly depends on the type of the interlayer (and hence the substrate surface composition), such that strongly bonded interfaces with slower interfacial diffusivity produce slower sliding. (paper)

  3. A Novel Approach to Sliding Mode Control of Time-Delay Systems

    Directory of Open Access Journals (Sweden)

    Hongwei Xia

    2013-01-01

    Full Text Available This paper is concerned with the sliding mode control for a class of linear systems with time-varying delays. By utilizing a novel Lyapunov-Krasovskii functional and combining it with the delay fractioning approach as well as the free-weighting matrix technology, a sufficient condition is established such that the resulting sliding mode dynamics is asymptotically stable. Then, a sliding mode controller for reaching motion is synthesized to guarantee that the trajectories of the resulting closed-loop system can be driven onto a prescribed sliding surface and maintained there for all subsequent time. A numerical example is provided to illustrate the effectiveness of the proposed design approach.

  4. Optimizing Student Learning: Examining the Use of Presentation Slides

    Science.gov (United States)

    Strauss, Judy; Corrigan, Hope; Hofacker, Charles F.

    2011-01-01

    Sensory overload and split attention result in reduced learning when instructors read slides with bullet points and complex graphs during a lecture. Conversely, slides containing relevant visual elements, when accompanied by instructor narration, use both the visual and verbal channels of a student's working memory, thus improving the chances of…

  5. Factors influencing efficiency of sliding mechanics to close extraction space: a systematic review.

    Science.gov (United States)

    Barlow, M; Kula, K

    2008-05-01

    To review recent literature to determine strength of clinical evidence concerning the influence of various factors on the efficiency (rate of tooth movement) of closing extraction spaces using sliding mechanics. A comprehensive systematic review on prospective clinical trials. An electronic search (1966-2006) of several databases limiting the searches to English and using several keywords was performed. Also a hand search of five key journals specifically searching for prospective clinical trials relevant to orthodontic space closure using sliding mechanics was completed. Outcome Measure - Rate of tooth movement. Ten prospective clinical trials comparing rates of closure under different variables and focusing only on sliding mechanics were selected for review. Of these ten trials on rate of closure, two compared arch wire variables, seven compared material variables used to apply force, and one examined bracket variables. Other articles which were not prospective clinical trials on sliding mechanics, but containing relevant information were examined and included as background information. CONCLUSION - The results of clinical research support laboratory results that nickel-titanium coil springs produce a more consistent force and a faster rate of closure when compared with active ligatures as a method of force delivery to close extraction space along a continuous arch wire; however, elastomeric chain produces similar rates of closure when compared with nickel-titanium springs. Clinical and laboratory research suggest little advantage of 200 g nickel-titanium springs over 150 g springs. More clinical research is needed in this area.

  6. RecutClub.com: An open source, whole slide image-based pathology education system

    Directory of Open Access Journals (Sweden)

    Paul A Christensen

    2017-01-01

    Full Text Available Background: Our institution's pathology unknown conferences provide educational cases for our residents. However, the cases have not been previously available digitally, have not been collated for postconference review, and were not accessible to a wider audience. Our objective was to create an inexpensive whole slide image (WSI education suite to address these limitations and improve the education of pathology trainees. Materials and Methods: We surveyed residents regarding their preference between four unique WSI systems. We then scanned weekly unknown conference cases and study set cases and uploaded them to our custom built WSI viewer located at RecutClub.com. We measured site utilization and conference participation. Results: Residents preferred our OpenLayers WSI implementation to Ventana Virtuoso, Google Maps API, and OpenSlide. Over 16 months, we uploaded 1366 cases from 77 conferences and ten study sets, occupying 793.5 GB of cloud storage. Based on resident evaluations, the interface was easy to use and demonstrated minimal latency. Residents are able to review cases from home and from their mobile devices. Worldwide, 955 unique IP addresses from 52 countries have viewed cases in our site. Conclusions: We implemented a low-cost, publicly available repository of WSI slides for resident education. Our trainees are very satisfied with the freedom to preview either the glass slides or WSI and review the WSI postconference. Both local users and worldwide users actively and repeatedly view cases in our study set.

  7. Adaptive Global Sliding Mode Control for MEMS Gyroscope Using RBF Neural Network

    Directory of Open Access Journals (Sweden)

    Yundi Chu

    2015-01-01

    Full Text Available An adaptive global sliding mode control (AGSMC using RBF neural network (RBFNN is proposed for the system identification and tracking control of micro-electro-mechanical system (MEMS gyroscope. Firstly, a new kind of adaptive identification method based on the global sliding mode controller is designed to update and estimate angular velocity and other system parameters of MEMS gyroscope online. Moreover, the output of adaptive neural network control is used to adjust the switch gain of sliding mode control dynamically to approach the upper bound of unknown disturbances. In this way, the switch item of sliding mode control can be converted to the output of continuous neural network which can weaken the chattering in the sliding mode control in contrast to the conventional fixed gain sliding mode control. Simulation results show that the designed control system can get satisfactory tracking performance and effective estimation of unknown parameters of MEMS gyroscope.

  8. 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.

  9. Vector Radix 2 × 2 Sliding Fast Fourier Transform

    Directory of Open Access Journals (Sweden)

    Keun-Yung Byun

    2016-01-01

    Full Text Available The two-dimensional (2D discrete Fourier transform (DFT in the sliding window scenario has been successfully used for numerous applications requiring consecutive spectrum analysis of input signals. However, the results of conventional sliding DFT algorithms are potentially unstable because of the accumulated numerical errors caused by recursive strategy. In this letter, a stable 2D sliding fast Fourier transform (FFT algorithm based on the vector radix (VR 2 × 2 FFT is presented. In the VR-2 × 2 FFT algorithm, each 2D DFT bin is hierarchically decomposed into four sub-DFT bins until the size of the sub-DFT bins is reduced to 2 × 2; the output DFT bins are calculated using the linear combination of the sub-DFT bins. Because the sub-DFT bins for the overlapped input signals between the previous and current window are the same, the proposed algorithm reduces the computational complexity of the VR-2 × 2 FFT algorithm by reusing previously calculated sub-DFT bins in the sliding window scenario. Moreover, because the resultant DFT bins are identical to those of the VR-2 × 2 FFT algorithm, numerical errors do not arise; therefore, unconditional stability is guaranteed. Theoretical analysis shows that the proposed algorithm has the lowest computational requirements among the existing stable sliding DFT algorithms.

  10. Robust synchronization of unified chaotic systems via sliding mode control

    International Nuclear Information System (INIS)

    Yan Junjuh; Yang Yisung; Chiang Tsungying; Chen Chingyuan

    2007-01-01

    This paper investigates the chaos synchronization problem for a class of uncertain master-slave unified chaotic systems. Based on the sliding mode control technique, a robust control scheme is established which guarantees the occurrence of a sliding motion of error states even when the parameter uncertainty and external perturbation are present. Furthermore, a novel proportional-integral (PI) switching surface is introduced for determining the synchronization performance of systems in the sliding mode motion. Simulation results are proposed to demonstrate the effectiveness of the method

  11. 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.

  12. Integral Suture-Handling Techniques for Arthroscopic Sliding Knots

    OpenAIRE

    Kanchanatawan, Wichan; Kongtharvonskul, Jatupon; Dorjiee, Gem; Suppauksorn, Sunikom; Pornvoranunt, Umpire; Karchana, Pongsakorn

    2016-01-01

    In arthroscopic tissue repair, the final step is achieving adequate tissue approximation with a secure knot. The sliding knot is widely preferred over the nonsliding knot, with numerous publications describing knot configurations. However, in the literature there are few published descriptions of suture-handling techniques, even though they are fundamental to arthroscopic knot tying. We describe integral suture-handling techniques for arthroscopic sliding knots to improve the surgeon's perfor...

  13. Video pedagogy

    OpenAIRE

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

    2016-01-01

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

  14. Design of passive fault-tolerant controllers of a quadrotor based on sliding mode theory

    Directory of Open Access Journals (Sweden)

    Merheb Abdel-Razzak

    2015-09-01

    Full Text Available Abstract In this paper, sliding mode control is used to develop two passive fault tolerant controllers for an AscTec Pelican UAV quadrotor. In the first approach, a regular sliding mode controller (SMC augmented with an integrator uses the robustness property of variable structure control to tolerate partial actuator faults. The second approach is a cascaded sliding mode controller with an inner and outer SMC loops. In this configuration, faults are tolerated in the fast inner loop controlling the velocity system. Tuning the controllers to find the optimal values of the sliding mode controller gains is made using the ecological systems algorithm (ESA, a biologically inspired stochastic search algorithm based on the natural equilibrium of animal species. The controllers are tested using SIMULINK in the presence of two different types of actuator faults, partial loss of motor power affecting all the motors at once, and partial loss of motor speed. Results of the quadrotor following a continuous path demonstrated the effectiveness of the controllers, which are able to tolerate a significant number of actuator faults despite the lack of hardware redundancy in the quadrotor system. Tuning the controller using a faulty system improves further its ability to afford more severe faults. Simulation results show that passive schemes reserve their important role in fault tolerant control and are complementary to active techniques

  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. Adaptive Sliding Control for a Class of Fractional Commensurate Order Chaotic Systems

    Directory of Open Access Journals (Sweden)

    Jian Yuan

    2015-01-01

    Full Text Available This paper proposes adaptive sliding mode control design for a class of fractional commensurate order chaotic systems. We firstly introduce a fractional integral sliding manifold for the nominal systems. Secondly we prove the stability of the corresponding fractional sliding dynamics. Then, by introducing a Lyapunov candidate function and using the Mittag-Leffler stability theory we derive the desired sliding control law. Furthermore, we prove that the proposed sliding manifold is also adapted for the fractional systems in the presence of uncertainties and external disturbances. At last, we design a fractional adaptation law for the perturbed fractional systems. To verify the viability and efficiency of the proposed fractional controllers, numerical simulations of fractional Lorenz’s system and Chen’s system are presented.

  17. New Sliding Puzzle with Neighbors Swap Motion

    OpenAIRE

    Prihardono, Ariyanto; Kawagoe, Kenichi

    2015-01-01

    The sliding puzzles (15-puzzle, 8-puzzle, 5-puzzle) are known to have 2 kind of puz-zle: solvable puzzle and unsolvable puzzle. In this thesis, we make a new puzzle with only 1 kind of it, solvable puzzle. This new puzzle is made by adopting sliding puzzle with several additional rules from M13 puzzle; the puzzle that is formed form The Mathieu group M13. This puzzle has a movement that called a neighbors swap motion, a rule of movement that enables every neighboring points to swap. This extr...

  18. PheVI:09 (Phe6.44) as a sliding microswitch in seven-transmembrane (7TM) G protein-coupled receptor activation

    DEFF Research Database (Denmark)

    Valentin-Hansen, Louise; Holst, Birgitte; Frimurer, Thomas M

    2012-01-01

    In seven-transmembrane (7TM), G protein-coupled receptors, highly conserved residues function as microswitches, which alternate between different conformations and interaction partners in an extended allosteric interface between the transmembrane segments performing the large scale conformational......-V into a tight pocket generated by five hydrophobic residues protruding from TM-III and TM-V. Of these, the residue in position III:16 (3.40) (often an Ile or Val) appears to function as a barrier or gate for the transition between inactive and active conformation. Mutational analysis showed that PheVI:09...... an aromatic microswitch that stabilizes the active, outward tilted conformation of TM-VI relative to TM-III by sliding into a tight hydrophobic pocket between TM-III and TM-V and that the hydrophobic residue in position III:16 constitutes a gate for this transition....

  19. 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

    Objective 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. Design 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. Results 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 video game had a positive impact on children with asthma in terms of clinical control, improvementin their exercise capacity and a reductionin pulmonary inflammation. Trial Registration Clinicaltrials.gov NCT01438294 PMID:26301706

  20. 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 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.

  1. 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.

  2. 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 (Pgame play compared with the nonnarrative group (10-second period: mean 2.7, SD 0.7; overall: mean 366, SD 172). Conclusions 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. PMID:27742605

  3. ON LAND SLIDE DETECTION USING TERRASAR-X OVER EARTHEN LEVEES

    Directory of Open Access Journals (Sweden)

    M. Mahrooghy

    2012-08-01

    Full Text Available Earthen levees have an important role to protect large areas of inhabited and cultivated land in the US from flooding. Failure of the levees can threaten the loss of life and property. One of the problems which can lead to a complete failure during a high water event is a slough slide. In this research, we are trying to detect such slides using X-band SAR data. Our methodology consists of the following four steps: 1 segmentation of the levee area from background; 2 extracting features including backscatter features and texture features; 3 training a back propagation neural network classifier using ground-truth data; and 4 testing the area of interest and validation of the results using ground truth data. A dual-polarimetric X-band image is acquired from the German TerraSAR-X satellite. Ground-truth data include the slides and healthy area. The study area is an approximately 1 km stretch of levee along the lower Mississippi River in the United States. The output classification shows the two classes of healthy and slide areas. The results show classification accuracies of approximately 67% for detecting the slide pixels.

  4. Sliding wear and friction behavior of zirconium alloy with heat-treated Inconel718

    Energy Technology Data Exchange (ETDEWEB)

    Kim, J.H., E-mail: kimjhoon@cnu.ac.kr [Dept. of Mechanical Design Engineering, Chungnam National University, 99 Daehak-ro, Yuseong-gu, Daejeon 305-764 (Korea, Republic of); Park, J.M. [Dept. of Mechanical Design Engineering, Chungnam National University, 99 Daehak-ro, Yuseong-gu, Daejeon 305-764 (Korea, Republic of); Park, J.K.; Jeon, K.L. [Nuclear Fuel Technology Department, Korea Nuclear Fuel, 1047 Daedukdae-ro, Yuseong-gu, Daejeon 305-353 (Korea, Republic of)

    2014-04-01

    In water-cooled nuclear reactors, the sliding of fuel rod can lead to severe wear and it is an important issue to sustain the structural integrity of nuclear reactor. In the present study, sliding wear behavior of zirconium alloy in dry and water environment using Pin-On-Disk sliding wear tester was investigated. Wear resistance of zirconium alloy against heat-treated Inconel718 pin was examined at room temperature. Sliding wear tests were carried out at different sliding distance, axial load and sliding speed based on ASTM (G99-05). The results of these experiments were verified with specific wear rate and coefficient of friction. The micro-mechanisms responsible for wear in zirconium alloy were identified to be microcutting and microcracking in dry environment. Moreover, micropitting and delamination were observed in water environment.

  5. Linear Motor With Air Slide

    Science.gov (United States)

    Johnson, Bruce G.; Gerver, Michael J.; Hawkey, Timothy J.; Fenn, Ralph C.

    1993-01-01

    Improved linear actuator comprises air slide and linear electric motor. Unit exhibits low friction, low backlash, and more nearly even acceleration. Used in machinery in which positions, velocities, and accelerations must be carefully controlled and/or vibrations must be suppressed.

  6. Computing Diameter in the Streaming and Sliding-Window Models (Preprint)

    National Research Council Canada - National Science Library

    Feigenbaum, Joan; Kannan, Sampath; Zhang, Jian

    2002-01-01

    We investigate the diameter problem in the streaming and sliding-window models. We show that, for a stream of n points or a sliding window of size n, any exact algorithm for diameter requires Omega(n) bits of space...

  7. Shifting gears higher - digital slides in graduate education - 4 years experience at Semmelweis University

    Directory of Open Access Journals (Sweden)

    Molnár Béla

    2010-11-01

    Full Text Available Abstract Background The spreading of whole slide imaging or digital slide systems in pathology as an innovative technique seems to be unstoppable. Successful introduction of digital slides in education has played a crucial role to reach this level of acceptance. Practically speaking there is no university institute where digital materials are not built into pathology education. At the 1st. Department of Pathology and Experimental Cancer Research, Semmelweis University optical microscopes have been replaced and for four years only digital slides have been used in education. The aim of this paper is to summarize our experiences gathered with the installation of a fully digitized histology lab for graduate education. Methods We have installed a digital histology lab with 40 PCs, two slide servers - one for internal use and one with external internet access. We have digitized hundreds of slides and after 4 years we use a set of 126 slides during the pathology course. A Student satisfaction questionnaire and a Tutor satisfaction questionnaire have been designed, both to be completed voluntarily to have feed back from the users. The page load statistics of the external slide server were evaluated. Results The digital histology lab served ~900 students and ~1600 hours of histology practice. The questionnaires revealed high satisfaction with digital slides. The results also emphasize the importance of the tutors' attitude towards digital microscopy as a factor influencing the students' satisfaction. The constantly growing number of page downloads from the external server confirms this satisfaction and the acceptance of digital slides. Conclusions We are confident, and have showed as well, that digital slides have got numerous advantages over optical slides and are more suitable in education.

  8. Efficient Temporal Action Localization in Videos

    KAUST Repository

    Alwassel, Humam

    2018-04-17

    State-of-the-art temporal action detectors inefficiently search the entire video for specific actions. Despite the encouraging progress these methods achieve, it is crucial to design automated approaches that only explore parts of the video which are the most relevant to the actions being searched. To address this need, we propose the new problem of action spotting in videos, which we define as finding a specific action in a video while observing a small portion of that video. Inspired by the observation that humans are extremely efficient and accurate in spotting and finding action instances in a video, we propose Action Search, a novel Recurrent Neural Network approach that mimics the way humans spot actions. Moreover, to address the absence of data recording the behavior of human annotators, we put forward the Human Searches dataset, which compiles the search sequences employed by human annotators spotting actions in the AVA and THUMOS14 datasets. We consider temporal action localization as an application of the action spotting problem. Experiments on the THUMOS14 dataset reveal that our model is not only able to explore the video efficiently (observing on average 17.3% of the video) but it also accurately finds human activities with 30.8% mAP (0.5 tIoU), outperforming state-of-the-art methods

  9. Crystal structure of DNA polymerase III β sliding clamp from Mycobacterium tuberculosis.

    Science.gov (United States)

    Gui, Wen-Jun; Lin, Shi-Qiang; Chen, Yuan-Yuan; Zhang, Xian-En; Bi, Li-Jun; Jiang, Tao

    2011-02-11

    The sliding clamp is a key component of DNA polymerase III (Pol III) required for genome replication. It is known to function with diverse DNA repair proteins and cell cycle-control proteins, making it a potential drug target. To extend our understanding of the structure/function relationship of the sliding clamp, we solved the crystal structure of the sliding clamp from Mycobacterium tuberculosis (M. tuberculosis), a human pathogen that causes most cases of tuberculosis (TB). The sliding clamp from M. tuberculosis forms a ring-shaped head-to-tail dimer with three domains per subunit. Each domain contains two α helices in the inner ring that lie against two β sheets in the outer ring. Previous studies have indicated that many Escherichia coli clamp-binding proteins have a conserved LF sequence, which is critical for binding to the hydrophobic region of the sliding clamp. Here, we analyzed the binding affinities of the M. tuberculosis sliding clamp and peptides derived from the α and δ subunits of Pol III, which indicated that the LF motif also plays an important role in the binding of the α and δ subunits to the sliding clamp of M. tuberculosis. Copyright © 2011 Elsevier Inc. All rights reserved.

  10. Binder extrusion of sliding wear of WC-Co alloys

    International Nuclear Information System (INIS)

    Larsen-Basse, J.

    1985-01-01

    It has previously been proposed that preferential removal of the cobalt binder is an important mechanism in the abrasive wear of cemented carbides in the WC-Co family. It is here demonstrated that binder extrusion occurs also in metal-to-metal sliding wear contacts. The wear scar generated by sliding a hardened steel ball repeatedly over a polished WC-Co surface was studied by SEM. The extruded cobalt fragments accumulate by surface defects, such as cracks caused by the sliding loaded ball, and gradual microfragmentation of the carbide grains follows. The energy required to extrude the cobalt and cause the gradual change in surface layer microstructure is provided by the frictional forces

  11. Motorized CPM/CAM physiotherapy device with sliding-mode Fuzzy Neural Network control loop.

    Science.gov (United States)

    Ho, Hung-Jung; Chen, Tien-Chi

    2009-11-01

    Continuous passive motion (CPM) and controllable active motion (CAM) physiotherapy devices promote rehabilitation of damaged joints. This paper presents a computerized CPM/CAM system that obviates the need for mechanical resistance devices such as springs. The system is controlled by a computer which performs sliding-mode Fuzzy Neural Network (FNN) calculations online. CAM-type resistance force is generated by the active performance of an electric motor which is controlled so as to oppose the motion of the patient's leg. A force sensor under the patient's foot on the device pedal provides data for feedback in a sliding-mode FNN control loop built around the motor. Via an active impedance control feedback system, the controller drives the motor to behave similarly to a damped spring by generating and controlling the amplitude and direction of the pedal force in relation to the patient's leg. Experiments demonstrate the high sensitivity and speed of the device. The PC-based feedback nature of the control loop means that sophisticated auto-adaptable CPM/CAM custom-designed physiotherapy becomes possible. The computer base also allows extensive data recording, data analysis and network-connected remote patient monitoring.

  12. Web-Based Interactive Video Vignettes Create a Personalized Active Learning Classroom for Introducing Big Ideas in Introductory Biology

    Science.gov (United States)

    Wright, L. Kate; Newman, Dina L.; Cardinale, Jean A.; Teese, Robert

    2016-01-01

    The typical "flipped classroom" delivers lecture material in video format to students outside of class in order to make space for active learning in class. But why give students passive material at all? We are developing a set of high-quality online educational materials that promote active, hands-on science learning to aid in teaching…

  13. A dissolution-diffusion sliding model for soft rock grains with hydro-mechanical effect

    Directory of Open Access Journals (Sweden)

    Z. Liu

    2018-06-01

    Full Text Available The deformation and failure of soft rock affected by hydro-mechanical (HM effect are one of the most concerns in geotechnical engineering, which are basically attributed to the grain sliding of soft rock. This study tried to develop a dissolution-diffusion sliding model for the typical red bed soft rock in South China. Based on hydration film, mineral dissolution and diffusion theory, and geochemical thermodynamics, a dissolution-diffusion sliding model with the HM effect was established to account for the sliding rate. Combined with the digital image processing technology, the relationship between the grain size of soft rock and the amplitude of sliding surface was presented. An equation for the strain rate of soft rocks under steady state was also derived. The reliability of the dissolution-diffusion sliding model was verified by triaxial creep tests on the soft rock with the HM coupling effect and by the relationship between the inversion average disjoining pressure and the average thickness of the hydration film. The results showed that the sliding rate of the soft rock grains was affected significantly by the waviness of sliding surface, the shear stress, and the average thickness of hydration film. The average grain size is essential for controlling the steady-state creep rate of soft rock. This study provides a new idea for investigating the deformation and failure of soft rock with the HM effect. Keywords: Soft rock, Hydro-mechanical (HM effect, Mineral dissolution-diffusion, Grain sliding model

  14. Seismic response of a sliding polar crane for a nuclear power plant

    International Nuclear Information System (INIS)

    Rieck, P.; Schlund, H.

    1981-01-01

    In the analysis, the bridge crane design is mathematically modeled in the vertical and lateral directions. The bridge crane system is postulated to vibrate in a linear-elastic fashion, until the dynamic reactions occurring at the crane wheel/support interface exceed the available resisting friction, at which time sliding is initiated. Sliding is postulated to continue until the relative velocity of the crane and supporting structure is zero, at which time a linear-elastic vibration mode is again developed. The analysis considers the variation in static and dynamic coefficients of friction and the variation of available friction resistance due to the crane vertical response. The initiation of sliding is modeled as an instantaneous event requiring a redescription of the crane system physical properties and coordinate system. Transfer from the vibrating system to the sliding system is governed by maintaining conservation of energy. Seismic excitation is defined using design floor response spectra appropriate for the crane system location. The design spectra are decomposed into a spectrum of acceleration time history harmonic motions which, when applied to a spectrum of single degree-of-freedom damped spring-mass oscillators, redevelops the original design spectra. The spectrum of acceleration times histories is used as base excitation to the mathematical model. Analytical results include sliding displacements and velocities, number of time sliding occurs, cumulative sliding displacements, and system kinetic and potential energy. A description of the crane system configuration and the development of the effective mass and stiffness values used in the analysis of the vibrating and sliding systems is presented. The equations of motions coupling the horizontal and vertical responses during the vibrating and sliding phases are presented. A discussion evaluating the applicability of the results, and how the results can be used for design, is also presented. (orig.)

  15. 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...

  16. VIDEO TO AMPLIFY BANKING STUDENT’S WRITING PERFORMANCE

    Directory of Open Access Journals (Sweden)

    Fenny Thresia -

    2017-02-01

    Full Text Available Abstract: Writing is activity to mix between the idea, vocabulary and also grammar. By looking at the problems, the teacher should make the proper method in teaching writing in order to increase the students writing skill and also make the writing be an interesting activity to them. One of the good methods is using video as a media of learning. Video can stimulates the student’s to makes them easier to find the ideas in writing process, because video included 3D and also the complex media. This research was aimed at detecting the influence of using video as a media toward student's writing performance.This research was quantitative research form and the sampling technique was random sampling. The data collection method in this research used the documentation and test that consist of pre-test and pos-test. The data analysis technique of this research used T-test as the hypothetical statistic calculation. Based on the research analysis, there is any positive and significant influence of using video as a media toward students’ writing performance of banking students.

  17. Baseball and softball sliding injuries: incidence and correlates during one high school league varsity season.

    Science.gov (United States)

    Stovak, Mark; Parikh, Amit; Harvey, Anne T

    2012-11-01

    To estimate injury rates associated with sliding in high school baseball and softball. Prospective cohort study. Community high school athletic events. Ten high school varsity baseball and softball teams over 1 season. All sliding attempts were recorded during each game and recorded as headfirst, feetfirst, or diveback. Base type, playing surface, and field conditions were also noted. Injury exposure rates by game exposures and sliding/diveback exposures. Data were collected from 153 baseball games and 166 softball games. A greater proportion of slides were associated with injury in softball than in baseball (42.0 and 4.9 per 1000 slides; P softball (55 vs 35 per 1000 slides; P = 0.74). More powerful studies are required to determine whether efforts to prevent baseball sliding injuries at the high school level should focus on better education in sliding technique or changes in equipment. Softball players are vulnerable to injury when wearing inadequate protective sliding apparel.

  18. 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....

  19. Tribological properties of ceramics evaluated at low sliding speeds

    International Nuclear Information System (INIS)

    Hayashi, Kazunori; Kano, Shigeki

    1998-03-01

    Low speed tribological properties of stainless steel, ceramics and hard metals were investigated in air at room temperature and in nitrogen atmosphere at high temperature for the consideration of sliding type support structure in intermediate heat exchanger of fast reactor. The following results are obtained. (1) In low speed friction measurements in air at room temperature, friction coefficients of ceramics and hard metals were smaller than that of stainless steel. Surface roughness of the specimens increased the friction force and silicon carbide showed the smallest friction coefficient among the specimens with mirror polished surface. (2) From the results of friction measurements at various sliding speeds in air at room temperature, friction coefficients of ceramics and hard metals were always stable and lower than that of stainless steel. Among ceramics, PSZ showed the smallest friction and silicon carbide showed the most stable friction at any sliding speeds. (3) Friction coefficients of silicon carbide and silicon nitride in nitrogen atmosphere at high temperature showed low values as measured at room temperature. On the contrary, friction coefficient of stainless steel measured in nitrogen atmosphere at high temperature were higher than that measured at room temperature, over 1. (4) In the reciprocal sliding tests in nitrogen atmosphere at high temperature, friction coefficient of stainless steel were over 1. On the contrary, the friction coefficients of ceramics were less than 1 instead of chipping during the slidings. (author)

  20. Frequency-shaped and observer-based discrete-time sliding mode control

    CERN Document Server

    Mehta, Axaykumar

    2015-01-01

    It is well established that the sliding mode control strategy provides an effective and robust method of controlling the deterministic system due to its well-known invariance property to a class of bounded disturbance and parameter variations. Advances in microcomputer technologies have made digital control increasingly popular among the researchers worldwide. And that led to the study of discrete-time sliding mode control design and its implementation. This brief presents, a method for multi-rate frequency shaped sliding mode controller design based on switching and non-switching type of reaching law. In this approach, the frequency dependent compensator dynamics are introduced through a frequency-shaped sliding surface by assigning frequency dependent weighing matrices in a linear quadratic regulator (LQR) design procedure. In this way, the undesired high frequency dynamics or certain frequency disturbance can be eliminated. The states are implicitly obtained by measuring the output at a faster rate than th...

  1. 3D DEM analyses of the 1963 Vajont rock slide

    Science.gov (United States)

    Boon, Chia Weng; Houlsby, Guy; Utili, Stefano

    2013-04-01

    The 1963 Vajont rock slide has been modelled using the distinct element method (DEM). The open-source DEM code, YADE (Kozicki & Donzé, 2008), was used together with the contact detection algorithm proposed by Boon et al. (2012). The critical sliding friction angle at the slide surface was sought using a strength reduction approach. A shear-softening contact model was used to model the shear resistance of the clayey layer at the slide surface. The results suggest that the critical sliding friction angle can be conservative if stability analyses are calculated based on the peak friction angles. The water table was assumed to be horizontal and the pore pressure at the clay layer was assumed to be hydrostatic. The influence of reservoir filling was marginal, increasing the sliding friction angle by only 1.6˚. The results of the DEM calculations were found to be sensitive to the orientations of the bedding planes and cross-joints. Finally, the failure mechanism was investigated and arching was found to be present at the bend of the chair-shaped slope. References Boon C.W., Houlsby G.T., Utili S. (2012). A new algorithm for contact detection between convex polygonal and polyhedral particles in the discrete element method. Computers and Geotechnics, vol 44, 73-82, doi.org/10.1016/j.compgeo.2012.03.012. Kozicki, J., & Donzé, F. V. (2008). A new open-source software developed for numerical simulations using discrete modeling methods. Computer Methods in Applied Mechanics and Engineering, 197(49-50), 4429-4443.

  2. Tribology. Mechanisms of antiwear tribofilm growth revealed in situ by single-asperity sliding contacts.

    Science.gov (United States)

    Gosvami, N N; Bares, J A; Mangolini, F; Konicek, A R; Yablon, D G; Carpick, R W

    2015-04-03

    Zinc dialkyldithiophosphates (ZDDPs) form antiwear tribofilms at sliding interfaces and are widely used as additives in automotive lubricants. The mechanisms governing the tribofilm growth are not well understood, which limits the development of replacements that offer better performance and are less likely to degrade automobile catalytic converters over time. Using atomic force microscopy in ZDDP-containing lubricant base stock at elevated temperatures, we monitored the growth and properties of the tribofilms in situ in well-defined single-asperity sliding nanocontacts. Surface-based nucleation, growth, and thickness saturation of patchy tribofilms were observed. The growth rate increased exponentially with either applied compressive stress or temperature, consistent with a thermally activated, stress-assisted reaction rate model. Although some models rely on the presence of iron to catalyze tribofilm growth, the films grew regardless of the presence of iron on either the tip or substrate, highlighting the critical role of stress and thermal activation. Copyright © 2015, American Association for the Advancement of Science.

  3. Involvement. Senior citizens' recreational activities.

    Science.gov (United States)

    Gregersen, U B

    1992-06-01

    During the last 18 years, senior citizens in Viborg, Denmark, have participated in study circles based on the theory of impression pedagogy and socially relevant activities. They arrange excursions at home and abroad and make films about the trips. They teach schoolchildren, students at folk high schools, and nurses, as well as occupational therapists and physiotherapists. They publish poems and books, write role plays, stage musicals, sing in choirs, and function as tour guides in town. They set up educational color slide programmes on preventing bone fractures, dealing with the problem of reduced hearing, and the importance of healthy food and exercise. They travel abroad and talk about Denmark and the conditions for senior citizens in our country. With the support of the Danish Ministry for Social Affairs, they produce videos about their activities as a source of inspiration to others. The use of drugs by the participants in the study circles has declined, while the level of activities has increased, and none of the participants has ever had to enter residential care.

  4. Do medical students watch video clips in eLearning and do these facilitate learning?

    Science.gov (United States)

    Romanov, Kalle; Nevgi, Anne

    2007-06-01

    There is controversial evidence of the impact of individual learning style on students' performance in computer-aided learning. We assessed the association between the use of multimedia materials, such as video clips, and collaborative communication tools with learning outcome among medical students. One hundred and twenty-one third-year medical students attended a course in medical informatics (0.7 credits) consisting of lectures, small group sessions and eLearning material. The eLearning material contained six learning modules with integrated video clips and collaborative learning tools in WebCT. Learning outcome was measured with a course exam. Approximately two-thirds of students (68.6%) viewed two or more videos. Female students were significantly more active video-watchers. No significant associations were found between video-watching and self-test scores or the time used in eLearning. Video-watchers were more active in WebCT; they loaded more pages and more actively participated in discussion forums. Video-watching was associated with a better course grade. Students who watched video clips were more active in using collaborative eLearning tools and achieved higher course grades.

  5. Geometry of the free-sliding Bernoulli beam

    Directory of Open Access Journals (Sweden)

    Moreno Giovanni

    2016-12-01

    Full Text Available If a variational problem comes with no boundary conditions prescribed beforehand, and yet these arise as a consequence of the variation process itself, we speak of the free boundary values variational problem. Such is, for instance, the problem of finding the shortest curve whose endpoints can slide along two prescribed curves. There exists a rigorous geometric way to formulate this sort of problems on smooth manifolds with boundary, which we review here in a friendly self-contained way. As an application, we study the particular free boundary values variational problem of the free-sliding Bernoulli beam.

  6. Development of video probe system for inspection of feeder pipe support in calandria reactor

    International Nuclear Information System (INIS)

    Cho, Jai Wan; Lee, Nam Ho; Choi, Young Soo

    2000-07-01

    There are 760 feederpipes, which they are connected to inlet/outlet of the 380 pressure tube channels on the front of the calandria, in CANDU-type Reactor of Wolsung Nuclear Power Plant. As an ISI(In-Service Inspection) and PSI (Post- Service Inspection) requirements, maintenance activities of measuring the thickness of curvilinear part of feederpipe and inspecting the feederpipe support area within calandria are needed to ensure continued reliable operation of nuclear power plant. And untrasonic probe is used to measure the thickness of curvilinear part of feederpipe, however workers are exposed to radioactivity irradiation during the measurement period. But, it is impossible to inspect feederpipe support area thoroughlv because of narrow and confined accessibility, that is, an inspection space between the pressure tube channels is less than 100mm and pipes in feederpipe support area are congested. And also, workers involved in inspecting feederpipe support area are under the jeopardy of high-level radiation exposure. Concerns about sliding home, which make the move of feederpipe connected to pressure tube channel smooth as pressure tube expands and contracts in its axial direction, stuck to feederpipe support and some of the structural components have made necessary the development of video inspection probe system with narrow and confined accessibility to observe and inspect feederpipe support area more close. Using video inspection probe system, it is possible to inspect and repair abnormality of feederpipe support connected to pressure tube channels of the calandria more accurate and quantative than naked eye. Therefore, that will do much for ensuring safety of CANDU-type nuclear power plant

  7. Investigation of material transfer in sliding friction-topography or surface chemistry?

    OpenAIRE

    Westlund, V.; Heinrichs, J.; Olsson, M.; Jacobson, S.

    2016-01-01

    To differentiate between the roles of surface topography and chemical composition on influencing friction and transfer in sliding contact, a series of tests were performed in situ in an SEM. The initial sliding during metal forming was investigated, using an aluminum tip representing the work material, put into sliding contact with a polished flat tool material. Both DLC-coated and uncoated tool steel was used. By varying the final polishing step of the tool material, different surface topogr...

  8. Towards a numerical run-out model for quick-clay slides

    Science.gov (United States)

    Issler, Dieter; L'Heureux, Jean-Sébastien; Cepeda, José M.; Luna, Byron Quan; Gebreslassie, Tesfahunegn A.

    2015-04-01

    Highly sensitive glacio-marine clays occur in many relatively low-lying areas near the coasts of eastern Canada, Scandinavia and northern Russia. If the load exceeds the yield stress of these clays, they quickly liquefy, with a reduction of the yield strength and the viscosity by several orders of magnitude. Leaching, fluvial erosion, earthquakes and man-made overloads, by themselves or combined, are the most frequent triggers of quick-clay slides, which are hard to predict and can attain catastrophic dimensions. The present contribution reports on two preparatory studies that were conducted with a view to creating a run-out model tailored to the characteristics of quick-clay slides. One study analyzed the connections between the morphological and geotechnical properties of more than 30 well-documented Norwegian quick-clay slides and their run-out behavior. The laboratory experiments by Locat and Demers (1988) suggest that the behavior of quick clays can be reasonably described by universal relations involving the liquidity index, plastic index, remolding energy, salinity and sensitivity. However, these tests should be repeated with Norwegian clays and analyzed in terms of a (shear-thinning) Herschel-Bulkley fluid rather than a Bingham fluid because the shear stress appears to grow in a sub-linear fashion with the shear rate. Further study is required to understand the discrepancy between the material parameters obtained in laboratory tests of material from observed slides and in back-calculations of the same slides with the simple model by Edgers & Karlsrud (1982). The second study assessed the capability of existing numerical flow models to capture the most important aspects of quick-clay slides by back-calculating three different, well documented events in Norway: Rissa (1978), Finneidfjord (1996) and Byneset (2012). The numerical codes were (i) BING, a quasi-two-dimensional visco-plastic model, (ii) DAN3D (2009 version), and (iii) MassMov2D. The latter two are

  9. Secure and Efficient Reactive Video Surveillance for Patient Monitoring

    Directory of Open Access Journals (Sweden)

    An Braeken

    2016-01-01

    Full Text Available Video surveillance is widely deployed for many kinds of monitoring applications in healthcare and assisted living systems. Security and privacy are two promising factors that align the quality and validity of video surveillance systems with the caliber of patient monitoring applications. In this paper, we propose a symmetric key-based security framework for the reactive video surveillance of patients based on the inputs coming from data measured by a wireless body area network attached to the human body. Only authenticated patients are able to activate the video cameras, whereas the patient and authorized people can consult the video data. User and location privacy are at each moment guaranteed for the patient. A tradeoff between security and quality of service is defined in order to ensure that the surveillance system gets activated even in emergency situations. In addition, the solution includes resistance against tampering with the device on the patient’s side.

  10. 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.

  11. Hand ultrasound: a high-fidelity simulation of lung sliding.

    Science.gov (United States)

    Shokoohi, Hamid; Boniface, Keith

    2012-09-01

    Simulation training has been effectively used to integrate didactic knowledge and technical skills in emergency and critical care medicine. In this article, we introduce a novel model of simulating lung ultrasound and the features of lung sliding and pneumothorax by performing a hand ultrasound. The simulation model involves scanning the palmar aspect of the hand to create normal lung sliding in varying modes of scanning and to mimic ultrasound features of pneumothorax, including "stratosphere/barcode sign" and "lung point." The simple, reproducible, and readily available simulation model we describe demonstrates a high-fidelity simulation surrogate that can be used to rapidly illustrate the signs of normal and abnormal lung sliding at the bedside. © 2012 by the Society for Academic Emergency Medicine.

  12. 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...

  13. 3D finite element modeling of sliding wear

    Science.gov (United States)

    Buentello Hernandez, Rodolfo G.

    Wear is defined as "the removal of material volume through some mechanical process between two surfaces". There are many mechanical situations that can induce wear and each can involve many wear mechanisms. This research focuses on the mechanical wear due to dry sliding between two surfaces. Currently there is a need to identify and compare materials that would endure sliding wear under severe conditions such as high velocities. The high costs associated with the field experimentation of systems subject to high-speed sliding, has prevented the collection of the necessary data required to fully characterize this phenomena. Simulating wear through Finite Elements (FE) would enable its prediction under different scenarios and would reduce experimentation costs. In the aerospace, automotive and weapon industries such a model can aid in material selection, design and/or testing of systems subjected to wear in bearings, gears, brakes, gun barrels, slippers, locomotive wheels, or even rocket test tracks. The 3D wear model presented in this dissertation allows one to reasonably predict high-speed sliding mechanical wear between two materials. The model predictions are reasonable, when compared against those measured on a sled slipper traveling over the Holloman High Speed Tests Track. This slipper traveled a distance of 5,816 meters in 8.14 seconds and reached a maximum velocity of 1,530 m/s.

  14. Hydrodynamic sliding bearings vs. roller bearings. Segmented sliding bearings for higher rotational speed; Hydrodynamische Gleitlager versus Waelzlager. Segmentgleitlager fuer hoehere Drehzahlen

    Energy Technology Data Exchange (ETDEWEB)

    Hagenhoff, M.; Sauer, M. [Main-Metall-Giesserei Fritz Schorr GmbH und Co. KG, Altenglan (Germany)

    2004-10-01

    Hydrodynamic sliding bearings are considered only in cases when roller bearings reach their speed limits and there is no other solution. However, this view neglects the fact that there are modern, optimised sliding bearings which have more advantages over roller bearings than should be expected. Many producers of sliding bearings also have computer programs enabling them to offer customised solutions, i.e. optimal adaptation of the bearings to their specific operating conditions. (orig.) [German] Hydrodynamische Gleitlager werden oft erst dann in Betracht gezogen, wenn man an die Drehzahlgrenzen von Waelzlagern stoesst und keine andere sinnvolle Alternative mehr in Frage kommt. Dabei uebersieht man leicht, dass es moderne, optimierte Gleitlagerkonstruktionen gibt, die weitaus haeufiger ihre Staerken im Vergleich zu Waelzlagern ausspielen koennen als zunaechst vermutet. Viele Gleitlagerhersteller haben zudem heute Berechnungsprogramme zur Verfuegung, die eine optimale Anpassung der Lager an die speziellen Betriebsbedingungen erlauben. (orig.)

  15. 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...

  16. Development of a reader for track etch detectors based on a commercially available slide scanner

    CERN Document Server

    Steele, J D; Tanner, R J; Bartlett, D T

    1999-01-01

    NRPB has operated a routine neutron personal dosimetry service based on the electrochemical etch of PADC elements since 1986. Since its inception it has used an automated reader based on a video camera and real time analysis. A new and more powerful replacement system has been developed using a commercially available photographic slide scanner. This permits a complete image of the dosemeter to be grabbed in a single scan, generating a 2592x3888 pixel file which is saved for subsequent analysis. This gives an effective pixel size of 10x10 mu m with an image of the entire dosemeter in one field of view. Custom written software subsequently analyses the image to assess the number of etched pits on the dosemeter and read the detector identification number (code). Batch scanning of up to 40 detectors is also possible using an autofeed attachment. The system can be used for electrochemically etched tracks for neutron detectors and chemically etched tracks for radon detectors.

  17. Sliding behavior of oil droplets on nanosphere stacking layers with different surface textures

    International Nuclear Information System (INIS)

    Hsieh, Chien-Te; Wu, Fang-Lin; Chen, Wei-Yu

    2010-01-01

    Two facile coating techniques, gravitational sediment and spin coating, were applied for the creation of silica sphere stacking layers with different textures onto glass substrates that display various sliding abilities toward liquid drops with different surface tensions, ranged from 25.6 to 72.3 mN/m. The resulting silica surface exhibits oil repellency, long-period durability > 30 days, and oil sliding capability. The two-tier texture offers a better roll-off ability toward liquid drops with a wide range of γ L , ranged from 30.2 to 72.3 mN/m, i.e., when the sliding angle (SA) ad ) appears to describe the sliding behavior within the W ad region: 2.20-3.03 mN/m. The smaller W ad , the easier drop sliding (i.e., the smaller SA value) takes place on the surfaces. The W ad value ∼3.03 mN/m shows a critical kinetic barrier for drop sliding on the silica surfaces from stationary to movement states. This work proposes a mathematical model to simulate the sliding behavior of oil drops on a nanosphere stacking layer, confirming the anti-oil contamination capability.

  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. Failure mechanism of coated biomaterials under high impact-sliding contact stresses

    Science.gov (United States)

    Chen, Ying

    This study uses a newly developed testing method--- inclined cyclic impact-sliding test to investigate the failure behaviors of different types of biomaterials, (SS316L, Ti6Al4V and CoCr) coated by different coatings (TiN, DLC and PEO), under extremely high dynamic contact stress conditions. This test method can simulate the combined impact and sliding/rolling loading conditions, which is very practical in many aspects of commercial usages. During the tests, fatigue cracking, chipping, peeling and material transferring were observed in damaged area. This research is mainly focused on the failure behaviors of load-bearing materials which cyclic impacting and sliding are always involved. This purpose was accomplished in the three stages: First, impact-sliding test was carried out on TiN coated unhardened M2. It was found that soft substrate can cause early failure of coating due to the considerable plastic deformation in the substrate. In this case, stronger substrate is required to support coating better when tested under high contact stresses. Second, PEO coated Ti-6Al-4V was tested under pure sliding and impact-sliding wear conditions. PEO coating was found not strong enough to afford the high contact pressure under cyclic impact-sliding wear test due to its porous surface structure. However, the wear performance of PEO coating was enhanced due to the sub-stoichiometric oxide. To sum up, for load-bearing biomedical implants involved in high impacting movement, PEO coating may not be a promising surface protection. Third, the dense, smooth PVD/CVD bio-inert coatings were reconsidered. DLC and TiN coatings, combined by different substrates together with different interface materials were tested under the cyclic impact-sliding test using a set of proper loading. The results show that to choose a proper combination of coating, interface and substrate based on their mechanical properties is of great importance under the test condition. Hard substrates provide support

  20. 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.

  1. The Learning Potential of Video Sketching

    DEFF Research Database (Denmark)

    Gundersen, Peter Bukovica; Ørngreen, Rikke; Hautopp, Heidi

    2017-01-01

    , designers across various disciplines have used sketching as an integrative part of their everyday practice, and sketching has proven to have a multitude of purposes in professional design. The purpose of this paper is to explore what happens when an extra layer of video recording is added during the early...... a new one or another is rejected. Also, video can make participants very and even too self-aware, though in explanatory and persuasive sessions, this may support participants to use more precise and explicit language. Based on these experiments, four different steps of collaborative video sketching have...... been identified: shaping, recording, viewing and editing. Combined with the different modes, these steps constitute the basis of our video sketching framework. This framework has been used as a tool for redesigning learning activities. It suggests new scenarios to include in future research using...

  2. Tribological Behaviour of W-DLC against an Aluminium Alloy Subjected to Lubricated Sliding

    Directory of Open Access Journals (Sweden)

    S. Bhowmick

    2015-09-01

    Full Text Available Diamond like carbon (DLC coatings mitigate aluminium adhesion and reduce friction under the ambient conditions but their tribological behaviour under lubricated sliding need to be further investigated. In this study, tribological tests were performed to evaluate the friction and wear characteristics of W-DLC and H-DLC coatings sliding against an aluminium alloy (319 Al under unlubricated (40 % RH and lubricated sliding conditions. For unlubricated sliding, coefficient of friction (COF values of H-DLC and W-DLC were 0.15 and 0.20. A lower COF value of 0.11 was observed when W-DLC was tested using lubricant oil incorporating sulphur while the H-DLC’s COF remained almost unchanged. The mechanisms responsible for the low friction of W-DLC observed during lubricated sliding were revealed by studying the compositions of the coating surfaces and the transfer layers formed on 319 Al. Micro-Raman spectroscopy indicated that the transfer layers formed during lubricated sliding of W-DLC incorporated tungsten disulphide (WS2.

  3. Simplex sliding mode control for nonlinear uncertain systems via chaos optimization

    International Nuclear Information System (INIS)

    Lu, Zhao; Shieh, Leang-San; Chen, Guanrong; Coleman, Norman P.

    2005-01-01

    As an emerging effective approach to nonlinear robust control, simplex sliding mode control demonstrates some attractive features not possessed by the conventional sliding mode control method, from both theoretical and practical points of view. However, no systematic approach is currently available for computing the simplex control vectors in nonlinear sliding mode control. In this paper, chaos-based optimization is exploited so as to develop a systematic approach to seeking the simplex control vectors; particularly, the flexibility of simplex control is enhanced by making the simplex control vectors dependent on the Euclidean norm of the sliding vector rather than being constant, which result in both reduction of the chattering and speedup of the convergence. Computer simulation on a nonlinear uncertain system is given to illustrate the effectiveness of the proposed control method

  4. Sliding mode controller for a photovoltaic pumping system

    Science.gov (United States)

    ElOugli, A.; Miqoi, S.; Boutouba, M.; Tidhaf, B.

    2017-03-01

    In this paper, a sliding mode control scheme (SMC) for maximum power point tracking controller for a photovoltaic pumping system, is proposed. The main goal is to maximize the flow rate for a water pump, by forcing the photovoltaic system to operate in its MPP, to obtain the maximum power that a PV system can deliver.And this, through the intermediary of a sliding mode controller to track and control the MPP by overcoming the power oscillation around the operating point, which appears in most implemented MPPT techniques. The sliding mode control approach is recognized as one of the efficient and powerful tools for nonlinear systems under uncertainty conditions.The proposed controller with photovoltaic pumping system is designed and simulated using MATLAB/SIMULINK environment. In addition, to evaluate its performances, a classical MPPT algorithm using perturb and observe (P&O) has been used for the same system to compare to our controller. Simulation results are shown.

  5. Sliding Adhesion Dynamics of Isolated Gecko Setal Arrays

    Science.gov (United States)

    Sponberg, Simon; Autumn, Kellar

    2003-03-01

    The tokay gecko (Gekko gecko) can adhere to nearly any surface through van der Waals interactions of the specialized setae (b-keratin "hairs") of its toe pads. Our recent research has suggested that a gecko is substantially overbuilt for static adhesion requiring as little as 0.03of its theoretical adhesive capacity. We performed the first sliding adhesion experiments on this novel biological adhesive to determine its response to dynamic loading. We isolated arrays of setae and constructed a precision controlled Robo-toe to study sliding effects. Our results indicate that, unlike many typical adhesives, gecko setal arrays exhibit an increased frictional force upon sliding (mk > ms) which further increases with velocity, suggesting that perturbation rejection may be an evolutionary design principle underlying the evolution of the gecko adhesive. We compare these dynamic properties with those of other adhesives and explore the impacts of these results on the design of artificial adhesives.

  6. Optimal Image Data Compression For Whole Slide Images

    Directory of Open Access Journals (Sweden)

    J. Isola

    2016-06-01

    Differences in WSI file sizes of scanned images deemed “visually lossless” were significant. If we set Hamamatsu Nanozoomer .NDPI file size (using its default “jpeg80 quality” as 100%, the size of a “visually lossless” JPEG2000 file was only 15-20% of that. Comparisons to Aperio and 3D-Histech files (.svs and .mrxs at their default settings yielded similar results. A further optimization of JPEG2000 was done by treating empty slide area as uniform white-grey surface, which could be maximally compressed. Using this algorithm, JPEG2000 file sizes were only half, or even smaller, of original JPEG2000. Variation was due to the proportion of empty slide area on the scan. We anticipate that wavelet-based image compression methods, such as JPEG2000, have a significant advantage in saving storage costs of scanned whole slide image. In routine pathology laboratories applying WSI technology widely to their histology material, absolute cost savings can be substantial.  

  7. Dashboard Videos

    Science.gov (United States)

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

    2012-01-01

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

  8. NuPECC Meeting - Nuclear Physics in France - Slides of the presentations

    International Nuclear Information System (INIS)

    Guillemaud-Mueller, D.; Sorlin, O.; Lansberg, J.P.; Laune, B.; Brasse, D.; Grambow, B.; Chomaz, P.; Baube, E.; Garcon, M.; Dael, A.; Mur, M.; Lewitowicz, M.

    2012-01-01

    In France the research in nuclear physics is made in 2 institutes: IN2P3 (National Institute for Nuclear Physics and Particle Physics) that belongs to CNRS (National Center for Scientific Research) and IRFU (Institute of Research of the Fundamental laws of the Universe) that belongs to CEA (French Alternative Energies and Atomic Energy Commission). This series of slides describes the organization, the activities and the main research programs of both institutes

  9. 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

  10. 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

  11. Experimental visualization coalesced interaction of sliding bubble near wall in vertical narrow rectangular channel

    International Nuclear Information System (INIS)

    Xu Jianjun; Chen Bingde; Wang Xiaojun

    2011-01-01

    The characteristic of the coalesced sliding bubble was visually observed by wide side and narrow side of the narrow rectangular channel using high speed digital camera. The results show that the coalesced time among the sliding bubbles is quick, and the new formation of coalesced bubble is not lift-off, and it continues to slide along the heated surface in low heat flux for the isolated bubble region. The influence region is about 2 times projected area of the sliding bubble when the sliding bubbles begin to interact. The sliding bubble velocities increase duo to the interaction among the bubbles, which contributes to enhance heat transfer of this region. Finally, the effect of coalesced interaction of growing bubble in the nucleation sites on bubble lift-off was discussed and analysed. (authors)

  12. Automated robust registration of grossly misregistered whole-slide images with varying stains

    Science.gov (United States)

    Litjens, G.; Safferling, K.; Grabe, N.

    2016-03-01

    Cancer diagnosis and pharmaceutical research increasingly depend on the accurate quantification of cancer biomarkers. Identification of biomarkers is usually performed through immunohistochemical staining of cancer sections on glass slides. However, combination of multiple biomarkers from a wide variety of immunohistochemically stained slides is a tedious process in traditional histopathology due to the switching of glass slides and re-identification of regions of interest by pathologists. Digital pathology now allows us to apply image registration algorithms to digitized whole-slides to align the differing immunohistochemical stains automatically. However, registration algorithms need to be robust to changes in color due to differing stains and severe changes in tissue content between slides. In this work we developed a robust registration methodology to allow for fast coarse alignment of multiple immunohistochemical stains to the base hematyoxylin and eosin stained image. We applied HSD color model conversion to obtain a less stain color dependent representation of the whole-slide images. Subsequently, optical density thresholding and connected component analysis were used to identify the relevant regions for registration. Template matching using normalized mutual information was applied to provide initial translation and rotation parameters, after which a cost function-driven affine registration was performed. The algorithm was validated using 40 slides from 10 prostate cancer patients, with landmark registration error as a metric. Median landmark registration error was around 180 microns, which indicates performance is adequate for practical application. None of the registrations failed, indicating the robustness of the algorithm.

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

    Science.gov (United States)

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

    2018-06-06

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

  14. The simplex method for nonlinear sliding mode control

    Directory of Open Access Journals (Sweden)

    Bartolini G.

    1998-01-01

    Full Text Available General nonlinear control systems described by ordinary differential equations with a prescribed sliding manifold are considered. A method of designing a feedback control law such that the state variable fulfills the sliding condition in finite time is based on the construction of a suitable simplex of vectors in the tangent space of the manifold. The convergence of the method is proved under an obtuse angle condition and a way to build the required simplex is indicated. An example of engineering interest is presented.

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

    Medline Plus

    Full Text Available ... videos from Veterans Health Administration Talking About It Matters see more videos from Veterans Health Administration Stand ... Health Administration I am A Veteran Family/Friend Active Duty/Reserve and Guard Signs of Crisis Identifying ...

  16. Tribochemical synthesis of nano-lubricant films from adsorbed molecules at sliding solid interface: Tribo-polymers from α-pinene, pinane, and n-decane

    Science.gov (United States)

    He, Xin; Barthel, Anthony J.; Kim, Seong H.

    2016-06-01

    The mechanochemical reactions of adsorbed molecules at sliding interfaces were studied for α-pinene (C10H16), pinane (C10H18), and n-decane (C10H22) on a stainless steel substrate surface. During vapor phase lubrication, molecules adsorbed at the sliding interface could be activated by mechanical shear. Under the equilibrium adsorption condition of these molecules, the friction coefficient of sliding steel surfaces was about 0.2 and a polymeric film was tribochemically produced. The synthesis yield of α-pinene tribo-polymers was about twice as much as pinane tribo-polymers. In contrast to these strained bicyclic hydrocarbons, n-decane showed much weaker activity for tribo-polymerization at the same mechanical shear condition. These results suggested that the mechanical shear at tribological interfaces could induce the opening of the strained ring structure of α-pinene and pinane, which leads to polymerization of adsorbed molecules at the sliding track. On a stainless steel surface, such polymerization reactions of adsorbed molecules do not occur under typical surface reaction conditions. The mechanical properties and boundary lubrication efficiency of the produced tribo-polymer films are discussed.

  17. Video Gaming Promotes Concussion Knowledge Acquisition in Youth Hockey Players

    Science.gov (United States)

    Goodman, David; Bradley, Nori L.; Paras, Bradley, Williamson, Ian J.; Bizzochi, James

    2006-01-01

    While the positive uses for video games in an educational setting have also been established, the educational aim is usually made explicit. The goal of this research was to develop a video game wherein the educational aspect was implicitly embedded in the video game, such that the gameing activity remained interesting and relevant. Following a…

  18. On decentralized adaptive full-order sliding mode control of multiple UAVs.

    Science.gov (United States)

    Xiang, Xianbo; Liu, Chao; Su, Housheng; Zhang, Qin

    2017-11-01

    In this study, a novel decentralized adaptive full-order sliding mode control framework is proposed for the robust synchronized formation motion of multiple unmanned aerial vehicles (UAVs) subject to system uncertainty. First, a full-order sliding mode surface in a decentralized manner is designed to incorporate both the individual position tracking error and the synchronized formation error while the UAV group is engaged in building a certain desired geometric pattern in three dimensional space. Second, a decentralized virtual plant controller is constructed which allows the embedded low-pass filter to attain the chattering free property of the sliding mode controller. In addition, robust adaptive technique is integrated in the decentralized chattering free sliding control design in order to handle unknown bounded uncertainties, without requirements for assuming a priori knowledge of bounds on the system uncertainties as stated in conventional chattering free control methods. Subsequently, system robustness as well as stability of the decentralized full-order sliding mode control of multiple UAVs is synthesized. Numerical simulation results illustrate the effectiveness of the proposed control framework to achieve robust 3D formation flight of the multi-UAV system. Copyright © 2017 ISA. Published by Elsevier Ltd. All rights reserved.

  19. Adaptive fuzzy sliding control of single-phase PV grid-connected inverter.

    Science.gov (United States)

    Fei, Juntao; Zhu, Yunkai

    2017-01-01

    In this paper, an adaptive fuzzy sliding mode controller is proposed to control a two-stage single-phase photovoltaic (PV) grid-connected inverter. Two key technologies are discussed in the presented PV system. An incremental conductance method with adaptive step is adopted to track the maximum power point (MPP) by controlling the duty cycle of the controllable power switch of the boost DC-DC converter. An adaptive fuzzy sliding mode controller with an integral sliding surface is developed for the grid-connected inverter where a fuzzy system is used to approach the upper bound of the system nonlinearities. The proposed strategy has strong robustness for the sliding mode control can be designed independently and disturbances can be adaptively compensated. Simulation results of a PV grid-connected system verify the effectiveness of the proposed method, demonstrating the satisfactory robustness and performance.

  20. Effect of friction on the slide guide in an elevator system

    Energy Technology Data Exchange (ETDEWEB)

    Zhang, X-g; Li, H-g; Meng, G [State Key Laboratory of Mechanical System and Vibration, Shanghai Jiaotong University, Shanghai 200240 (China)], E-mail: xingang.zhang@gmail.com

    2008-02-15

    The slide guide in an elevator moves in contact against the guide rail. This kind of surface contact exhibits a highly non-linear hysteretic friction behaviour which hampers greatly the riding quality of the elevator system. This paper presents an experimental investigation on this type of phenomenon through measuring the contact friction force between the interface of the slide guide and the rail under different combination of input parameters. The experiment shows frictional behaviours including pre-sliding/gross-sliding regimes, transition behaviour between them, time lag, and velocity (weakening and strengthening) dependence. In addition, it is found that different materials in contact, lubrications and friction duration have strong impacts on evaluation of the friction characteristics. The observations in the test provide an insight into relationships between different friction behaviours and can be used to validate the appropriate theoretical friction models.