Science.gov

Sample records for interactive video technology

  1. New Integrated Video and Graphics Technology: Digital Video Interactive.

    ERIC Educational Resources Information Center

    Optical Information Systems, 1987

    1987-01-01

    Describes digital video interactive (DVI), a new technology which combines the interactivity of the graphics capabilities in personal computers with the realism of high-quality motion video and multitrack audio in an all-digital integrated system. (MES)

  2. Instructional Technology: The Information Superhighway, the Internet, Interactive Video Networks.

    ERIC Educational Resources Information Center

    Odell, Kerry S.; And Others

    1994-01-01

    Includes "It Boggles the Mind" (Odell); "Merging Your Classroom onto the Information Superhighway" (Murphy); "The World's Largest Computer Network" (Fleck); "The Information Highway in Iowa" (Miller); "Interactive Video Networks in Secondary Schools" (Swan et al.); and "Upgrade to Humancentric Technology" (Berry). (JOW)

  3. Interactive Video Technology: Enhancing Professional Learning in Initial Teacher Education

    ERIC Educational Resources Information Center

    Marsh, Brian; Mitchell, Nick; Adamczyk, Peter

    2010-01-01

    The University of Sussex In-School Teacher Education Project (InSTEP) uses interactive video technologies to enhance initial teacher education programmes for science trainee teachers. With four Internet Protocol cameras and mounted microphones in both school laboratories and the university teaching room, trainees and their tutors have access to…

  4. A Technological Teaching Tool: Interactive Video Systems.

    ERIC Educational Resources Information Center

    Rittenhouse, Robert K.; And Others

    1993-01-01

    This discussion of interactive videodisc systems for students who are deaf or hard of hearing considers the advantages and disadvantages of such systems, system use, videodisc capabilities, interactive alternatives, and selecting a system for a school. A list of equipment manufacturers, laser disc producers, and specialty sources is provided. (DB)

  5. Interactive Video.

    ERIC Educational Resources Information Center

    Boyce, Carol

    1992-01-01

    A workshop on interactive video was designed for fourth and fifth grade students, with the goals of familiarizing students with laser disc technology, developing a cadre of trained students to train other students and staff, and challenging able learners to utilize higher level thinking skills while conducting a research project. (JDD)

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

    ERIC Educational Resources Information Center

    Russell, William D.; Newton, Mark

    2008-01-01

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

  7. Visuals for Interactive Video: Old Fashioned Images for a New Fangled Technology.

    ERIC Educational Resources Information Center

    Braden, Roberts A.

    Pointing out that interactive video (IAV) represents a synthesis of four primary technologies--computers, television, visual design, and instructional design--this paper discusses the what, why, and how of IAV visuals. The features and relevant aspects of each technology are briefly discussed, as well as the impact of each of these technologies…

  8. Integrating Video-Capture Virtual Reality Technology into a Physically Interactive Learning Environment for English Learning

    ERIC Educational Resources Information Center

    Yang, Jie Chi; Chen, Chih Hung; Jeng, Ming Chang

    2010-01-01

    The aim of this study is to design and develop a Physically Interactive Learning Environment, the PILE system, by integrating video-capture virtual reality technology into a classroom. The system is designed for elementary school level English classes where students can interact with the system through physical movements. The system is designed to…

  9. Digital Video Interaction (DVI) Technology: The World's New Frontier in Education, Training and Development?

    ERIC Educational Resources Information Center

    Bassoppo-Moyo, Temba C.

    1997-01-01

    Explores the power of Digital Video Interaction (DVI) technology, specifically its ability to combine multimedia tools to form a single communication engine. Looks at what DVI is, its historical origins, its importance, how it works, and where its impact might be felt in the next century. Examines the potential of DVI in developing countries for…

  10. Inservice Training of Primary Teachers Through Interactive Video Technology: An Indian Experience

    NASA Astrophysics Data System (ADS)

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

    1998-01-01

    India has yet to achieve elementary education for all children. Among the centrally sponsored initiatives to improve education are Operation Blackboard, to provide sufficient teachers and buildings, Minimum Levels of Learning, which set achievement targets, and the Special Orientation Programme for Primary School Teachers (SOPT). This article focuses on the last of these and describes the new technology used to train teachers so that the losses in transmission inherent in the cascade model are avoided. Interactive Video Technology involving the Indira Gandhi Open University and the Indian Space Research Organisation was used experimentally in seven-day training courses for primary school teachers in 20 centres in Karnataka State, providing one-way video transmissions and telephone feedback to experts from the centres. The responses from teachers and their trainers indicate considerable potential for the exploitation of new technology where large numbers of teachers require training.

  11. The Interactive Video-Questionnaire: A New Technology for Interviewing Deaf Persons.

    ERIC Educational Resources Information Center

    Lipton, Douglas S.; Goldstein, Marjorie F.; Fahnbulleh, F. Wellington; Gertz, Eugenie N.

    1996-01-01

    Describes the development of the Interactive Video Questionnaire for interviewing deaf persons. The questionnaire uses videodisc and bar-code readers to present survey questions on screen in American Sign Language, Signed English, speech reading, or as English subtitles. (DB)

  12. HEP visualization and video technology

    SciTech Connect

    Lebrun, P.; Swoboda, D.

    1994-12-31

    The use of scientific visualization for HEP analysis is briefly reviewed. The applications are highly interactive and very dynamical in nature. At Fermilab, E687, in collaboration with Visual Media Services, has produced a 1/2 hour video tape demonstrating the capability of SGI-EXPLORER applied to a Dalitz Analysis of Charm decay. This short contribution describes the authors experience with visualization and video technologies.

  13. Use of Interactive Video Technology To Teach Middle School Mathematics in Chicago Schools, September-November, 2000. Final Evaluation Report.

    ERIC Educational Resources Information Center

    Northeastern Illinois Univ., Chicago. Dept. of Teacher Education.

    This paper presents the evaluation of a program on the use of interactive video technology to teach mathematics in middle schools. The implementation of the Adventures of Jasper Woodbury mathematics program involved 17 math teachers from eight schools in the Chicago area from September through November, 2000. The teachers were trained at…

  14. An Evaluation of a Two Week Teaching Trial Using Interactive Video Technology: Perceptions of Students and Staff.

    ERIC Educational Resources Information Center

    Baker, R. A.; Hansford, B. C.

    This report is concerned with an evaluation of a 2-week teaching trial in 1989 that utilized compressed data--interactive video technology. The trial was a collaborative venture of the University of New England (UNE), TELECOM, the Department of Education, Employment and Training (DEET), and SONY. In general, the University of New England supplied…

  15. Interactive Video, The Next Step

    NASA Astrophysics Data System (ADS)

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

    2012-12-01

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

  16. Interactive Video Networks: Experiences, Issues and Challenges.

    ERIC Educational Resources Information Center

    Stahl, Bil

    1993-01-01

    Discusses multipoint interactive video networks and describes experiences with two networks in North Carolina, the MCNC CONCERT (COmmunications network of North Carolina for Education, Research, and Technology) and the Vision Carolina network. Digital video is explained, and issues concerning various components of the telecommunications industry…

  17. Interactive Video at Miami-Dade Community College.

    ERIC Educational Resources Information Center

    Tross, Glenn; Di Stefano, Mary F.

    Based on the experiences of the Division of Computer-Based Instructional Development and Research at Miami-Dade Community College in developing interactive video programs, this paper explains what interactive video is, outlines the process used in creating such programs, and describes two specific applications of interactive video technology.…

  18. Interactive Video: A Cross Curriculum Computer Project.

    ERIC Educational Resources Information Center

    Grimm, Floyd M., III; And Others

    Responding to the rapid development and often prohibitive costs of new classroom instruction technology, a group of interested faculty at Harford Community College (HCC), in Maryland, formed three Interactive Video (IV) Teams to explore the possibilities of using existing computer hardware and software at the college for interactive video…

  19. Shell Scores with Interactive Video.

    ERIC Educational Resources Information Center

    Zemke, Ron

    1991-01-01

    Documents Shell Oil's success with interactive video training (IVT) and identifies the costs involved in this long-term investment. Provides guidelines for judging the effectiveness of IVT programs. (SK)

  20. Interactive Video in Vocational Education. Overview. ERIC Digest No. 51.

    ERIC Educational Resources Information Center

    Kerka, Sandra

    Interactive video, a combination of computer-assisted instruction and video technology, is an important new development in instructional media. Because interactive video has its roots in individualized instruction, it is particulary useful in personalizing instruction by allowing students to proceed at their own pace (one of the tenets of…

  1. The interactive digital video interface

    NASA Technical Reports Server (NTRS)

    Doyle, Michael D.

    1989-01-01

    A frequent complaint in the computer oriented trade journals is that current hardware technology is progressing so quickly that software developers cannot keep up. A example of this phenomenon can be seen in the field of microcomputer graphics. To exploit the advantages of new mechanisms of information storage and retrieval, new approaches must be made towards incorporating existing programs as well as developing entirely new applications. A particular area of need is the correlation of discrete image elements to textural information. The interactive digital video (IDV) interface embodies a new concept in software design which addresses these needs. The IDV interface is a patented device and language independent process for identifying image features on a digital video display and which allows a number of different processes to be keyed to that identification. Its capabilities include the correlation of discrete image elements to relevant text information and the correlation of these image features to other images as well as to program control mechanisms. Sophisticated interrelationships can be set up between images, text, and program control mechanisms.

  2. Networked Interactive Video for Group Training

    ERIC Educational Resources Information Center

    Eary, John

    2008-01-01

    The National Computing Centre (NCC) has developed an interactive video training system for the Scottish Police College to help train police supervisory officers in crowd control at major spectator events, such as football matches. This approach involves technology-enhanced training in a group-learning environment, and may have significant impact…

  3. Seven Statements on Interactive Video.

    ERIC Educational Resources Information Center

    Gastkemper, F.

    This paper is concerned with the educational significance of interactive video. To clarify this, seven basic educational concepts are reviewed: (1) education and training are organized forms of learning; (2) goals and objectives can be grouped into the cognitive, affective, and psychomotor domains of learning; (3) education refers to learning…

  4. Effect of Interactive Video versus Noninteractive Video Training on Speech Recognition by Hearing-Impaired Adults.

    ERIC Educational Resources Information Center

    Rubinstein, Adrienne; And Others

    1993-01-01

    Nine adults with hearing impairments received a speech recognition drill using interactive video disk technology which included immediate feedback and partial cuing. Eight similar adults received a noninteractive video approach with delayed feedback and no adaptive instruction. No significant differences were found between groups in posttraining…

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

    PubMed

    Cox, James R

    2011-01-01

    This report describes the incorporation of digital learning elements in organic chemistry and biochemistry courses. The first example is the use of pen-based technology and a large-format PowerPoint slide to construct a map that integrates various metabolic pathways and control points. Students can use this map to visualize the integrated nature of metabolism and how various hormones impact metabolic regulation. The second example is the embedding of health-related YouTube videos directly into PowerPoint presentations. These videos become a part of the course notes and can be viewed within PowerPoint as long as students are online. The third example is the use of a webcam to show physical models during online sessions using web-conferencing software. Various molecular conformations can be shown through the webcam, and snapshots of important conformations can be incorporated into the notes for further discussion and annotation. Each of the digital learning elements discussed in this report is an attempt to use technology to improve the quality of educational resources available outside of the classroom to foster student engagement with ideas and concepts. Biochemistry and Molecular Biology Education Vol. 39, No. 1, pp. 4-9, 2011. PMID:21433246

  6. Improving usability for video analysis using gaze-based interaction

    NASA Astrophysics Data System (ADS)

    Hild, Jutta; Peinsipp-Byma, Elisabeth; Klaus, Edmund

    2012-06-01

    In this contribution, we propose the use of eye tracking technology to support video analysts. To reduce workload, we implemented two new interaction techniques as a substitute for mouse pointing: gaze-based selection of a video of interest from a set of video streams, and gaze-based selection of moving targets in videos. First results show that the multi-modal interaction technique gaze + key press allows the selection of fast moving objects in a more effective way. Moreover, we discuss further application possibilities like gaze behavior analysis to measure the analyst's fatigue, or analysis of the gaze behavior of expert analysts to instruct novices.

  7. Mobile Video in Everyday Social Interactions

    NASA Astrophysics Data System (ADS)

    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.

  8. Interactive Video: When to Consider Its Use.

    ERIC Educational Resources Information Center

    Brandt, Richard

    This paper describes some applications in which interactive video is being used, demonstrates why it is being used, and proposes some rules to help determine when interactive video should be considered as an instructional delivery system. The document includes background on the development and application of videodisc players in education and…

  9. Interactive Video Training and Development Activity.

    ERIC Educational Resources Information Center

    Troy State Univ., AL.

    The Interactive Video Training and Development Activity of Troy State University (Troy, Alabama) is described in this report. The project has trained more than 30 people in the production of interactive video programs since its inception in 1983. Since 1985, training programs have been offered twice a year to individuals within and outside the…

  10. Interactive Multimedia Instruction in Video Production Classes.

    ERIC Educational Resources Information Center

    Hudson, Timothy J.; Holland, Sheila Denise

    1992-01-01

    Evaluates the effectiveness of interactive multimedia instruction in a video production class as compared to the typical classroom lecture. Finds that students using the interactive multimedia system did not score higher on a posttest than students who attended lecture. (SR)

  11. Integrating Digital Video Technology in the Classroom

    ERIC Educational Resources Information Center

    Lim, Jon; Pellett, Heidi Henschel; Pellett, Tracy

    2009-01-01

    Digital video technology can be a powerful tool for teaching and learning. It enables students to develop a variety of skills including research, communication, decision-making, problem-solving, and other higher-order critical-thinking skills. In addition, digital video technology has the potential to enrich university classroom curricula, enhance…

  12. Fulldome Video: An Emerging Technology for Education

    ERIC Educational Resources Information Center

    Law, Linda E.

    2006-01-01

    This article talks about fulldome video, a new technology which has been adopted fairly extensively by the larger, well-funded planetariums. Fulldome video, also called immersive projection, can help teach subjects ranging from geology to history to chemistry. The rapidly advancing progress of projection technology has provided high-resolution…

  13. Online Interactive Video Vignettes (IVVs)

    NASA Astrophysics Data System (ADS)

    Laws, Priscilla

    2016-03-01

    Interest in on-line learning is increasing rapidly. A few years ago members of the LivePhoto Physics Group1 received collaborative NSF Grants2 to create short, single-topic, on-line activities that invite introductory physics students to make individual predictions about a phenomenon and test them though video observations or analysis. Each Vignette is designed for web delivery as: (1) an ungraded homework assignment or (2) an exercise to prepare for a class or tutorial session. Sample IVVs are available at the ComPadre website http://www.compadre.org/ivv/. Portions of Vignettes on mechanics topics including Projectile Motion, Circular Motion, the Bullet-Block phenomenon, and Newton's Third Law will be presented. Those attending this talk will be asked to guess what predictions students are likely to make about phenomena in various IVVs. These predictions can be compared to those made by students who completed Vignettes. Finally, research on the impact of Vignettes on student learning and attitudes will be discussed. Co-PI Robert Teese, Rochester Institute of Technology.

  14. Interactive Video and Informal Learning Environments.

    ERIC Educational Resources Information Center

    Morrissey, Kristine A.

    The Michigan State University Museum used an interactive videodisc (IVD) as an introduction to a special exhibit, "Birds in Trouble in Michigan." The hardware components included a videodisc player, a microcomputer, a video monitor, and a mouse. Software included a HyperCard program and the videodisc "Audubon Society's VideoGuide to the Birds of…

  15. Interactive Video: Why Trainers Are Tuning In.

    ERIC Educational Resources Information Center

    Broderick, Richard

    1982-01-01

    The uses of interactive video are explored through various case studies. They include cardiopulmonary resuscitation training for the Dallas American Heart Association, Ford Motor Company dealership training, employee training at the Los Angeles Plutonium Facility, and others. (CT)

  16. Why Video? How Technology Advances Method

    ERIC Educational Resources Information Center

    Downing, Martin J., Jr.

    2008-01-01

    This paper reports on the use of video to enhance qualitative research. Advances in technology have improved our ability to capture lived experiences through visual means. I reflect on my previous work with individuals living with HIV/AIDS, the results of which are described in another paper, to evaluate the effectiveness of video as a medium that…

  17. Effectiveness of Artistic Interaction through Video Conferencing

    ERIC Educational Resources Information Center

    Eristi, Suzan Duygu

    2011-01-01

    This study investigated Turkish and Canadian primary school students' ways of expressing their perception of interactive art education through video conferencing and that of cultural interaction through pictorial representations. The qualitative research data were collected in the form of pictures and interviews on interactive art education along…

  18. Science Education and Interactive Technology.

    ERIC Educational Resources Information Center

    Ittelson, John C.; Moriarty, Patricia J.

    The capabilities and applications of interactive video in science education are examined in four chapters. Chapter 1 discusses technology in science education, providing a comparative evaluation of interactive videodisc (IVD) systems and the microcomputer. Specific uses of microcomputers in science education are noted. Chapter 2 is a discussion of…

  19. Interactive Multimedia in Video Production Education.

    ERIC Educational Resources Information Center

    Hudson, Timothy J.

    Teachers of telecommunications, broadcasting, and especially video and film production, are best able to lead the development of computer interactive multimedia instruction. Interactive instruction exists on three levels: (1) a videotape player with rewind, fast-forward, search, pause, and play capabilities; (2) a videodisc or laser disc player…

  20. Austrian Landeskunde via HyperCard Interactive Video.

    ERIC Educational Resources Information Center

    Lutcavage, Charles

    1997-01-01

    Outlines the development of a project which integrates HyperCard, interactive video technology, and the Internet into curricular units focusing on different aspects of Austrian Landeskunde within the German-language classroom. Explains the importance of teaching culture in foreign-language classrooms and presents strategies for incorporating this…

  1. Interactive Video in the In-Service Training of Teachers.

    ERIC Educational Resources Information Center

    Kari, Jouko; Nojd, Olavi

    The aim of this study was to test the hypothesis that the different teacher groups of the Finnish comprehensive school differ from one another in their pedagogical thinking and practices. The authors of this article have conducted teacher in-service-training on integrated curriculum using new educational technology (interactive video and a…

  2. Interactive Music Video Games and Children's Musical Development

    ERIC Educational Resources Information Center

    Gower, Lily; McDowall, Janet

    2012-01-01

    Interactive music video games are a readily available, mainstream technology but they are not generally seen as educative tools. Nor are they established within school teaching and learning environments. This study investigated children's use of these games from a music education perspective. Nine children, aged 9-11 years, and two specialist…

  3. The Evolution of Video Magnification Technology.

    ERIC Educational Resources Information Center

    Uslan, M. M.; And Others

    1996-01-01

    This article traces the development of closed-circuit television (CCTV) systems, examines types of CCTVs available today, discusses the influence of digital and computer technology in improving CCTVs, and speculates on video magnification technology of the future. (Author/CR)

  4. Enhancing Student Interactions with the Instructor and Content Using Pen-Based Technology, YouTube Videos, and Virtual Conferencing

    ERIC Educational Resources Information Center

    Cox, James R.

    2011-01-01

    This report describes the incorporation of digital learning elements in organic chemistry and biochemistry courses. The first example is the use of pen-based technology and a large-format PowerPoint slide to construct a map that integrates various metabolic pathways and control points. Students can use this map to visualize the integrated nature…

  5. Catalyzing Student-Teacher Interactions and Teacher Learning in Science Practical Formative Assessment with Digital Video Technology

    ERIC Educational Resources Information Center

    Tan, Aik Ling; Towndrow, Phillip A.

    2009-01-01

    This paper reports how a teacher-researcher partnership examined a biology teacher's existing pedagogical practices and attempted, through a task design innovation, to create the circumstances under which more interactive and emergent assessment for learning practices could flourish in her classroom. This work involved the use of digital video…

  6. Video recording technology and its prospects

    NASA Astrophysics Data System (ADS)

    Oshima, Hideo

    1994-06-01

    The progress of broadcasting digitization technologies has produced digital VTRs for field use which are quickly replacing the conventional analog versions. In parallel with these developments, advanced high-density recording and image-data compression technologies have created the possibility for home VTRs to be digitized as well so that they may even be able to record/play back Hi-Vision programs. This paper discusses the current status and future prospects of video recording technology centering on digital VTRs.

  7. Talents and Tolerance: Writing Interactive Video.

    ERIC Educational Resources Information Center

    Woodward, Harry

    1983-01-01

    Discusses disciplines required in writing branching programs for interactive video, underscoring the need to work from a flowchart, function on a team, and develop skills to write nonlinearly. Problems encountered are compared with Faulkner's novel, "The Sound and the Fury," and the development of two programs is briefly described. (MBR)

  8. Interactive Video Program. Final Report and Recommendations.

    ERIC Educational Resources Information Center

    Midwestern Higher Education Commission, Minneapolis, MN.

    This report presents recommendations on interactive video transmission standards, equipment, room designs, and service plans for member institutions of the Midwestern Higher Education Commission (MHEC) and reviews MHEC's efforts to find and contract for such services with vendors. The report describes the MHEC objective of establishing a dial-up,…

  9. Evaluating Interactive Video: Software and Hardware.

    ERIC Educational Resources Information Center

    Sorge, Dennis H.; And Others

    1993-01-01

    Discusses selection criteria for evaluating software and hardware used in interactive video based on experiences from the Purdue Academic Learning Opportunity System Project at Purdue University. Highlights include checklists for evaluating software and selecting hardware, including peripheral equipment; videodisc players; hardware compatibility;…

  10. Interactive Video Games in Physical Education

    ERIC Educational Resources Information Center

    Trout, Josh; Christie, Brett

    2007-01-01

    As the obesity epidemic in the United States spreads among children and teenagers, due in part to sedentary lifestyles, some physical education programs are using interactive video games to keep students engaged in physical activity. These innovative games make physical activity fun and challenging for both high- and low-skilled students. Although…

  11. Interactive Video: Meeting the Ford Challenge.

    ERIC Educational Resources Information Center

    Copeland, Peter

    Many companies using Statistical Process Control (SPC) in their manufacturing processes have found that, despite the training difficulties presented by the technique, the rewards of successful SPC include increased productivity, quality, and market leadership. The Ford Motor Company has developed its SPC training with interactive video, which…

  12. Interactive Video Disc Orientation Documentation.

    ERIC Educational Resources Information Center

    Frost, William J.; And Others

    This report provides the documentation for a proposed interactive videodisk to be produced for use in orienting freshman students to the Harvey A. Andruss Library of Bloomsburg University (Pennsylvania). A rationale for the project and a plan of action are followed by a production time line and tentative program outline. An outline of the library…

  13. Gaze interaction in UAS video exploitation

    NASA Astrophysics Data System (ADS)

    Hild, Jutta; Brüstle, Stefan; Heinze, Norbert; Peinsipp-Byma, Elisabeth

    2013-05-01

    A frequently occurring interaction task in UAS video exploitation is the marking or selection of objects of interest in the video. If an object of interest is visually detected by the image analyst, its selection/marking for further exploitation, documentation and communication with the team is a necessary task. Today object selection is usually performed by mouse interaction. As due to sensor motion all objects in the video move, object selection can be rather challenging, especially if strong and fast and ego-motions are present, e.g., with small airborne sensor platforms. In addition to that, objects of interest are sometimes too shortly visible to be selected by the analyst using mouse interaction. To address this issue we propose an eye tracker as input device for object selection. As the eye tracker continuously provides the gaze position of the analyst on the monitor, it is intuitive to use the gaze position for pointing at an object. The selection is then actuated by pressing a button. We integrated this gaze-based "gaze + key press" object selection into Fraunhofer IOSB's exploitation station ABUL using a Tobii X60 eye tracker and a standard keyboard for the button press. Representing the object selections in a spatial relational database, ABUL enables the image analyst to efficiently query the video data in a post processing step for selected objects of interest with respect to their geographical and other properties. An experimental evaluation is presented, comparing gaze-based interaction with mouse interaction in the context of object selection in UAS videos.

  14. Gestures for natural interaction with video

    NASA Astrophysics Data System (ADS)

    Fourati, Nesrine; Marilly, Emmanuel

    2012-01-01

    In the context of immersive communications, we propose a method enabling natural video interactions through hand gesture recognition between users and a video meeting system. The interaction can be performed either by the mean of hand posture recognition or by the dynamic hand gesture recognition according to user's preference. The statistical approach adopted in our work to recognize hand posture has shown accurate results for both performance evaluation and user test. Besides, the combination of data-mining fields and signal processing for dynamic gestures recognition allows us to define the appropriate rules and to reduce the confusion between gestures. Furthermore, the hand region extraction is based on both skin color and background subtraction to avoid the detection of static objects that have a similar skin color. Finally, the collected user's feedback allows as to evaluate our approach from the user's point of view and to define the limitations that will be discussed in our perspectives in order to improve the results.

  15. Interactive Video in Training. Computers in Personnel--Making Management Profitable.

    ERIC Educational Resources Information Center

    Copeland, Peter

    Interactive video is achieved by merging the two powerful technologies of microcomputing and video. Using television as the vehicle for display, text and diagrams, filmic images, and sound can be used separately or in combination to achieve a specific training task. An interactive program can check understanding, determine progress, and challenge…

  16. Video on phone lines: technology and applications

    NASA Astrophysics Data System (ADS)

    Hsing, T. Russell

    1996-03-01

    Recent advances in communications signal processing and VLSI technology are fostering tremendous interest in transmitting high-speed digital data over ordinary telephone lines at bit rates substantially above the ISDN Basic Access rate (144 Kbit/s). Two new technologies, high-bit-rate digital subscriber lines and asymmetric digital subscriber lines promise transmission over most of the embedded loop plant at 1.544 Mbit/s and beyond. Stimulated by these research promises and rapid advances on video coding techniques and the standards activity, information networks around the globe are now exploring possible business opportunities of offering quality video services (such as distant learning, telemedicine, and telecommuting etc.) through this high-speed digital transport capability in the copper loop plant. Visual communications for residential customers have become more feasible than ever both technically and economically.

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

    NASA Astrophysics Data System (ADS)

    Whittaker, Steve

    1995-03-01

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

  18. High Resolution, High Frame Rate Video Technology

    NASA Technical Reports Server (NTRS)

    1990-01-01

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

  19. Teaching corporate culture using interactive video training

    SciTech Connect

    Gardner, P.R.

    1989-02-01

    The Westinghouse Hanford Company (Westinghouse Hanford) Total Qualtiy Program includes development of an Interactive Video (IV) course, Hanford General Employee Training (HGET). The commitment to Total Quality is developed in both new and requalifying employees by requiring them to make positive choices when confronted with real life scenarios showing violations of safety, security, and quality standards. This courseware is different from most HGET courses because it puts the trainee in a role-playing mode and requires the trainee to recognize and respond ''in the Westinghouse Hanford way.'' 7 refs.

  20. [Observation of family interaction with video].

    PubMed

    Steininger, Christine

    2010-01-01

    This article presents an overview on how to structure, carry out and evaluate observed family interaction with video. The emphasis lays on tasks used to stimulate family interaction. The examples cited illustrate different approaches to evaluation. Results of our latest research are presented which refer to (1) the clinical differentiation possibilities of macroanalytic observational scales, (2) the situational specificity of interactive behaviour in a comparison between a structured game situation and a minimally-structured planning discussion, and (3) the relation between various levels of family organisation (individuals, dyads of parent, parent-child-relationship, and family system). Families of 31 children with internalizing disorders and 30 children with externalizing disorders (age: 4-15 years) were included in the study and compared to a healthy control group (21 Children). Family interactions showing the family either as a group playing or planning something together were videotaped and rated independently in each case by two trained and "blind" observers using the Munich Interactional Scales and the Beavers Interactional Scales approaches. Characteristics of the interaction could be identified which were consistent/stable for all children in both situations, or which changed depending on the situation. Individual patterns of behaviour of children with emotional or behavioural problems depend on the level of structure and demands in the situation. Different levels of family organisation (individuals, dyads of parent, parent-child-relationship and family system) are related. The advantages of using videotapes of family interactions in family assessment could be demonstrated. These findings should be taken into account in child treatment, family counselling and therapy. PMID:20408273

  1. Interactive floating windows: a new technique for stereoscopic video games

    NASA Astrophysics Data System (ADS)

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

    2012-03-01

    The film industry has a long history of creating compelling experiences in stereoscopic 3D. Recently, the video game as an artistic medium has matured into an effective way to tell engaging and immersive stories. Given the current push to bring stereoscopic 3D technology into the consumer market there is considerable interest to develop stereoscopic 3D video games. Game developers have largely ignored the need to design their games specifically for stereoscopic 3D and have thus relied on automatic conversion and driver technology. Game developers need to evaluate solutions used in other media, such as film, to correct perceptual problems such as window violations, and modify or create new solutions to work within an interactive framework. In this paper we extend the dynamic floating window technique into the interactive domain enabling the player to position a virtual window in space. Interactively changing the position, size, and the 3D rotation of the virtual window, objects can be made to 'break the mask' dramatically enhancing the stereoscopic effect. By demonstrating that solutions from the film industry can be extended into the interactive space, it is our hope that this initiates further discussion in the game development community to strengthen their story-telling mechanisms in stereoscopic 3D games.

  2. Students' Use of Video Clip Technology in Clinical Education

    ERIC Educational Resources Information Center

    Baharav, Eva

    2008-01-01

    Several analyses are conducted to prove the significance of the development in video clip technologies in the enhancement of clinical education and learning. A completely tested approach for the generation of designed video clips from video-recorded clinical sessions as used in weekly clinical forum discussions is also presented.

  3. Interactive Technology for Education.

    ERIC Educational Resources Information Center

    Brooks, Robert; Perl, Barry

    1991-01-01

    By using the kind of two-way television system envisioned by Buckminster Fuller, school children can learn at their own rates and select interesting topics, thereby continually reinforcing the desire to learn. Today's new interactive video systems, from multimedia encyclopedias to hypermedia combinations, allow students to explore subject matter…

  4. Effectiveness of Interactive Video to Teach CPR Theory and Skills.

    ERIC Educational Resources Information Center

    Lyness, Ann L.

    This study investigated whether an interactive video system of instruction taught cardiopulmonary resuscitation (CPR) as effectively as traditional instruction. Using standards of the American Heart Association, the study was designed with two randomized groups to be taught either by live instruction or by interactive video. Subjects were 100…

  5. Effects of Video Interaction Guidance on Early Childhood Teachers

    ERIC Educational Resources Information Center

    Fukkink, Ruben G.; Tavecchio, Louis W. C.

    2010-01-01

    An experimental study showed that a video feedback intervention improved the interaction skills of early childhood education and care teachers. The teachers who had received the Video Interaction Guidance training appeared more stimulating in their behavior, were more sensitive and more verbally stimulating than teachers from the control group.…

  6. Technologies and Techniques for Supporting Facilitated Video

    ERIC Educational Resources Information Center

    Linnell, Natalie

    2011-01-01

    Worldwide, demand for education of all kinds is increasing beyond the capacity to provide it. One approach that shows potential for addressing this demand is facilitated video. In facilitated video, an educator is recorded teaching, and that video is sent to a remote site where it is shown to students by a facilitator who creates interaction…

  7. The New Film Technologies: Computerized Video-Assisted Film Production.

    ERIC Educational Resources Information Center

    Mott, Donald R.

    Over the past few years, video technology has been used to assist film directors after they have shot a scene, to control costs, and to create special effects, especially computer assisted graphics. At present, a computer based editing system called "Film 5" combines computer technology and video tape with film to save as much as 50% of the cost…

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

    SciTech Connect

    Liberman, J.

    1994-10-01

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

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

    NASA Astrophysics Data System (ADS)

    Pollock, John

    2009-03-01

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

  10. Review of Interactive Video--Romanian Project Proposal

    ERIC Educational Resources Information Center

    Onita, Mihai; Petan, Sorin; Vasiu, Radu

    2016-01-01

    In the recent years, the globalization and massification of video education offer involved more and more eLearning scenarios within universities. This article refers to interactive video and proposes an overview of it. We analyze the background information, regarding the eLearning campus used in virtual universities around the world, the MOOC…

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

    PubMed

    Wolf, Abraham W

    2011-06-01

    The seven articles in this special section on the use of Internet and video technology represent the latest growth on one branch of the increasingly prolific and differentiated work in the technology of psychotherapy. In addition to the work presented here on video and the Internet applications to supervision and training, information technology is changing the field of psychotherapy through computer assisted therapies and virtual reality interventions. PMID:21639661

  12. Human Interactive Analysis Using Video: Mapping the Dynamics of Complex Work Environments.

    ERIC Educational Resources Information Center

    Terrell, William R.; And Others

    1992-01-01

    Explains human interactive analysis as an architecture for using computer interactive technologies in the analysis of complex work environments. A project at the Naval Training Systems Center that used video-audio data to develop a multimedia database is described; the analysis and management of data are discussed; and decision processes are…

  13. Privacy enabling technology for video surveillance

    NASA Astrophysics Data System (ADS)

    Dufaux, Frédéric; Ouaret, Mourad; Abdeljaoued, Yousri; Navarro, Alfonso; Vergnenègre, Fabrice; Ebrahimi, Touradj

    2006-05-01

    In this paper, we address the problem privacy in video surveillance. We propose an efficient solution based on transformdomain scrambling of regions of interest in a video sequence. More specifically, the sign of selected transform coefficients is flipped during encoding. We address more specifically the case of Motion JPEG 2000. Simulation results show that the technique can be successfully applied to conceal information in regions of interest in the scene while providing with a good level of security. Furthermore, the scrambling is flexible and allows adjusting the amount of distortion introduced. This is achieved with a small impact on coding performance and negligible computational complexity increase. In the proposed video surveillance system, heterogeneous clients can remotely access the system through the Internet or 2G/3G mobile phone network. Thanks to the inherently scalable Motion JPEG 2000 codestream, the server is able to adapt the resolution and bandwidth of the delivered video depending on the usage environment of the client.

  14. Presence in Video-Mediated Interactions: Case Studies at CSIRO

    NASA Astrophysics Data System (ADS)

    Alem, Leila

    Although telepresence and a sense of connectedness with others are frequently mentioned in media space studies, as far as we know, none of these studies report attempts at assessing this critical aspect of user experience. While some attempts have been made to measure presence in virtual reality or augmented reality, (a comprehensive review of existing measures is available in Baren and Ijsselsteijn [2004]), very little work has been reported in measuring presence in video-mediated collaboration systems. Traditional studies of video-mediated collaboration have mostly focused their evaluation on measures of task performance and user satisfaction. Videoconferencing systems can be seen as a type of media space; they rely on technologies of audio, video, and computing put together to create an environment extending the embodied mind. This chapter reports on a set of video-mediated collaboration studies conducted at CSIRO in which different aspects of presence are being investigated. The first study reports the sense of physical presence a specialist doctor experiences when engaged in a remote consultation of a patient using the virtual critical care unit (Alem et al., 2006). The Viccu system is an “always-on” system connecting two hospitals (Li et al., 2006). The presence measure focuses on the extent to which users of videoconferencing systems feel physically present in the remote location. The second study reports the sense of social presence users experience when playing a game of charades with remote partners using a video conference link (Kougianous et al., 2006). In this study the presence measure focuses on the extent to which users feel connected with their remote partners. The third study reports the sense of copresence users experience when building collaboratively a piece of Lego toy (Melo and Alem, 2007). The sense of copresence is the extent to which users feel present with their remote partner. In this final study the sense of copresence is

  15. Preservice Special Education: Interactive Video Simulation.

    ERIC Educational Resources Information Center

    Evans, Robert J.

    The paper describes a microcomputer simulation program developed to train preservice special education teachers in the use of basic behavior modification skills. The program was written in SuperPILOT on an Apple IIe using a BCD interface card and a Panasonic NV 8200 video tape recorder. Production suggestions are offered. The incorporation of…

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

    PubMed Central

    Finkelstein, Stanley M.

    2014-01-01

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

  17. The evolution of wireless video transmission technology for surveillance missions

    NASA Astrophysics Data System (ADS)

    Durso, Christopher M.; McCulley, Eric

    2012-06-01

    Covert and overt video collection systems as well as tactical unmanned aerial vehicles (UAV's) and unmanned ground vehicles (UGV's) can deliver real-time video intelligence direct from sensor systems to command staff providing unprecedented situational awareness and tactical advantage. Today's tactical video communications system must be secure, compact, lightweight, and fieldable in quick reaction scenarios. Four main technology implementations can be identified with the evolutionary development of wireless video transmission systems. Analog FM led to single carrier digital modulation, which gave way to multi-carrier orthogonal modulation. Each of these systems is currently in use today. Depending on the operating environment and size, weight, and power limitations, a system designer may choose one over another to support tactical video collection missions.

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

    NASA Astrophysics Data System (ADS)

    Liu, Shuo; Piao, Yan

    2015-03-01

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

  19. The Promise of Interactive Video: An Affective Search.

    ERIC Educational Resources Information Center

    Hon, David

    1983-01-01

    Argues that factors that create a feeling of interactivity in the human situation--response time, spontaneity, lack of distractors--should be included as prime elements in the design of human/machine systems, e.g., computer assisted instruction and interactive video. A computer/videodisc learning system for cardio-pulmonary resuscitation and its…

  20. Interactive Video and Group Learning: Two Action Enquiry Based Evaluations.

    ERIC Educational Resources Information Center

    Cloke, Chris; And Others

    1996-01-01

    Two evaluations of video programs that involved groups of learners interacting with LaserVision software are presented. One concerns counselling skills for student teachers. The other is a geography simulation program. Program structure, group interaction, and the role of the instructor are discussed. Learners in both studies found the visual…

  1. Digital video technologies and their network requirements

    SciTech Connect

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

    1999-11-01

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

  2. Elders' Usability, Dependability, and Flow Experiences on Embodied Interactive Video Games

    ERIC Educational Resources Information Center

    Hwang, Ming-Yueh; Hong, Jon-Chao; Hao, Yung-wei; Jong, Jyh-Tsorng

    2011-01-01

    Daily physical activities may slow down the deterioration of cognitive aging. This study intended to develop embodiment interactive video games with friendly human-machine interface to break through the elder's literacy, cognitive aging, and psychomotor hindrances toward technology. Another objective was to understand, through field experiments…

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

    ERIC Educational Resources Information Center

    Moody, Catrina V.

    2013-01-01

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

  4. Video and Computer Technologies for Extended-Campus Programming.

    ERIC Educational Resources Information Center

    Sagan, Edgar L.; And Others

    This paper discusses video and computer technologies for extended-campus programming (courses and programs at off-campus sites). The first section provides an overview of the distance education program at the University of Kentucky (UK), and highlights the improved access to graduate and professional programs, advances in technology, funding,…

  5. [Online videos in the health field. Novel technologies for physicians and patients].

    PubMed

    Veneroni, Laura; Ferrari, Andrea; Carraro, Marco; Clerici, Carlo Alfredo

    2012-05-01

    Like in other parts of the world, in Italy internet is an increasingly used source of diseases-related informations, used both by health professionals and by the patients. In recent years, besides the most common search engines, sanitary informations contained in video sharing sites have gained an increased influence, either in the search and in the choice phases. The aim of the present paper is to review the literature on the use of online videos in the health field. Experimental studies, reviews, and reports published by English magazines and scientific journals on this subject since the year 2000 have been included. 179 articles were identified, but only 45 were considered as relevant. The articles are schematically divided into three major categories according to their subject: videos for health information/patient education, videos for educational use and other uses of the video. We describe the critical aspects of the different video types and suggestions for their use, as well as some guidelines and hints for the preparation of new health information material in video format, specifically designed for spreading via the web. New technologies are nowadays an innovative form of worldwide communication. Unlike traditional videos, these resources stimulate the interaction among users and so they have become a sort of an hybrid between public and personal tools. The potential of these new tools, however, implies that all the traditional institutions dedicated to the research and education acquire the skill to use them. PMID:22677943

  6. Interactional Quality Depicted in Infant and Toddler Videos: Where Are the Interactions?

    ERIC Educational Resources Information Center

    Fenstermacher, Susan K.; Barr, Rachel; Brey, Elizabeth; Pempek, Tiffany A.; Ryan, Maureen; Calvert, Sandra L.; Shwery, Clay E.; Linebarger, Deborah

    2010-01-01

    This study examined the social-emotional content and the quality of social interactions depicted in a sample of 58 DVDs marketed towards infants and toddlers. Infant-directed videos rarely used social interactions between caregiver and child or between peers to present content. Even when videos explicitly targeted social-emotional content,…

  7. Video-Conferencing Technology Brings a Homebound Middle Grades Student to the Classroom

    ERIC Educational Resources Information Center

    Beeman, Robin Y.; Henderson, Caleb J.

    2012-01-01

    The middle grades are a time of transitions for teenagers. Attending a new school, developing new friendships, meeting new teachers, and becoming more independent are all part of the middle school experience. This article is a case report of a school district's experience using interactive video-conferencing technology to educate and socialize a…

  8. Video-Based Response & Revision: Dialogic Instruction Using Video and Web 2.0 Technologies

    ERIC Educational Resources Information Center

    Heintz, Anne; Borsheim, Carlin; Caughlan, Samantha; Juzwik, Mary M.

    2010-01-01

    This article documents the curricular decisions made by a teacher educator research team whose guiding theoretical focus for intern practice is dialogic instruction. Over a 2-year sequence, teaching interns used video and Web 2.0 technologies to respond critically to and revise their teaching practices in collaboration with peers and instructors.…

  9. An Examination of Automatic Video Retrieval Technology on Access to the Contents of an Historical Video Archive

    ERIC Educational Resources Information Center

    Petrelli, Daniela; Auld, Daniel

    2008-01-01

    Purpose: This paper aims to provide an initial understanding of the constraints that historical video collections pose to video retrieval technology and the potential that online access offers to both archive and users. Design/methodology/approach: A small and unique collection of videos on customs and folklore was used as a case study. Multiple…

  10. Teaching Employment Interview Skills through Interactive Video Instruction.

    ERIC Educational Resources Information Center

    Shulman, Gary M.; And Others

    An interactive video program, "The Screening Interview," has been developed at Miami University (Ohio) to help prepare college and university students for on-campus employment interviews with corporate recruiters. Within the context of the simulated interview situation provided by the program, students function as the alter ego of either the…

  11. Strategic Design of an Interactive Video Learning Lab (IVL).

    ERIC Educational Resources Information Center

    Switzer, Ralph V., Jr.; Switzer, Jamie S.

    1993-01-01

    Describes a study that researched elements necessary for the design of an interactive video learning (IVL) lab for business courses. Highlights include a review of pertinent literature; guidelines for the use of an IVL lab; IVL systems integration; system specifications; hardware costs; and system software. (five references) (LRW)

  12. Interactive Video-Based Industrial Training in Basic Electronics.

    ERIC Educational Resources Information Center

    Mirkin, Barry

    The Wisconsin Foundation for Vocational, Technical, and Adult Education is currently involved in the development, implementation, and distribution of a sophisticated interactive computer and video learning system. Designed to offer trainees an open entry and open exit opportunity to pace themselves through a comprehensive competency-based,…

  13. Interactive Video Systems: Their Promise and Educational Potential.

    ERIC Educational Resources Information Center

    Seal-Wanner, Carla

    1988-01-01

    Hypotheses about the potential educational benefits of interactive video systems (IVS) are described. IVS, if properly designed and applied, has the potential to increase learning, encourage student-initiated learning, and provide a context for what has been learned. A call for research is made. (JL)

  14. Instructional Videos for Supporting Older Adults Who Use Interactive Systems

    ERIC Educational Resources Information Center

    Gramss, Denise; Struve, Doreen

    2009-01-01

    The study reported in this paper investigated the usefulness of different instructions for guiding inexperienced older adults through interactive systems. It was designed to compare different media in relation to their social as well as their motivational impact on the elderly during the learning process. Precisely, the video was compared with…

  15. Development of students' conceptual thinking by means of video analysis and interactive simulations at technical universities

    NASA Astrophysics Data System (ADS)

    Hockicko, Peter; Krišt‧ák, L.‧uboš; Němec, Miroslav

    2015-03-01

    Video analysis, using the program Tracker (Open Source Physics), in the educational process introduces a new creative method of teaching physics and makes natural sciences more interesting for students. This way of exploring the laws of nature can amaze students because this illustrative and interactive educational software inspires them to think creatively, improves their performance and helps them in studying physics. This paper deals with increasing the key competencies in engineering by analysing real-life situation videos - physical problems - by means of video analysis and the modelling tools using the program Tracker and simulations of physical phenomena from The Physics Education Technology (PhET™) Project (VAS method of problem tasks). The statistical testing using the t-test confirmed the significance of the differences in the knowledge of the experimental and control groups, which were the result of interactive method application.

  16. NASA Research Being Shared Through Live, Interactive Video Tours

    NASA Technical Reports Server (NTRS)

    Petersen, Ruth A.; Zona, Kathleen A.

    2001-01-01

    On June 2, 2000, the NASA Glenn Research Center Learning Technologies Project (LTP) coordinated the first live remote videoconferencing broadcast from a Glenn facility. The historic event from Glenn's Icing Research Tunnel featured wind tunnel technicians and researchers performing an icing experiment, obtaining results, and discussing the relevance to everyday flight operations and safety. After a brief overview of its history, students were able to "walk through" the tunnel, stand in the control room, and observe a live icing experiment that demonstrated how ice would grow on an airplane wing in flight through an icing cloud. The tour was interactive, with a spirited exchange of questions and explanations between the students and presenters. The virtual tour of the oldest and largest refrigerated icing research tunnel in the world was the second of a series of videoconferencing connections with the AP Physics students at Bay Village High School, Bay Village, Ohio. The first connection, called Aircraft Safety and Icing Research, introduced the Tailplane Icing Program. In an effort to improve aircraft safety by reducing the number of in-flight icing events, Glenn's Icing Branch uses its icing research aircraft to conduct flight tests. The presenter engaged the students in discussions of basic aircraft flight mechanics and the function of the horizontal tailplane, as well as the effect of ice on airfoil (wing or tail) surfaces. A brief video of actual flight footage provided a view of the pilot's actions and reactions and of the horizon during tailplane icing conditions.

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

    ERIC Educational Resources Information Center

    Bruce, David L.; Chiu, Ming Ming

    2015-01-01

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

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

    NASA Technical Reports Server (NTRS)

    Beam, Sherilee F.

    1994-01-01

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

  19. Explicit modeling of human-object interactions in realistic videos.

    PubMed

    Prest, Alessandro; Ferrari, Vittorio; Schmid, Cordelia

    2013-04-01

    We introduce an approach for learning human actions as interactions between persons and objects in realistic videos. Previous work typically represents actions with low-level features such as image gradients or optical flow. In contrast, we explicitly localize in space and track over time both the object and the person, and represent an action as the trajectory of the object w.r.t. to the person position. Our approach relies on state-of-the-art techniques for human detection, object detection, and tracking. We show that this results in human and object tracks of sufficient quality to model and localize human-object interactions in realistic videos. Our human-object interaction features capture the relative trajectory of the object w.r.t. the human. Experimental results on the Coffee and Cigarettes dataset, the video dataset of, and the Rochester Daily Activities dataset show that 1) our explicit human-object model is an informative cue for action recognition; 2) it is complementary to traditional low-level descriptors such as 3D--HOG extracted over human tracks. We show that combining our human-object interaction features with 3D-HOG improves compared to their individual performance as well as over the state of the art. PMID:22889819

  20. Development of the cardiovascular system: an interactive video computer program.

    PubMed

    Smolen, A J; Zeiset, G E; Beaston-Wimmer, P

    1992-01-01

    The major aim of this project is to provide interactive video computer based courseware that can be used by the medical student and others to supplement his or her learning of this very important aspect of basic biomedical education. Embryology is a science that depends on the ability of the student to visualize dynamic changes in structure which occur in four dimensions--X, Y, Z, and time. Traditional didactic methods, including lectures employing photographic slides and laboratories employing histological sections, are limited to two dimensions--X and Y. The third spatial dimension and the dimension of time cannot be readily illustrated using these methods. Computer based learning, particularly when used in conjunction with interactive video, can be used effectively to illustrate developmental processes in all four dimensions. This methodology can also be used to foster the critical skills of independent learning and problem solving. PMID:1483013

  1. Interactive Classification Technology

    NASA Technical Reports Server (NTRS)

    deBessonet, Cary

    2000-01-01

    The investigators upgraded a knowledge representation language called SL (Symbolic Language) and an automated reasoning system called SMS (Symbolic Manipulation System) to enable the more effective use of the technologies in automated reasoning and interactive classification systems. The overall goals of the project were: 1) the enhancement of the representation language SL to accommodate a wider range of meaning; 2) the development of a default inference scheme to operate over SL notation as it is encoded; and 3) the development of an interpreter for SL that would handle representations of some basic cognitive acts and perspectives.

  2. Longitudinal evaluation of a live interactive video baccalaureate nursing program.

    PubMed

    Martin, Pam; Klotz, Linda; Alfred, Danita

    2007-01-01

    Beginning with a brief history of a community-inspired distance education initiative, the authors describe how one college of nursing offers an entire generic bachelor of science in nursing program over live interactive video for nursing students at 2 distance sites. The 10-year longitudinal evaluation of student and program outcomes is presented. Student and program success is evidenced by congruence of grades and National Council Licensure Exam (NCLEX) pass rates between sites. PMID:17220768

  3. Acousto-optic processor for distributed interactive video system

    NASA Astrophysics Data System (ADS)

    Volner, Rudolf; Ticha, Dasa

    1999-12-01

    This article describes information network - a backbone network structure, a video switch topology and acousto- optics processor applications - AOP. Cable is a natural network for carrying high-capacity, bandwidth - in tensity information. In the age of analog program signals, cable capacity was a natural transmission media for broadcasting of color TV and high-fidelity stereo sound programs. In the new digital program signal age, cable high capacity is a natural network for carrying interactive computer-based, data-multimedia programs.

  4. Teaching nursing research using two-way video technology.

    PubMed

    Parks, P L; O'Shea, K

    1995-06-01

    Schools of nursing are meeting the needs of students by instituting distance education courses that use two-way video technology. This article describes the structural features of the classroom that are changed and provides strategies that can be effective for teaching nursing research. These strategies are related to: teaching and demonstrating use of statistical formulas; selecting and teaching use of software for data analysis; teaching about research design, sampling, and data collection procedures; and critiquing empirical articles. PMID:7539973

  5. Video Interactions for Teaching and Learning (VITAL): Analyzing Videos Online to Learn to Teach Early Childhood Mathematics

    ERIC Educational Resources Information Center

    Lee, Joon Sun; Ginsburg, Herbert P.; Preston, Michael D.

    2009-01-01

    The most pressing need in early childhood mathematics education in the United States is to improve early childhood teacher preparation. A Web-based video system, "Video Interactions for Teaching and Learning (VITAL)", is a novel and effective approach for teacher preparation integrated into early childhood mathematics education courses. With…

  6. INTERACTIVE VIDEO DANCE GAMES FOR HEALTHY OLDER ADULTS

    PubMed Central

    STUDENSKI, S.; PERERA, S.; HILE, E.; KELLER, V.; SPADOLA-BOGARD, J.; GARCIA, J.

    2016-01-01

    Background Physical activity promotes health in older adults but participation rates are low. Interactive video dance games can increase activity in young persons but have not been designed for use with older adults. The purpose of this research was to evaluate healthy older adults’ interest and participation in a dance game adapted for an older user. Methods Healthy older adults were recruited from 3 senior living settings and offered three months of training and supervision using a video dance game designed for older people. Before and after the program, data was collected on vital signs, physical function and self reported quality of life. Feedback was obtained during and after training. Results Of 36 persons who entered (mean age 80.1 ± 5.4 years, 83 % female), 25 completed the study. Completers were healthier than non completers. Completers showed gains in narrow walk time, self-reported balance confidence and mental health. While there were no serious adverse events, 4 of 11 non completers withdrew due to musculoskeletal complaints. Conclusions Adapted Interactive video dance is feasible for some healthy older adults and may help achieve physical activity goals. PMID:21125204

  7. Immersive video

    NASA Astrophysics Data System (ADS)

    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.

  8. Development of an Educational Interactive Video-DVD on Dairy Health Management Practices

    ERIC Educational Resources Information Center

    Vidya, P.; Manivannan, C.

    2010-01-01

    A study was carried out to design, develop and test an educational interactive video-DVD on dairy health management practices. Design for the provision of menus and sub-menus in the developed video-DVD facilitated interactivity by means of branching navigation to different chapters in the video content. A total of 60 dairy farmers owning DVD…

  9. Using Interactive Video to Develop Preservice Teachers' Classroom Awareness

    ERIC Educational Resources Information Center

    Fadde, Peter; Sullivan, Patricia

    2013-01-01

    This study investigates the use of interactive video in teacher education as a way of laying the cognitive groundwork for developing teacher self-reflection. Two interactive video approaches were designed to help early preservice teachers (novices) align what they observed in classroom teaching videos of other preservice teachers with what…

  10. Video Compression

    NASA Technical Reports Server (NTRS)

    1996-01-01

    Optivision developed two PC-compatible boards and associated software under a Goddard Space Flight Center Small Business Innovation Research grant for NASA applications in areas such as telerobotics, telesciences and spaceborne experimentation. From this technology, the company used its own funds to develop commercial products, the OPTIVideo MPEG Encoder and Decoder, which are used for realtime video compression and decompression. They are used in commercial applications including interactive video databases and video transmission. The encoder converts video source material to a compressed digital form that can be stored or transmitted, and the decoder decompresses bit streams to provide high quality playback.

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

    NASA Astrophysics Data System (ADS)

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

    2014-05-01

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

  12. OHIO INTERNATIONAL TELEVISION AND VIDEO FESTIVAL AWARD WINNERS FROM THE IMAGING TECHNOLOGY CENTER IT

    NASA Technical Reports Server (NTRS)

    2000-01-01

    OHIO INTERNATIONAL TELEVISION AND VIDEO FESTIVAL AWARD WINNERS FROM THE IMAGING TECHNOLOGY CENTER ITC KEVIN BURKE - BILL FLETCHER - GARY NOLAN - EMERY ADANICH FOR THE VIDEO ENTITLED ICING FOR REGIONAL AND CORPORATE PILOTS

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

    PubMed Central

    2010-01-01

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

  14. Assistive technology delivery to remote areas using interactive digital communication

    SciTech Connect

    Janssen, H.F.; Johnson, K.; Li, Hua

    1996-12-31

    Assistive Technology is used to help individuals overcome limitations produced by a disability. In rural areas, it is often difficult to establish the rehabilitation team needed to evaluate the individual and to make recommendations for the appropriate assistive technology. Teleassistive technology helps overcome this difficulty by allowing the evaluation to be performed using digital interactive teleconferencing. Current technology is unable to produce full motion video over standard rural telephone lines; however, this limitation is being reduced by the post-evaluation distribution of full motion images stored on video tape. Future plans call for a time delayed transmission of video images over standard telephone lines. The current system is capable of providing cost effective assistance to individuals with disabilities who live in rural areas. Future advances in technology will undoubtedly improve our ability to provide these services.

  15. "Interactive Classification Technology"

    NASA Technical Reports Server (NTRS)

    deBessonet, Cary

    1999-01-01

    The investigators are upgrading a knowledge representation language called SL (Symbolic Language) and an automated reasoning system called SMS (Symbolic Manipulation System) to enable the technologies to be used in automated reasoning and interactive classification systems. The overall goals of the project are: a) the enhancement of the representation language SL to accommodate multiple perspectives and a wider range of meaning; b) the development of a sufficient set of operators to enable the interpreter of SL to handle representations of basic cognitive acts; and c) the development of a default inference scheme to operate over SL notation as it is encoded. As to particular goals the first-year work plan focused on inferencing and.representation issues, including: 1) the development of higher level cognitive/ classification functions and conceptual models for use in inferencing and decision making; 2) the specification of a more detailed scheme of defaults and the enrichment of SL notation to accommodate the scheme; and 3) the adoption of additional perspectives for inferencing.

  16. Technology Adoption: an Interaction Perspective

    NASA Astrophysics Data System (ADS)

    Sitorus, Hotna M.; Govindaraju, Rajesri; Wiratmadja, I. I.; Sudirman, Iman

    2016-02-01

    The success of a new technology depends on how well it is accepted by its intended users. Many technologies face the problem of low adoption rate, despite the benefits. An understanding of what makes people accept or reject a new technology can help speed up the adoption rate. This paper presents a framework for technology adoption based on an interactive perspective, resulting from a literature study on technology adoption. In studying technology adoption, it is necessary to consider the interactions among elements involved in the system, for these interactions may generate new characteristics or new relationships. The interactions among elements in a system adoption have not received sufficient consideration in previous studies of technology adoption. Based on the proposed interaction perspective, technology adoption is elaborated by examining interactions among the individual (i.e. the user or prospective user), the technology, the task and the environment. The framework is formulated by adopting several theories, including Perceived Characteristics of Innovating, Diffusion of Innovation Theory, Technology Acceptance Model, Task-Technology Fit and usability theory. The proposed framework is illustrated in the context of mobile banking adoption. It is aimed to offer a better understanding of determinants of technology adoption in various contexts, including technology in manufacturing systems.

  17. Using Scientific Detective Videos to Support the Design of Technology Learning Activities

    ERIC Educational Resources Information Center

    Yu, Kuang-Chao; Fan, Szu-Chun; Tsai, Fu-Hsing; Chu, Yih-hsien

    2013-01-01

    This article examines the effect of scientific detective video as a vehicle to support the design of technology activities by technology teachers. Ten graduate students, including current and future technology teachers, participated in a required technology graduate course that used scientific detective videos as a pedagogical tool to motivate…

  18. Molecular dynamics simulations through GPU video games technologies

    PubMed Central

    Loukatou, Styliani; Papageorgiou, Louis; Fakourelis, Paraskevas; Filntisi, Arianna; Polychronidou, Eleftheria; Bassis, Ioannis; Megalooikonomou, Vasileios; Makałowski, Wojciech; Vlachakis, Dimitrios; Kossida, Sophia

    2016-01-01

    Bioinformatics is the scientific field that focuses on the application of computer technology to the management of biological information. Over the years, bioinformatics applications have been used to store, process and integrate biological and genetic information, using a wide range of methodologies. One of the most de novo techniques used to understand the physical movements of atoms and molecules is molecular dynamics (MD). MD is an in silico method to simulate the physical motions of atoms and molecules under certain conditions. This has become a state strategic technique and now plays a key role in many areas of exact sciences, such as chemistry, biology, physics and medicine. Due to their complexity, MD calculations could require enormous amounts of computer memory and time and therefore their execution has been a big problem. Despite the huge computational cost, molecular dynamics have been implemented using traditional computers with a central memory unit (CPU). A graphics processing unit (GPU) computing technology was first designed with the goal to improve video games, by rapidly creating and displaying images in a frame buffer such as screens. The hybrid GPU-CPU implementation, combined with parallel computing is a novel technology to perform a wide range of calculations. GPUs have been proposed and used to accelerate many scientific computations including MD simulations. Herein, we describe the new methodologies developed initially as video games and how they are now applied in MD simulations. PMID:27525251

  19. Interactive Videodisc: An Emerging Technology for Educators. ERIC Digest.

    ERIC Educational Resources Information Center

    Grabowski, Barbara L.

    Interactive video can be a very complex learning system, or it can be a simple tool for teachers to use to enhance their instruction. The term has been used broadly in the literature and includes three major aspects: (1) interactive video as storage; (2) interactive video as hardware; and (3) interactive video as learning concept. This digest…

  20. A Report on the Effectiveness and Potential of an Interactive Video Teaching Trial.

    ERIC Educational Resources Information Center

    Baker, Robert, Comp.; And Others

    An interactive video trial involved teaching two Year-7 lessons to elementary school students in Queensland (Australia). French was taught to one class through two-way video and audio so that students and teachers could see and hear each other, and Japanese was taught simultaneously to three classes through one-way video and two-way audio.…

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

    NASA Astrophysics Data System (ADS)

    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.

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

    NASA Technical Reports Server (NTRS)

    Williams, Glenn L.

    1991-01-01

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

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

    ERIC Educational Resources Information Center

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

    2007-01-01

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

  4. Technology in the Classroom: Creating Videos Can Lead Students to Many Academic Benefits

    ERIC Educational Resources Information Center

    Morgan, Hani

    2013-01-01

    Assigning students projects involving video production can lead to many positive academic outcomes, and today more opportunities exist for educators to incorporate such video-oriented projects into their classroom practice. Video-making technology is more affordable, more user-friendly, and more powerful than ever before. This article discusses…

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

    NASA Astrophysics Data System (ADS)

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

    2014-05-01

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

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

    NASA Astrophysics Data System (ADS)

    Li, Xiaoming

    2012-04-01

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

  7. Emerging magnetic technologies for consumer audio/video (invited)

    NASA Astrophysics Data System (ADS)

    Fujiwara, Hideo

    1993-05-01

    In the field of consumer audio/video, digital technology is the natural path for advancement. In audio systems, it has just been introduced in the form of digital compact cassette tape recorder and mini disk system in which magneto-optical recording is used. Therefore, the digital video instruments, such as small cassette digital video tape recorders (VTR) for high-definition television and static or short moving image devices will be the next attractive goals to be achieved. Technology analysis shows that the basic techniques of signal processing for small cassette VTR, in which the recording density of 1 μm2/bit and the data rate of 130-160 Mb/s are required, are almost at hand. For the media, improved metal-evaporated tape including oblique incident Co-CoO will be the most favorable candidate, although particulate media of metal powder tape (including Co or N modified forms) or Ba-ferrite tape coated by using the newly developed ultrathin coating techniques may take its position with the help of enhanced head sensitivity, because of their better durability. The basic demand for increasing saturation induction Bs of the head materials will be fulfilled by fine grain Fe-based materials, the available Bs being as high as 2 T. A dramatic increase in magnetoresistive (MR) head sensitivity is expected by using the giant MR effect, although a breakthrough is required to extract its full potential. On the other hand, varieties of static (including short moving) image devices will be developed by use of rapidly progressing magneto-optical recording technology. Preliminary techniques are now ready to meet the demand for the required increase in bit rate and recording density. A bit rate of 64 Mbits/s (8 Mbytes/s) has already been attained. A bit density of 107 bits/mm2 (6.5 Gb/in.2) is likely to be realized, and a factor of 2 or 3 more enhancement can be counted on. Rigid disk and perpendicular recording will have a chance to participate in the field if their techniques

  8. VIPES: Video Interacting "Personably" with Exceptional Student Education.

    ERIC Educational Resources Information Center

    Clinton, Janeen S., Comp.; And Others

    This packet of materials was distributed in connection with a presentation on the Florida Diagnostic and Learning Resources System (FDLRS) Instructional Technology Network's production of an interactive videocassette tape for use for self-directed inservice study for teachers and administrators working with handicapped students. The handout…

  9. Interactive Video Symposium: The Singer or the Song--An Extension of Clark's Media Research Discussion.

    ERIC Educational Resources Information Center

    Grabowski, Barbara L.

    An introduction to a symposium on interactive video, this brief paper announces that the symposium will continue the debate on whether media are simply delivery vehicles for instruction by considering the inherent properties of interactive video and its impact on achievement, including the way in which the properties of this medium both dictate…

  10. The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall

    ERIC Educational Resources Information Center

    deHaan, Jonathan; Reed, W. Michael; Kuwada, Katsuko

    2010-01-01

    Video games are potential sources of second language input; however, the medium's fundamental characteristic, interactivity, has not been thoroughly examined in terms of its effect on learning outcomes. This experimental study investigated to what degree, if at all, video game interactivity would help or hinder the noticing and recall of second…

  11. Approaches to Interactive Video Anchors in Problem-Based Science Learning

    ERIC Educational Resources Information Center

    Kumar, David Devraj

    2010-01-01

    This paper is an invited adaptation of the IEEE Education Society Distinguished Lecture Approaches to Interactive Video Anchors in Problem-Based Science Learning. Interactive video anchors have a cognitive theory base, and they help to enlarge the context of learning with information-rich real-world situations. Carefully selected movie clips and…

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

    NASA Technical Reports Server (NTRS)

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

    1989-01-01

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

  13. Learn More in Less Time: Fundamental Aquatic Skill Acquisition via Video Technology

    ERIC Educational Resources Information Center

    Roberts, Tom; Brown, Larry

    2008-01-01

    Recent advances in the technology field have changed the way video support should be considered. It is now much more user-friendly and feasible than it was as recently as 10 years ago. In part because of these significant strides, current literature supports the use of video technology in the classroom. This article focuses on the innovative use…

  14. A New Species of Science Education: Harnessing the Power of Interactive Technology to Teach Laboratory Science

    ERIC Educational Resources Information Center

    Reddy, Christopher

    2014-01-01

    Interactive television is a type of distance education that uses streaming audio and video technology for real-time student-teacher interaction. Here, I discuss the design and logistics for developing a high school laboratory-based science course taught to students at a distance using interactive technologies. The goal is to share a successful…

  15. Video as Character: The Use of Video Technology in Theatrical Productions.

    ERIC Educational Resources Information Center

    Trimble, Frank P.

    The use of video images, tempered with good judgment and some restraint, can serve a stage play as opposed to stealing its thunder. An experienced director of university theater productions decided to try to incorporate video images into his production of "Joseph and the Amazing Technicolor Dreamcoat." The production drew from the works of Josef…

  16. Third-Party Social Interaction and Word Learning from Video

    ERIC Educational Resources Information Center

    O'Doherty, Katherine; Troseth, Georgene L.; Shimpi, Priya M.; Goldenberg, Elizabeth; Akhtar, Nameera; Saylor, Megan M.

    2011-01-01

    In previous studies, very young children have learned words while "overhearing" a conversation, yet they have had trouble learning words from a person on video. In Study 1, 64 toddlers (mean age = 29.8 months) viewed an object-labeling demonstration in 1 of 4 conditions. In 2, the speaker (present or on video) directly addressed the child, and in…

  17. Commercially available interactive video games in burn rehabilitation: therapeutic potential.

    PubMed

    Parry, Ingrid S; Bagley, Anita; Kawada, Jason; Sen, Soman; Greenhalgh, David G; Palmieri, Tina L

    2012-06-01

    Commercially available interactive video games (IVG) like the Nintendo Wii™ (NW) and PlayStation™II Eye Toy (PE) are increasingly used in the rehabilitation of patients with burn. Such games have gained popularity in burn rehabilitation because they encourage range of motion (ROM) while distracting from pain. However, IVGs were not originally designed for rehabilitation purposes but rather for entertainment and may lack specificity for achieving rehabilitative goals. Objectively evaluating the specific demands of IVGs in relation to common burn therapy goals will determine their true therapeutic benefit and guide their use in burn rehabilitation. Upper extremity (UE) motion of 24 normal children was measured using 3D motion analysis during play with the two types of IVGs most commonly described for use after burn: NW and PE. Data was analyzed using t-tests and One-way Analysis of Variance. Active range of motion for shoulder flexion and abduction during play with both PE and NW was within functional range, thus supporting the idea that IVGs offer activities with therapeutic potential to improve ROM. PE resulted in higher demands and longer duration of UE motion than NW, and therefore may be the preferred tool when UE ROM or muscular endurance are the goals of rehabilitation. When choosing a suitable IVG for application in rehabilitation, the user's impairment together with the therapeutic attributes of the IVG should be considered to optimize outcome. PMID:22385641

  18. Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation

    PubMed Central

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

    2015-01-01

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

  19. Design and implementation of H.264 based embedded video coding technology

    NASA Astrophysics Data System (ADS)

    Mao, Jian; Liu, Jinming; Zhang, Jiemin

    2016-03-01

    In this paper, an embedded system for remote online video monitoring was designed and developed to capture and record the real-time circumstances in elevator. For the purpose of improving the efficiency of video acquisition and processing, the system selected Samsung S5PV210 chip as the core processor which Integrated graphics processing unit. And the video was encoded with H.264 format for storage and transmission efficiently. Based on S5PV210 chip, the hardware video coding technology was researched, which was more efficient than software coding. After running test, it had been proved that the hardware video coding technology could obviously reduce the cost of system and obtain the more smooth video display. It can be widely applied for the security supervision [1].

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

    ERIC Educational Resources Information Center

    Keenan, Daniel Stephen

    2010-01-01

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

  1. Constructing Self-Modeling Videos: Procedures and Technology

    ERIC Educational Resources Information Center

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

    2012-01-01

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

  2. The Impact of Infant-Directed Videos on Parent-Child Interaction

    ERIC Educational Resources Information Center

    Pempek, Tiffany A.; Demers, Lindsay B.; Hanson, Katherine G.; Kirkorian, Heather L.; Anderson, Daniel R.

    2011-01-01

    This study assessed whether infant-directed videos designed to promote parent-child interactions actually support such engagement. Parents watched videos from the "Baby Einstein" or the "Sesame Beginnings" series for 2 weeks at home with their 12- or 18-month-old infants. "Baby Einstein" encourages parents to label objects and actions; "Sesame…

  3. Levels of Interaction and Proximity: Content Analysis of Video-Based Classroom Cases

    ERIC Educational Resources Information Center

    Kale, Ugur

    2008-01-01

    This study employed content analysis techniques to examine video-based cases of two websites that exemplify learner-centered pedagogies for pre-service teachers to carry out in their teaching practices. The study focused on interaction types and physical proximity levels between students and teachers observed in the videos. The findings regarding…

  4. Control Structures Interaction (CSI) Technology

    NASA Technical Reports Server (NTRS)

    Layman, W. E.

    1989-01-01

    Control Structures Interaction (CSI) technology for control of space structures is being developed cooperatively by JPL, LaRC and MSFC for NASA OAST/RM. The mid-'90s goal of JPL's CSI program is to demonstrate with analysis, ground and flight tests, the super quiet structures needed for large diffraction-limited instruments such as optical stellar interferometers and large advanced successors to the Hubble Space Telescope. Microprecision CSI technology is intended as a new "building block" for use by the designers of large optical systems. The thrust of the microprecision CSI technology effort is to achieve nanometer-levels of space structure stability/accuracy with designs which employ otherwise conventional spacecraft technologies. JPL design experiences have indicated the following CSI technology development areas are especially applicable to large optical system projects: (1) Active structural members; (2) Control/structures design methods; (3) Microdynamic effects characterization; and (4) Ground and flight test validation of CSI methods.

  5. Evolution-based Virtual Content Insertion with Visually Virtual Interactions in Videos

    NASA Astrophysics Data System (ADS)

    Chang, Chia-Hu; Wu, Ja-Ling

    With the development of content-based multimedia analysis, virtual content insertion has been widely used and studied for video enrichment and multimedia advertising. However, how to automatically insert a user-selected virtual content into personal videos in a less-intrusive manner, with an attractive representation, is a challenging problem. In this chapter, we present an evolution-based virtual content insertion system which can insert virtual contents into videos with evolved animations according to predefined behaviors emulating the characteristics of evolutionary biology. The videos are considered not only as carriers of message conveyed by the virtual content but also as the environment in which the lifelike virtual contents live. Thus, the inserted virtual content will be affected by the videos to trigger a series of artificial evolutions and evolve its appearances and behaviors while interacting with video contents. By inserting virtual contents into videos through the system, users can easily create entertaining storylines and turn their personal videos into visually appealing ones. In addition, it would bring a new opportunity to increase the advertising revenue for video assets of the media industry and online video-sharing websites.

  6. A Tape-based System of Interactive Video for Computerised Self-instruction.

    ERIC Educational Resources Information Center

    Watt, Marie E.; Watt, Alexander

    1987-01-01

    Described is an interactive video system in use in the Glasgow Dental Hospital and School to give students practice in tooth identification. The description includes the hardware, computer software, educational software, and use of the program. (RH)

  7. Interactive exploration of surveillance video through action shot summarization and trajectory visualization.

    PubMed

    Meghdadi, Amir H; Irani, Pourang

    2013-12-01

    We propose a novel video visual analytics system for interactive exploration of surveillance video data. Our approach consists of providing analysts with various views of information related to moving objects in a video. To do this we first extract each object's movement path. We visualize each movement by (a) creating a single action shot image (a still image that coalesces multiple frames), (b) plotting its trajectory in a space-time cube and (c) displaying an overall timeline view of all the movements. The action shots provide a still view of the moving object while the path view presents movement properties such as speed and location. We also provide tools for spatial and temporal filtering based on regions of interest. This allows analysts to filter out large amounts of movement activities while the action shot representation summarizes the content of each movement. We incorporated this multi-part visual representation of moving objects in sViSIT, a tool to facilitate browsing through the video content by interactive querying and retrieval of data. Based on our interaction with security personnel who routinely interact with surveillance video data, we identified some of the most common tasks performed. This resulted in designing a user study to measure time-to-completion of the various tasks. These generally required searching for specific events of interest (targets) in videos. Fourteen different tasks were designed and a total of 120 min of surveillance video were recorded (indoor and outdoor locations recording movements of people and vehicles). The time-to-completion of these tasks were compared against a manual fast forward video browsing guided with movement detection. We demonstrate how our system can facilitate lengthy video exploration and significantly reduce browsing time to find events of interest. Reports from expert users identify positive aspects of our approach which we summarize in our recommendations for future video visual analytics systems

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

    PubMed

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

    2013-01-01

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

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

    PubMed Central

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

    2013-01-01

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

  10. Toward developing a unit of measure and scale of digital video quality: IEEE Broadcast Technology Society Subcomittee on Video Compression Measurements

    NASA Astrophysics Data System (ADS)

    Libert, John M.; Stanger, Leon; Watson, Andrew B.; Rohaly, Ann M.

    2000-06-01

    Development of video quality metrics has taken support from experimental vision data mainly at two levels of abstraction. On the one hand are the carefully controlled tests of human visual response to well-defined, controlled visual stimuli, such as the ModelFest study. On the other hand are experiments in which viewers rate the global quality of 'natural' video sequences exhibiting impairments of loosely-controlled composition and amplitude, as in the Video Quality Experts Group study. The IEEE Broadcast Technology Society Subcommittee on Video Compression Measurements has initiated an intermediate level approach to video quality assessment aimed toward developing a scale of video impairment and unit of measure by which to describe video distortion in both perceptual and engineering terms. The proposed IEEE study will attempt to define a scale of video impairment in terms of multiple measurements of the just-noticeable-difference (JND) of compression-induced video impairments. A paired comparison psychophysical method will be used to define a psychometric function of the visual sensitivity to compression-induced video impairments of various amplitudes. In this effort, quality assessment is related directly to visual perception of video impairments rather than to the more 'atomic' visual stimuli as used in many human vision experiments. Yet the experimenter's control over the stimuli is greater than that used in much of contemporary video quality testing.

  11. Video Discs in Education.

    ERIC Educational Resources Information Center

    Barker, Philip

    1986-01-01

    This discussion of the use of images in learning processes focuses on recent developments in optical storage disc technology, particularly compact disc read-only (CD-ROM) and optical video discs. Interactive video systems and user interfaces are described, and applications in education and industry in the United Kingdom are reviewed. (Author/LRW)

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

    ERIC Educational Resources Information Center

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

    2009-01-01

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

  13. Making Sense of Video Analytics: Lessons Learned from Clickstream Interactions, Attitudes, and Learning Outcome in a Video-Assisted Course

    ERIC Educational Resources Information Center

    Giannakos, Michail N.; Chorianopoulos, Konstantinos; Chrisochoides, Nikos

    2015-01-01

    Online video lectures have been considered an instructional media for various pedagogic approaches, such as the flipped classroom and open online courses. In comparison to other instructional media, online video affords the opportunity for recording student clickstream patterns within a video lecture. Video analytics within lecture videos may…

  14. Haptic Glove Technology: Skill Development through Video Game Play

    ERIC Educational Resources Information Center

    Bargerhuff, Mary Ellen; Cowan, Heidi; Oliveira, Francisco; Quek, Francis; Fang, Bing

    2010-01-01

    This article introduces a recently developed haptic glove system and describes how the participants used a video game that was purposely designed to train them in skills that are needed for the efficient use of the haptic glove. Assessed skills included speed, efficiency, embodied skill, and engagement. The findings and implications for future…

  15. The Effects of Video-Only, CAI Only, and Interactive Video Instructional Systems on Learner Performance and Attitude: An Exploratory Study.

    ERIC Educational Resources Information Center

    Dalton, David W.; Hannafin, Michael J.

    This study compared the effects of interactive video instruction on learner performance and attitude with the effects of conventional computer assisted instruction (CAI) and stand-alone video. Based on pretest scores, 134 junior high industrial arts students designated as relatively high or low in prior achievement were randomly assigned to one of…

  16. Research and Technology Development for Construction of 3d Video Scenes

    NASA Astrophysics Data System (ADS)

    Khlebnikova, Tatyana A.

    2016-06-01

    For the last two decades surface information in the form of conventional digital and analogue topographic maps has been being supplemented by new digital geospatial products, also known as 3D models of real objects. It is shown that currently there are no defined standards for 3D scenes construction technologies that could be used by Russian surveying and cartographic enterprises. The issues regarding source data requirements, their capture and transferring to create 3D scenes have not been defined yet. The accuracy issues for 3D video scenes used for measuring purposes can hardly ever be found in publications. Practicability of development, research and implementation of technology for construction of 3D video scenes is substantiated by 3D video scene capability to expand the field of data analysis application for environmental monitoring, urban planning, and managerial decision problems. The technology for construction of 3D video scenes with regard to the specified metric requirements is offered. Technique and methodological background are recommended for this technology used to construct 3D video scenes based on DTM, which were created by satellite and aerial survey data. The results of accuracy estimation of 3D video scenes are presented.

  17. An Investigation of Technological Innovation: Interactive Television.

    ERIC Educational Resources Information Center

    Robinson, Rhonda S.

    A 5-year case study was implemented to evaluate the two-way Carroll Instructional Television Consortium, which utilizes a cable television network serving four school districts in Illinois. This network permits simultaneous video and audio interactive communication among four high schools. The naturalistic inquiry method employed included…

  18. Lesson Plan Prototype for International Space Station's Interactive Video Education Events

    NASA Technical Reports Server (NTRS)

    Zigon, Thomas

    1999-01-01

    The outreach and education components of the International Space Station Program are creating a number of materials, programs, and activities that educate and inform various groups as to the implementation and purposes of the International Space Station. One of the strategies for disseminating this information to K-12 students involves an electronic class room using state of the art video conferencing technology. K-12 classrooms are able to visit the JSC, via an electronic field trip. Students interact with outreach personnel as they are taken on a tour of ISS mockups. Currently these events can be generally characterized as: Being limited to a one shot events, providing only one opportunity for students to view the ISS mockups; Using a "one to many" mode of communications; Using a transmissive, lecture based method of presenting information; Having student interactions limited to Q&A during the live event; Making limited use of media; and Lacking any formal, performance based, demonstration of learning on the part of students. My project involved developing interactive lessons for K-12 students (specifically 7th grade) that will reflect a 2nd generation design for electronic field trips. The goal of this design will be to create electronic field trips that will: Conform to national education standards; More fully utilize existing information resources; Integrate media into field trip presentations; Make support media accessible to both presenters and students; Challenge students to actively participate in field trip related activities; and Provide students with opportunities to demonstrate learning

  19. Effects of Orienting Activities and Instructional Control on Learning Facts and Procedures from Interactive Video.

    ERIC Educational Resources Information Center

    Tovar, Mariela; Coldevin, Gary

    1992-01-01

    Describes a study that was designed to investigate the interaction between three levels of instructional control (i.e., linear, mixed, and learner) and provision of an orienting activity on college students' learning of factual and procedural knowledge via interactive video. Instructional time and recall of facts and procedures are examined. (35…

  20. Meaningful Negotiation: A Study of the Pedagogical Value of Autotutor - An Interactive Video Learning Resource.

    ERIC Educational Resources Information Center

    Byrne, John Stephen

    1995-01-01

    A study investigated the instructional effectiveness of Autotutor, an interactive video program developed at Trinity College (Ireland), based on its ability to create an environment promoting learner interaction in a second language. Six students in three monolingual pairs (Japanese, Korean, Spanish) were filmed and recorded using the business…

  1. No Surprises! A Collaborative Planning Guide for Professional Development via Interactive Video.

    ERIC Educational Resources Information Center

    Zabala, Joy; Collins, Belva C.

    2003-01-01

    This article offers guidelines for planning distance professional development via interactive video for special educators in rural areas. A comprehensive planning checklist is organized into nine tasks. Other suggestions address equipment and interaction tips for receiving sites and setting up the site to encourage inclusion and active…

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

    PubMed

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

    2016-01-01

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

  3. Educational Opportunities of an Interactive Video-Based Information System.

    ERIC Educational Resources Information Center

    Miller, Mary

    1987-01-01

    Two technologies that promise to provide aid for educational endeavors are the optical laser disc and the compact disc. These two technologies incorporate the highest information storage density available today. When these audiovisual technologies are coupled with a microcomputer, a very effective instructional tool emerges. (MLW)

  4. Digital Video Interactive (DVI) Based Authoring Tools for Unit Level Training. Final Technical Report for Period 27 September 1991 - 27 May 1992.

    ERIC Educational Resources Information Center

    Hyltin, John P.; And Others

    This report describes DVI (Digital Video Interactive) technology, current authoring languages and tools, and the reasons for developing new tools and applications. The work described was performed by Betac Corporation as part of a Phase II Small Business Innovation Research project. Section I provides background information on DVI. DVI technology…

  5. The Impact of Digital Video Technology on Production: The Case of "American Gothic."

    ERIC Educational Resources Information Center

    Fink, Edward J.

    1997-01-01

    Opines that the study of video production is important in better understanding the aural/visual aspects of television, especially since television production is undergoing a digital revolution. Assesses the impact of new technologies by examining a "cutting-edge" program, "American Gothic." Finds that digital technology offers writers, producers,…

  6. The Transfer of North American Instructional Technology to Developing Nations. A Focus on Instructional Video.

    ERIC Educational Resources Information Center

    Nelson, John E.

    Evolving from a television library begun in 1962, the Agency for Instructional Technology (AIT) was established by American and Canadian educators in 1973 to strengthen education through technology, and in cooperation with state and provincial agencies, it develops and distributes instructional video and computer materials. It has been active in…

  7. Technology Adoption Applied to Educational Settings: Predicting Interventionists' Use of Video-Self Modeling

    ERIC Educational Resources Information Center

    Heckman, Andrew R.

    2010-01-01

    Technology provides educators with a significant advantage in working with today's students. One particular application of technology for the purposes of academic and behavioral interventions is the use of video self-modeling (VSM). Although VSM is an evidence-based intervention, it is rarely used in educational settings. The present research…

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

    ERIC Educational Resources Information Center

    Skoretz, Yvonne M.; Cottle, Amy E.

    2011-01-01

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

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

    ERIC Educational Resources Information Center

    McCormack, Stephanie; Ross, Donna L.

    2010-01-01

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

  10. Using an Instructional Package Including Video Technology To Teach Self-Help Skills to Elementary Students with Mental Disabilities.

    ERIC Educational Resources Information Center

    Norman, Jacqueline M.; Collins, Belva C.; Schuster, John W.

    2001-01-01

    A study investigated the effectiveness of a treatment package that included video technology (e.g., video modeling and video prompting) to teach 3 self-help skills (cleaning sunglasses, putting on a wrist watch, and zipping a jacket) to 3 elementary students with mental disabilities. Results indicate the treatment package was effective. (Contains…

  11. Using an expert system to interface mainframe computing resources with an interactive video system

    NASA Astrophysics Data System (ADS)

    Carey, Raymond; Wible, Sheryl F.; Gaynor, Wayne H.; Hendry, Timothy G.

    1991-07-01

    An expert system called SEIB (sustaining-engineer-in-a-box) has been developed to allow routine lithography troubleshooting to be performed by manufacturing personnel, reducing their dependence on sustaining engineers. SEIB is a multi-media, multi-interface expert system, capable of utilizing interactive video images, PC-based information, and database information contained within a mainframe computer-aided manufacturing (CAM) system. SEIB utilizes a custom expert system contained within a DVIR interactive video platform. This allows for quick resolution of problems without engineering intervention. Because of its design, the system can be easily adapted to any functional area in the fabrication facility.

  12. Factors influencing the development and use of interactive video in nursing education. A Delphi study.

    PubMed

    Rizzolo, M A

    1990-01-01

    The purpose of this study was to identify factors impeding development and use of interactive video (IAV) in nursing education in order to specify actions that would facilitate its development and use. Nurse educators with experience in development of IAV programs were defined as the experts, and a three-round Delphi study was conducted. Study findings revealed that participants were aware of obstacles to development and were able to suggest some ways to overcome them. Subjects clearly identified content they want in IAV programs, and were especially united on applications for simulations. They agreed on benefits of IAV for students, but were less certain about how it might affect faculty roles, and were undecided about measurable advantages of IAV. Conservative predictions were made about how evolving IAV technology might change the process of nurse education in the future. To promote IAV development and use the author recommends cooperative efforts between nurse educators and developers in the business sector and an educational thrust targeted for specific groups. Moving beyond existing nursing roles and institutional models, the author makes two major suggestions: establishment of a new nursing specialist, the nurse/instructional designer, and the creation of an information center staffed by these new specialists who will design and develop programs, provide education and consultation, maintain a clearinghouse for IAV programs, research, and technology, and take a leadership role in the integration of this powerful instructional delivery system into the entire health field. PMID:2204474

  13. Negotiating technology-mediated interaction in health care

    PubMed Central

    Håland, Erna; Melby, Line

    2015-01-01

    The health-care sector is increasingly faced with different forms of technology that are introduced to mediate interaction, thus fully or partially replacing face-to-face meetings. In this article we address health personnel's experiences with three such technologies, namely: electronic messages, video conferences and net-based discussion forums. Drawing on Goffman's perspectives on interaction and frame, we argue that when technologies are introduced to mediate interaction, new frames for understanding and making sense of situations are created. These new frames imply new ways of organising and making sense of experience, and require work by the participants in the interaction. In this article, based on interviews from two Norwegian research projects, we investigate health personnel's work to make sense of technology-mediated interaction in health care. We discuss this work represented in four categories: how to perform in a competent manner, how to negotiate immediacy, how to enable social cues and how to establish and maintain commitment. Concluding, we argue that the introduction of mediating technologies redefines what is considered up-to-date, ‘good' health-care work and challenges health personnel to change (some of) their work practices and moves, as a result, far beyond simple interventions aimed at making work more efficient. PMID:25685073

  14. Approaches to Interactive Video Anchors in Problem-based Science Learning

    NASA Astrophysics Data System (ADS)

    Kumar, David Devraj

    2010-02-01

    This paper is an invited adaptation of the IEEE Education Society Distinguished Lecture Approaches to Interactive Video Anchors in Problem-Based Science Learning. Interactive video anchors have a cognitive theory base, and they help to enlarge the context of learning with information-rich real-world situations. Carefully selected movie clips and custom-developed regular videos and virtual simulations have been successfully used as anchors in problem-based science learning. Examples discussed include a range of situations such as Indiana Jones tackling a trap, a teenager misrepresenting lead for gold, an agriculture inspection at the US border, counterintuitive events, analyzing a river ecosystem for pollution, and finding the cause of illness in a nineteenth century river city. Suggestions for teachers are provided.

  15. Model-based video segmentation for vision-augmented interactive games

    NASA Astrophysics Data System (ADS)

    Liu, Lurng-Kuo

    2000-04-01

    This paper presents an architecture and algorithms for model based video object segmentation and its applications to vision augmented interactive game. We are especially interested in real time low cost vision based applications that can be implemented in software in a PC. We use different models for background and a player object. The object segmentation algorithm is performed in two different levels: pixel level and object level. At pixel level, the segmentation algorithm is formulated as a maximizing a posteriori probability (MAP) problem. The statistical likelihood of each pixel is calculated and used in the MAP problem. Object level segmentation is used to improve segmentation quality by utilizing the information about the spatial and temporal extent of the object. The concept of an active region, which is defined based on motion histogram and trajectory prediction, is introduced to indicate the possibility of a video object region for both background and foreground modeling. It also reduces the overall computation complexity. In contrast with other applications, the proposed video object segmentation system is able to create background and foreground models on the fly even without introductory background frames. Furthermore, we apply different rate of self-tuning on the scene model so that the system can adapt to the environment when there is a scene change. We applied the proposed video object segmentation algorithms to several prototype virtual interactive games. In our prototype vision augmented interactive games, a player can immerse himself/herself inside a game and can virtually interact with other animated characters in a real time manner without being constrained by helmets, gloves, special sensing devices, or background environment. The potential applications of the proposed algorithms including human computer gesture interface and object based video coding such as MPEG-4 video coding.

  16. Computer and Video Games in Family Life: The Digital Divide as a Resource in Intergenerational Interactions

    ERIC Educational Resources Information Center

    Aarsand, Pal Andre

    2007-01-01

    In this ethnographic study of family life, intergenerational video and computer game activities were videotaped and analysed. Both children and adults invoked the notion of a digital divide, i.e. a generation gap between those who master and do not master digital technology. It is argued that the digital divide was exploited by the children to…

  17. Educators Using Information Technology. GIS Video Series. [Videotape].

    ERIC Educational Resources Information Center

    A M Productions Inc., Vancouver (British Columbia).

    This 57-minute videotape covers the "Florida Educators Using Information Technology" session of the "Eco-Informa '96" conference. Two speakers presented examples of environmental educators using information technology. The first speaker, Brenda Maxwell, is the Director and Developer of the Florida Science Institute based at Brevard Community…

  18. Video Tutorials: A Sustainable Method for Campus Technology Training

    ERIC Educational Resources Information Center

    Bowers, John; Dent, Julie; Barnes, Kathleen

    2009-01-01

    Technology training is a resource-intensive endeavor with inherent potential for waste. Such training is commonly offered in live, face-to-face workshops on campus, without charge, by colleges and universities who value technology skills in their faculty, staff, and students. The true cost to the institution begins with the space used for…

  19. Perspectives on Using Video Recordings in Conversation Analytical Studies on Learning in Interaction

    ERIC Educational Resources Information Center

    Rusk, Fredrik; Pörn, Michaela; Sahlström, Fritjof; Slotte-Lüttge, Anna

    2015-01-01

    Video is currently used in many studies to document the interaction in conversation analytical (CA) studies on learning. The discussion on the method used in these studies has primarily focused on the analysis or the data construction, whereas the relation between data construction and analysis is rarely brought to attention. The aim of this…

  20. Effects of Active vs. Passive Review Strategies on Recalling Information from an Interactive Video Instructional Programme.

    ERIC Educational Resources Information Center

    Tovar, Mariela

    1989-01-01

    Describes a study of college students that was conducted to investigate the effect of two review strategies on the recall of information from an interactive video program. Treatments for the active review group, the passive review group, and the control group are described. Recall posttests and amount of time required to complete the instruction…

  1. Design Considerations for the Development of Interactive Video (IV) in Nurse Education.

    ERIC Educational Resources Information Center

    Chandra, Peter; And Others

    A computer assisted learning (CAL) program in the area of intravenous drug administration developed by the Nightingale Project is currently being used in a number of nursing schools and hospitals throughout the United Kingdom. The success of this program and the emergence of interactive video as a significant training medium persuaded the…

  2. Developing Interactional Competence through Video-Based Computer-Mediated Conversations: Beginning Learners of Spanish

    ERIC Educational Resources Information Center

    Tecedor Cabrero, Marta

    2013-01-01

    This dissertation examines the discourse produced by beginning learners of Spanish using social media. Specifically, it looks at the use and development of interactional resources during two video-mediated conversations. Through a combination of Conversation Analysis tools and quantitative data analysis, the use of turn-taking strategies, repair…

  3. Interactive Video in Teaching. Theory into Practice. Publication Series B 62.

    ERIC Educational Resources Information Center

    Kari, Jouko; Nojd, Olavi

    This report describes research on the use of interactive video in elementary schools which was carried out in the comprehensive school at the Institute for Education Research and the Department of Teacher Education in the University of Jyvaskyla, Finland. The research is based on students' attitude ratings of different working modes in the…

  4. Ready Set. . .Authoring Systems to Get You Started on Interactive Video Design.

    ERIC Educational Resources Information Center

    Rhodes, Dent M.; Azbell, Janet White

    1986-01-01

    Evaluates four authoring systems used to develop computer aided interactive video: The Instructor, InfoWriter, IDeAS, and ProCAL2. The information provided includes hardware requirements, compatibility with videotape and/or videodisc, instructional options available, user data-management capabilities, procedures for logging tapes, and access for…

  5. Energy Expenditure during Physically Interactive Video Game Playing in Male College Students with Different Playing Experience

    ERIC Educational Resources Information Center

    Sell, Katie; Lillie, Tia; Taylor, Julie

    2008-01-01

    Objective: Researchers have yet to explore the effect of physically interactive video game playing on energy expenditure, despite its potential for meeting current minimal daily activity and energy expenditure recommendations. Participants and Methods: Nineteen male college students-12 experienced "Dance Dance Revolution" (DDR) players and 7…

  6. Interaction of Learner Control and Prior Conceptual Understanding in Computer-Assisted Video Instruction.

    ERIC Educational Resources Information Center

    Gay, Geraldine

    The purpose of this study was to examine how learners with different levels of prior understanding of a topic interact and learn from computer-assisted video instruction systems when they have control of content, sequence, pace, and mode of instruction. Based on pretest scores, 80 subjects were randomly selected, half with low prior conceptual…

  7. The Effects of Variations in Lesson Control and Practice on Learning from Interactive Video.

    ERIC Educational Resources Information Center

    Hannafin, Michael J.; Colamaio, MaryAnne E.

    1987-01-01

    Discussion of the effects of variations in lesson control and practice on the learning of facts, procedures, and problem-solving skills during interactive video instruction focuses on a study of graduates and advanced level undergraduates learning cardiopulmonary resuscitation (CPR). Embedded questioning methods and posttests used are described.…

  8. Training the Use of Interactive Videos: Effects on Mastering Different Tasks

    ERIC Educational Resources Information Center

    Merkt, Martin; Schwan, Stephan

    2014-01-01

    This study was concerned with identifying prerequisites for the successful use of videos that offer different levels of interactivity. In a homework scenario, 64 ninth graders participated either in a search training demonstrating the efficient use of features facilitating the selection of relevant information or in a control training focusing on…

  9. Innovative Second Language Speaking Practice with Interactive Videos in a Rich Internet Application Environment

    ERIC Educational Resources Information Center

    Pereira, Juan A.; Sanz-Santamaría, Silvia; Montero, Raúl; Gutiérrez, Julián

    2012-01-01

    Attaining a satisfactory level of oral communication in a second language is a laborious process. In this action research paper we describe a new method applied through the use of interactive videos and the Babelium Project Rich Internet Application (RIA), which allows students to practice speaking skills through a variety of exercises. We present…

  10. Investigating the Magnetic Interaction with Geomag and Tracker Video Analysis: Static Equilibrium and Anharmonic Dynamics

    ERIC Educational Resources Information Center

    Onorato, P.; Mascheretti, P.; DeAmbrosis, A.

    2012-01-01

    In this paper, we describe how simple experiments realizable by using easily found and low-cost materials allow students to explore quantitatively the magnetic interaction thanks to the help of an Open Source Physics tool, the Tracker Video Analysis software. The static equilibrium of a "column" of permanents magnets is carefully investigated by…

  11. Neurophysiologic Analysis of the Effects of Interactive Tailored Health Videos on Attention to Health Messages

    ERIC Educational Resources Information Center

    Lee, Jung A.

    2011-01-01

    Web-based tailored approaches hold much promise as effective means for delivering health education and improving public health. This study examines the effects of interactive tailored health videos on attention to health messages using neurophysiological changes measured by Electroencephalogram (EEG) and Electrocardiogram (EKG). Sixty-eight…

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

    NASA Technical Reports Server (NTRS)

    Ziemke, Robert A.

    1990-01-01

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

  13. Integrating Interactive Technologies into Primary Language Programs.

    ERIC Educational Resources Information Center

    Tolbert, Sue; Browett, Julie

    2000-01-01

    Discusses the use of interactive technologies in primary language programs in Tasmanian schools in Australia. The benefits of a computer-based technology package for learning, curriculum connections, the impact of the technology package for teacher networking, and the impact of the technology package on teaching and learning are highlighted…

  14. Developing Computer-Based Interactive Video Simulations on Questioning Strategies.

    ERIC Educational Resources Information Center

    Rogers, Randall; Rieff, Judith

    1989-01-01

    This article presents a rationale for development and implementation of computer based interactive videotape (CBIV) in preservice teacher education; identifies advantages of CBIV simulations over other practice exercises; describes economical production procedures; discusses implications and importance of these simulations; and makes…

  15. Special Education Consultation: Interactive Video Simulation: Adults, Teachers & Consultants.

    ERIC Educational Resources Information Center

    Evans, Robert J.

    A microcomputer controlled interactive videotape program is described as one way to supply special education teachers with inservice and/or consultation services. The approach allows inservice teachers to strengthen classroom teaching skills outside of the classroom. Programing directions are offered written in the SuperPILOT Authoring Language on…

  16. The Use of Video-Tacheometric Technology for Documenting and Analysing Geometric Features of Objects

    NASA Astrophysics Data System (ADS)

    Woźniak, Marek; Świerczyńska, Ewa; Jastrzębski, Sławomir

    2015-12-01

    This paper analyzes selected aspects of the use of video-tacheometric technology for inventorying and documenting geometric features of objects. Data was collected with the use of the video-tacheometer Topcon Image Station IS-3 and the professional camera Canon EOS 5D Mark II. During the field work and the development of data the following experiments have been performed: multiple determination of the camera interior orientation parameters and distortion parameters of five lenses with different focal lengths, reflectorless measurements of profiles for the elevation and inventory of decorative surface wall of the building of Warsaw Ballet School. During the research the process of acquiring and integrating video-tacheometric data was analysed as well as the process of combining "point cloud" acquired by using video-tacheometer in the scanning process with independent photographs taken by a digital camera. On the basis of tests performed, utility of the use of video-tacheometric technology in geodetic surveys of geometrical features of buildings has been established.

  17. New Technology, New Pedagogy? Employing Video Podcasts in Learning and Teaching about Exotic Ecosystems

    ERIC Educational Resources Information Center

    Hill, Jennifer L.; Nelson, Amanda

    2011-01-01

    This paper examines the experiences of undergraduate university students in response to the employment of video podcasts to support learning and teaching about exotic ecosystems. Six, 15-20-minute podcasts were made accessible to students through a virtual learning environment, either online or to download to mobile technology. The students were…

  18. Promoting Early Literacy for Diverse Learners Using Audio and Video Technology

    ERIC Educational Resources Information Center

    Skouge, James R.; Rao, Kavita; Boisvert, Precille C.

    2007-01-01

    Practical applications of multimedia technologies that support early literacy are described and evaluated, including several variations of recorded books and stories, utilizing mainstream audio and video recording appropriate for libraries and schools. Special emphasis is given to the needs of children with disabilities and children who are…

  19. The Use of Multiple Monitor and KVM (Keyboard, Video, and Mouse) Technologies in an Educational Setting

    ERIC Educational Resources Information Center

    Snyder, Robin

    2004-01-01

    Having more than one screen of usable space can enhance productivity, both inside and outside of the classroom. So can using one keyboard, screen, and mouse with multiple computers. This paper (and session) will cover the author's use of multiple monitor and KVM (keyboard, video, and mouse) technologies both inside and outside the classroom, with…

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

    ERIC Educational Resources Information Center

    Klopfenstein, Bruce C.

    1989-01-01

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

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

    ERIC Educational Resources Information Center

    Abdous, M'hammed; He, Wu

    2011-01-01

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

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

    ERIC Educational Resources Information Center

    Ibrahim, Mohamed; Callaway, Rebecca; Bell, David

    2014-01-01

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

  3. Video Technology and Education: Genie in a Bottle or Pandora's Box?

    ERIC Educational Resources Information Center

    Burke, Michael A.

    1981-01-01

    To counteract negative effects of television watching on children, ways to help students become critical viewers are suggested and recommendations for the use of television as a stimulus for reading are made. Success depends upon teacher inservice education and knowledge of advances in video technology. (DC)

  4. Interactive Language Simulation Systems: Technology for a National Language Base.

    ERIC Educational Resources Information Center

    Rowe, A. Allen

    1985-01-01

    Discusses the efforts of the Defense Language Institute Foreign Language Center to make interactive video an integral part of foreign language instruction. Interactive video is seen as a method which could profoundly alter the old classroom model of language instruction. (Author/SED)

  5. Creating and Maintaining Instructor/Student Connection between Class Meetings: The Use of Eyejot--A Video Messaging Technology

    ERIC Educational Resources Information Center

    Lillie, Richard E.; Liu, Xiang; Kang, Gerui

    2011-01-01

    Eyejot, a free video email service, makes it possible to create, send, and receive video messages over the Internet. By adding the warmth of face-to-face interaction to the traditional email message, Eyejot creates a more interactive form of communication that engages today's techsavvy students. This paper shares our experience using Eyejot to…

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

    NASA Astrophysics Data System (ADS)

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

    2015-04-01

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

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

    PubMed

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

    2016-01-01

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

  8. Captions, Whiteboards, Animation, and Videos: Technology Improves Access

    ERIC Educational Resources Information Center

    Beal-Alvarez, Jennifer S.; Cannon, Joanna E.

    2015-01-01

    The field of deaf education lacks rigorous research that supports any singular instructional practice (Luckner, Sebold, Cooney, Young III, & Muir 2005/2006; Easterbrooks & Stephenson, 2012). However studies indicate that technology, frequently used during instruction with students who are deaf or hard of hearing (Easterbrooks, Stephenson,…

  9. Slow Scan Video in the Preparation of Technology Educators.

    ERIC Educational Resources Information Center

    Baird, David A.

    The Wyoming Center for Teaching and Learning Network at the University of Wyoming (UW) investigated barriers to distance learning and implemented a system that circumvented or eliminated these barriers. One four-year college and seven community colleges chose to be interactively connected. Many UW faculty members, accustomed to delivering classes…

  10. Validation of the use of video teleconferencing technology in the assessment of PTSD.

    PubMed

    Litwack, Scott D; Jackson, Colleen E; Chen, May; Sloan, Denise M; Hatgis, Christina; Litz, Brett T; Marx, Brian P

    2014-08-01

    The Veterans Health Administration (VHA) has promoted the use of telehealth technologies to deliver mental health care to veterans with limited access to services on account of geographic and other barriers. The use of technology to deliver interventions to veterans with posttraumatic stress disorder (PTSD) has been a particular focus within VHA. Much less attention has been paid to the use of telehealth technologies to diagnose veterans with PTSD for both treatment and/or disability compensation purposes, in spite of the need for such services. The literature evaluating the use of video teleconferencing methods in the assessment of PTSD is limited; to our knowledge, only 1 previous study has been published. The current study evaluated the psychometric characteristics of the Clinician Administered PTSD Scale (CAPS) administered by video teleconferencing with a larger and more diverse sample of veterans. The CAPS raters had high interrater reliability and there were strong correlations between face-to-face CAPS assessments and video teleconferencing CAPS assessments for diagnosis and total severity. The results suggest that the CAPS can and should be used via video teleconferencing with veterans who have barriers to face-to-face evaluations. PMID:24841510

  11. Battlefield tracheal intubation training using virtual simulation: a multi center operational assessment of video laryngoscope technology.

    PubMed

    Boedeker, Ben H; Boedeker, Kirsten A; Bernhagen, Mary A; Miller, David J; Lacy, Timothy

    2011-01-01

    Airway management is an essential skill in providing care in trauma situations. The video laryngoscope is a tool which offers improvement in teaching airway management skills and in managing airways of trauma patients on the far forward battlefield. An Operational Assessment (OA) of videolaryngoscope technology for medical training and airway management was conducted by the Center for Advanced Technology and Telemedicine (at the University of Nebraska Medical Center, Omaha, NE) for the US Air Force Modernization Command to validate this technology in the provision of Out of OR airway management and airway management training in military simulation centers. The value for both the training and performance of intubations was highly rated and the majority of respondents indicated interest in having a video laryngoscope in their facility. PMID:21335763

  12. Spacecraft Environmental Interactions Technology, 1983

    NASA Technical Reports Server (NTRS)

    1985-01-01

    State of the art of environment interactions dealing with low-Earth-orbit plasmas; high-voltage systems; spacecraft charging; materials effects; and direction of future programs are contained in over 50 papers.

  13. Indoctrination: Using interactive video to teach attitudes and knowledge in general employee training

    SciTech Connect

    Smigelski, L.B.

    1989-03-01

    The Westinghouse Hanford Company has developed a prototype Interactive Video course, Hanford General Employee Training. Interactive video combines sound, motion, and still photography from a videodisc with the graphics, text, and instructional capability of computer-based instruction. The course includes indoctrination on over 40 topics identified by the Institute of Nuclear Power Operations, the United States Department of Energy, and the Westinghouse Hanford Company that are to be included in the indoctrination of new and requalifying employees. In addition, the course requires trainees to make positive choices when confronted with real life scenarios showing violations of safety, security, and quality standards. This courseware is different from most general employee training courses because it puts the trainee in a role-playing mode and requires the trainee to recognize and respond ''in the Westinghouse Hanford way.'' Initial data project a reduction of 40--60% in training time for Hanford General Employee Training as compared to stand-up instruction.

  14. How Rock Music Videos Can Change What Is Seen when Boy Meets Girl: Priming Stereotypic Appraisal of Social Interactions.

    ERIC Educational Resources Information Center

    Hansen, Christine H.; Hansen, Ranald D.

    1988-01-01

    Studies the capacity of sex role stereotyped portrayals of men and women found in popular rock music videos to alter viewers' impressions of a man and a woman who subsequently were seen interacting. Concludes that the videos perpetuate traditional sex role stereotypes. (FMW)

  15. Correcting Students' Misconceptions about Automobile Braking Distances and Video Analysis Using Interactive Program Tracker

    NASA Astrophysics Data System (ADS)

    Hockicko, Peter; Trpišová, Beáta; Ondruš, Ján

    2014-12-01

    The present paper informs about an analysis of students' conceptions about car braking distances and also presents one of the novel methods of learning: an interactive computer program Tracker that we used to analyse the process of braking of a car. The analysis of the students' conceptions about car braking distances consisted in obtaining their estimates of these quantities before and after watching a video recording of a car braking from various initial speeds to a complete stop and subsequent application of mathematical statistics to the obtained sets of students' answers. The results revealed that the difference between the value of the car braking distance estimated before watching the video and the real value of this distance was not caused by a random error but by a systematic error which was due to the incorrect students' conceptions about the car braking process. Watching the video significantly improved the students' estimates of the car braking distance, and we show that in this case, the difference between the estimated value and the real value of the car braking distance was due only to a random error, i.e. the students' conceptions about the car braking process were corrected. Some of the students subsequently performed video analysis of the braking processes of cars of various brands and under various conditions by means of Tracker that gave them exact knowledge of the physical quantities, which characterize a motor vehicle braking. Interviewing some of these students brought very positive reactions to this novel method of learning.

  16. Real-time compressed video ultrasound using the Advanced Communications Technology Satellite

    NASA Astrophysics Data System (ADS)

    Stewart, Brent K.; Carter, Stephen J.; Cook, Jay F.; Abbe, Brian S.; Pinck, Deborah; Rowberg, Alan H.

    1996-05-01

    The authors have an in-kind grant from NASA to investigate the application of the Advanced Communications Technology Satellite (ACTS) to teleradiology and telemedicine using the Jet Propulsion Laboratory developed ACTS Mobile Terminal (AMT) uplink. We have recently completed three series of experiments with the ACTS/AMT. Although these experiments were multifaceted, the primary objective was the determination and evaluation of transmitting real- time compressed ultrasound video imagery over the ACTS/AMT satellite link, a primary focus of the author's current ARPA Advanced Biomedical Technology contract. These experiments have demonstrated that real-time compressed ultrasound video imagery can be transmitted over multiple ISDN line bandwidth links with sufficient temporal, contrast and spatial resolution for clinical diagnosis of multiple disease and pathology states to provide subspecialty consultation and education at a distance.

  17. Interactive CT-Video Registration for the Continuous Guidance of Bronchoscopy

    PubMed Central

    Merritt, Scott A.; Khare, Rahul; Bascom, Rebecca

    2014-01-01

    Bronchoscopy is a major step in lung cancer staging. To perform bronchoscopy, the physician uses a procedure plan, derived from a patient’s 3D computed-tomography (CT) chest scan, to navigate the bronchoscope through the lung airways. Unfortunately, physicians vary greatly in their ability to perform bronchoscopy. As a result, image-guided bronchoscopy systems, drawing upon the concept of CT-based virtual bronchoscopy (VB), have been proposed. These systems attempt to register the bronchoscope’s live position within the chest to a CT-based virtual chest space. Recent methods, which register the bronchoscopic video to CT-based endoluminal airway renderings, show promise but do not enable continuous real-time guidance. We present a CT-video registration method inspired by computer-vision innovations in the fields of image alignment and image-based rendering. In particular, motivated by the Lucas–Kanade algorithm, we propose an inverse-compositional framework built around a gradient-based optimization procedure. We next propose an implementation of the framework suitable for image-guided bronchoscopy. Laboratory tests, involving both single frames and continuous video sequences, demonstrate the robustness and accuracy of the method. Benchmark timing tests indicate that the method can run continuously at 300 frames/s, well beyond the real-time bronchoscopic video rate of 30 frames/s. This compares extremely favorably to the ≥1 s/frame speeds of other methods and indicates the method’s potential for real-time continuous registration. A human phantom study confirms the method’s efficacy for real-time guidance in a controlled setting, and, hence, points the way toward the first interactive CT-video registration approach for image-guided bronchoscopy. Along this line, we demonstrate the method’s efficacy in a complete guidance system by presenting a clinical study involving lung cancer patients. PMID:23508260

  18. An Attentional Goldilocks Effect: An Optimal Amount of Social Interactivity Promotes Word Learning from Video

    PubMed Central

    Nussenbaum, Kate; Amso, Dima

    2015-01-01

    Television can be a powerful education tool; however, content-makers must understand the factors that engage attention and promote learning from screen media. Prior research suggests that social engagement is critical for learning and that interactivity may enhance the educational quality of children’s media. The present study examined the effects of increasing the social interactivity of television on children’s visual attention and word learning. Three- to 5-year-old (MAge = 4;5 years, SD = 9 months) children completed a task in which they viewed videos of an actress teaching them the Swahili label for an on-screen image. Each child viewed these video clips in four conditions that parametrically manipulated social engagement and interactivity. We then tested whether each child had successfully learned the Swahili labels. Though 5-year-old children were able to learn words in all conditions, we found that there was an optimal level of social engagement that best supported learning for all participants, defined by engaging the child but not distracting from word labeling. Our eye-tracking data indicated that children in this condition spent more time looking at the target image and less time looking at the actress’s face as compared to the most interactive condition. These findings suggest that social interactivity is critical to engaging attention and promoting learning from screen media up until a certain point, after which social stimuli may draw attention away from target images and impair children’s word learning. PMID:27030791

  19. Video conferencing technology in research on schizophrenia: a qualitative study of site research staff.

    PubMed

    Rowe, Michael; Rosenheck, Robert; Stern, Erica; Bellamy, Chyrell

    2014-01-01

    The objective of this study was to advance knowledge of the experience of multisite research staff with video conferencing mental health data collection among study participants with schizophrenia. An end-of-study focus group was conducted with all (N = 19) study coordinators of a multisite randomized trial of pharmacotherapy for schizophrenia to characterize the experiences of coordinators overseeing semistructured assessments via video conferencing technology (VCT). Researchers conducted an audiotaped voluntary focus group. Investigators independently coded a transcript of the focus group, followed by discussions to reach consensus on key themes. Three key themes emerged, involving issues associated with (a) the technology itself, (b) the technology in the context of clinical care and research, and (c) the feasibility of using VCT for study assessments, including coordinators' perceptions of participants' experience of VCT. Additional themes were that (a) interviewer skills appeared to moderate the impact of VCT, (b) research participants with serious psychiatric disorders who participated in VCT assessments appeared, overall, to be more amenable to the technology than research coordinators anticipated, and (c) because VCT will be adapted in a wide range of settings, staffing and resource needs should be considered in planning for and adopting VCT for psychiatric research or clinical assessment. This study adds contextual detail and emphasis to the existing literature on the use of VCT in research and factors regarding the effective deployment of the technology in research. PMID:24575916

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

    NASA Astrophysics Data System (ADS)

    Krishnasamy, Hariharan N.

    2016-08-01

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

  1. USING VIDEO TECHNOLOGY TO DISSEMINATE BEHAVIORAL PROCEDURES: A REVIEW OF FUNCTIONAL ANALYSIS: A GUIDE FOR UNDERSTANDING CHALLENGING BEHAVIOR (DVD)

    PubMed Central

    Carr, James E; Fox, Eric J

    2009-01-01

    Although applied behavior analysis has generated many highly effective behavior-change procedures, the procedures have not always been effectively disseminated. One solution to this problem is the use of video technology, which has been facilitated by the ready availability of video production equipment and software and multiple distribution methods (e.g., DVD, online streaming). We review a recent DVD that was produced to disseminate the successful experimental functional analysis procedure. The review is followed by general recommendations for disseminating behavior-analytic procedures via video technology. PMID:20514204

  2. A 3D-Video-Based Computerized Analysis of Social and Sexual Interactions in Rats

    PubMed Central

    Matsumoto, Jumpei; Urakawa, Susumu; Takamura, Yusaku; Malcher-Lopes, Renato; Hori, Etsuro; Tomaz, Carlos; Ono, Taketoshi; Nishijo, Hisao

    2013-01-01

    A large number of studies have analyzed social and sexual interactions between rodents in relation to neural activity. Computerized video analysis has been successfully used to detect numerous behaviors quickly and objectively; however, to date only 2D video recording has been used, which cannot determine the 3D locations of animals and encounters difficulties in tracking animals when they are overlapping, e.g., when mounting. To overcome these limitations, we developed a novel 3D video analysis system for examining social and sexual interactions in rats. A 3D image was reconstructed by integrating images captured by multiple depth cameras at different viewpoints. The 3D positions of body parts of the rats were then estimated by fitting skeleton models of the rats to the 3D images using a physics-based fitting algorithm, and various behaviors were recognized based on the spatio-temporal patterns of the 3D movements of the body parts. Comparisons between the data collected by the 3D system and those by visual inspection indicated that this system could precisely estimate the 3D positions of body parts for 2 rats during social and sexual interactions with few manual interventions, and could compute the traces of the 2 animals even during mounting. We then analyzed the effects of AM-251 (a cannabinoid CB1 receptor antagonist) on male rat sexual behavior, and found that AM-251 decreased movements and trunk height before sexual behavior, but increased the duration of head-head contact during sexual behavior. These results demonstrate that the use of this 3D system in behavioral studies could open the door to new approaches for investigating the neuroscience of social and sexual behavior. PMID:24205238

  3. A 3D-video-based computerized analysis of social and sexual interactions in rats.

    PubMed

    Matsumoto, Jumpei; Urakawa, Susumu; Takamura, Yusaku; Malcher-Lopes, Renato; Hori, Etsuro; Tomaz, Carlos; Ono, Taketoshi; Nishijo, Hisao

    2013-01-01

    A large number of studies have analyzed social and sexual interactions between rodents in relation to neural activity. Computerized video analysis has been successfully used to detect numerous behaviors quickly and objectively; however, to date only 2D video recording has been used, which cannot determine the 3D locations of animals and encounters difficulties in tracking animals when they are overlapping, e.g., when mounting. To overcome these limitations, we developed a novel 3D video analysis system for examining social and sexual interactions in rats. A 3D image was reconstructed by integrating images captured by multiple depth cameras at different viewpoints. The 3D positions of body parts of the rats were then estimated by fitting skeleton models of the rats to the 3D images using a physics-based fitting algorithm, and various behaviors were recognized based on the spatio-temporal patterns of the 3D movements of the body parts. Comparisons between the data collected by the 3D system and those by visual inspection indicated that this system could precisely estimate the 3D positions of body parts for 2 rats during social and sexual interactions with few manual interventions, and could compute the traces of the 2 animals even during mounting. We then analyzed the effects of AM-251 (a cannabinoid CB1 receptor antagonist) on male rat sexual behavior, and found that AM-251 decreased movements and trunk height before sexual behavior, but increased the duration of head-head contact during sexual behavior. These results demonstrate that the use of this 3D system in behavioral studies could open the door to new approaches for investigating the neuroscience of social and sexual behavior. PMID:24205238

  4. Effects of interactive video game cycling on overweight and obese adolescent health.

    PubMed

    Adamo, Kristi B; Rutherford, Jane A; Goldfield, Gary S

    2010-12-01

    The purpose of this study was to examine the efficacy of interactive video game stationary cycling (GameBike) in comparison with stationary cycling to music on adherence, energy expenditure measures, submaximal aerobic fitness, body composition, and cardiovascular disease risk markers in overweight and obese adolescents, using a randomized controlled trial design. Thirty overweight (with at least 1 metabolic complication) or obese adolescents aged 12-17 years were stratified by gender and randomized to video game or music condition, with 4 participants (2 per group) failing to complete the twice weekly 60 min sessions of the 10-week trial. The music group had a higher rate of attendance compared with the video game group (92% vs. 86%, p < 0.05). Time spent in minutes per session at vigorous intensity (80%-100% of predicted peak heart rate) (24.9 ± 20 min vs. 13.7 ± 12.8 min, p < 0.05) and average distance (km) pedaled per session (12.5 ± 2.8 km vs. 10.2 ± 2.2 km, p < 0.05) also favoured the music group. However, both interventions produced significant improvements in submaximal indicators of aerobic fitness as measured by a graded cycle ergometer protocol. Also, when collapsed, the exercise modalities reduced body fat percentage and total cholesterol. The present study indicates that cycling to music was just as effective as stationary cycling while playing video games at improving fitness, body composition, and cholesterol profiles in overweight and obese teens, and resulted in increased attendance, vigorous intensity of physical activity, and distance pedaled. Therefore, our data support the superiority of cycling to music and indicate investing in the more expensive GameBike may not be worth the cost. PMID:21164552

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

    PubMed

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

    2011-09-01

    Little is known about Millennial nursing students' attitudes toward computer games and new media in nursing education and whether these attitudes differ between undergraduates and graduates. This study elicited nursing students' experience with computer games and new media, their attitudes toward various instructional styles and methods, and the role of computer games and new media technologies in nursing education. We e-mailed all nursing students enrolled in two universities to invite their participation in an anonymous cross-sectional online survey. The survey collected demographic data and participants' experience with and attitudes toward video gaming and multi-player online health care simulations. We used descriptive statistics and logistic regression to compare the differences between undergraduates and graduates. Two hundred eighteen nursing students participated. Many of the nursing students support using new media technologies in nursing education. Nurse educators should identify areas suitable for new media integration and further evaluate the effectiveness of these technologies. PMID:21627050

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

    NASA Technical Reports Server (NTRS)

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

    1974-01-01

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

  7. Interactive Media Technologies. State Competency Profile.

    ERIC Educational Resources Information Center

    Ohio State Univ., Columbus. Center on Education and Training for Employment.

    This document contains 143 competencies, grouped into 25 units, for tech prep programs in the interactive media technologies cluster. The competencies were developed through collaboration of Ohio business, industry, and labor representatives and secondary and associate degree educators. The competencies are rated either "essential" (necessary to…

  8. Effects of video feedback on early coercive parent-child interactions: the intervening role of caregivers' relational schemas.

    PubMed

    Smith, Justin D; Dishion, Thomas J; Moore, Kevin J; Shaw, Daniel S; Wilson, Melvin N

    2013-01-01

    We examined the effect of adding a video feedback intervention component to the assessment feedback session of the Family Check-Up (FCU) intervention (Dishion & Stormshak, 2007). We hypothesized that the addition of video feedback procedures during the FCU feedback at child age 2 would have a positive effect on caregivers' negative relational schemas of their child, which in turn would mediate reductions in observed coercive caregiver-child interactions assessed at age 5. We observed the caregiver-child interaction videotapes of 79 high-risk families with toddlers exhibiting clinically significant problem behaviors. A quasi-random sample of families was provided with direct feedback on their interactions during the feedback session of the FCU protocol. Path analysis indicated that reviewing and engaging in feedback about videotaped age 2 assessment predicted reduced caregivers' negative relational schemas of the child at age 3, which acted as an intervening variable on the reduction of observed parent-child coercive interactions recorded at age 5. Video feedback predicted improved family functioning over and above level of engagement in the FCU in subsequent years, indicating the important incremental contribution of using video feedback procedures in early family-based preventive interventions for problem behaviors. Supportive video feedback on coercive family dynamics is an important strategy for promoting caregiver motivation to reduce negative attributions toward the child, which fuel coercive interactions. Our study also contributes to the clinical and research literature concerning coercion theory and effective intervention strategies by identifying a potential mechanism of change. PMID:23534831

  9. Effects of Video-Feedback Interaction Training for Professional Caregivers of Children and Adults with Visual and Intellectual Disabilities

    ERIC Educational Resources Information Center

    Damen, S.; Kef, S.; Worm, M.; Janssen, M. J.; Schuengel, C.

    2011-01-01

    Background: Individuals in group homes may experience poor quality of social interaction with their professional caregivers, limiting their quality of life. The video-based Contact programme may help caregivers to improve their interaction with clients. Method: Seventy-two caregivers of 12 individuals with visual and intellectual disabilities…

  10. Video streaming technologies using ActiveX and LabVIEW

    NASA Astrophysics Data System (ADS)

    Panoiu, M.; Rat, C. L.; Panoiu, C.

    2015-06-01

    The goal of this paper is to present the possibilities of remote image processing through data exchange between two programming technologies: LabVIEW and ActiveX. ActiveX refers to the process of controlling one program from another via ActiveX component; where one program acts as the client and the other as the server. LabVIEW can be either client or server. Both programs (client and server) exist independent of each other but are able to share information. The client communicates with the ActiveX objects that the server opens to allow the sharing of information [7]. In the case of video streaming [1] [2], most ActiveX controls can only display the data, being incapable of transforming it into a data type that LabVIEW can process. This becomes problematic when the system is used for remote image processing. The LabVIEW environment itself provides little if any possibilities for video streaming, and the methods it does offer are usually not high performance, but it possesses high performance toolkits and modules specialized in image processing, making it ideal for processing the captured data. Therefore, we chose to use existing software, specialized in video streaming along with LabVIEW and to capture the data provided by them, for further use, within LabVIEW. The software we studied (the ActiveX controls of a series of media players that utilize streaming technology) provide high quality data and a very small transmission delay, ensuring the reliability of the results of the image processing.

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

    PubMed Central

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

    2016-01-01

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

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

    ERIC Educational Resources Information Center

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

    2014-01-01

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

  13. Culture and Technologies for Social Interaction

    NASA Astrophysics Data System (ADS)

    Liao, Qinying; Fussell, Susan R.; Agarwal, Sheetal K.; Kumar, Arun; Nanavati, Amit A.; Rajput, Nitendra; Pan, Yingxin

    While social activities and user requirements clearly vary across cultures, we are far from having a systematic understanding of culture’s role in the design, development and use of social technologies. This workshop will bring together a mix of HCI researchers and practitioners, social scientists and psychologists who are interested in areas of social technologies and culture, in order to (a) examine the design and use of technologies for social interaction in different cultures to date; (b) explore various viewpoints on the key issues for future research; (c) outline various approaches and identify some basic guidelines for understanding cultural impacts in building social technologies as well as user interfaces and (d) foster new collaborations in the community.

  14. Experimental and simulation study results for video landmark acquisition and tracking technology

    NASA Technical Reports Server (NTRS)

    Schappell, R. T.; Tietz, J. C.; Thomas, H. M.; Lowrie, J. W.

    1979-01-01

    A synopsis of related Earth observation technology is provided and includes surface-feature tracking, generic feature classification and landmark identification, and navigation by multicolor correlation. With the advent of the Space Shuttle era, the NASA role takes on new significance in that one can now conceive of dedicated Earth resources missions. Space Shuttle also provides a unique test bed for evaluating advanced sensor technology like that described in this report. As a result of this type of rationale, the FILE OSTA-1 Shuttle experiment, which grew out of the Video Landmark Acquisition and Tracking (VILAT) activity, was developed and is described in this report along with the relevant tradeoffs. In addition, a synopsis of FILE computer simulation activity is included. This synopsis relates to future required capabilities such as landmark registration, reacquisition, and tracking.

  15. Interactive Video Game Cycling Leads to Higher Energy Expenditure and Is More Enjoyable than Conventional Exercise in Adults

    PubMed Central

    Monedero, Javier; Lyons, Elizabeth J.; O’Gorman, Donal J.

    2015-01-01

    Background Despite the widely accepted health benefits of regular physical activity, only a small percentage of the population meets the current recommendations. The reasons include a wide use of technology and a lack of enjoyment while exercising. The purpose of this study was to compare the physiological, perceptual and enjoyment responses between a single bout of (I) conventional cycling and (II) interactive cycling video game at a matched workload. Methods A cross-sectional study in 34 healthy participants was performed. Initially, participants completed an incremental maximal cycling test to measure peak oxygen uptake and to determine ventilatory threshold. In random order, participants carried out a 30 min interactive cycling trial and a 30 min conventional cycling trial at 55% of peak power output. During the trials, oxygen uptake and energy expenditure were measured by open-circuit spirometry and heart rate was measured by radiotelemetry. RPE and enjoyment were measured every 10 minutes with Borg scale and a modified PACES scale. Results Interactive cycling resulted in a significantly greater %V̇O2Reserve (68.2% ± 9.2% vs 64.7% ± 8.1%), rate of energy expenditure (505.8±75.2 vs 487.4±81.2 j·kg-1·min-1), and enjoyment (63.4% ± 17 vs 42% ± 13.6), P<0.05. Participants were working at a higher intensity in relation to the individual’s ventilatory threshold during the interactive cycling video game trial (M = 11.86, SE = 3.08) than during the Conventional cycling trial (M = 7.55, SE = 3.16, t(33) = -2.69, P<0.05, r = .42). No significant differences were found for heart rate reserve (72.5 ± 10.4 vs 71.4±10.1%) and RPE (13.1 ± 1.8 vs 13.2 ± 1.7). Conclusion Interactive cycling games can be a valid alternative to conventional exercise as they result in a higher exercise intensity than conventional cycling and a distraction from aversive cognitive and physiological states at and above the ventilatory threshold. PMID:25738290

  16. A Proposal to Develop Interactive Classification Technology

    NASA Technical Reports Server (NTRS)

    deBessonet, Cary

    1998-01-01

    Research for the first year was oriented towards: 1) the design of an interactive classification tool (ICT); and 2) the development of an appropriate theory of inference for use in ICT technology. The general objective was to develop a theory of classification that could accommodate a diverse array of objects, including events and their constituent objects. Throughout this report, the term "object" is to be interpreted in a broad sense to cover any kind of object, including living beings, non-living physical things, events, even ideas and concepts. The idea was to produce a theory that could serve as the uniting fabric of a base technology capable of being implemented in a variety of automated systems. The decision was made to employ two technologies under development by the principal investigator, namely, SMS (Symbolic Manipulation System) and SL (Symbolic Language) [see debessonet, 1991, for detailed descriptions of SMS and SL]. The plan was to enhance and modify these technologies for use in an ICT environment. As a means of giving focus and direction to the proposed research, the investigators decided to design an interactive, classificatory tool for use in building accessible knowledge bases for selected domains. Accordingly, the proposed research was divisible into tasks that included: 1) the design of technology for classifying domain objects and for building knowledge bases from the results automatically; 2) the development of a scheme of inference capable of drawing upon previously processed classificatory schemes and knowledge bases; and 3) the design of a query/ search module for accessing the knowledge bases built by the inclusive system. The interactive tool for classifying domain objects was to be designed initially for textual corpora with a view to having the technology eventually be used in robots to build sentential knowledge bases that would be supported by inference engines specially designed for the natural or man-made environments in which the

  17. ESL and Digital Video Integration: Case Studies

    ERIC Educational Resources Information Center

    Li, J., Ed.; Gromik, N., Ed.; Edwards, N., Ed.

    2013-01-01

    It should come as no surprise that digital video technology is of particular interest to English language learners; students are drawn to its visual appeal and vibrant creative potential. The seven original case studies in this book demonstrate how video can be an effective and powerful tool to create fluid, fun, interactive, and collaborative…

  18. Take-Home Video for Adult Literacy

    ERIC Educational Resources Information Center

    Yule, Valerie

    1996-01-01

    In the past, it has not been possible to "teach oneself to read" at home, because learners could not read the books to teach them. Videos and interactive compact discs have changed that situation and challenge current assumptions of the pedagogy of literacy. This article describes an experimental adult literacy project using video technology. …

  19. Video-Stimulated Accounts: Young Children Accounting for Interactional Matters in Front of Peers

    ERIC Educational Resources Information Center

    Theobald, Maryanne

    2012-01-01

    Research in the early years places increasing importance on participatory methods to engage children. The playback of video-recording to stimulate conversation is a research method that enables children's accounts to be heard and attends to a participatory view. During video-stimulated sessions, participants watch an extract of video-recording of…

  20. Positive technology: using interactive technologies to promote positive functioning.

    PubMed

    Riva, Giuseppe; Baños, Rosa M; Botella, Cristina; Wiederhold, Brenda K; Gaggioli, Andrea

    2012-02-01

    It is generally assumed that technology assists individuals in improving the quality of their lives. However, the impact of new technologies and media on well-being and positive functioning is still somewhat controversial. In this paper, we contend that the quality of experience should become the guiding principle in the design and development of new technologies, as well as a primary metric for the evaluation of their applications. The emerging discipline of Positive Psychology provides a useful framework to address this challenge. Positive Psychology is the scientific study of optimal human functioning and flourishing. Instead of drawing on a "disease model" of human behavior, it focuses on factors that enable individuals and communities to thrive and build the best in life. In this paper, we propose the "Positive Technology" approach--the scientific and applied approach to the use of technology for improving the quality of our personal experience through its structuring, augmentation, and/or replacement--as a way of framing a suitable object of study in the field of cyberpsychology and human-computer interaction. Specifically, we suggest that it is possible to use technology to influence three specific features of our experience--affective quality, engagement/actualization, and connectedness--that serve to promote adaptive behaviors and positive functioning. In this framework, positive technologies are classified according to their effects on a specific feature of personal experience. Moreover, for each level, we have identified critical variables that can be manipulated to guide the design and development of positive technologies. PMID:22149077

  1. Internet video-on-demand e-commerce system based on multilevel video metadata

    NASA Astrophysics Data System (ADS)

    Xia, Jiali; Jin, Jesse S.

    2000-10-01

    Video-On-Demand is a new development on the Internet. In order to manage the rich multimedia information and the large number of users, we present an Internet Video-On-Demand system with some E- Commerce flavors. This paper presents the system architecture and technologies required in the implementation. It provides interactive Video-On-Demand services in which the user has a complete control over the session presentation. It allows the user to select and receive specific video information by retrieving the database. For improving the performance of video information retrieval and management, the video information is represented by hierarchical video metadata in XML format. Video metadatabase stored the video information in this hierarchical structure and allows user to search the video shots at different semantic levels in the database. To browse the searched video, the user not only has full-function VCR capabilities as the traditional Video-On-Demand, but also can browse the video in a hierarchical method to view different shots. In order to perform management of large number of users over the Internet, a membership database designed and managed in an E-Commerce environment, which allows the user to access the video database based on different access levels.

  2. The effectiveness of video interaction guidance in parents of premature infants: A multicenter randomised controlled trial

    PubMed Central

    2012-01-01

    Background Studies have consistently found a high incidence of neonatal medical problems, premature births and low birth weights in abused and neglected children. One of the explanations proposed for the relation between neonatal problems and adverse parenting is a possible delay or disturbance in the bonding process between the parent and infant. This hypothesis suggests that due to neonatal problems, the development of an affectionate bond between the parent and the infant is impeded. The disruption of an optimal parent-infant bond -on its turn- may predispose to distorted parent-infant interactions and thus facilitate abusive or neglectful behaviours. Video Interaction Guidance (VIG) is expected to promote the bond between parents and newborns and is expected to diminish non-optimal parenting behaviour. Methods/design This study is a multi-center randomised controlled trial to evaluate the effectiveness of Video Interaction Guidance in parents of premature infants. In this study 210 newborn infants with their parents will be included: n = 70 healthy term infants (>37 weeks GA), n = 70 moderate term infants (32–37 weeks GA) which are recruited from maternity wards of 6 general hospitals and n = 70 extremely preterm infants or very low birth weight infants (<32 weeks GA) recruited by the NICU of 2 specialized hospitals. The participating families will be divided into 3 groups: a reference group (i.e. full term infants and their parents, receiving care as usual), a control group (i.e. premature infants and their parents, receiving care as usual) and an intervention group (i.e. premature infants and their parents, receiving VIG). The data will be collected during the first six months after birth using observations of parent-infant interactions, questionnaires and semi-structured interviews. Primary outcomes are the quality of parental bonding and parent-infant interactive behaviour. Parental secondary outcomes are (posttraumatic) stress symptoms

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

    PubMed

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

    2016-01-01

    Incorporating technology with research is becoming increasingly important to enhance animal welfare in zoological settings. Video technology is used in the management of avian populations to facilitate efficient information collection on aspects of avian reproduction that are impractical or impossible to obtain through direct observation. Disney's Animal Kingdom(®) maintains a successful breeding colony of Northern carmine bee-eaters. This African species is a cavity nester, making their nesting behavior difficult to study and manage in an ex situ setting. After initial research focused on developing a suitable nesting environment, our goal was to continue developing methods to improve reproductive success and increase likelihood of chicks fledging. We installed infrared bullet cameras in five nest boxes and connected them to a digital video recording system, with data recorded continuously through the breeding season. We then scored and summarized nesting behaviors. Using remote video methods of observation provided much insight into the behavior of the birds in the colony's nest boxes. We observed aggression between birds during the egg-laying period, and therefore immediately removed all of the eggs for artificial incubation which completely eliminated egg breakage. We also used observations of adult feeding behavior to refine chick hand-rearing diet and practices. Although many video recording configurations have been summarized and evaluated in various reviews, we found success with the digital video recorder and infrared cameras described here. Applying emerging technologies to cavity nesting avian species is a necessary addition to improving management in and sustainability of zoo avian populations. PMID:26661620

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

    ERIC Educational Resources Information Center

    Ballard, Mary E.; Wiest, J. Rose

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

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

    ERIC Educational Resources Information Center

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

    2010-01-01

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

  6. Collaborative Distance Learning Using Interactive Video: Lessons Learned from the University of Cincinnati/Ohio State University Experience.

    ERIC Educational Resources Information Center

    Rutz, Eugene; Hajek, Brian

    Ohio State University and the University of Cincinnati have collaborated on development and presentation of a team-taught course on nuclear power plant systems and operations; the course is offered to students at both universities through interactive video. This paper discusses the following lessons learned and recommendations: (1) successful…

  7. Developing Teaching Assistants' Skills in Positive Behaviour Management: An Application of Video Interaction Guidance in a Secondary School

    ERIC Educational Resources Information Center

    Hayes, Ben; Richardson, Sally; Hindle, Sarah; Grayson, Katy

    2011-01-01

    This paper reports an action research project in a school in the UK designed to investigate the impact of a brief Video Interaction Guidance (VIG) intervention in promoting skills of non-teaching staff in positive behaviour management. A summary of the literature in relation to VIG is provided before describing the project and data collected. Ten…

  8. The Development and Evaluation of an Interactive Video Lesson for Use in a General College Physics Course.

    ERIC Educational Resources Information Center

    Cordes, Albert E.

    This report describes the development, use, and evaluation of an interactive video lesson for a community college level algebraic-based general physics class that could be used to demonstrate Newton's laws and the conservation of momentum. The lesson consisted of five mini-lessons including an introduction, a presentation of Newton's laws, a…

  9. Development of Students' Conceptual Thinking by Means of Video Analysis and Interactive Simulations at Technical Universities

    ERIC Educational Resources Information Center

    Hockicko, Peter; Krišták, Luboš; Nemec, Miroslav

    2015-01-01

    Video analysis, using the program Tracker (Open Source Physics), in the educational process introduces a new creative method of teaching physics and makes natural sciences more interesting for students. This way of exploring the laws of nature can amaze students because this illustrative and interactive educational software inspires them to think…

  10. Learning Happens: 30 Video Vignettes of Babies and Toddlers Learning School Readiness Skills through Everyday Interactions. [DVD and Guide

    ERIC Educational Resources Information Center

    Lerner, Claire; Parlakian, Rebecca

    2007-01-01

    This DVD (duration: 1 hour 53 seconds) features 30 video vignettes that show parents and children--aged birth to 3 years--interacting during everyday play and routines. These vignettes, some in English and some in Spanish, are designed to be tools for professionals to use both in direct work with families and for training other early child…

  11. Interactive Instructional Video-Tapes, Scholastic Aptitude, Cognitive Development and Locus of Control as Variables Influencing Science Achievement.

    ERIC Educational Resources Information Center

    Yeany, Russell H.; And Others

    Results are reported of a study that: (1) examined the relationships between university students' entry characteristics and achievement in biological science; and (2) assessed the effectiveness of interactive instructional video-tapes in improving science achievement. Among the variables examined as likely to predict achievement were scholastic…

  12. Careers and interactive technologies at Gemini Observatory

    NASA Astrophysics Data System (ADS)

    Harvey, J.

    2008-06-01

    Gemini feels it is important to let the public know that there is a wide range of astronomy related careers that most people are not aware of. We hope to accomplish this by providing a video that profiles the different job opportunities available at Gemini. The video will be included on our next CD-ROM/internet-based Virtual Tour and will also eventually be available over Gemini's website.

  13. Micro-video display with ocular tracking and interactive voice control

    NASA Technical Reports Server (NTRS)

    Miller, James E.

    1993-01-01

    In certain space-restricted environments, many of the benefits resulting from computer technology have been foregone because of the size, weight, inconvenience, and lack of mobility associated with existing computer interface devices. Accordingly, an effort to develop a highly miniaturized and 'wearable' computer display and control interface device, referred to as the Sensory Integrated Data Interface (SIDI), is underway. The system incorporates a micro-video display that provides data display and ocular tracking on a lightweight headset. Software commands are implemented by conjunctive eye movement and voice commands of the operator. In this initial prototyping effort, various 'off-the-shelf' components have been integrated into a desktop computer and with a customized menu-tree software application to demonstrate feasibility and conceptual capabilities. When fully developed as a customized system, the interface device will allow mobile, 'hand-free' operation of portable computer equipment. It will thus allow integration of information technology applications into those restrictive environments, both military and industrial, that have not yet taken advantage of the computer revolution. This effort is Phase 1 of Small Business Innovative Research (SBIR) Topic number N90-331 sponsored by the Naval Undersea Warfare Center Division, Newport. The prime contractor is Foster-Miller, Inc. of Waltham, MA.

  14. SET Careers Program: An interactive science, engineering, and technology career education exhibit. [A brief summary report

    SciTech Connect

    Cole, P.R.

    1993-03-31

    The New York Hall of Science, in response to the national crisis in education and employment in science and engineering, is developing and pilot testing a unique, interactive, video-based, hypermedia series on energy-related and other science and engineering careers for middle and junior high school students. Working in collaboration with the Consortium for Mathematics and its Applications (COMAP) and the Educational Film Center (EFC), this pilot-demonstration phase will last 14 months, during which time the basic design, production, and testing of eight science and engineering career modules (video and software) will be completed and installed as an interactive educational exhibit at the New York Hall of Science. This career education package will then be distributed to other science technology centers nationwide.

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

    NASA Astrophysics Data System (ADS)

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

    2015-02-01

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

  16. Computerized home video detection for motherese may help to study impaired interaction between infants who become autistic and their parents.

    PubMed

    Mahdhaoui, Ammar; Chetouani, Mohamed; Cassel, Raquel S; Saint-Georges, Catherine; Parlato, Erika; Laznik, Marie Christine; Apicella, Fabio; Muratori, Filippo; Maestro, Sandra; Cohen, David

    2011-03-01

    Autism is a well-defined clinical syndrome after the second year of life, but information on autism in the first two years of life is still lacking. The study of home videos has described children with autism during the first year of life as not displaying the rigid pattern typical of later symptoms. Therefore, developmental/environmental factors are claimed in addition to genetic/biological ones to explain the onset of autism during maturation. Here we describe (1) a developmental hypothesis focusing on the possible implication of motherese impoverishment during the course of parent-infant interactions as a possible co-factor; (2) the methodological approach we used to develop a computerized algorithm to detect motherese in home videos; (3) the best configuration performance of the detector in extracting motherese from home video sequences (accuracy = 82% on speaker-independent versus 87.5% on speaker-dependent) that we should use to test this hypothesis. PMID:21574205

  17. Learning through social interaction in game technology.

    SciTech Connect

    Waern, Annika; Raybourn, Elaine Marie

    2005-05-01

    The present ITSE journal special issue on 'Learning About Social Interaction through Gaming' is the result of an invitation to the attendees of a one-day workshop on 'Social Learning Through Gaming' co-organized by the guest editors and held at the Human Factors in Computing Systems (CHI) conference on April 26, 2004 in Vienna, Austria. CHI is one of the premiere conferences on human-computer interaction. CHI 2004 attracted hundreds of delegates from all over the world. The CHI workshop program results from a competitive selection process. The Social Learning through Gaming workshop was filled to capacity and attended by approximately 25 participants from Europe and North America who submitted position papers that were refereed and selected for participation based on the relevancy and innovativeness of the research. The participants came together to share research on play, learning, games, interactive technologies, and what playing and designing games can teach us about social behaviors. The present special issue focuses on learning about social aspects through gaming: learning to socialize through games and learning games through social behavior.

  18. Animations of Classroom Interaction: Expanding the Boundaries of Video Records of Practice

    ERIC Educational Resources Information Center

    Chazan, Daniel; Herbst, Patricio

    2012-01-01

    Background/Context: For decades, teacher educators and professional developers have been using video recordings of actual classroom practice to help teachers reflect on their teaching (e.g., van Es & Sherin, 2002, 2008) and to help preservice teachers come into contact with practice (Lampert & Ball, 1998). However, the use of video records of…

  19. An introduction to video image compression and authentication technology for safeguards applications

    SciTech Connect

    Johnson, C.S.

    1995-07-01

    Verification of a video image has been a major problem for safeguards for several years. Various verification schemes have been tried on analog video signals ever since the mid-1970`s. These schemes have provided a measure of protection but have never been widely adopted. The development of reasonably priced complex video processing integrated circuits makes it possible to digitize a video image and then compress the resulting digital file into a smaller file without noticeable loss of resolution. Authentication and/or encryption algorithms can be more easily applied to digital video files that have been compressed. The compressed video files require less time for algorithm processing and image transmission. An important safeguards application for authenticated, compressed, digital video images is in unattended video surveillance systems and remote monitoring systems. The use of digital images in the surveillance system makes it possible to develop remote monitoring systems that send images over narrow bandwidth channels such as the common telephone line. This paper discusses the video compression process, authentication algorithm, and data format selected to transmit and store the authenticated images.

  20. From video to computation of biological fluid-structure interaction problems

    NASA Astrophysics Data System (ADS)

    Dillard, Seth I.; Buchholz, James H. J.; Udaykumar, H. S.

    2016-04-01

    This work deals with the techniques necessary to obtain a purely Eulerian procedure to conduct CFD simulations of biological systems with moving boundary flow phenomena. Eulerian approaches obviate difficulties associated with mesh generation to describe or fit flow meshes to body surfaces. The challenges associated with constructing embedded boundary information, body motions and applying boundary conditions on the moving bodies for flow computation are addressed in the work. The overall approach is applied to the study of a fluid-structure interaction problem, i.e., the hydrodynamics of swimming of an American eel, where the motion of the eel is derived from video imaging. It is shown that some first-blush approaches do not work, and therefore, careful consideration of appropriate techniques to connect moving images to flow simulations is necessary and forms the main contribution of the paper. A combination of level set-based active contour segmentation with optical flow and image morphing is shown to enable the image-to-computation process.

  1. Interactive Online Modules and Videos for Learning Geological Concepts at the University of Toronto Department of Earth Sciences

    NASA Astrophysics Data System (ADS)

    Veglio, E.; Graves, L. W.; Bank, C. G.

    2014-12-01

    We designed various computer-based applications and videos as educational resources for undergraduate courses at the University of Toronto in the Earth Science Department. These resources were developed in effort to enhance students' self-learning of key concepts as identified by educators at the department. The interactive learning modules and videos were created using the programs MATLAB and Adobe Creative Suite 5 (Photoshop and Premiere) and range from optical mineralogy (extinction and Becke line), petrology (equilibrium melting in 2-phase systems), crystallography (crystal systems), geophysics (gravity anomaly), and geologic history (evolution of Canada). These resources will be made available for students on internal course websites as well as through the University of Toronto Earth Science's website (www.es.utoronto.ca) where appropriate; the video platform YouTube.com may be used to reach a wide audience and promote the material. Usage of the material will be monitored and feedback will be collected over the next academic year in order to gage the use of these interactive learning tools and to assess if these computer-based applications and videos foster student engagement and active learning, and thus offer an enriched learning experience.

  2. Introducing Interactive Technology--"Toy Story 3"

    ERIC Educational Resources Information Center

    Nikirk, Martin

    2011-01-01

    "To infinity and beyond!" is the catchphrase of Buzz Lightyear, Universe Protection Unit space ranger, a character in the Disney/Pixar "Toy Story" franchise. The three films in the franchise--"Toy Story," 1993; "Toy Story 2," 1999; and "Toy Story 3," 2010--incorporate an innovative blend of many different genres, having spun off video games and…

  3. Bringing Evolution to a Technological Generation: A Case Study with the Video Game SPORE

    ERIC Educational Resources Information Center

    Poli, DorothyBelle; Berenotto, Christopher; Blankenship, Sara; Piatkowski, Bryan; Bader, Geoffrey A.; Poore, Mark

    2012-01-01

    The video game SPORE was found to hold characteristics that stimulate higher-order thinking even though it rated poorly for accurate science. Interested in evaluating whether a scientifically inaccurate video game could be used effectively, we exposed students to SPORE during an evolution course. Students that played the game reported that they…

  4. Video Kills the Lecturing Star: New Technologies and the Teaching of Meterology.

    ERIC Educational Resources Information Center

    Sumner, Graham

    1984-01-01

    The educational potential of time-lapse video sequences and weather data obtained using a conventional microcomputer are considered in the light of recent advances in both fields. Illustrates how videos and microcomputers can be used to study clouds in meteorology classes. (RM)

  5. Exploring Novice Teachers' Cognitive Processes Using Digital Video Technology: A Qualitative Case Study

    ERIC Educational Resources Information Center

    Sun-Ongerth, Yuelu

    2012-01-01

    This dissertation describes a qualitative case study that investigated novice teachers' video-aided reflection on their own teaching. To date, most studies that have investigated novice teachers' video-aided reflective practice have focused on examining novice teachers' levels of reflective writing rather than the cognitive…

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

    ERIC Educational Resources Information Center

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

    2010-01-01

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

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

    ERIC Educational Resources Information Center

    Klein, Gary L.

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

  8. The Resistible Rise of Video: Some Thoughts on a Technology and Social Change.

    ERIC Educational Resources Information Center

    Heller, Caroline

    1978-01-01

    Discusses the pros and cons of video as an educational medium in European countries, as well as in developing nations, and discusses such problems as cost and planned obsolescence, which must be taken into account when video use is being considered. (JEG)

  9. The Role of Theory and Technology in Learning Video Production: The Challenge of Change

    ERIC Educational Resources Information Center

    Shewbridge, William; Berge, Zane L.

    2004-01-01

    The video production field has evolved beyond being exclusively relevant to broadcast television. The convergence of low-cost consumer cameras and desktop computer editing has led to new applications of video in a wide range of areas, including the classroom. This presents educators with an opportunity to rethink how students learn video…

  10. Interaction of Learner Control and Prior Understanding in Computer-Assisted Video Instruction.

    ERIC Educational Resources Information Center

    Gay, Geraldine

    1986-01-01

    College students with varying degrees of prior conceptual understanding of a scientific topic were randomly assigned to a program-controlled or a learner-controlled treatment in a sequence of computer-assisted video learning. (Author/LMO)

  11. VideoANT: Extending Online Video Annotation beyond Content Delivery

    ERIC Educational Resources Information Center

    Hosack, Bradford

    2010-01-01

    This paper expands the boundaries of video annotation in education by outlining the need for extended interaction in online video use, identifying the challenges faced by existing video annotation tools, and introducing Video-ANT, a tool designed to create text-based annotations integrated within the time line of a video hosted online. Several…

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

    PubMed Central

    Piziak, Veronica

    2014-01-01

    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. PMID:25517978

  13. The development of a bilingual interactive video to improve physical activity and healthful eating in a Head Start population.

    PubMed

    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. PMID:25590094

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

    PubMed

    Piziak, Veronica

    2014-01-01

    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. PMID:25517978

  15. Video Tutorials and Interactive Online Resources for Multibeam Sonar Software Training

    NASA Astrophysics Data System (ADS)

    Sautter, L. R.; Mode, J.; Duguid, P.

    2010-12-01

    For the past 5 years, undergraduate students at the College of Charleston (CofC) have had the opportunity to sail aboard the NOAA Ship Nancy Foster to collect multibeam sonar data for use in the Seafloor Mapping (SeaMap) Program. SeaMap is offered as an Academic Partnership with the CARIS software company, to train students to process and render multibeam bathymetric data using CARIS' HIPS and SIPS 7.0 software. During the semester-long program, students embellish their training by conducting independent research using sonar data provided by many NOAA and USGS collaborating scientists. Students create research posters to present at the annual CofC School of Science and Mathematics poster session and at professional meetings. To promote development of the SeaMap Program at CofC and other Academic Partner institutions, new approaches to training are being developed using online resources. This endeavor is part of the new CARIS Education Program and will incorporate bathymetric post processing using HIPS and SIPS 7.0. The HIPS Bathymetry Module consists of thirteen thematic units, each of which contains a suite of short online video tutorials focused on specific HIPS operations, with complementing interactive exercises and assessments. Students will convene for a weekend workshop for hands-on training with both a CARIS Instructor and the institution's professor. The workshop is followed by several laboratory sessions during which students practice their new skills using sample datasets. HIPS Bathymetry Module's online resources will be used throughout the program, and will be available afterwards, allowing students to revisit and supplement their learning. The Module will also be tested as a self-paced online course that will not necessitate a classroom presence. A demonstration of a thematic unit will be included in the presentation.

  16. The Video Guide. Second Edition.

    ERIC Educational Resources Information Center

    Bensinger, Charles

    Intended for both novice and experienced users, this guide is designed to inform and entertain the reader in unravelling the jargon surrounding video equipment and in following carefully delineated procedures for its use. Chapters include "Exploring the Video Universe,""A Grand Tour of Video Technology,""The Video System,""The Video Camera,""The…

  17. Interaction and behaviour imaging: a novel method to measure mother-infant interaction using video 3D reconstruction.

    PubMed

    Leclère, C; Avril, M; Viaux-Savelon, S; Bodeau, N; Achard, C; Missonnier, S; Keren, M; Feldman, R; Chetouani, M; Cohen, D

    2016-01-01

    Studying early interaction is essential for understanding development and psychopathology. Automatic computational methods offer the possibility to analyse social signals and behaviours of several partners simultaneously and dynamically. Here, 20 dyads of mothers and their 13-36-month-old infants were videotaped during mother-infant interaction including 10 extremely high-risk and 10 low-risk dyads using two-dimensional (2D) and three-dimensional (3D) sensors. From 2D+3D data and 3D space reconstruction, we extracted individual parameters (quantity of movement and motion activity ratio for each partner) and dyadic parameters related to the dynamics of partners heads distance (contribution to heads distance), to the focus of mutual engagement (percentage of time spent face to face or oriented to the task) and to the dynamics of motion activity (synchrony ratio, overlap ratio, pause ratio). Features are compared with blind global rating of the interaction using the coding interactive behavior (CIB). We found that individual and dyadic parameters of 2D+3D motion features perfectly correlates with rated CIB maternal and dyadic composite scores. Support Vector Machine classification using all 2D-3D motion features classified 100% of the dyads in their group meaning that motion behaviours are sufficient to distinguish high-risk from low-risk dyads. The proposed method may present a promising, low-cost methodology that can uniquely use artificial technology to detect meaningful features of human interactions and may have several implications for studying dyadic behaviours in psychiatry. Combining both global rating scales and computerized methods may enable a continuum of time scale from a summary of entire interactions to second-by-second dynamics. PMID:27219342

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

    NASA Astrophysics Data System (ADS)

    Dolgoff, Eugene

    1997-05-01

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

  19. Video Golf

    NASA Technical Reports Server (NTRS)

    1995-01-01

    George Nauck of ENCORE!!! invented and markets the Advanced Range Performance (ARPM) Video Golf System for measuring the result of a golf swing. After Nauck requested their assistance, Marshall Space Flight Center scientists suggested video and image processing/computing technology, and provided leads on commercial companies that dealt with the pertinent technologies. Nauck contracted with Applied Research Inc. to develop a prototype. The system employs an elevated camera, which sits behind the tee and follows the flight of the ball down range, catching the point of impact and subsequent roll. Instant replay of the video on a PC monitor at the tee allows measurement of the carry and roll. The unit measures distance and deviation from the target line, as well as distance from the target when one is selected. The information serves as an immediate basis for making adjustments or as a record of skill level progress for golfers.

  20. Loving Machines: Theorizing Human and Sociable-Technology Interaction

    NASA Astrophysics Data System (ADS)

    Shaw-Garlock, Glenda

    Today, human and sociable-technology interaction is a contested site of inquiry. Some regard social robots as an innovative medium of communication that offer new avenues for expression, communication, and interaction. Other others question the moral veracity of human-robot relationships, suggesting that such associations risk psychological impoverishment. What seems clear is that the emergence of social robots in everyday life will alter the nature of social interaction, bringing with it a need for new theories to understand the shifting terrain between humans and machines. This work provides a historical context for human and sociable robot interaction. Current research related to human-sociable-technology interaction is considered in relation to arguments that confront a humanist view that confine 'technological things' to the nonhuman side of the human/nonhuman binary relation. Finally, it recommends a theoretical approach for the study of human and sociable-technology interaction that accommodates increasingly personal relations between human and nonhuman technologies.

  1. A Guide to Interactive Multimedia Technology.

    ERIC Educational Resources Information Center

    Scarbeau, Brian G.

    There is much confusion about the new emerging technology called multimedia. Some experts call it the next revolution in computing. Still others in the computer field feel that this technology is just a lot of hype with new buzz words that will fade away in time. This paper reviews the origins of multimedia technology and provides a clear…

  2. Best Practices for Producing Video Content for Teacher Education

    ERIC Educational Resources Information Center

    Brunvand, Stein

    2010-01-01

    Through the use of Web 2.0 technologies the production and distribution of professional digital video content for use in teacher education has become more prevalent. As teachers look to learn from and interact with this video content, they need explicit support to help draw their attention to specific pedagogical strategies and reduce cognitive…

  3. Investigating the Social Interactions of Beginning Teachers Using a Video Annotation Tool

    ERIC Educational Resources Information Center

    Ellis, Joshua; McFadden, Justin; Anwar, Tasneem; Roehrig, Gillian

    2015-01-01

    This study examines the use of a digital video annotation tool used by beginning in-service secondary science and mathematics teachers in the Teacher Induction Network (TIN). TIN is an online induction program in its ninth year of existence and has served over 180 teachers. The need to provide spaces for beginning teachers to reflect on their…

  4. Theory-Based Interactive Mathematics Instruction: Development and Validation of Computer-Video Modules.

    ERIC Educational Resources Information Center

    Henderson, Ronald W.; And Others

    Theory-based prototype computer-video instructional modules were developed to serve as an instructional supplement for students experiencing difficulty in learning mathematics, with special consideration given to students underrepresented in mathematics (particularly women and minorities). Modules focused on concepts and operations for factors,…

  5. How Patient Interactions with a Computer-Based Video Intervention Affect Decisions to Test for HIV

    ERIC Educational Resources Information Center

    Aronson, Ian David; Rajan, Sonali; Marsch, Lisa A.; Bania, Theodore C.

    2014-01-01

    The current study examines predictors of HIV test acceptance among emergency department patients who received an educational video intervention designed to increase HIV testing. A total of 202 patients in the main treatment areas of a high-volume, urban hospital emergency department used inexpensive netbook computers to watch brief educational…

  6. Pre-Instructional Strategies and Segment Length in Interactive Video Programs.

    ERIC Educational Resources Information Center

    Rusman, Ellen; And Others

    This study investigates the influence of pre-instructional strategies on the relationship between learner-controlled or program-controlled length of video segments and on related test performance on post-tests and retention tests. The study looks at the effect of presenting learning objectives in advance on the learning of factual information from…

  7. Video Games and Education: Designing Learning Systems for an Interactive Age

    ERIC Educational Resources Information Center

    Squire, Kurt D.

    2008-01-01

    Recently, attention has been paid to computer and video games as a medium for learning. This article provides a way of conceptualizing them as possibility spaces for learning. It provides an overview of two research programs: (1) an after-school program using commercial games to develop deep expertise in game play and game creation, and (2) an…

  8. Developing Teachers' Classroom Interactions: A Description of a Video Review Process for Early Childhood Education Students

    ERIC Educational Resources Information Center

    Laparo, Karen M.; Maynard, Christine; Thomason, Amy; Scott-Little, Catherine

    2012-01-01

    This article describes a video review process for providing feedback to students and documents students' teaching practices using the CLASS in a practicum course and student teaching. Students videotaped themselves in their field-based settings and then met with the course instructors and classmates in small groups to review strengths and…

  9. Systematic analysis of video data from different human-robot interaction studies: a categorization of social signals during error situations.

    PubMed

    Giuliani, Manuel; Mirnig, Nicole; Stollnberger, Gerald; Stadler, Susanne; Buchner, Roland; Tscheligi, Manfred

    2015-01-01

    Human-robot interactions are often affected by error situations that are caused by either the robot or the human. Therefore, robots would profit from the ability to recognize when error situations occur. We investigated the verbal and non-verbal social signals that humans show when error situations occur in human-robot interaction experiments. For that, we analyzed 201 videos of five human-robot interaction user studies with varying tasks from four independent projects. The analysis shows that there are two types of error situations: social norm violations and technical failures. Social norm violations are situations in which the robot does not adhere to the underlying social script of the interaction. Technical failures are caused by technical shortcomings of the robot. The results of the video analysis show that the study participants use many head movements and very few gestures, but they often smile, when in an error situation with the robot. Another result is that the participants sometimes stop moving at the beginning of error situations. We also found that the participants talked more in the case of social norm violations and less during technical failures. Finally, the participants use fewer non-verbal social signals (for example smiling, nodding, and head shaking), when they are interacting with the robot alone and no experimenter or other human is present. The results suggest that participants do not see the robot as a social interaction partner with comparable communication skills. Our findings have implications for builders and evaluators of human-robot interaction systems. The builders need to consider including modules for recognition and classification of head movements to the robot input channels. The evaluators need to make sure that the presence of an experimenter does not skew the results of their user studies. PMID:26217266

  10. Systematic analysis of video data from different human–robot interaction studies: a categorization of social signals during error situations

    PubMed Central

    Giuliani, Manuel; Mirnig, Nicole; Stollnberger, Gerald; Stadler, Susanne; Buchner, Roland; Tscheligi, Manfred

    2015-01-01

    Human–robot interactions are often affected by error situations that are caused by either the robot or the human. Therefore, robots would profit from the ability to recognize when error situations occur. We investigated the verbal and non-verbal social signals that humans show when error situations occur in human–robot interaction experiments. For that, we analyzed 201 videos of five human–robot interaction user studies with varying tasks from four independent projects. The analysis shows that there are two types of error situations: social norm violations and technical failures. Social norm violations are situations in which the robot does not adhere to the underlying social script of the interaction. Technical failures are caused by technical shortcomings of the robot. The results of the video analysis show that the study participants use many head movements and very few gestures, but they often smile, when in an error situation with the robot. Another result is that the participants sometimes stop moving at the beginning of error situations. We also found that the participants talked more in the case of social norm violations and less during technical failures. Finally, the participants use fewer non-verbal social signals (for example smiling, nodding, and head shaking), when they are interacting with the robot alone and no experimenter or other human is present. The results suggest that participants do not see the robot as a social interaction partner with comparable communication skills. Our findings have implications for builders and evaluators of human–robot interaction systems. The builders need to consider including modules for recognition and classification of head movements to the robot input channels. The evaluators need to make sure that the presence of an experimenter does not skew the results of their user studies. PMID:26217266

  11. NASA/DOD Control/Structures Interaction Technology, 1986

    NASA Technical Reports Server (NTRS)

    Wright, Robert L. (Compiler)

    1987-01-01

    Papers presented at the CSI Technology Conference are given. The conference was jointly sponsored by the NASA Office of Aeronautics and Space Technology and the Department of Defense. The conference is the beginning of a series of annual conferences whose purpose is to report to industry, academia, and government agencies the current status of Control/Structures Interaction technology. The conference program was divided into five sessions: (1) Future spacecraft requirements; Technology issues and impact; (2) DOD special topics; (3) Large space systems technology; (4) Control of flexible structures, and (5) Selected NASA research in control structures interaction.

  12. Interactive Digital Technologies' Use in Southwest Nigerian Universities

    ERIC Educational Resources Information Center

    Agbatogun, Alaba Olaoluwakotansibe

    2013-01-01

    The interactive digital technologies in education is an effective means used to widen educational opportunities. However, many faculty members do not use or adopt digital technologies as instructional tools. The purpose of this study was to predict faculty members' use of digital technologies in Nigerian Universities. 492 university lecturers from…

  13. From Presentation to Interaction: New Goals for Online Learning Technologies

    ERIC Educational Resources Information Center

    Tu, Chih-Hsiung

    2005-01-01

    Educators have used online technology in the past as information presentation tools and information storage tools to support learning. Researchers identify online technologies with large capacities and capabilities to enhance human learning in an interactive fashion. Online learning technology should move away from the use of computer technology…

  14. Technology Tips: Building Interactive Demonstrations with Sage

    ERIC Educational Resources Information Center

    Murray, Maura

    2013-01-01

    Sage is an open-source software package that can be used in many different areas of mathematics, ranging from algebra to calculus and beyond. One of the most exciting pedagogical features of Sage (http://www.sagemath.org) is its ability to create interacts--interactive examples that can be used in a classroom demonstration or by students in a…

  15. Real-time interactive speech technology at Threshold Technology, Incorporated

    NASA Technical Reports Server (NTRS)

    Herscher, Marvin B.

    1977-01-01

    Basic real-time isolated-word recognition techniques are reviewed. Industrial applications of voice technology are described in chronological order of their development. Future research efforts are also discussed.

  16. Implementing an Educational Digital Video Library Using MPEG-4, SMIL and Web Technologies

    ERIC Educational Resources Information Center

    Milrad, Marcelo; Rossmanith, Philipp; Scholz, Mario

    2005-01-01

    This paper describes the results of our efforts with regard to the design and implementation of an educational digital video library using MPEG-4 and the Synchronized Multimedia Integration Language (SMIL). The aim of our work is to integrate MPEG-4 encoding, full text indexing, high-resolution streaming, and SMIL, not only for delivering on-line…

  17. Video Technology: A Vehicle for Educators to Enhance Relationships with Families

    ERIC Educational Resources Information Center

    Calabrese, Nicki McCullough

    2006-01-01

    A pilot study was conducted in an urban Buffalo Public School to improve communication and relationships with families. Based on the research of Ruby Payne (2001), Canisius College and Early Childhood Center #17 (ECC#17) collaborated to create a school video. A copy was distributed to every student in the school. All students, faculty, and staff…

  18. Streaming Videos Connect Campers and Parents: Internet Technology Allows Viewers To See Activities as They Happen.

    ERIC Educational Resources Information Center

    Fulton, Bob; Onasch, Brad; Maio, John

    2000-01-01

    A California YMCA camp makes videos of camping events and posts them on a Web site for parents to view, either archived or live. Plans are underway for a film camp that would teach teen campers acting, filming, editing, directing and producing. Equipment and software requirements are discussed, as are other educational applications. (TD)

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

    ERIC Educational Resources Information Center

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

    2015-01-01

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

  20. Shared Video Media and Blogging Online: Educational Technologies for Enhancing Formative E-Assessment?

    ERIC Educational Resources Information Center

    Olofsson, Anders D.; Lindberg, J. Ola; Stodberg, Ulf

    2011-01-01

    Purpose: The purpose of this paper is to provide an understanding of students' meaning-making processes, as they are part of an e-assessment practice via written blog posting upon their own, and their co-students' performances, presented online through shared video media. Design/methodology/approach: The research relies on qualitative data to…

  1. Research Priorities for YouTube and Video-Sharing Technologies: A Delphi Study

    ERIC Educational Resources Information Center

    Snelson, Chareen; Rice, Kerry; Wyzard, Constance

    2012-01-01

    Online video-sharing services, particularly YouTube, have gained an audience of billions of users including educators and scholars. While the academic literature provides some evidence that YouTube has been studied and written about, little is known about priorities for YouTube research. The study employed the Delphi method to obtain a consensus…

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

    ERIC Educational Resources Information Center

    Nicholson, Jennifer; Nicholson, Darren B.

    2010-01-01

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

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

    ERIC Educational Resources Information Center

    Klopfenstein, Bruce C.

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

  4. Psychotherapy Using Distance Technology: A Comparison of Face-to-Face, Video, and Audio Treatment.

    ERIC Educational Resources Information Center

    Day, Susan X; Schneider, Paul L.

    2002-01-01

    This study compared selected process and outcome variables across 3 modes of psychotherapy: face-to-face, real-time video conference, and 2-way audio (analogous to telephone). Results from 80 randomly assigned clients suggested that differences in process and outcome among the 3 treatments were small and clinically promising in comparison with the…

  5. Global Internet Video Classroom: A Technology Supported Learner-Centered Classroom

    ERIC Educational Resources Information Center

    Lawrence, Oliver

    2010-01-01

    The Global Internet Video Classroom (GIVC) Project connected Chicago Civil Rights activists of the 1960s with Cape Town Anti-Apartheid activists of the 1960s in a classroom setting where learners from Cape Town and Chicago engaged activists in conversations about their motivation, principles, and strategies. The project was launched in order to…

  6. Marking spatial parts within stereoscopic video images

    NASA Astrophysics Data System (ADS)

    Belz, Constance; Boehm, Klaus; Duong, Thanh; Kuehn, Volker; Weber, Martin

    1996-04-01

    The technology of stereoscopic imaging enables reliable online telediagnoses. Applications of telediagnosis include the fields of medicine and in general telerobotics. For allowing the participants in a telediagnosis to mark spatial parts within the stereoscopic video image, graphic tools and automatism have to be provided. The process of marking spatial parts and objects inside a stereoscopic video image is a non trivial interaction technique. The markings themselves have to be 3D elements instead of 2D markings which would lead to an alienated effect `in' the stereoscopic video image. Furthermore, one problem to be tackled here, is that the content of the stereoscopic video image is unknown. This is in contrast to 3D Virtual Reality scenes, which enable an easy 3D interaction because all the objects and their position within the 3D scene are known. The goals of our research comprised the development of new interaction paradigms and marking techniques in stereoscopic video images, as well as an investigation of input devices appropriate for this interaction task. We have implemented these interaction techniques in a test environment and integrated therefore computer graphics into stereoscopic video images. In order to evaluate the new interaction techniques a user test was carried out. The results of our research will be presented here.

  7. Adding Sound and Video to Web Pages.

    ERIC Educational Resources Information Center

    Duval, Beverly K.; Main, Linda

    1997-01-01

    Explains how to incorporate sound and video into Web pages with special software and HTML tags. Topics include creating sound files; sound formats; video technology; video formats; referencing sound and video files in HTML pages; embedding sounds and videos; players, plug-ins, and viewers; sound and video files from the Web; and streaming. (LRW)

  8. Video-Based Analyses of Motivation and Interaction in Science Classrooms

    NASA Astrophysics Data System (ADS)

    Moeller Andersen, Hanne; Nielsen, Birgitte Lund

    2013-04-01

    An analytical framework for examining students' motivation was developed and used for analyses of video excerpts from science classrooms. The framework was developed in an iterative process involving theories on motivation and video excerpts from a 'motivational event' where students worked in groups. Subsequently, the framework was used for an analysis of students' motivation in the whole class situation. A cross-case analysis was carried out illustrating characteristics of students' motivation dependent on the context. This research showed that students' motivation to learn science is stimulated by a range of different factors, with autonomy, relatedness and belonging apparently being the main sources of motivation. The teacher's combined use of questions, uptake and high level evaluation was very important for students' learning processes and motivation, especially students' self-efficacy. By coding and analysing video excerpts from science classrooms, we were able to demonstrate that the analytical framework helped us gain new insights into the effect of teachers' communication and other elements on students' motivation.

  9. Feasibility of Documenting and Estimating Adult Fish Passage at Large Hydroelectric Facilities in the Snake River Using Video Technology; 1992 Annual Report.

    SciTech Connect

    Hatch, Douglas R.; Pederson, David R.; Schartzberg, Mathew

    1993-03-01

    A field study was conducted at Lower Granite Dam on the Snake River in 1992 to evaluate the feasibility of using time-lapse video technology to document and estimate fish ladder passage of chinook salmon Oncorhynchus tshawytscha, sockeye salmon 0. nerka, and steelhead 0. mykiss using time-lapse video technology. High quality video images were produced with a time-lapse video system operating in 72 h mode from 1 May through 31 December, 1992 and fish were counted from 1 June through 15 December. From the video record we counted 15 sockeye salmon, 3,283 summer chinook salmon, 1,022 fall chinook salmon, and 125,599 steelhead. The composite count of target species generated from the video record was similar (p = 0.617) to the estimate made by on-site counters during identical time periods indicating that the two methods were precise. Comparisons of 24 h video counts and on-site (10 and 16 h) counts showed that a significant (p < 0.001) proportion of target salmonids migrated during the nighttime when on-site counts are not typically made at Lower Granite Dam. The mean sockeye salmon fork length measured from video images was 453 mm. Mean fork-lengths reported for Snake River sockeye salmon between 1953 and 1965 were much greater ({female} = 546 mm {male} = 577 mm). Cost comparisons showed that video costs were less than half those of on-site counting methods. The video method also included the collection of additional data. A computer software demonstration program was developed that graphically illustrated the possibilities of a completely automated, computerized fish counting and identification system.

  10. Development and application of a video-mosaic survey technology to document the status of coral reef communities.

    PubMed

    Lirman, Diego; Gracias, Nuno Ricardo; Gintert, Brooke Erin; Gleason, Arthur Charles Rogde; Reid, Ruth Pamela; Negahdaripour, Shahriar; Kramer, Philip

    2007-02-01

    The recent decline in the condition of coral reef communities worldwide has fueled the need to develop innovative assessment tools to document coral abundance and distribution rapidly and effectively. While most monitoring programs rely primarily on data collected in situ by trained divers, digital photographs and video are used increasingly to extract ecological indicators, provide a permanent visual record of reef condition, and reduce the time that divers spend underwater. In this study, we describe the development and application of a video-based reef survey methodology based on an algorithm for image registration and the estimation of image motion and camera trajectory. This technology was used to construct two-dimensional, spatially accurate, high-resolution mosaics of the reef benthos at a scale of up to 400 m(2). The mosaics were analyzed to estimate the size and percent cover of reef organisms and these ecological indicators of reef condition were compared to similar measurements collected by divers to evaluate the potential of the mosaics as monitoring tools. The ecological indicators collected by trained divers compared favorably with those measured directly from the video mosaics. Five out of the eight categories chosen (hard corals, octocorals, Palythoa, algal turf, and sand) showed no significant differences in percent cover based on survey method. Moreover, no significant differences based on survey method were found in the size of coral colonies. Lastly, the capability to extract the same reef location from mosaics collected at different times proved to be an important tool for documenting change in coral abundance as the removal of even small colonies (<10 cm in diameter) was easily documented. The two-dimensional video mosaics constructed in this study can provide repeatable, accurate measurements on the reef-plot scale that can complement measurements on the colony-scale made by divers and surveys conducted at regional scales using remote sensing

  11. Housing conditions influence cortical and behavioural reactions of sheep in response to videos showing social interactions of different valence.

    PubMed

    Vögeli, Sabine; Wolf, Martin; Wechsler, Beat; Gygax, Lorenz

    2015-05-01

    Mood, as a long-term affective state, is thought to modulate short-term emotional reactions in animals, but the details of this interplay have hardly been investigated experimentally. Apart from a basic interest in this affective system, mood is likely to have an important impact on animal welfare, as bad mood may taint all emotional experience. In the present study about mood - emotion interaction, 29 sheep were kept under predictable, stimulus-rich or unpredictable, stimulus-poor housing conditions, to induce different mood states. In an experiment, the animals were confronted with video sequences of social interactions of conspecifics showing agonistic interactions, ruminating or tolerantly co-feeding as stimuli of different valences. Emotional reactions were assessed by measuring frontal brain activity using functional near-infrared spectroscopy and by recording behavioral reactions. Attentiveness of the sheep decreased from videos showing agonistic interactions to ruminating sheep to those displaying co-feeding sheep. Seeing agonistic interactions was also associated with a deactivation of the frontal cortex, specifically in animals living under predictable, stimulus-rich housing conditions. These sheep generally showed less attentiveness and locomotor activity and they had their ears in a forward position less often and in a backward position more often than the sheep from the unpredictable, stimulus-poor conditions. Housing conditions influenced how the sheep behaved, which can either be thought to be mediated by mood or by the animals' previous experience with stimulus-richness in their housing conditions. Frontal cortical activity may not depend on valence only, but also on the perceptual channel through which the stimuli were perceived. PMID:25680678

  12. A Preliminary Exploration of the Effects of a 6-week Interactive Video Dance Exercise Program in an Adult Population

    PubMed Central

    Fruth, Stacie J; Clifford, Anne; Hine, Stephanie; Huckstep, Jeremy; Merkel, Heidi; Wilkinson, Hilary; Yoder, Jason

    2011-01-01

    Purpose: The purpose of this study was to determine the effects of a 6-week interactive video dance game (IVDG) program on adult participants’ cardiorespiratory status and body mass index (BMI). Methods: Twenty-seven healthy adult participants attended IVDG sessions over a 6-week period. Participants completed pre- and post-testing consisting of a submaximal VO2 treadmill test, assessment of resting heart rate (RHR) and blood pressure (BP), BMI, and general health questionnaires. Data were analyzed using descriptives, paired t-tests to assess pre-to post-testing differences, and one-way ANOVAs to analyze variables among select groups of participants. Questionnaire data was manually coded and assessed. Results: Twenty participants attended at least 75% of available sessions and were used in data analysis. Mean BMI decreased significantly (from 26.96 kg/m2 to 26.21 kg/m2; 2.87%) and cardiorespiratory fitness measured by peak VO2 increased significantly (from 20.63 ml/kg/min to 21.69 ml/kg/min; 5.14%). Most participants reported that the IVDG program was a good workout, and that they were encouraged to continue or start an exercise routine. Forty percent reported improvements in sleep, and nearly half stated they had or were considering purchasing a home version of a video dance game. Conclusions: Interactive video dance game is an effective and enjoyable exercise program for adults who wish to decrease their BMI and improve components of cardiorespiratory fitness. PMID:22163175

  13. Survey of Compressed Video Applications: Higher Education, K-12, and the Private Sector, 1993.

    ERIC Educational Resources Information Center

    Cochenour, John; And Others

    This paper presents the results of three surveys about live, two-way interactive video (compressed video) and discusses some possible trends in its use, applications, and technological development. Surveys are an Association for Educational Communications and Technology (AECT) survey that has not been completed; one from the "International Video…

  14. High dynamic range video transmission and display using standard dynamic range technologies

    NASA Astrophysics Data System (ADS)

    Léonce, A.; Hsu, Tao-i.; Wickramanayake, D. S.; Edirisinghe, E. A.

    2012-06-01

    This paper presents a novel system that makes effective use of High Dynamic Range (HDR) image data to improve and maintain the best viewing quality of video broadcast on current mobile display devices. The proposed approach combines bilateral filtering with an adaptive tone mapping method used to enable the enhancement of the perceptual quality of the video frames at the display device. The bilateral filter separates the frame into large-scale and detail layers. The large-scale layer is divided into bright, mid-tone and dark regions, which are each processed by an appropriate tone mapping function. Ambient and backlight sensors at the display device provide information about current illumination conditions, which are used to intelligently and dynamically vary the levels and thresholds of post-processing applied at the decoder, thereby maintaining a constant level of perceived quality.

  15. Interactive Technology Brings Algebra to All.

    ERIC Educational Resources Information Center

    Kennedy, Paul A.; Chavkin, Nancy Feyl

    1993-01-01

    Partnership for Access to Higher Mathematics uses fiber-optic technology in a partnership program among Southwest Texas State University, the San Marcos School District, the telephone company, and the community to significantly improve the mathematical skills of at-risk students. (MLF)

  16. Student Interactions in Technology-Rich Classrooms

    ERIC Educational Resources Information Center

    Fonkert, Karen L.

    2010-01-01

    Students are more likely to develop a deep conceptual understanding of mathematics when they interact with and discuss their thoughts with others. The National Council of Teachers of Mathematics (NCTM) (1989, 2000) has recommended that students be active learners--communicating with one another, conjecturing, exploring, and justifying claims by…

  17. Interactive Technologies in Electronic Educational Resources

    ERIC Educational Resources Information Center

    Anisimova, Tatyana Ivanovna; Krasnova, Lyubov Alekseevna

    2015-01-01

    Modern professional education in the transition to a tiered system of specialists training is focused not on the transfer of ready knowledge but on teaching to find this knowledge and to apply them in situations close to the professional conditions. The educational process, relying on use of interactive methods of teaching, which is organized with…

  18. Using Interactive Computer Technology to Enhance Learning

    ERIC Educational Resources Information Center

    Pemberton, Joy R.; Borrego, Joaquin, Jr.; Cohen, Lee M.

    2006-01-01

    We assessed the effects of using LearnStar[TM], an interactive, computer-based teaching tool, as an in-class exam review method. Students with higher LearnStar review scores had higher grades. Furthermore, students' satisfaction ratings indicated that LearnStar reviews were more enjoyable and conducive to participation than traditional reviews.…

  19. Industrial-Strength Streaming Video.

    ERIC Educational Resources Information Center

    Avgerakis, George; Waring, Becky

    1997-01-01

    Corporate training, financial services, entertainment, and education are among the top applications for streaming video servers, which send video to the desktop without downloading the whole file to the hard disk, saving time and eliminating copyrights questions. Examines streaming video technology, lists ten tips for better net video, and ranks…

  20. NASA/DOD Controls-Structures Interaction Technology 1989

    NASA Technical Reports Server (NTRS)

    Newsom, Jerry R. (Compiler)

    1989-01-01

    The purpose of this conference was to report to industry, academia, and government agencies on the current status of controls-structures interaction technology. The agenda covered ground testing, integrated design, analysis, flight experiments, and concepts.

  1. The NASA controls-structures interaction technology program

    NASA Technical Reports Server (NTRS)

    Newsom, Jerry R.; Layman, W. E.; Waites, H. B.; Hayduk, R. J.

    1990-01-01

    The interaction between a flexible spacecraft structure and its control system is commonly referred to as controls-structures interaction (CSI). The CSI technology program is developing the capability and confidence to integrate the structure and control system, so as to avoid interactions that cause problems and to exploit interactions to increase spacecraft capability. A NASA program has been initiated to advance CSI technology to a point where it can be used in spacecraft design for future missions. The CSI technology program is a multicenter program utilizing the resources of the NASA Langley Research Center (LaRC), the NASA Marshall Space Flight Center (MSFC), and the NASA Jet Propulsion Laboratory (JPL). The purpose is to describe the current activities, results to date, and future activities of the NASA CSI technology program.

  2. Take-home video for adult literacy

    NASA Astrophysics Data System (ADS)

    Yule, Valerie

    1996-01-01

    In the past, it has not been possible to "teach oneself to read" at home, because learners could not read the books to teach them. Videos and interactive compact discs have changed that situation and challenge current assumptions of the pedagogy of literacy. This article describes an experimental adult literacy project using video technology. The language used is English, but the basic concepts apply to any alphabetic or syllabic writing system. A half-hour cartoon video can help adults and adolescents with learning difficulties. Computer-animated cartoon graphics are attractive to look at, and simplify complex material in a clear, lively way. This video technique is also proving useful for distance learners, children, and learners of English as a second language. Methods and principles are to be extended using interactive compact discs.

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

    ERIC Educational Resources Information Center

    Niess, Margaret L.; Gillow-Wiles, Henry

    2014-01-01

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

  4. Glycoarray Technologies: Deciphering Interactions from Proteins to Live Cell Responses

    PubMed Central

    Puvirajesinghe, Tania M.; Turnbull, Jeremy. E.

    2016-01-01

    Microarray technologies inspired the development of carbohydrate arrays. Initially, carbohydrate array technology was hindered by the complex structures of glycans and their structural variability. The first designs of glycoarrays focused on the HTP (high throughput) study of protein–glycan binding events, and subsequently more in-depth kinetic analysis of carbohydrate–protein interactions. However, the applications have rapidly expanded and now achieve successful discrimination of selective interactions between carbohydrates and, not only proteins, but also viruses, bacteria and eukaryotic cells, and most recently even live cell responses to immobilized glycans. Combining array technology with other HTP technologies such as mass spectrometry is expected to allow even more accurate and sensitive analysis. This review provides a broad overview of established glycoarray technologies (with a special focus on glycosaminoglycan applications) and their emerging applications to the study of complex interactions between glycans and whole living cells. PMID:27600069

  5. Glycoarray Technologies: Deciphering Interactions from Proteins to Live Cell Responses.

    PubMed

    Puvirajesinghe, Tania M; Turnbull, Jeremy E

    2016-01-01

    Microarray technologies inspired the development of carbohydrate arrays. Initially, carbohydrate array technology was hindered by the complex structures of glycans and their structural variability. The first designs of glycoarrays focused on the HTP (high throughput) study of protein-glycan binding events, and subsequently more in-depth kinetic analysis of carbohydrate-protein interactions. However, the applications have rapidly expanded and now achieve successful discrimination of selective interactions between carbohydrates and, not only proteins, but also viruses, bacteria and eukaryotic cells, and most recently even live cell responses to immobilized glycans. Combining array technology with other HTP technologies such as mass spectrometry is expected to allow even more accurate and sensitive analysis. This review provides a broad overview of established glycoarray technologies (with a special focus on glycosaminoglycan applications) and their emerging applications to the study of complex interactions between glycans and whole living cells. PMID:27600069

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

    NASA Astrophysics Data System (ADS)

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

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

  7. Coral Reef Surveillance: Infrared-Sensitive Video Surveillance Technology as a New Tool for Diurnal and Nocturnal Long-Term Field Observations

    PubMed Central

    Dirnwoeber, Markus; Machan, Rudolf; Herler, Juergen

    2014-01-01

    Direct field observations of fine-scaled biological processes and interactions of the benthic community of corals and associated reef organisms (e.g., feeding, reproduction, mutualistic or agonistic behavior, behavioral responses to changing abiotic factors) usually involve a disturbing intervention. Modern digital camcorders (without inflexible land-or ship-based cable connection) such as the GoPro camera enable undisturbed and unmanned, stationary close-up observations. Such observations, however, are also very time-limited (~3 h) and full 24 h-recordings throughout day and night, including nocturnal observations without artificial daylight illumination, are not possible. Herein we introduce the application of modern standard video surveillance technology with the main objective of providing a tool for monitoring coral reef or other sessile and mobile organisms for periods of 24 h and longer. This system includes nocturnal close-up observations with miniature infrared (IR)-sensitive cameras and separate high-power IR-LEDs. Integrating this easy-to-set up and portable remote-sensing equipment into coral reef research is expected to significantly advance our understanding of fine-scaled biotic processes on coral reefs. Rare events and long-lasting processes can easily be recorded, in situ-experiments can be monitored live on land, and nocturnal IR-observations reveal undisturbed behavior. The options and equipment choices in IR-sensitive surveillance technology are numerous and subject to a steadily increasing technical supply and quality at decreasing prices. Accompanied by short video examples, this report introduces a radio-transmission system for simultaneous recordings and real-time monitoring of multiple cameras with synchronized timestamps, and a surface-independent underwater-recording system. PMID:24829763

  8. Development and Alpha Testing of QuitIT: An Interactive Video Game to Enhance Skills for Coping With Smoking Urges

    PubMed Central

    Fiske, Jeff

    2013-01-01

    Background Despite many efforts at developing relapse prevention interventions, most smokers relapse to tobacco use within a few months after quitting. Interactive games offer a novel strategy for helping people develop the skills required for successful tobacco cessation. Objective The objective of our study was to develop a video game that enables smokers to practice strategies for coping with smoking urges and maintaining smoking abstinence. Our team of game designers and clinical psychologists are creating a video game that integrates the principles of smoking behavior change and relapse prevention. We have reported the results of expert and end-user feedback on an alpha version of the game. Methods The alpha version of the game consisted of a smoking cue scenario often encountered by smokers. We recruited 5 experts in tobacco cessation research and 20 current and former smokers, who each played through the scenario. Mixed methods were used to gather feedback on the relevance of cessation content and usability of the game modality. Results End-users rated the interface from 3.0 to 4.6/5 in terms of ease of use and from 2.9 to 4.1/5 in terms of helpfulness of cessation content. Qualitative themes showed several user suggestions for improving the user interface, pacing, and diversity of the game characters. In addition, the users confirmed a high degree of game immersion, identification with the characters and situations, and appreciation for the multiple opportunities to practice coping strategies. Conclusions This study highlights the procedures for translating behavioral principles into a game dynamic and shows that our prototype has a strong potential for engaging smokers. A video game modality exemplifies problem-based learning strategies for tobacco cessation and is an innovative step in behavioral management of tobacco use. PMID:24025236

  9. Project KITES: Kids Interacting with Technology and Education Students.

    ERIC Educational Resources Information Center

    Taylor, Harriet G.; Stuhlmann, Janice M.

    Faculty and administrators at the College of Education at Louisiana State University recognized the need to incorporate technology into all of their programs. Project KITES (Kids Interacting with Technology and Education Students) was developed to give students just beginning their professional education component real experiences with children…

  10. Final Report: Interactive Technology Literacy Curriculum Online (ITLC Online)

    ERIC Educational Resources Information Center

    Robinson, Linda; Johanson, Joyce; Schneider, Carol; Hutinger, Patricia

    2006-01-01

    Interactive Technology Literacy Curriculum Online (ITLC Online) was a Steppingstones of Technology Innovation for Students with Disabilities Phase 1 (Development) project awarded to the Center for Best Practices in Early Childhood (the Center) at Western Illinois University (WIU). ITLC Online's goal was to improve services for young children with…

  11. The Center for Interactive Learning: An Incubator for Hatching Technology.

    ERIC Educational Resources Information Center

    Coburn, Janet

    1999-01-01

    Describes a state-of-the-art community college facility (Center for Interactive Learning) that helps professors integrate technology and instruction to provide students with unique technology-enhanced learning experiences. The center's planning, distinctive features, and amenities are detailed. (GR)

  12. Virtual Reality and Interactive Gaming Technology for Obese and Diabetic Children: Is Military Medical Technology Applicable?

    PubMed Central

    Talbot, Major Thomas “Brett”

    2011-01-01

    The Telemedicine and Advanced Technology Research Center has pursued a number of technologies that may have application to the problems of obesity and diabetes management in children. Children are getting fatter because of increased caloric intake and less physical activity. Furthermore, technology advances have failed to significantly improve metabolic control of type 1 diabetes. Behavioral strategies should target video games, mobile phones, and other popular items used by children and seen by them as necessities. Exergaming is considerably more active than traditional video gaming and can be equivalent to moderate-intensity exercise. Diabetes equipment such as continuous glucose monitors and insulin pumps lack integration and live connectivity and suffer from a poor user interface. In contrast, mobile phones offer wireless connectivity, an excellent voice-enabled interface, and cloud connectivity that could possibly serve as a motivational and compliance tool for diabetes patients through text messaging to the patient, parents, and physician. Mobile phones have the potential to motivate and educate obese children as well. Exergaming for obese children could also be integrated into award systems of game consoles and game play time. The key to successful implementation of these strategies depends on the ability to integrate and connect the various technologies. PMID:21527087

  13. Virtual reality and interactive gaming technology for obese and diabetic children: is military medical technology applicable?

    PubMed

    Talbot, Thomas Brett

    2011-03-01

    The Telemedicine and Advanced Technology Research Center has pursued a number of technologies that may have application to the problems of obesity and diabetes management in children. Children are getting fatter because of increased caloric intake and less physical activity. Furthermore, technology advances have failed to significantly improve metabolic control of type 1 diabetes. Behavioral strategies should target video games, mobile phones, and other popular items used by children and seen by them as necessities. Exergaming is considerably more active than traditional video gaming and can be equivalent to moderate-intensity exercise. Diabetes equipment such as continuous glucose monitors and insulin pumps lack integration and live connectivity and suffer from a poor user interface. In contrast, mobile phones offer wireless connectivity, an excellent voice-enabled interface, and cloud connectivity that could possibly serve as a motivational and compliance tool for diabetes patients through text messaging to the patient, parents, and physician. Mobile phones have the potential to motivate and educate obese children as well. Exergaming for obese children could also be integrated into award systems of game consoles and game play time. The key to successful implementation of these strategies depends on the ability to integrate and connect the various technologies. PMID:21527087

  14. The Factors Influencing Young Children's Social Interaction in Technology Integration

    ERIC Educational Resources Information Center

    Lim, Eun Mee

    2015-01-01

    When technology integration is accomplished successfully in early childhood education settings, children tend to interact more with one another and exchange information related to computer tasks as well as the overall classroom on-going curriculum themes. Therefore, to explore how young children are interacting in computer areas when using…

  15. Young Pianists Exploring Improvisation Using Interactive Music Technology

    ERIC Educational Resources Information Center

    Rowe, Victoria; Triantafyllaki, Angeliki; Anagnostopoulou, Xristina

    2015-01-01

    The use of music technology in the enhancement of young pianists' musical improvisations has been scarcely explored in instrumental music teaching and learning research. In the present study, 19 piano pupils aged 6-10 from the UK and Greece used an interactive improvisation system called Musical Interaction Relying On Reflexion (MIROR)-Impro…

  16. Informal Language Learning Setting: Technology or Social Interaction?

    ERIC Educational Resources Information Center

    Bahrani, Taher; Sim, Tam Shu

    2012-01-01

    Based on the informal language learning theory, language learning can occur outside the classroom setting unconsciously and incidentally through interaction with the native speakers or exposure to authentic language input through technology. However, an EFL context lacks the social interaction which naturally occurs in an ESL context. To explore…

  17. Troubleshooting complex systems--An expert system, interactive video, transportable PC solution

    SciTech Connect

    Broadaway, E.R.; Williams, L.C.; Mullens, J.A.; Zabriskie, W.L.; Roberts, A.G.

    1989-08-01

    Troubleshooting complex control systems presents special problems for the maintenance technician. Because problems occur infrequently, maintenance or repair work may be requested many months after the technician received training for a particular system. An expert system with an object-oriented programming environment for authoring was developed at Oak Ridge National Laboratory to address this problem. The need to transport the delivery system to a variety of locations necessitated the integration of a transportable, 386-based system with color display. Using Smalltalk/V286, this system combined an inference engine with a windowed environment for development of rules and tutorials and display of documentation. In addition, still-frame video with graphic overlays are used.

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

    SciTech Connect

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

    1994-07-01

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

  19. Technology and Interactive Multimedia. Identifying Emerging Issues and Trends in Technology for Special Education.

    ERIC Educational Resources Information Center

    Ashton, Ray

    As part of a 3-year study to identify emerging issues and trends in technology for special education, this paper addresses the role of interactive multimedia, especially the digital, optical compact disc technologies, in providing instructional services to special education students. An overview identifies technological and economic trends,…

  20. A real-time wavelet-based video decoder using SIMD technology

    NASA Astrophysics Data System (ADS)

    Klepko, Robert; Wang, Demin

    2008-02-01

    This paper presents a fast implementation of a wavelet-based video codec. The codec consists of motion-compensated temporal filtering (MCTF), 2-D spatial wavelet transform, and SPIHT for wavelet coefficient coding. It offers compression efficiency that is competitive to H.264. The codec is implemented in software running on a general purpose PC, using C programming language and streaming SIMD extensions intrinsics, without assembly language. This high-level software implementation allows the codec to be portable to other general-purpose computing platforms. Testing with a Pentium 4 HT at 3.6GHz (running under Linux and using the GCC compiler, version 4), shows that the software decoder is able to decode 4CIF video in real-time, over 2 times faster than software written only in C language. This paper describes the structure of the codec, the fast algorithms chosen for the most computationally intensive elements in the codec, and the use of SIMD to implement these algorithms.

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

    ERIC Educational Resources Information Center

    Salomon, John

    2010-01-01

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

  2. Methodology for Evaluating a Novel Education Technology: A Case Study of Handheld Video Games in Chile

    ERIC Educational Resources Information Center

    Margolis, Jesse L.; Nussbaum, Miguel; Rodriguez, Patricio; Rosas, Ricardo

    2006-01-01

    Many school systems, in both the developed and developing world, are implementing educational technology to assist in student learning. However, there is no clear consensus on how to evaluate these new technologies. This paper proposes a comprehensive methodology for estimating the value of a new educational technology in three steps: benefit…

  3. Evaluating a Web-Based Video Corpus through an Analysis of User Interactions

    ERIC Educational Resources Information Center

    Caws, Catherine G.

    2013-01-01

    As shown by several studies, successful integration of technology in language learning requires a holistic approach in order to scientifically understand what learners do when working with web-based technology (cf. Raby, 2007). Additionally, a growing body of research in computer assisted language learning (CALL) evaluation, design and…

  4. Childhood Violence Prevention Education Using Video Games

    ERIC Educational Resources Information Center

    Fontana, Leonard; Beckerman, Adela

    2004-01-01

    This article describes a project that incorporated interactive technology to teach violence prevention knowledge and skills to second grade students. The educational video games presented lessons consisting of animated characters in a story, accompanied by a number of exercises. The research issue was whether students would develop an appreciation…

  5. DVD Video: A Primer for Educators.

    ERIC Educational Resources Information Center

    Benedetto, Sandra

    2000-01-01

    Describes DVD (Digital Videodisc, or Digital Versatile Disk) technology which offers the ability to combine laser disc and CD-ROM programs to create a multimedia platform that can deliver high quality, full-motion video and an on-screen user interface for interactive navigation and branching for providing group or individual instruction. (LRW)

  6. Medical Student and Tutor Perceptions of Video Versus Text in an Interactive Online Virtual Patient for Problem-Based Learning: A Pilot Study

    PubMed Central

    Ellaway, Rachel H; Round, Jonathan; Vaughan, Sophie; Poulton, Terry; Zary, Nabil

    2015-01-01

    Background The impact of the use of video resources in primarily paper-based problem-based learning (PBL) settings has been widely explored. Although it can provide many benefits, the use of video can also hamper the critical thinking of learners in contexts where learners are developing clinical reasoning. However, the use of video has not been explored in the context of interactive virtual patients for PBL. Objective A pilot study was conducted to explore how undergraduate medical students interpreted and evaluated information from video- and text-based materials presented in the context of a branched interactive online virtual patient designed for PBL. The goal was to inform the development and use of virtual patients for PBL and to inform future research in this area. Methods An existing virtual patient for PBL was adapted for use in video and provided as an intervention to students in the transition year of the undergraduate medicine course at St George’s, University of London. Survey instruments were used to capture student and PBL tutor experiences and perceptions of the intervention, and a formative review meeting was run with PBL tutors. Descriptive statistics were generated for the structured responses and a thematic analysis was used to identify emergent themes in the unstructured responses. Results Analysis of student responses (n=119) and tutor comments (n=18) yielded 8 distinct themes relating to the perceived educational efficacy of information presented in video and text formats in a PBL context. Although some students found some characteristics of the videos beneficial, when asked to express a preference for video or text the majority of those that responded to the question (65%, 65/100) expressed a preference for text. Student responses indicated that the use of video slowed the pace of PBL and impeded students’ ability to review and critically appraise the presented information. Conclusions Our findings suggest that text was perceived to be a

  7. Real-time interactive simulation: using touch panels, graphics tablets, and video-terminal keyboards

    SciTech Connect

    Venhuizen, J.R.

    1983-01-01

    A Simulation Laboratory utilizing only digital computers for interactive computing must rely on CRT based graphics devices for output devices, and keyboards, graphics tablets, and touch panels, etc., for input devices. The devices all work well, with the combination of a CRT with a touch panel mounted on it as the most flexible combination of input/output devices for interactive simulation.

  8. Semantic-preload video model based on VOP coding

    NASA Astrophysics Data System (ADS)

    Yang, Jianping; Zhang, Jie; Chen, Xiangjun

    2013-03-01

    In recent years, in order to reduce semantic gap which exists between high-level semantics and low-level features of video when the human understanding image or video, people mostly try the method of video annotation where in signal's downstream, namely further (again) attach labels to the content in video-database. Few people focus on the idea that: Use limited interaction and the means of comprehensive segmentation (including optical technologies) from the front-end of collection of video information (i.e. video camera), with video semantics analysis technology and corresponding concepts sets (i.e. ontology) which belong in a certain domain, as well as story shooting script and the task description of scene shooting etc; Apply different-level semantic descriptions to enrich the attributes of video object and the attributes of image region, then forms a new video model which is based on Video Object Plan (VOP) Coding. This model has potential intellectualized features, and carries a large amount of metadata, and embedded intermediate-level semantic concept into every object. This paper focuses on the latter, and presents a framework of a new video model. At present, this new video model is temporarily named "Video Model of Semantic-Preloaded or Semantic-Preload Video Model (simplified into VMoSP or SPVM)". This model mainly researches how to add labeling to video objects and image regions in real time, here video object and image region are usually used intermediate semantic labeling, and this work is placed on signal's upstream (i.e. video capture production stage). Because of the research needs, this paper also tries to analyses the hierarchic structure of video, and divides the hierarchic structure into nine hierarchy semantic levels, of course, this nine hierarchy only involved in video production process. In addition, the paper also point out that here semantic level tagging work (i.e. semantic preloading) only refers to the four middle-level semantic. All in

  9. EFFECTIVENESS OF VIDEO FEEDBACK AND INTERACTIVE QUESTIONING IN IMPROVING TACTICAL KNOWLEDGE IN VOLLEYBALL.

    PubMed

    Gil-Arias, Alexander; Del Villar, Fernando; García-González, Luís; Moreno, Alberto; Perla Moreno, M

    2015-12-01

    The objective of the study was to develop and apply a tactical-cognitive training program based on the use of video feedback and questioning in real game time, in order to improve tactical knowledge in volleyball. A two-group quasi-experimental design was used with a sample of eight female players (M=14.8 yr., SD=0.7), who were divided into an Experimental group (n=4) and a Control group (n=4). The independent variable was the tactical-cognitive training program, which was applied for 11 wk. in a 6×6 game situation training context. The dependent variable was tactical knowledge, which was measured by problem representation and strategy planning with a verbal protocol. The results showed that after applying the intervention program the players in the Experimental group showed more complex, sophisticated, and structured tactical knowledge, compared with the players from the Control group. These results suggest that complementing the training process with cognitive tools may enable athletes to increases their tactical behavior and presumably improve their performance. PMID:26595204

  10. Silicon integrated nanophotonics: from fundamental science to manufacturable technology (Presentation Video)

    NASA Astrophysics Data System (ADS)

    Vlasov, Yurii A.

    2015-02-01

    The IBM Silicon Nanophotonics technology enables cost-efficient optical links that connect racks, modules, and chips together with ultralow power single-die optical transceivers. I will give an overview of its historical development, technology differentiators, current status and a roadmap.

  11. The Effectiveness of Video Tutorials for Teaching Preservice Educators to Use Assistive Technologies

    ERIC Educational Resources Information Center

    Van Laarhoven, Toni; Munk, Dennis D.; Zurita, Leslie M.; Lynch, Kathleen; Zurita, Brian; Smith, Thomas; Chandler, Lynette

    2009-01-01

    Students with disabilities are guaranteed access to assistive technologies (AT) by provisions of the Individuals with Disabilities Education Improvement Act (IDEIA) (2004) and its predecessor, the Technology Related Assistance Act (Tech Act) (1988). Design and development of AT, including devices and software programs, has burgeoned to a point…

  12. Development and Assessment of Web Courses That Use Streaming Audio and Video Technologies.

    ERIC Educational Resources Information Center

    Ingebritsen, Thomas S.; Flickinger, Kathleen

    Iowa State University, through a program called Project BIO (Biology Instructional Outreach), has been using RealAudio technology for about 2 years in college biology courses that are offered entirely via the World Wide Web. RealAudio is a type of streaming media technology that can be used to deliver audio content and a variety of other media…

  13. Teaching and Learning against All Odds: A Video-Based Study of Learner-to-Instructor Interaction in International Distance Education

    ERIC Educational Resources Information Center

    Muhirwa, Jean-Marie

    2009-01-01

    Distance education and information and communication technologies (ICTs) have been marketed as cost-effective ways to rescue struggling educational institutions in developing countries, particularly in sub-Saharan Africa (SSA). This study uses classroom video analysis and follow-up interviews with teachers, students, and local tutors to analyse…

  14. Wolfram technologies as an integrated scalable platform for interactive learning

    NASA Astrophysics Data System (ADS)

    Kaurov, Vitaliy

    2012-02-01

    We rely on technology profoundly with the prospect of even greater integration in the future. Well known challenges in education are a technology-inadequate curriculum and many software platforms that are difficult to scale or interconnect. We'll review an integrated technology, much of it free, that addresses these issues for individuals and small schools as well as for universities. Topics include: Mathematica, a programming environment that offers a diverse range of functionality; natural language programming for getting started quickly and accessing data from Wolfram|Alpha; quick and easy construction of interactive courseware and scientific applications; partnering with publishers to create interactive e-textbooks; course assistant apps for mobile platforms; the computable document format (CDF); teacher-student and student-student collaboration on interactive projects and web publishing at the Wolfram Demonstrations site.

  15. Interactive Television: The State of the Industry.

    ERIC Educational Resources Information Center

    Galbreath, Jeremy

    1996-01-01

    Discusses interactive television in the context of the developing information superhighway. Topics include potential applications, including video on demand; telecommunications companies; digital media technologies; content; regulatory issues; the nature of technology users; origination components; distribution/infrastructure components;…

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

    ERIC Educational Resources Information Center

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

    2014-01-01

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

  17. BEHAVIORAL INTERACTIONS OF THE BLACK IMPORTED FIRE ANT (SOLENOPSIS RICHTERI FOREL) AND ITS PARASITOID FLY (PSEUDACTEON CURVATUS BORGMEIER) AS REVEALED BY HIGH-SPEED VIDEO.

    Technology Transfer Automated Retrieval System (TEKTRAN)

    High-speed video recordings were used to study the interactions between the phorid fly (Pseudacteon curvatus), and the black imported fire ant (Solenopsis richteri) in the field. Phorid flies are extremely fast agile fliers that can hover and fly in all directions. Wingbeat frequency recorded with...

  18. Lower limb power rehabilitation (LLPR) using interactive video game for improvement of balance function in older people.

    PubMed

    Chen, Po-Yin; Wei, Shun-Hwa; Hsieh, Wan-Ling; Cheen, Jang-Rong; Chen, Liang-Kung; Kao, Chung-Lan

    2012-01-01

    Declined balance functions have adverse effects on elderly population. Lower limbs muscle power training is currently an emerging concept in rehabilitation on individuals with decreased balance and mobility. In this prospective, controlled study, we used a human-computer interactive video-game-based rehabilitation device (LLPR) for training of lower limb muscle power in the elderly. Forty (aged >65 years) individuals were recruited from the community. Twenty participants in the exercise group received 30-min training, twice a week, using the LLPR system. The LLPR system allows participants to perform fast speed sit-to-stand (STS) movements. Twenty age-matched participants in the control group performed slow speed STS movements, as well as strengthening and balance exercises, with the same frequency and duration. The results were compared after 12 sessions (6 weeks) of training. The mechanical and time parameters during STS movement were measured using the LLPR system. Modified falls efficacy scale (MFES), Tinetti Performance-Oriented Mobility Assessment (POMA), function reach test, five times sit to stand (FTSS) and Timed Up and Go (TUG) were administered to participants as clinical assessments. Results showed that in the exercise group, all the mechanical and time parameters showed significant improvement. In control group, only the maximal vertical ground reaction force (MVGRF) improved significantly. For clinical assessments (balance, mobility, and self-confidence), exercise group showed significantly better scores. The STS movements in video-game-based training mimic real life situations which may help to transfer the training effects into daily activities. The effectiveness of lower limb muscle training is worthy of further investigation. PMID:22795360

  19. How Interactive Is Instructional Technology? Alternative Models for Looking at Interactions between Learners and Media.

    ERIC Educational Resources Information Center

    Thompson, James G.; Jorgensen, Sally

    1989-01-01

    Examines the relationship between instructional technology and cognition and discusses interactions between the learner and instructional media. Models of the learning process are described, including reactive, proactive, and interactive models; examples of each are given; and their implications for instructional design are suggested. (LRW)

  20. Two-Way Video Distance Education: Ten Misconceptions about Teaching and Learning via Interactive Television.

    ERIC Educational Resources Information Center

    Musial, Gloria G.; Kampmueller, Wanita

    1996-01-01

    Discusses 10 misconceptions about the substance, methodology, and efforts of teaching and learning via interactive television networks (ITN), including the idea that ITN will replace teachers, ITN will save money, ITN will rescue failing schools, all students will succeed in ITN classes, and all teachers can teach well on ITN. (SM)

  1. What Is Video Good for? Examining How Media and Story Genre Interact

    ERIC Educational Resources Information Center

    Koehler, Matthew; Yadav, Aman; Phillips, Michael; Cavazos-Kottke, Sean

    2005-01-01

    Research suggests that the educational value of a media format depends upon the ways in which its representational affordances interact with complex features of the learning environment, including learner characteristics, content domains, pedagogical strategies, and cognitive and social processes. In the current study, we sought to understand some…

  2. Correcting Students' Misconceptions about Automobile Braking Distances and Video Analysis Using Interactive Program Tracker

    ERIC Educational Resources Information Center

    Hockicko, Peter; Trpišová, Beáta; Ondruš, Ján

    2014-01-01

    The present paper informs about an analysis of students' conceptions about car braking distances and also presents one of the novel methods of learning: an interactive computer program Tracker that we used to analyse the process of braking of a car. The analysis of the students' conceptions about car braking distances consisted in…

  3. Rural Communities Communicating: The Emergence of Two-Way Interactive Video in Southwestern, Rural, Small Schools.

    ERIC Educational Resources Information Center

    Sullivan, Michael; And Others

    In three southwestern states, grassroots movements of citizens, educators, and local businesses developed and implemented two-way interactive television projects in their schools and communities. A descriptive multiple case study design was used to examine six project sites in New Mexico, Texas, and Oklahoma. Research questions were categorized in…

  4. A new multimodal interactive way of subjective scoring of 3D video quality of experience

    NASA Astrophysics Data System (ADS)

    Kim, Taewan; Lee, Kwanghyun; Lee, Sanghoon; Bovik, Alan C.

    2014-03-01

    People that watch today's 3D visual programs, such as 3D cinema, 3D TV and 3D games, experience wide and dynamically varying ranges of 3D visual immersion and 3D quality of experience (QoE). It is necessary to be able to deploy reliable methodologies that measure each viewers subjective experience. We propose a new methodology that we call Multimodal Interactive Continuous Scoring of Quality (MICSQ). MICSQ is composed of a device interaction process between the 3D display and a separate device (PC, tablet, etc.) used as an assessment tool, and a human interaction process between the subject(s) and the device. The scoring process is multimodal, using aural and tactile cues to help engage and focus the subject(s) on their tasks. Moreover, the wireless device interaction process makes it possible for multiple subjects to assess 3D QoE simultaneously in a large space such as a movie theater, and at di®erent visual angles and distances.

  5. Native/Non-Native Speaker Interactions through Video-Web Communication: A Clue for Enhancing Motivation?

    ERIC Educational Resources Information Center

    Jauregi, Kristi; de Graaff, Rick; van den Bergh, Huub; Kriz, Milan

    2012-01-01

    One of the main objectives of the European Networked Interaction in Foreign Language Acquisition and Research (NIFLAR) project is to make foreign language learning and teaching processes more relevant and rewarding for reaching intercultural communicative competence. This is realized by offering foreign language learners and pre-service teachers…

  6. Social Properties of Mobile Video

    NASA Astrophysics Data System (ADS)

    Mitchell, April Slayden; O'Hara, Kenton; Vorbau, Alex

    Mobile video is now an everyday possibility with a wide array of commercially available devices, services, and content. These new technologies have created dramatic shifts in the way video-based media can be produced, consumed, and delivered by people beyond the familiar behaviors associated with fixed TV and video technologies. Such technology revolutions change the way users behave and change their expectations in regards to their mobile video experiences. Building upon earlier studies of mobile video, this paper reports on a study using diary techniques and ethnographic interviews to better understand how people are using commercially available mobile video technologies in their everyday lives. Drawing on reported episodes of mobile video behavior, the study identifies the social motivations and values underpinning these behaviors that help characterize mobile video consumption beyond the simplistic notion of viewing video only to kill time. This paper also discusses the significance of user-generated content and the usage of video in social communities through the description of two mobile video technology services that allow users to create and share content. Implications for adoption and design of mobile video technologies and services are discussed as well.

  7. Efficient and robust pupil size and blink estimation from near-field video sequences for human-machine interaction.

    PubMed

    Chen, Siyuan; Epps, Julien

    2014-12-01

    Monitoring pupil and blink dynamics has applications in cognitive load measurement during human-machine interaction. However, accurate, efficient, and robust pupil size and blink estimation pose significant challenges to the efficacy of real-time applications due to the variability of eye images, hence to date, require manual intervention for fine tuning of parameters. In this paper, a novel self-tuning threshold method, which is applicable to any infrared-illuminated eye images without a tuning parameter, is proposed for segmenting the pupil from the background images recorded by a low cost webcam placed near the eye. A convex hull and a dual-ellipse fitting method are also proposed to select pupil boundary points and to detect the eyelid occlusion state. Experimental results on a realistic video dataset show that the measurement accuracy using the proposed methods is higher than that of widely used manually tuned parameter methods or fixed parameter methods. Importantly, it demonstrates convenience and robustness for an accurate and fast estimate of eye activity in the presence of variations due to different users, task types, load, and environments. Cognitive load measurement in human-machine interaction can benefit from this computationally efficient implementation without requiring a threshold calibration beforehand. Thus, one can envisage a mini IR camera embedded in a lightweight glasses frame, like Google Glass, for convenient applications of real-time adaptive aiding and task management in the future. PMID:24691198

  8. The Use of Video Technology to Enhance Researcher Capacity to Meet Scientific and Moral Criteria for Evaluation of Discursive Psychological Studies in Education

    ERIC Educational Resources Information Center

    Arnold, Jenny; Clarke, David

    2012-01-01

    The purpose of this paper is to justify and reflect upon the way in which video technologies were employed in data generation for a study of student agency in a science classroom using discursive psychology. The research was designed with the purpose of providing new understanding of how students develop a sense of themselves as responsible agents…

  9. Phosphor Technology Center of Excellence: research, education, industrial interactions

    NASA Astrophysics Data System (ADS)

    Summers, Christopher J.

    1994-04-01

    A review is given of the participants and the research, education and industrial mission of the center. The Phosphor Technology Center of Excellence is established at the Georgia Institute of Technology with the University of Georgia, University of Florida, Pennsylvania State University, David Sarnoff Research Center and the American Display Consortium being charter members. The research mission addresses short, medium and long term needs in five technological areas; cathode ray tube, electroluminescence, field emission devices, plasma display panels and active-matrix liquid crystal display back-light phosphors through interactive university/industry technology groups. Outreach activities include the establishment of a phosphor database, industry analysis and short courses in addition to the conventional university education role. Specific science and technology programs are briefly described.

  10. Interactive segmentation of tongue contours in ultrasound video sequences using quality maps

    NASA Astrophysics Data System (ADS)

    Ghrenassia, Sarah; Ménard, Lucie; Laporte, Catherine

    2014-03-01

    Ultrasound (US) imaging is an effective and non invasive way of studying the tongue motions involved in normal and pathological speech, and the results of US studies are of interest for the development of new strategies in speech therapy. State-of-the-art tongue shape analysis techniques based on US images depend on semi-automated tongue segmentation and tracking techniques. Recent work has mostly focused on improving the accuracy of the tracking techniques themselves. However, occasional errors remain inevitable, regardless of the technique used, and the tongue tracking process must thus be supervised by a speech scientist who will correct these errors manually or semi-automatically. This paper proposes an interactive framework to facilitate this process. In this framework, the user is guided towards potentially problematic portions of the US image sequence by a segmentation quality map that is based on the normalized energy of an active contour model and automatically produced during tracking. When a problematic segmentation is identified, corrections to the segmented contour can be made on one image and propagated both forward and backward in the problematic subsequence, thereby improving the user experience. The interactive tools were tested in combination with two different tracking algorithms. Preliminary results illustrate the potential of the proposed framework, suggesting that the proposed framework generally improves user interaction time, with little change in segmentation repeatability.

  11. Creating Photomontage Videos

    ERIC Educational Resources Information Center

    Nitzberg, Kevan

    2008-01-01

    Several years ago, the author began exploring the use of digital film and video as an art-making media when he took over instructing the video computer art class at the high school where he teaches. He found numerous ways to integrate a variety of multimedia technologies and software with more traditional types of visual art processes and…

  12. The Value of Video

    ERIC Educational Resources Information Center

    Thompson, Douglas E.

    2011-01-01

    Video connects sight and sound, creating a composite experience greater than either alone. More than any other single technology, video is the most powerful way to communicate with others--and an ideal medium for sharing with others the vital learning occurring in music classrooms. In this article, the author leads readers through the process of…

  13. Three-Dimensional Animation Technology: a New Interactive Model Designed for the Teaching of Cryospheric Science

    NASA Astrophysics Data System (ADS)

    Porter, P. R.; Marunchak, A.

    2011-12-01

    One of the key challenges facing educators in the cryospheric sciences is to explain to students the processes that operate and the landforms that exist in relatively unfamiliar glacial environments. In many cases these environments are also largely inaccessible which can hinder field-based teaching. This is particularly the case for en-glacial and sub-glacial hydrology and the closely related topic of sub-glacial glacier dynamics, yet a full understanding of these subject areas is pivotal to overall student understanding of glaciology. An ability to visualise these unfamiliar and inaccessible environments offers a potentially powerful tool to assist student conceptualisation and comprehension. To address this we have developed a three-dimensional interactive 'virtual glacier' simulation model. Based on standards and technology established by the rapidly evolving video gaming industry, the user is presented with an interactive real-time three-dimensional environment designed to accurately portray multiple aspects of glacial environments. The user can move in all directions in the fore-field area, on the glacier surface and within en-glacial and sub-glacial drainage networks. Descent into the glacier hydrological system is via a moulin, from which the user can explore en-glacial channels linking to this moulin and ultimately descend into the sub-glacial drainage system. Various sub-glacial drainage network morphologies can then be 'explored' to aid conceptualisation and understanding and the user can navigate through drainage networks both up- and down-glacier and ultimately emerge at the portal into the fore-field environment. Interactive icons relating to features of interest are presented to the user throughout the model, prompting multimedia dialogue boxes to open. Dialogue box content (e.g. text, links to online resources, videos, journal papers, etc.) is fully customisable by the educator. This facilitates the use of the model at different academic levels

  14. Shared Cognition Facilitated by Teacher Use of Interactive Whiteboard Technologies

    ERIC Educational Resources Information Center

    Redman, Christine; Vincent, John

    2014-01-01

    This paper reports on a study designed to examine the dialogic processes teachers used to sustain focused discussions, using questioning techniques and Interactive Whiteboards (IWBs). IWBs and their related technologies such as plasma touch screens and projected tablets have passed through several phases of implementation as classroom objects,…

  15. Harmonizing Technology with Interaction in Blended Problem-Based Learning

    ERIC Educational Resources Information Center

    Donnelly, Roisin

    2010-01-01

    This paper discusses the harmonizing role of technology and interaction in a qualitative study on blended problem-based learning within the context of academic development in higher education. Within this setting, and as both designers and tutors in blended PBL, it is important to seek best practices for how to combine instructional strategies in…

  16. Agent Technologies Designed to Facilitate Interactive Knowledge Construction

    ERIC Educational Resources Information Center

    Graesser, Arthur C.; Jeon, Moongee; Dufty, David

    2008-01-01

    During the last decade, interdisciplinary researchers have developed technologies with animated pedagogical agents that interact with the student in language and other communication channels (such as facial expressions and gestures). These pedagogical agents model good learning strategies and coach the students in actively constructing knowledge…

  17. The Relationship between Technological Innovation and Collegial Interaction.

    ERIC Educational Resources Information Center

    Sandholtz, Judith Haymore; And Others

    This paper examines the process by which an immediate access-to-technology environment influences the frequency, form, and substance of collegial interaction among classroom teachers. The longitudinal study, part of the Apple Classrooms of Tomorrow project, covers a 5-year period and utilizes data from 32 elementary and secondary teachers in five…

  18. Enhancing Student Success through the Use of Interactive Videodisc Technology.

    ERIC Educational Resources Information Center

    Pokrass, Richard J.; And Others

    Burlington County College in New Jersey has integrated Interactive Videodisc Technology (IVT) into several of its programs, beginning with the college's nursing program. IVT, at its highest level, is a merging of a laser disc player, a personal computer, computer software, and a qualified instructor, designed to bring to students a new dimension…

  19. Student/Teacher Satisfaction with Interactive Instructional Technologies.

    ERIC Educational Resources Information Center

    O'Neill, Patrick H., Jr.

    Southeastern Regional Vocational-Technical High School located in South Easton, Massachusetts, and which serves approximately 1,300 students from multicultural backgrounds and various socioeconomic communities, is currently using several types of interactive instructional technologies. The school's graphic communication program is a laboratory…

  20. Interactive Technology and Engaging Learners in the Mathematics Classroom

    ERIC Educational Resources Information Center

    Camara, Phyllis

    2013-01-01

    The Program for International Assessment tested students in mathematics from 41 countries and found that students in the United States ranked in the lowest percentile. This struggle with math among youth in the United States prompted this quasi-experimental quantitative study about using interactive technology to engage and motivate 9th grade…

  1. Enhancing Learning in At-Risk Students: Applications of Video Technology. ERIC Digest.

    ERIC Educational Resources Information Center

    Barron, Linda; And Others

    The use of contextualized learning environments with learners who are at risk of school failure arises from the recognition that students who are introduced to concepts and strategies out of a meaningful context will view them as irrelevant to daily life. Contexts created by teachers using videotape and random access videodisc technologies have…

  2. Is that really my movement?—Students' experiences of a video-supported interactive learning model for movement awareness

    PubMed Central

    Backåberg, Sofia; Gummesson, Christina; Brunt, David; Rask, Mikael

    2015-01-01

    Healthcare staff and students have a great risk of developing musculoskeletal symptoms. One cause of this is heavy load related work activities such as manual handling, in which the quality of individual work technique may play a major role. Preventive interventions and well-defined educational strategies to support movement awareness and long-lasting movement changes need to be developed. The aim of the present study was to explore nursing students’ experiences of a newly developed interactive learning model for movement awareness. The learning model, which is based on a life-world perspective with focus on interpersonal interaction, has been used with 11 undergraduate students from the second and final year. Each student participated in three individual video sessions with a facilitator. Two individual interviews were carried out with each student during the learning process and one interview 12–18 months after the last session. The interviews were audio-recorded and transcribed verbatim, and a phenomenological hermeneutic method inspired by Paul Ricoeur and described by Lindseth and Norberg was used to interpret the interviews and diary notes. The interpretation resulted in three key themes and nine subthemes. The key themes were; “Obtaining better preconditions for bodily awareness,” “Experiencing changes in one's own movement,” and “Experiencing challenges in the learning process.” The interactive learning model entails a powerful and challenging experience that develops movement awareness. The experience of meaningfulness and usefulness emerges increasingly and alternates with a feeling of discomfort. The learning model may contribute to the body of knowledge of well-defined educational strategies in movement awareness and learning in, for example, preventive interventions and ergonomic education. It may also be valuable in other practical learning situations where movement awareness is required. PMID:26274385

  3. Lights, Camera, Action! Learning about Management with Student-Produced Video Assignments

    ERIC Educational Resources Information Center

    Schultz, Patrick L.; Quinn, Andrew S.

    2014-01-01

    In this article, we present a proposal for fostering learning in the management classroom through the use of student-produced video assignments. We describe the potential for video technology to create active learning environments focused on problem solving, authentic and direct experiences, and interaction and collaboration to promote student…

  4. "Deja Vu"? A Decade of Research on Language Laboratories, Television and Video in Language Learning

    ERIC Educational Resources Information Center

    Vanderplank, Robert

    2010-01-01

    The developments in the last ten years in the form of DVD, streaming video, video on demand, interactive television and digital language laboratories call for an assessment of the research into language teaching and learning making use of these technologies and the learning paradigms underpinning them. This paper surveys research on language…

  5. Stereoscopic Video Microscope

    NASA Astrophysics Data System (ADS)

    Butterfield, James F.

    1980-11-01

    The new electronic technology of three-dimensional video combined with the established. science of microscopy has created. a new instrument. the Stereoscopic Video Microscope. The specimen is illuminated so the stereoscopic objective lens focuses the stereo-pair of images side-by-side on the video camera's pick-up, tube. The resulting electronic signal can be enhanced, digitized, colorized, quantified, its polarity reverse., and its gray scale expanJed non-linearally. The signal can be transmitted over distances and can be stored on video. tape for later playback. The electronic signal is converted to a stereo-pair of visual images on the video monitor's cathode-ray-tube. A stereo-hood is used to fuse the two images for three-dimensional viewing. The conventional optical microscope has definite limitations, many of which can be eliminated by converting the optical image to an electronic signal in the video microscope. The principal aHvantages of the Stereoscopic Video Microscope compared to the conventional optical microscope are: great ease of viewing; group viewing; ability to easily recohd; and, the capability of processing the electronic signal for video. enhancement. The applications cover nearly all fields of microscopy. These include: microelectronics assembly, inspection, and research; biological, metallurgical, and che.illical research; and other industrial and medical uses. The Stereo-scopic Video Microscope is particularly useful for instructional and recordkeeping purposes. The video microscope can be monoscopic or three dimensional.

  6. Jouons a la video. (Let's Play with Video.)

    ERIC Educational Resources Information Center

    Bourgeois, Raoul; And Others

    1983-01-01

    Drawing on experience and frustration in encouraging the use of video in French instruction, a humorous story about an unsophisticated video user and a game of "Video-Goose" are presented to emphasize the problems of technology and attitude frequently encountered. (MSE)

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

    ERIC Educational Resources Information Center

    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…

  8. Establishing a Distance Learning Plan for International Space Station (ISS) Interactive Video Education Events (IVEE)

    NASA Technical Reports Server (NTRS)

    Wallington, Clint

    1999-01-01

    Educational outreach is an integral part of the International Space Station (ISS) mandate. In a few scant years, the International Space Station has already established a tradition of successful, general outreach activities. However, as the number of outreach events increased and began to reach school classrooms, those events came under greater scrutiny by the education community. Some of the ISS electronic field trips, while informative and helpful, did not meet the generally accepted criteria for education events, especially within the context of the classroom. To make classroom outreach events more acceptable to educators, the ISS outreach program must differentiate between communication events (meant to disseminate information to the general public) and education events (designed to facilitate student learning). In contrast to communication events, education events: are directed toward a relatively homogeneous audience who are gathered together for the purpose of learning, have specific performance objectives which the students are expected to master, include a method of assessing student performance, and include a series of structured activities that will help the students to master the desired skill(s). The core of the ISS education events is an interactive videoconference between students and ISS representatives. This interactive videoconference is to be preceded by and followed by classroom activities which help the students aftain the specified learning objectives. Using the interactive videoconference as the centerpiece of the education event lends a special excitement and allows students to ask questions about what they are learning and about the International Space Station and NASA. Whenever possible, the ISS outreach education events should be congruent with national guidelines for student achievement. ISS outreach staff should recognize that there are a number of different groups that will review the events, and that each group has different criteria

  9. Visualization of Host-Polerovirus Interaction Topologies Using Protein Interaction Reporter Technology

    PubMed Central

    DeBlasio, Stacy L.; Chavez, Juan D.; Alexander, Mariko M.; Ramsey, John; Eng, Jimmy K.; Mahoney, Jaclyn; Gray, Stewart M.; Bruce, James E.

    2015-01-01

    ABSTRACT Demonstrating direct interactions between host and virus proteins during infection is a major goal and challenge for the field of virology. Most protein interactions are not binary or easily amenable to structural determination. Using infectious preparations of a polerovirus (Potato leafroll virus [PLRV]) and protein interaction reporter (PIR), a revolutionary technology that couples a mass spectrometric-cleavable chemical cross-linker with high-resolution mass spectrometry, we provide the first report of a host-pathogen protein interaction network that includes data-derived, topological features for every cross-linked site that was identified. We show that PLRV virions have hot spots of protein interaction and multifunctional surface topologies, revealing how these plant viruses maximize their use of binding interfaces. Modeling data, guided by cross-linking constraints, suggest asymmetric packing of the major capsid protein in the virion, which supports previous epitope mapping studies. Protein interaction topologies are conserved with other species in the Luteoviridae and with unrelated viruses in the Herpesviridae and Adenoviridae. Functional analysis of three PLRV-interacting host proteins in planta using a reverse-genetics approach revealed a complex, molecular tug-of-war between host and virus. Structural mimicry and diversifying selection—hallmarks of host-pathogen interactions—were identified within host and viral binding interfaces predicted by our models. These results illuminate the functional diversity of the PLRV-host protein interaction network and demonstrate the usefulness of PIR technology for precision mapping of functional host-pathogen protein interaction topologies. IMPORTANCE The exterior shape of a plant virus and its interacting host and insect vector proteins determine whether a virus will be transmitted by an insect or infect a specific host. Gaining this information is difficult and requires years of experimentation. We used

  10. Future of uniportal video-assisted thoracoscopic surgery—emerging technology

    PubMed Central

    Li, Zheng

    2016-01-01

    Uniportal VATS poses unique difficulties to the surgeon, mainly as a consequence of operating through a small single incision. The instruments in uniportal VATS have limited movement through the small incision. In addition, the approach to the surgical operating site is unidirectional, which may restrict vision and retraction, and unavoidably suffers from instrument fencing. Recent thoracoscopic technology in the form of a wide variable angled lens has to some extent improved these shortcomings. The development of an extendable flexible thoracoscope and wireless steerable endoscope (WSE) systems can further improve the visualization for surgery and reduce or even remove fencing between endoscope and instruments. New single incision access platforms both derived from Natural orifice transluminal endoscopic surgery (NOTES) and robotic surgery approaches are on the horizon. These may allow uniportal VATS to be performed through an even smaller ultra-minimally invasive incision, with improved vision, more freedom of movement of the instruments and greater precision. However, a number of problems remain to be resolved, including provision of a stable platform and payload, applied force limitations and equipment sterilization. Advances in uniportal VATS major lung resection techniques have not only challenged the surgeon to acquire new skills and knowledge, but at the same time have rekindled the collaborative spirit between industry and clinician in developing novel equipment and technology to push the boundaries of minimally invasive surgery. These technological improvements and innovations may improve operating efficiency and safety during uniportal VATS surgery. PMID:27134840

  11. Future of uniportal video-assisted thoracoscopic surgery-emerging technology.

    PubMed

    Li, Zheng; Ng, Calvin S H

    2016-03-01

    Uniportal VATS poses unique difficulties to the surgeon, mainly as a consequence of operating through a small single incision. The instruments in uniportal VATS have limited movement through the small incision. In addition, the approach to the surgical operating site is unidirectional, which may restrict vision and retraction, and unavoidably suffers from instrument fencing. Recent thoracoscopic technology in the form of a wide variable angled lens has to some extent improved these shortcomings. The development of an extendable flexible thoracoscope and wireless steerable endoscope (WSE) systems can further improve the visualization for surgery and reduce or even remove fencing between endoscope and instruments. New single incision access platforms both derived from Natural orifice transluminal endoscopic surgery (NOTES) and robotic surgery approaches are on the horizon. These may allow uniportal VATS to be performed through an even smaller ultra-minimally invasive incision, with improved vision, more freedom of movement of the instruments and greater precision. However, a number of problems remain to be resolved, including provision of a stable platform and payload, applied force limitations and equipment sterilization. Advances in uniportal VATS major lung resection techniques have not only challenged the surgeon to acquire new skills and knowledge, but at the same time have rekindled the collaborative spirit between industry and clinician in developing novel equipment and technology to push the boundaries of minimally invasive surgery. These technological improvements and innovations may improve operating efficiency and safety during uniportal VATS surgery. PMID:27134840

  12. Teens, Video Games, and Civics: Teens' Gaming Experiences Are Diverse and Include Significant Social Interaction and Civic Engagement

    ERIC Educational Resources Information Center

    Lenhart, Amanda; Kahne, Joseph; Middaugh, Ellen; Macgill, Alexandra Rankin; Evans, Chris; Vitak, Jessica

    2008-01-01

    Video games provide a diverse set of experiences and related activities and are part of the lives of almost all teens in America. To date, most video game research has focused on how games impact academic and social outcomes (particularly aggression). There has also been some exploration of the relationship between games and civic outcomes, but as…

  13. Effects of Video Feedback on Early Coercive Parent-Child Interactions: The Intervening Role of Caregivers' Relational Schemas

    ERIC Educational Resources Information Center

    Smith, Justin D.; Dishion, Thomas J.; Moore, Kevin J.; Shaw, Daniel S.; Wilson, Melvin N.

    2013-01-01

    We examined the effect of adding a video feedback intervention component to the assessment feedback session of the Family Check-Up (FCU) intervention (Dishion & Stormshak, 2007). We hypothesized that the addition of video feedback procedures during the FCU feedback at child age 2 would have a positive effect on caregivers' negative…

  14. Innovative Solution to Video Enhancement

    NASA Technical Reports Server (NTRS)

    2001-01-01

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

  15. 76 FR 72215 - Certain Products Containing Interactive Program Guide and Parental Controls Technology; Receipt...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-11-22

    ... COMMISSION Certain Products Containing Interactive Program Guide and Parental Controls Technology; Receipt of... received a complaint entitled In Re Certain Products Containing Interactive Program Guide and Parental... certain products containing interactive program guide and parental controls technology. The...

  16. 77 FR 26786 - Certain Products Containing Interactive Program and Parental Control Technology; Notice of...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-05-07

    ... COMMISSION Certain Products Containing Interactive Program and Parental Control Technology; Notice of Receipt... products containing interactive ] program and parental control technology. The complaint names as... Commission has received a complaint entitled Certain Products Containing Interactive Program and...

  17. Dashboard Videos

    ERIC Educational Resources Information Center

    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…

  18. Adolescent men's attitudes and decision-making in relation to an unplanned pregnancy. Responses to an interactive video drama.

    PubMed

    Lohan, Maria; Cruise, Sharon; O'Halloran, Peter; Alderdice, Fiona; Hyde, Abbey

    2011-05-01

    This study confronts a gender bias in research on adolescent pregnancy by exploring adolescent men's decisions relating to a hypothetical unplanned pregnancy. A cross-sectional survey was conducted with adolescent men (N = 360) aged between 14 and 18 years attending schools in the Republic of Ireland. The study, the first of its kind in Europe, extends the small body of evidence on adolescent men and pregnancy decision-making by developing and examining reactions to an interactive video drama used in a comparable study in Australia. In addition, we tested a more comprehensive range of sociological and psychological determinants of adolescent men's decisions regarding an unplanned pregnancy. Results showed that adolescent men were more likely to choose to keep the baby in preference to abortion or adoption. Adolescent men's choice to continue the pregnancy (keep or adopt) in preference to abortion was significantly associated with anticipated feelings of regret in relation to abortion, perceived positive attitudes of own mother to keeping the baby and a feeling that a part of them might want a baby. Religiosity was also shown to underlie adolescent men's views on the perceived consequences of an abortion in their lives. PMID:21511378

  19. Classroom Videos in Professional Development

    ERIC Educational Resources Information Center

    Chavez, Alma Fabiola Rangel

    2007-01-01

    Due to the recent advances in video technology, an increased incorporation of videos and multimedia materials is used in teacher education, commonly for demonstration of good practices or as a reflection tool for teacher professional development. However, video cases can never fully replicate the complexity of working in a real classroom. Watching…

  20. Video Games and Digital Literacies

    ERIC Educational Resources Information Center

    Steinkuehler, Constance

    2010-01-01

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

  1. Analyzing crime scene videos

    NASA Astrophysics Data System (ADS)

    Cunningham, Cindy C.; Peloquin, Tracy D.

    1999-02-01

    Since late 1996 the Forensic Identification Services Section of the Ontario Provincial Police has been actively involved in state-of-the-art image capture and the processing of video images extracted from crime scene videos. The benefits and problems of this technology for video analysis are discussed. All analysis is being conducted on SUN Microsystems UNIX computers, networked to a digital disk recorder that is used for video capture. The primary advantage of this system over traditional frame grabber technology is reviewed. Examples from actual cases are presented and the successes and limitations of this approach are explored. Suggestions to companies implementing security technology plans for various organizations (banks, stores, restaurants, etc.) will be made. Future directions for this work and new technologies are also discussed.

  2. Phone, Email and Video Interactions with Characters in an Epidemiology Game: Towards Authenticity

    NASA Astrophysics Data System (ADS)

    Ney, Muriel; Gonçalves, Celso; Blacheff, Nicolas; Schwartz, Claudine; Bosson, Jean-Luc

    A key concern in game-based learning is the level of authenticity that the game requires in order to have an accurate match of what the learners can expect in the real world with what they need to learn. In this paper, we show how four challenges to the designer of authentic games have been addressed in a game for an undergraduate course in a medical school. We focus in particular on the system of interaction with different characters of the game, namely, the patients and a number of professionals. Students use their personal phone and email application, as well as various web sites. First, we analyze the authenticity of the game through four attributes, authenticity of the character, of the content of the feedback, of the mode and channel of communication and of the constraints. Second, the perceived authenticity (by students) is analyzed. The later is threefold and defined by an external authenticity (perceived likeness with a real life reference), an internal authenticity (perceived internal coherence of the proposed situations) and a didactical authenticity (perceived relevance with respect to learning goals).

  3. Noncontact laser sensing technology for structural health monitoring and nondestructive testing (presentation video)

    NASA Astrophysics Data System (ADS)

    Sohn, Hoon

    2014-03-01

    Noncontact sensing techniques is gaining prominence for structural health monitoring (SHM) and nondestructive testing (NDT) due to (1) their noncontact and nonintrusive natures, (2) their spatial resolution much higher than conventional discrete sensors can achieve, (3) their less dependency on baseline data obtained from the pristine condition of a target structure (reference-free diagnosis), (4) cost and labor reduction in sensor installation and maintenance. In this talk, a suite of noncontact sensing techniques particularly based on laser technology will be presented for SHM and NDT of aircraft, wind turbine blades, high-speed trains, nuclear power plants, bridges, automobile manufacturing facilities and semiconductors.

  4. In Vivo Application of Photocleavable Protein Interaction Reporter Technology

    PubMed Central

    Yang, Li; Zheng, Chunxiang; Weisbrod, Chad R.; Tang, Xiaoting; Munske, Gerhard R.; Hoopmann, Michael R.; Eng, Jimmy K.; Bruce, James E.

    2012-01-01

    Summary In vivo protein structures and protein-protein interactions are critical to the function of proteins in biological systems. As a complementary approach to traditional protein interaction identification methods, cross-linking strategies are beginning to provide additional data on protein and protein complex topological features. Previously, photocleavable protein interaction reporter (pcPIR) technology was demonstrated by cross-linking pure proteins and protein complexes and the use of ultraviolet light to cleave or release cross-linked peptides to enable identification. In the present report, the pcPIR strategy is applied to E. coli cells and in vivo protein interactions and topologies are measured. More than 1600 labeled peptides from E. coli were identified, indicating many protein sites react with pcPIR in vivo. From those labeled sites, 53 in vivo inter-cross-linked peptide pairs were identified and manually validated. Approximately half of the interactions have been reported using other techniques, although detailed structures exist for very few. Three proteins or protein complexes with detailed crystallography structures are compared to the cross-linking results obtained from in vivo application of pcPIR technology. PMID:22168182

  5. Interactions between fusion materials R&D and other technologies

    NASA Astrophysics Data System (ADS)

    Kohyama, A.; Seki, M.; Abe, K.; Muroga, T.; Matsui, H.; Jitsukawa, S.; Matsuda, S.

    2000-12-01

    The importance of interactions between fusion materials research and development (R&D) and other technologies is emphasized to make attractive and realistic fusion technology integration activities. The focuses are on: (1) materials design and processing, (2) safety issues relating to materials and (3) material performance evaluation methodologies, including 14 MeV neutron source utilization for fusion material R&D. As typical examples, material design activities on reduced activation ferritic steels, vanadium alloys and SiC/SiC composite materials are provided. The safety assessment of reactor systems and reactor design code consideration including prediction methodologies of materials performance are also discussed.

  6. Video Cases. [SITE 2002 Section].

    ERIC Educational Resources Information Center

    Talley, Sue, Ed.

    This document contains the following papers on video case studies from the SITE (Society for Information Technology & Teacher Education) 2002 conference: (1) "Developing Digital Video Resources To Improve Teaching with Technology: The PT3--'Best Practices' Project"; (2) "Portraits of Three Schools from the U.S.A. Exemplary Technology-Supported…

  7. “If I Were Nick”: Men’s Responses to an Interactive Video Drama Series to Support Smoking Cessation

    PubMed Central

    2015-01-01

    Background Men continue to smoke in greater numbers than women; however, few interventions have been developed and tested to support men’s cessation. Men tend to rely on quitting strategies associated with stereotypical manliness, such as willpower, stoicism, and independence, but they may lack the self-efficacy skills required to sustain a quit. In this paper, we describe the development of and reception to an interactive video drama (IVD) series, composed of 7 brief scenarios, to support and strengthen men’s smoking cessation efforts. The value of IVD in health promotion is predicated on the evidence that viewers engage with the material when they are presented characters with whom they can personally identify. The video dramatizes the challenges unfolding in the life of the main character, Nick, on the first day of his quit and models the skills necessary to embark upon a sustainable quit. Objective The objective was to describe men’s responses to the If I were Nick IVD series as part of a study of QuitNow Men, an innovative smoking cessation website designed for men. Specific objectives were to explore the resonance of the main character of the IVD series with end-users and explore men’s perceptions of the effectiveness of the IVD series for supporting their quit self-management. Methods Seven brief IVD scenarios were developed, filmed with a professional actor, and uploaded to a new online smoking cessation website, QuitNow Men. A sample of 117 men who smoked were recruited into the study and provided baseline data prior to access to the QuitNow Men website for a 6-month period. During this time, 47 men chose to view the IVDs. Their responses to questions about the IVDs were collected in online surveys at 3-month and 6-month time points and analyzed using descriptive statistics. Results The majority of participants indicated they related to the main character, Nick. Participants who “strongly agreed” they could relate to Nick perceived

  8. Study and simulation results for video landmark acquisition and tracking technology (Vilat-2)

    NASA Technical Reports Server (NTRS)

    Lowrie, J. W.; Tietz, J. C.; Thomas, H. M.; Gremban, K. D.; Hughes, C.; Chang, C. Y.

    1983-01-01

    The results of several investigations and hardware developments which supported new technology for Earth feature recognition and classification are described. Data analysis techniques and procedures were developed for processing the Feature Identification and Location Experiment (FILE) data. This experiment was flown in November 1981, on the second Shuttle flight and a second instrument, designed for aircraft flights, was flown over the United States in 1981. Ground tests were performed to provide the basis for designing a more advanced version (four spectral bands) of the FILE which would be capable of classifying clouds and snow (and possibly ice) as distinct features, in addition to the features classified in the Shuttle experiment (two spectral bands). The Shuttle instrument classifies water, bare land, vegetation, and clouds/snow/ice (grouped).

  9. RACE 1051: a multigigabit transport and distribution technology for provision of digital video services

    NASA Astrophysics Data System (ADS)

    Hein, Bernhard; Heidemann, Rolf; Bambach, Wolfgane; Schlechte, R.; Nordby, Rasmus; Alcalde, Ignacio; Uzunoglou, Nikolaos K.; da Rocha, Jose F.

    1993-11-01

    Within the RACE project 1051 `multigigabit transmission in the IBCN subscriber loop' the major technologies for 5 and 10 Gbit/s fiber-optic transmission systems have been developed. Components and building blocks for all system functions like multiplexer, laser driver, receiver preamplifier, main amplifier, regenerator and demultiplexer/channel selector have been realized in the form of silicon bipolar chips for both bitrates. Integrated transmitter and receiver modules have been built around advanced optoelectronic components. With a cascade of 4 optical amplifiers it was possible to bridge a budget of 100 dB at 10 Gbit/s without applying optical filters. This means that more than 8 million customers can be supplied by only one optical transmitter.

  10. Preserving the legacy. An eight-course video and print materials development project in environmental technology education

    SciTech Connect

    Guyer, H.H.

    1994-12-31

    The need for workers with unique skills in environmental remediation and monitoring, hazardous materials handling, environmentally conscious manufacturing, and pollution prevention is growing rapidly in virtually all aspects of society. In fact, the success or failure of many environmental policies will not be determined by the excellence of their research base, but by the proficiency of field workers responsible for implementing these tasks. Even the environmental and economic health of this country and other nations will be influenced in large measure by the quality of these skilled individuals. In response to the critical shortage of skilled technicians, the insufficient number of qualified teachers in the field, and the lack of appropriate, high-quality educational materials, the Partnership for environmental Technology Education (PETE) and INTELECOM Intelligent Telecommunications are co-venturing a multi-year development project that will result in the creation of an integrated set of video and print modules for training and educating environmental technicians. The primary goal of the collaboration is to accelerate the development and implementation, and enhance the technical foundation of the environmental-hazardous materials and related technician curricula to meet the near- and long-term human resource needs of both government and industry.

  11. A pilot project in distance education: nurse practitioner students' experience of personal video capture technology as an assessment method of clinical skills.

    PubMed

    Strand, Haakan; Fox-Young, Stephanie; Long, Phil; Bogossian, Fiona

    2013-03-01

    This paper reports on a pilot project aimed at exploring postgraduate distance students' experiences using personal video capture technology to complete competency assessments in physical examination. A pre-intervention survey gathered demographic data from nurse practitioner students (n=31) and measured their information communication technology fluency. Subsequently, thirteen (13) students were allocated a hand held video camera to use in their clinical setting. Those participating in the trial completed a post-intervention survey and further data were gathered using semi-structured interviews. Data were analysed by descriptive statistics and deductive content analysis, and the Unified Theory of Acceptance and Use of Technology (Venkatesh et al., 2003) were used to guide the project. Uptake of the intervention was high (93%) as students recognised the potential benefit. Students were video recorded while performing physical examinations. They described high level of stress and some anxiety, which decreased rapidly while assessment was underway. Barriers experienced were in the areas of facilitating conditions (technical character e.g. upload of files) and social influence (e.g. local ethical approval). Students valued the opportunity to reflect on their recorded performance with their clinical mentors and by themselves. This project highlights the demands and difficulties of introducing technology to support work-based learning. PMID:22154874

  12. Technologies to develop a video camera with a frame rate higher than 100 Mfps

    NASA Astrophysics Data System (ADS)

    Vo Le, Cuong; Nguyen, H. D.; Dao, V. T. S.; Takehara, K.; Etoh, T. G.; Akino, T.; Nishi, K.; Kitamura, K.; Arai, T.; Maruyama, H.

    2008-11-01

    A feasibility study is presented for an image sensor capable of image capturing at 100 Mega-frames per second (Mfps). The basic structure of the sensor is the backside-illuminated ISIS, the in-situ storage image sensor, with slanted linear CCD memories, which has already achieved 1 Mfps with very high sensitivity. There are many potential technical barriers to further increase the frame rate up to 100 Mfps, such as traveling time of electrons within a pixel, Resistive-Capacitive (RC) delay in driving voltage transfer, heat generation, heavy electro-magnetic noises, etc. For each of the barriers, a countermeasure is newly proposed and the technical and practical possibility is examined mainly by simulations. The new technical proposals include a special wafer with n and p double epitaxial layers with smoothly changing doping profiles, a design method with curves, the thunderbolt bus lines, and digitalnoiseless image capturing by the ISIS with solely sinusoidal driving voltages. It is confirmed that the integration of these technologies is very promising to realize a practical image sensor with the ultra-high frame rate.

  13. Next-Gen Video

    ERIC Educational Resources Information Center

    Arnn, Barbara

    2007-01-01

    This article discusses how schools across the US are using the latest videoconference and audio/video streaming technologies creatively to move to the next level of their very specific needs. At the Georgia Institute of Technology in Atlanta, the technology that is the backbone of the school's extensive distance learning program has to be…

  14. Scintillation proximity assay (SPA) technology to study biomolecular interactions.

    PubMed

    Cook, Neil; Harris, Alison; Hopkins, Alison; Hughes, Kelvin

    2002-05-01

    Scintillation proximity assay (SPA) is a versatile homogeneous technique for radioactive assays which eliminates the need for separation steps. In SPA, scintillant is incorporated into small fluomicrospheres. These microspheres or "beads" are constructed in such a way as to bind specific molecules. If a radioactive molecule is bound to the bead, it is brought into close enough proximity that it can stimulate the scintillant contained within to emit light. Otherwise, the unbound radioactivity is too distant, the energy released is dissipated before reaching the bead, and these disintegrations are not detected. In this unit, the application of SPA technology to measuring protein-protein interactions, Src Homology 2 (SH2) and 3 (SH3) domain binding to specific peptide sequences, and receptor-ligand interactions are described. Three other protocols discuss the application of SPA technology to cell-adhesion-molecule interactions, protein-DNA interactions, and radioimmunoassays. In addition, protocols are given for preparation of SK-N-MC cells and cell membranes. PMID:18429228

  15. Novel interactive virtual showcase based on 3D multitouch technology

    NASA Astrophysics Data System (ADS)

    Yang, Tao; Liu, Yue; Lu, You; Wang, Yongtian

    2009-11-01

    A new interactive virtual showcase is proposed in this paper. With the help of virtual reality technology, the user of the proposed system can watch the virtual objects floating in the air from all four sides and interact with the virtual objects by touching the four surfaces of the virtual showcase. Unlike traditional multitouch system, this system cannot only realize multi-touch on a plane to implement 2D translation, 2D scaling, and 2D rotation of the objects; it can also realize the 3D interaction of the virtual objects by recognizing and analyzing the multi-touch that can be simultaneously captured from the four planes. Experimental results show the potential of the proposed system to be applied in the exhibition of historical relics and other precious goods.

  16. Putting Interaction into Interactive Television.

    ERIC Educational Resources Information Center

    Wolfe, Thomas E.

    Current technology provides many new ideas and alternatives to traditional education and training practices. From the experience of the U.S. Air Force (USAF) Academic Instructor School (AIS) and current research in the field, teaching via interactive television (teleseminar/video teletraining) requires new teaching skills and new ways of thinking…

  17. Interactive Whiteboards and All That Jazz: Analysing Classroom Activity with Interactive Technologies

    ERIC Educational Resources Information Center

    Tanner, Howard; Beauchamp, Gary; Jones, Sonia; Kennewell, Steve

    2010-01-01

    The term "orchestration", has been used to describe the teacher's role in activity settings incorporating interactive technologies. This musical analogy suggests pre-planned manipulation of events to generate "performance" leading to learning. However, in two recent projects we have observed how effective teaching and learning is often based on…

  18. An algorithmic interactive planning framework in support of sustainable technologies

    NASA Astrophysics Data System (ADS)

    Prica, Marija D.

    This thesis addresses the difficult problem of generation expansion planning that employs the most effective technologies in today's changing electric energy industry. The electrical energy industry, in both the industrialized world and in developing countries, is experiencing transformation in a number of different ways. This transformation is driven by major technological breakthroughs (such as the influx of unconventional smaller-scale resources), by industry restructuring, changing environmental objectives, and the ultimate threat of resource scarcity. This thesis proposes a possible planning framework in support of sustainable technologies where sustainability is viewed as a mix of multiple attributes ranging from reliability and environmental impact to short- and long-term efficiency. The idea of centralized peak-load pricing, which accounts for the tradeoffs between cumulative operational effects and the cost of new investments, is the key concept in support of long-term planning in the changing industry. To start with, an interactive planning framework for generation expansion is posed as a distributed decision-making model. In order to reconcile the distributed sub-objectives of different decision makers with system-wide sustainability objectives, a new concept of distributed interactive peak load pricing is proposed. To be able to make the right decisions, the decision makers must have sufficient information about the estimated long-term electricity prices. The sub-objectives of power plant owners and load-serving entities are profit maximization. Optimized long-term expansion plans based on predicted electricity prices are communicated to the system-wide planning authority as long-run bids. The long-term expansion bids are cleared by the coordinating planner so that the system-wide long-term performance criteria are satisfied. The interactions between generation owners and the coordinating planning authority are repeated annually. We view the proposed

  19. The use of interactive technology in the classroom.

    PubMed

    Kresic, P

    1999-01-01

    This article discusses the benefits that clinical laboratory science students and instructors experienced through the use of and integration of computer technology, microscopes, and digitizing cameras. Patient specimens were obtained from the participating clinical affiliates, slides stained or wet mounts prepared, images viewed under the microscope, digitized, and after labeling, stored into an appropriate folder. The individual folders were labeled as Hematology, Microbiology, Chemistry, or Urinalysis. Students, after obtaining the necessary specimens and pertinent data, created case study presentations for class discussions. After two semesters of utilizing videomicroscopy/computer technology in the classroom, students and instructors realized the potential associated with the technology, namely, the vast increase in the amount of organized visual and scientific information accessible and the availability of collaborative and interactive learning to complement individualized instruction. The instructors, on the other hand, were able to provide a wider variety of visual information on individual bases. In conclusion, the appropriate use of technology can enhance students' learning and participation. Increased student involvement through the use of videomicroscopy and computer technology heightened their sense of pride and ownership in providing suitable information in case study presentations. Also, visualization provides students and educators with alternative methods of teaching/learning and increased retention of information. PMID:10350895

  20. Conversations over Video Conferences: An Evaluation of the Spoken Aspects of Video-Mediated Communication.

    ERIC Educational Resources Information Center

    O'Conaill, Brid; And Others

    1993-01-01

    Considers reasons for the lack of acceptance of video communication; examines differences between spoken characteristics of video-mediated communication and face-to-face interaction; and evaluates two video communication systems in the United Kingdom, an Integrated Services Digital Network and LIVE-NET (London Interactive Video Education Network).…

  1. The Creative and Unpredictable Interaction of Science and Technology

    NASA Astrophysics Data System (ADS)

    Townes, Charles

    Frequently people believe that science is somehow primarily created by lone scientists thinking hard, which creates new science and ideas. There is a little truth in that. But especially today, the rapid growth of science and of technology depends a great deal on the interaction between people, the trading of their personal ideas, and interdisciplinary interactions. What I would call the sociology of science and technology is very important to their rapid and successful growth. Another aspect which is very important is a sense of openness and willingness to explore. We cannot predict what's going to be discovered in science. The new things are new. We can foresee some things, or some developments. But discovery always leads to enormous surprises. We have to be very open, and encourage new ideas. We must encourage young people in new approaches, and encourage exploration. It is characteristically unexpected areas and exploration which have really transformed our society. The most striking products of science and technology have helped humans enormously.

  2. Using Portable Video Modeling Technology to Increase the Compliment Behaviors of Children with Autism During Athletic Group Play.

    PubMed

    Macpherson, Kevin; Charlop, Marjorie H; Miltenberger, Catherine A

    2015-12-01

    A multiple baseline design across participants was used to examine the effects of a portable video modeling intervention delivered in the natural environment on the verbal compliments and compliment gestures demonstrated by five children with autism. Participants were observed playing kickball with peers and adults. In baseline, participants demonstrated few compliment behaviors. During intervention, an iPad(®) was used to implement the video modeling treatment during the course of the athletic game. Viewing the video rapidly increased the verbal compliments participants gave to peers. Participants also demonstrated more response variation after watching the videos. Some generalization to an untrained activity occurred and compliment gestures also occurred. Results are discussed in terms of contributions to the literature. PMID:24573335

  3. Video modeling for children with dual diagnosis of deafness or hard of hearing and autism spectrum disorder to promote peer interaction.

    PubMed

    Thrasher, Amy

    2014-11-01

    This article describes an intervention program offered at the University of Colorado Boulder that supports peer interaction among young children with autism spectrum disorders and their typical peers using a multicomponent approach, including video modeling. Characteristics of autism that may interfere with the development of peer interaction in young children will be discussed. Components of the approach will be described and the evidence base for the application of these components examined in regards to children with autism and for the potential application to children with the dual diagnosis of autism and deafness or hard of hearing. PMID:25321857

  4. PC Based Video on Demand Trials.

    ERIC Educational Resources Information Center

    Branch, Philip; Durran, Jennifer

    Many educational institutions have a substantial personal computer (PC) network that can be adapted to provide digital video on demand, as well as PCs that can be used as video on demand clients. To gain insight into the issues involved in using this technology in an educational environment that relies heavily on video, a simple, low cost video on…

  5. The application of stereo-video technology for the assessment on population change of black rockfish Sebastes schlegeli in a vessel reef area in Haizhou Bay, China

    NASA Astrophysics Data System (ADS)

    Liu, Hui; Xu, Qiang; Xu, Qinzeng; Zhang, Yingqiu; Yang, Hongsheng

    2015-01-01

    The assessment of population structure and abundance of fish assemblages associated with artificial reefs (ARs) is an important aspect of AR management. In the present study, we used a Dive-Operated Stereo Video (stereo-DOV) technique to assess the population structure and abundance of Sebastes schlegeli associated with two metallic, and three wooden, vessel reefs in Haizhou Bay during 2012 and 2013. The study used video systems to obtain length measurements and estimates of abundance. The size composition of S. schlegeli differed among reefs and individuals around vessel reefs were all adults, with total lengths (TL) of >20 cm. Juvenile fish were encountered by divers in a rocky area near the island away from the vessel reefs. The largest individual S. schlegeli (with the highest TL) among five reefs were found around a metallic vessel reef in both 2012 and 2013. TL of S. s chlegeli from all reefs increased by an average of 3.2 cm ( P<0.05) from 2012 to 2013, with an estimated mean weight increase of 250.4 g ( P<0.05). The video survey also indicated a decrease in the biomass of schools near two metallic vessels between the years. Stereo-video technology was found to be suitable for rockfish surveys around the reefs.

  6. Interactive Video Coding and Transmission over Heterogeneous Wired-to-Wireless IP Networks Using an Edge Proxy

    NASA Astrophysics Data System (ADS)

    Pei, Yong; Modestino, James W.

    2004-12-01

    Digital video delivered over wired-to-wireless networks is expected to suffer quality degradation from both packet loss and bit errors in the payload. In this paper, the quality degradation due to packet loss and bit errors in the payload are quantitatively evaluated and their effects are assessed. We propose the use of a concatenated forward error correction (FEC) coding scheme employing Reed-Solomon (RS) codes and rate-compatible punctured convolutional (RCPC) codes to protect the video data from packet loss and bit errors, respectively. Furthermore, the performance of a joint source-channel coding (JSCC) approach employing this concatenated FEC coding scheme for video transmission is studied. Finally, we describe an improved end-to-end architecture using an edge proxy in a mobile support station to implement differential error protection for the corresponding channel impairments expected on the two networks. Results indicate that with an appropriate JSCC approach and the use of an edge proxy, FEC-based error-control techniques together with passive error-recovery techniques can significantly improve the effective video throughput and lead to acceptable video delivery quality over time-varying heterogeneous wired-to-wireless IP networks.

  7. Government and industry interactions in the development of clock technology

    NASA Technical Reports Server (NTRS)

    Hellwig, H.

    1981-01-01

    It appears likely that everyone in the time and frequency community can agree on goals to be realized through the expenditure of resources. These goals are the same as found in most fields of technology: lower cost, better performance, increased reliability, small size and lower power. Related aspects are examined in the process of clock and frequency standard development. Government and industry are reviewed in a highly interactive role. These interactions include judgements on clock performance, what kind of clock, expenditure of resources, transfer of ideas or hardware concepts from government to industry, and control of production. Successful clock development and production requires a government/industry relationship which is characterized by long-term continuity, multidisciplinary team work, focused funding and a separation of reliability and production oriented tasks from performance improvement/research type efforts.

  8. The interactive learning toolkit: technology and the classroom

    NASA Astrophysics Data System (ADS)

    Lukoff, Brian; Tucker, Laura

    2011-04-01

    Peer Instruction (PI) and Just-in-Time-Teaching (JiTT) have been shown to increase both students' conceptual understanding and problem-solving skills. However, the time investment for the instructor to prepare appropriate conceptual questions and manage student JiTT responses is one of the main implementation hurdles. To overcome this we have developed the Interactive Learning Toolkit (ILT), a course management system specifically designed to support PI and JiTT. We are working to integrate the ILT with a fully interactive classroom system where students can use their laptops and smartphones to respond to ConcepTests in class. The goal is to use technology to engage students in conceptual thinking both in and out of the classroom.

  9. SET Careers Program: An interactive science, engineering, and technology career education exhibit. Annual progress report, September 1, 1992--October 31, 1993

    SciTech Connect

    Cole, P.R.

    1993-03-31

    The New York Hall of Science, in response to the national crisis in education and employment in science and engineering, is developing and pilot testing a unique, interactive, video-based, hypermedia series on energy-related and other science and engineering careers for middle and junior high school students. Working in collaboration with the Consortium for Mathematics and its Applications (COMAP) and the Educational Film Center (EFC), this pilot-demonstration phase will last 14 months, during which time the basic design, production, and testing of eight science and engineering career modules (video and software) will be completed and installed as an interactive educational exhibit at the New York Hall of Science. This career education package will then be distributed to other science technology centers nationwide.

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

    PubMed Central

    Lyons, Elizabeth J.; Valle, Carmina G.

    2015-01-01

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

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

    PubMed

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

    2015-01-01

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

  12. Status of utility-interactive photovoltaic power conditioning technology

    NASA Technical Reports Server (NTRS)

    Key, T. S.; Krauthamer, S.

    1985-01-01

    Design options for utility-interactive photovoltaic power conditioning technology for unit ratings from 2kW to 5 MW are compared. Line- and self-commutated inverter designs for both single and three-phase applications are described. Efficiency, weight, and cost projections are provided for comparing the design options. New circuit designs that take advantage of advances in power semiconductor devices are found to be the most promising. Hardware efficiencies from 95 percent for single phase to 98 percent for three-phase applications are found.

  13. An Educational Technology Curriculum for Converging Technologies.

    ERIC Educational Resources Information Center

    Allen, Brockenbrough S.; And Others

    1989-01-01

    Outlines curriculum reforms being made in the master's level educational technology program at San Diego State University. Topics discussed include technological changes and the roles of educational product designers; human information processing; knowledge base design; student design of educational adventure games; interactive video design; and…

  14. Artificial Video for Video Analysis

    ERIC Educational Resources Information Center

    Gallis, Michael R.

    2010-01-01

    This paper discusses the use of video analysis software and computer-generated animations for student activities. The use of artificial video affords the opportunity for students to study phenomena for which a real video may not be easy or even possible to procure, using analysis software with which the students are already familiar. We will…

  15. 77 FR 33487 - Certain Products Containing Interactive Program Guide and Parental Control Technology...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-06-06

    ... COMMISSION Certain Products Containing Interactive Program Guide and Parental Control Technology; Institution... interactive program guide and parental control technology by reason of infringement of certain claims of U.S... products containing interactive program guide and parental control technology that infringe one or more...

  16. Interactive Technology in the Classroom: An Exploratory Look at Its Use and Effectiveness

    ERIC Educational Resources Information Center

    Eastman, Jacqueline K.; Iyer, Rajesh; Eastman, Kevin L.

    2009-01-01

    This paper proposes that Interactive Technology can help professors enhance communication, attitudes, and interest in the classroom. This paper describes Interactive Technology, how professors can use it, and preliminary findings of its effectiveness. These findings suggest that the use of Interactive Technology can enhance students' attitudes.…

  17. Design of video interface conversion system based on FPGA

    NASA Astrophysics Data System (ADS)

    Zhao, Heng; Wang, Xiang-jun

    2014-11-01

    This paper presents a FPGA based video interface conversion system that enables the inter-conversion between digital and analog video. Cyclone IV series EP4CE22F17C chip from Altera Corporation is used as the main video processing chip, and single-chip is used as the information interaction control unit between FPGA and PC. The system is able to encode/decode messages from the PC. Technologies including video decoding/encoding circuits, bus communication protocol, data stream de-interleaving and de-interlacing, color space conversion and the Camera Link timing generator module of FPGA are introduced. The system converts Composite Video Broadcast Signal (CVBS) from the CCD camera into Low Voltage Differential Signaling (LVDS), which will be collected by the video processing unit with Camera Link interface. The processed video signals will then be inputted to system output board and displayed on the monitor.The current experiment shows that it can achieve high-quality video conversion with minimum board size.

  18. Machinima and Video-Based Soft-Skills Training for Frontline Healthcare Workers.

    PubMed

    Conkey, Curtis A; Bowers, Clint; Cannon-Bowers, Janis; Sanchez, Alicia

    2013-02-01

    Multimedia training methods have traditionally relied heavily on video-based technologies, and significant research has shown these to be very effective training tools. However, production of video is time and resource intensive. Machinima technologies are based on videogaming technology. Machinima technology allows videogame technology to be manipulated into unique scenarios based on entertainment or training and practice applications. Machinima is the converting of these unique scenarios into video vignettes that tell a story. These vignettes can be interconnected with branching points in much the same way that education videos are interconnected as vignettes between decision points. This study addressed the effectiveness of machinima-based soft-skills education using avatar actors versus the traditional video teaching application using human actors in the training of frontline healthcare workers. This research also investigated the difference between presence reactions when using avatar actor-produced video vignettes as compared with human actor-produced video vignettes. Results indicated that the difference in training and/or practice effectiveness is statistically insignificant for presence, interactivity, quality, and the skill of assertiveness. The skill of active listening presented a mixed result indicating the need for careful attention to detail in situations where body language and facial expressions are critical to communication. This study demonstrates that a significant opportunity exists for the exploitation of avatar actors in video-based instruction. PMID:26196553

  19. Content, Interaction, or Both? Synthesizing Two German Traditions in a Video Study on Learning to Explain in Mathematics Classroom Microcultures

    ERIC Educational Resources Information Center

    Prediger, Susanne; Erath, Kirstin

    2014-01-01

    How do students learn to explain? We take this exemplary research question for presenting two antagonist traditions in German mathematics education research and their synthesis in an ongoing video study. These two traditions are (1) the German Didaktik approach that can be characterized by its epistemologically sensitive analyses and…

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

    ERIC Educational Resources Information Center

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

    2015-01-01

    Ever since the first generalized computer-assisted instruction system (PLATO) was introduced over 50 years ago, educators have been adding computer-based materials to their classes. Today many textbooks have complete online versions that include video lectures and other supplements. In the past 25 years the web has fueled an explosion of online…

  1. Video teleconferencing review for support of high energy physics activities

    SciTech Connect

    Chartrand, G.

    1991-03-13

    Although video teleconferencing systems have been available for many years, their cost has been considered prohibitive for both the actual teleconferencing equipment and for the communications circuits associated with their use. New technology has significantly reduced these costs making video teleconferencing a practical means of communication for the first time, and creating a new way in which HEP personnel can work and interact electronically. The recent rapid evolution in video teleconferencing technology has been driven primarily by advances in microprocessor and DSP components. Advanced systems available today provide significant performance improvements in the frames delivered per-unit-per-time'' over systems designed just a few years ago. This improved performance and reduced costs for communications bandwidth are the most important factors creating the potential for widespread use of video teleconferencing within the HEP community. The HEP community has made extensive use of electronic communication in the form of computer networking for over a decade. Within the last year, a limited video teleconferencing capability was established in the form of a pilot project linking LNL, FNAL, and SSCL. The pilot project demonstrated that video teleconferencing can, in certain circumstances, be a viable alternative to travel. Due to the growing size and dispersion of experimental collaborations, video teleconferencing will almost certainly become a necessity in the conduct and management of large projects and programs in HEP.

  2. Videos for Science Communication and Nature Interpretation: The TIB|AV-Portal as Resource.

    NASA Astrophysics Data System (ADS)

    Marín Arraiza, Paloma; Plank, Margret; Löwe, Peter

    2016-04-01

    Scientific audiovisual media such as videos of research, interactive displays or computer animations has become an important part of scientific communication and education. Dynamic phenomena can be described better by audiovisual media than by words and pictures. For this reason, scientific videos help us to understand and discuss environmental phenomena more efficiently. Moreover, the creation of scientific videos is easier than ever, thanks to mobile devices and open source editing software. Video-clips, webinars or even the interactive part of a PICO are formats of scientific audiovisual media used in the Geosciences. This type of media translates the location-referenced Science Communication such as environmental interpretation into computed-based Science Communication. A new way of Science Communication is video abstracting. A video abstract is a three- to five-minute video statement that provides background information about a research paper. It also gives authors the opportunity to present their research activities to a wider audience. Since this kind of media have become an important part of scientific communication there is a need for reliable infrastructures which are capable of managing the digital assets researchers generate. Using the reference of the usecase of video abstracts this paper gives an overview over the activities by the German National Library of Science and Technology (TIB) regarding publishing and linking audiovisual media in a scientifically sound way. The German National Library of Science and Technology (TIB) in cooperation with the Hasso Plattner Institute (HPI) developed a web-based portal (av.tib.eu) that optimises access to scientific videos in the fields of science and technology. Videos from the realms of science and technology can easily be uploaded onto the TIB|AV Portal. Within a short period of time the videos are assigned a digital object identifier (DOI). This enables them to be referenced, cited, and linked (e.g. to the

  3. Skype me! Socially Contingent Interactions Help Toddlers Learn Language

    PubMed Central

    Roseberry, Sarah; Hirsh-Pasek, Kathy; Golinkoff, Roberta Michnick

    2013-01-01

    Language learning takes place in the context of social interactions, yet the mechanisms that render social interactions useful for learning language remain unclear. This paper focuses on whether social contingency might support word learning. Toddlers aged 24- to 30-months (N=36) were exposed to novel verbs in one of three conditions: live interaction training, socially contingent video training over video chat, and non-contingent video training (yoked video). Results suggest that children only learned novel verbs in socially contingent interactions (live interactions and video chat). The current study highlights the importance of social contingency in interactions for language learning and informs the literature on learning through screen media as the first study to examine word learning through video chat technology. PMID:24112079

  4. Skype me! Socially contingent interactions help toddlers learn language.

    PubMed

    Roseberry, Sarah; Hirsh-Pasek, Kathy; Golinkoff, Roberta M

    2014-01-01

    Language learning takes place in the context of social interactions, yet the mechanisms that render social interactions useful for learning language remain unclear. This study focuses on whether social contingency might support word learning. Toddlers aged 24-30 months (N = 36) were exposed to novel verbs in one of three conditions: live interaction training, socially contingent video training over video chat, and noncontingent video training (yoked video). Results suggest that children only learned novel verbs in socially contingent interactions (live interactions and video chat). This study highlights the importance of social contingency in interactions for language learning and informs the literature on learning through screen media as the first study to examine word learning through video chat technology. PMID:24112079

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

    NASA Astrophysics Data System (ADS)

    Karpinsky, Nikolaus; Zhang, Song

    2012-02-01

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

  6. High speed video shooting with continuous-wave laser illumination in laboratory modeling of wind - wave interaction

    NASA Astrophysics Data System (ADS)

    Kandaurov, Alexander; Troitskaya, Yuliya; Caulliez, Guillemette; Sergeev, Daniil; Vdovin, Maxim

    2014-05-01

    Three examples of usage of high-speed video filming in investigation of wind-wave interaction in laboratory conditions is described. Experiments were carried out at the Wind - wave stratified flume of IAP RAS (length 10 m, cross section of air channel 0.4 x 0.4 m, wind velocity up to 24 m/s) and at the Large Air-Sea Interaction Facility (LASIF) - MIO/Luminy (length 40 m, cross section of air channel 3.2 x 1.6 m, wind velocity up to 10 m/s). A combination of PIV-measurements, optical measurements of water surface form and wave gages were used for detailed investigation of the characteristics of the wind flow over the water surface. The modified PIV-method is based on the use of continuous-wave (CW) laser illumination of the airflow seeded by particles and high-speed video. During the experiments on the Wind - wave stratified flume of IAP RAS Green (532 nm) CW laser with 1.5 Wt output power was used as a source for light sheet. High speed digital camera Videosprint (VS-Fast) was used for taking visualized air flow images with the frame rate 2000 Hz. Velocity air flow field was retrieved by PIV images processing with adaptive cross-correlation method on the curvilinear grid following surface wave profile. The mean wind velocity profiles were retrieved using conditional in phase averaging like in [1]. In the experiments on the LASIF more powerful Argon laser (4 Wt, CW) was used as well as high-speed camera with higher sensitivity and resolution: Optronics Camrecord CR3000x2, frame rate 3571 Hz, frame size 259×1696 px. In both series of experiments spherical 0.02 mm polyamide particles with inertial time 7 ms were used for seeding airflow. New particle seeding system based on utilization of air pressure is capable of injecting 2 g of particles per second for 1.3 - 2.4 s without flow disturbance. Used in LASIF this system provided high particle density on PIV-images. In combination with high-resolution camera it allowed us to obtain momentum fluxes directly from

  7. An Anthropologist Explores the Culture of Video Blogging

    ERIC Educational Resources Information Center

    Young, Jeffrey R.

    2007-01-01

    Michael L. Wesch, an assistant professor of cultural anthropology at Kansas State University, was writing a paper about social networking and other interactive tools, which are collectively referred to as Web 2.0, when he decided to make use of the technology to spread his message. So he put together a short video with examples of Web 2.0…

  8. Interactive Videodisc Learning Systems.

    ERIC Educational Resources Information Center

    Currier, Richard L.

    1983-01-01

    Interactive videodisc makes possible a powerful educational experience in which computer-based educational systems can display video imagery, real-time action, and stereo sound. Interactivity, teaching with videodisc, electronic tutors, videodisc technologies, and costs are among the topics discussed. Use of videodisc for games and simulating…

  9. Digital Video (DV): A Primer for Developing an Enterprise Video Strategy

    NASA Astrophysics Data System (ADS)

    Talovich, Thomas L.

    2002-09-01

    The purpose of this thesis is to provide an overview of digital video production and delivery. The thesis presents independent research demonstrating the educational value of incorporating video and multimedia content in training and education programs. The thesis explains the fundamental concepts associated with the process of planning, preparing, and publishing video content and assists in the development of follow-on strategies for incorporation of video content into distance training and education programs. The thesis provides an overview of the following technologies: Digital Video, Digital Video Editors, Video Compression, Streaming Video, and Optical Storage Media.

  10. Interventional video tomography

    NASA Astrophysics Data System (ADS)

    Truppe, Michael J.; Pongracz, Ferenc; Ploder, Oliver; Wagner, Arne; Ewers, Rolf

    1995-05-01

    Interventional Video Tomography (IVT) is a new imaging modality for Image Directed Surgery to visualize in real-time intraoperatively the spatial position of surgical instruments relative to the patient's anatomy. The video imaging detector is based on a special camera equipped with an optical viewing and lighting system and electronic 3D sensors. When combined with an endoscope it is used for examining the inside of cavities or hollow organs of the body from many different angles. The surface topography of objects is reconstructed from a sequence of monocular video or endoscopic images. To increase accuracy and speed of the reconstruction the relative movement between objects and endoscope is continuously tracked by electronic sensors. The IVT image sequence represents a 4D data set in stereotactic space and contains image, surface topography and motion data. In ENT surgery an IVT image sequence of the planned and so far accessible surgical path is acquired prior to surgery. To simulate the surgical procedure the cross sectional imaging data is superimposed with the digitally stored IVT image sequence. During surgery the video sequence component of the IVT simulation is substituted by the live video source. The IVT technology makes obsolete the use of 3D digitizing probes for the patient image coordinate transformation. The image fusion of medical imaging data with live video sources is the first practical use of augmented reality in medicine. During surgery a head-up display is used to overlay real-time reformatted cross sectional imaging data with the live video image.

  11. Live, Interactive Paraprofessional Training Using Internet Technology: Description and Evaluation

    ERIC Educational Resources Information Center

    Morgan, Robert L.; Forbush, David E.; Nelson, Jon

    2004-01-01

    This article describes and evaluates a new alternative: distance-based training using live video and audio courses transmitted via the Internet. This alternative may address each of the problems described above, that is, it may provide a distant expert who selects and delivers training to paraprofessionals in a cost efficient manner. Because the…

  12. Evaluation of Generalized Performance across Materials When Using Video Technology by Students with Autism Spectrum Disorder and Moderate Intellectual Disability

    ERIC Educational Resources Information Center

    Mechling, Linda C.; Ayres, Kevin M.; Foster, Ashley L.; Bryant, Kathryn J.

    2015-01-01

    The purpose of this study was to evaluate the ability of four high school-aged students with a diagnosis of autism spectrum disorder and moderate intellectual disability to generalize performance of skills when using materials different from those presented through video models. An adapted alternating treatments design was used to evaluate student…

  13. Video Games and Learning: Teaching and Participatory Culture in the Digital Age. Technology, Education--Connections (the TEC Series)

    ERIC Educational Resources Information Center

    Squire, Kurt

    2011-01-01

    Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the "gamer generation?" This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates…

  14. Learning with Technology: Video Modeling with Concrete-Representational-Abstract Sequencing for Students with Autism Spectrum Disorder

    ERIC Educational Resources Information Center

    Yakubova, Gulnoza; Hughes, Elizabeth M.; Shinaberry, Megan

    2016-01-01

    The purpose of this study was to determine the effectiveness of a video modeling intervention with concrete-representational-abstract instructional sequence in teaching mathematics concepts to students with autism spectrum disorder (ASD). A multiple baseline across skills design of single-case experimental methodology was used to determine the…

  15. Using Portable Video Modeling Technology to Increase the Compliment Behaviors of Children with Autism during Athletic Group Play

    ERIC Educational Resources Information Center

    Macpherson, Kevin; Charlop, Marjorie H.; Miltenberger, Catherine A.

    2015-01-01

    A multiple baseline design across participants was used to examine the effects of a portable video modeling intervention delivered in the natural environment on the verbal compliments and compliment gestures demonstrated by five children with autism. Participants were observed playing kickball with peers and adults. In baseline, participants…

  16. Helping Video Games Rewire "Our Minds"

    NASA Technical Reports Server (NTRS)

    Pope, Alan T.; Palsson, Olafur S.

    2001-01-01

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

  17. Dashboard Videos

    NASA Astrophysics Data System (ADS)

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

    2012-11-01

    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 this website and video, I decided to create my own dashboard videos to show to my high school physics students. I have produced and synchronized 12 separate dashboard videos, each about 10 minutes in length, driving around the city of Lawrence, KS, and Douglas County, and posted them to a website.2 Each video reflects different types of driving: both positive and negative accelerations and constant speeds. As shown in Fig. 1, I was able to capture speed, distance, and miles per gallon from my dashboard instrumentation. By linking this with a stopwatch, each of these quantities can be graphed with respect to time. I anticipate and hope that teachers will find these useful in their own classrooms, i.e., having physics students watch the videos and create their own motion maps (distance-time, speed-time) for study.

  18. Picturing Video

    NASA Technical Reports Server (NTRS)

    2000-01-01

    Video Pics is a software program that generates high-quality photos from video. The software was developed under an SBIR contract with Marshall Space Flight Center by Redhawk Vision, Inc.--a subsidiary of Irvine Sensors Corporation. Video Pics takes information content from multiple frames of video and enhances the resolution of a selected frame. The resulting image has enhanced sharpness and clarity like that of a 35 mm photo. The images are generated as digital files and are compatible with image editing software.

  19. NREL Buildings Research Video

    ScienceCinema

    None

    2013-05-29

    Through research, the National Renewable Energy Laboratory (NREL) has developed many strategies and design techniques to ensure both commercial and residential buildings use as little energy as possible and also work well with the surroundings. Here you will find a video that introduces the work of NREL Buildings Research, highlights some of the facilities on the NREL campus, and demonstrates these efficient building strategies. Watch this video to see design highlights of the Science and Technology Facility on the NREL campus?the first Federal building to be LEED® Platinum certified. Additionally, the video demonstrates the energy-saving features of NRELs Thermal Test Facility. For a text version of this video visit http://www.nrel.gov/buildings/about_research_text_version.html

  20. Desktop Video Productions. ICEM Guidelines Publications No. 6.

    ERIC Educational Resources Information Center

    Taufour, P. A.

    Desktop video consists of integrating the processing of the video signal in a microcomputer. This definition implies that desktop video can take multiple forms such as virtual editing or digital video. Desktop video, which does not imply any particular technology, has been approached in different ways in different technical fields. It remains a…

  1. Real-Depth imaging: a new 3D imaging technology with inexpensive direct-view (no glasses) video and other applications

    NASA Astrophysics Data System (ADS)

    Dolgoff, Eugene

    1997-05-01

    Floating Images, Inc. has developed the software and hardware for a new, patent pending, 'floating 3-D, off-the-screen- experience' display technology. This technology has the potential to become the next standard for home and arcade video games, computers, corporate presentations, Internet/Intranet viewing, and television. Current '3-D graphics' technologies are actually flat on screen. Floating ImagesTM technology actually produce images at different depths from any display, such as CRT and LCD, for television, computer, projection, and other formats. In addition, unlike stereoscopic 3-D imaging, no glasses, headgear, or other viewing aids are used. And, unlike current autostereoscopic imaging technologies, there is virtually no restriction on where viewers can sit to view the images, with no 'bad' or 'dead' zones, flipping, or pseudoscopy. In addition to providing traditional depth cues such as perspective and background image occlusion, the new technology also provides both horizontal and vertical binocular parallax (the ability to look around foreground objects to see previously hidden background objects, with each eye seeing a different view at all times) and accommodation (the need to re-focus one's eyes when shifting attention from a near object to a distant object) which coincides with convergence (the need to re-aim one's eyes when shifting attention from a near object to a distant object). Since accommodation coincides with convergence, viewing these images doesn't produce headaches, fatigue, or eye-strain, regardless of how long they are viewed (unlike stereoscopic and autostereoscopic displays). The imagery (video or computer generated) must either be formatted for the Floating ImagesTM platform when written or existing software can be re-formatted without much difficulty.

  2. A beginners guide for video production. [Prepared by the Energy Task Force of the Urban Consortium for Technology Initiatives

    SciTech Connect

    Not Available

    1991-11-01

    The Seattle-King County Hazardous Waste Management Plan provides the framework for an intensive effort to keep Household Hazardous Waste (HHW) and Small Quantity Generator (SQG) wastes from entering the municipal solid and liquid waste streams. Many innovative programs for managing small sources of hazardous waste have been developed in response to the Plan. With the assistance of Urban Consortium grants, the City of Seattle has researched and developed a series of reports describing the planning, operation and evaluation of the plan's HHW collection programs. Three of the Plan's programs of particular interest to other jurisdictions are the fixed site and mobile HHW Collection Facilities, and the Business Waste Consultations provided to SQG's. In 1991, Seattle received an Urban Consortium grant to produce two videos showing how the HHW Collection Facilities and Business Consultations programs work. This report provides an overviews of the video development and production process and a discussion of the lessons learned by the staff directing the production.

  3. Practical applications of interactive voice technologies: Some accomplishments and prospects

    NASA Technical Reports Server (NTRS)

    Grady, Michael W.; Hicklin, M. B.; Porter, J. E.

    1977-01-01

    A technology assessment of the application of computers and electronics to complex systems is presented. Three existing systems which utilize voice technology (speech recognition and speech generation) are described. Future directions in voice technology are also described.

  4. Research into Teaching with Whole-Class Interactive Technologies: Emergent Themes

    ERIC Educational Resources Information Center

    Littleton, Karen

    2010-01-01

    This discussion paper highlights a number of themes emerging from contemporary research into teaching with whole-class interactive technologies. Focusing particularly on the contributions to this special issue, the paper considers the significance of whole-class interactive technologies (primarily interactive whiteboards) with respect to the use…

  5. Faculty Choice and Student Perception of Web-Based Technologies for Interaction in Online Economics Courses

    ERIC Educational Resources Information Center

    Morris, Olivia

    2012-01-01

    This research investigated faculty choice of web-based technologies for interaction in online economics courses and students' perception of those technologies. The literature review of online interaction has established the importance of learner-learner, learner-instructor and learner-content interaction in distance learning. However, some…

  6. Video Podcasting in Physical Education

    ERIC Educational Resources Information Center

    Shumack, Kellie A.; Reilly, Erin

    2011-01-01

    The term "video podcasting" can be both intimidating and exciting. It might sound like something only the technologically savvy know how to do, and it is evident that "digital native" students love it. This "how to" article bridges the gap between intimidating and exciting in order to bring video podcasting into the realm of possibility for those…

  7. Video Streaming in Online Learning

    ERIC Educational Resources Information Center

    Hartsell, Taralynn; Yuen, Steve Chi-Yin

    2006-01-01

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

  8. Central payload video system (CPVS)

    NASA Astrophysics Data System (ADS)

    Doutreleau, Jean; Pedersen, F. H.; Serrano, J.

    1995-02-01

    The central payload video system, CPVS, is a highly flexible central video facility designed to perform processing on payload video as well as system video. Although developed under the Columbus program the CPVS can be easily integrated into any space station program such as Freedom and MIR. The CPVS is compatible with component video (Y,C) as well as with composite video (standard NTSC and PAL). The CPVS also supports non standard video high resolution (geometrical) and high frame rate (excellent time resolution) video. The CPVS is converting all received video into digital video. The standard formats are compatible with the world wide recognized standard, D1 (CCIR 601 and CCIR 656 compatible), and the non standard formats are compatible with an extrapolation of the D1 standard. The CPVS is able to process up to eight (8) simultaneous video channels. The CPVS is able to route any input to any or all processing elements using an internal switching and routing unit. The number and type of processing elements can be chosen according to every mission needs and new processing standards can be supported with little or no modification. The selected D1 standard ensures excellent video quality, and the fully redundant design of the CPVS ensures maximum availability of the system for the users. The selection of standard video formats and standard processing algorithms (compression) allows the use on ground of low-cost, off-the-shelf video equipment. The CPVS operation is based on tables which are generated on ground and loaded on board to be executed at a given on board time without the need of real time interaction.

  9. Secure authenticated video equipment

    SciTech Connect

    Doren, N.E.

    1993-07-01

    In the verification technology arena, there is a pressing need for surveillance and monitoring equipment that produces authentic, verifiable records of observed activities. Such a record provides the inspecting party with confidence that observed activities occurred as recorded, without undetected tampering or spoofing having taken place. The secure authenticated video equipment (SAVE) system provides an authenticated series of video images of an observed activity. Being self-contained and portable, it can be installed as a stand-alone surveillance system or used in conjunction with existing monitoring equipment in a non-invasive manner. Security is provided by a tamper-proof camera enclosure containing a private, electronic authentication key. Video data is transferred communication link consisting of a coaxial cable, fiber-optic link or other similar media. A video review station, located remotely from the camera, receives, validates, displays and stores the incoming data. Video data is validated within the review station using a public key, a copy of which is held by authorized panics. This scheme allows the holder of the public key to verify the authenticity of the recorded video data but precludes undetectable modification of the data generated by the tamper-protected private authentication key.

  10. A Solution in Search of a Problem: The Role of Technology in Educational Reform.

    ERIC Educational Resources Information Center

    Barr, David

    1990-01-01

    Technological tools (e.g., electronic data bases, computer-aided instructional software, interactive video systems, spreadsheets, simulation and modeling software, graphic calculators) can work toward making learning more independent, individualized, interactive, interdisciplinary, and intuitive. (DB)

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

    PubMed

    Maillot, Pauline; Perrot, Alexandra; Hartley, Alan

    2012-09-01

    The purpose of the present study was to assess the potential of exergame training based on physically simulated sport play as a mode of physical activity that could have cognitive benefits for older adults. If exergame play has the cognitive benefits of conventional physical activity and also has the intrinsic attractiveness of video games, then it might be a very effective way to induce desirable lifestyle changes in older adults. To examine this issue, the authors developed an active video game training program using a pretest-training-posttest design comparing an experimental group (24 × 1 hr of training) with a control group without treatment. Participants completed a battery of neuropsychological tests, assessing executive control, visuospatial functions, and processing speed, to measure the cognitive impact of the program. They were also given a battery of functional fitness tests to measure the physical impact of the program. The trainees improved significantly in measures of game performance. They also improved significantly more than the control participants in measures of physical function and cognitive measures of executive control and processing speed, but not on visuospatial measures. It was encouraging to observe that, engagement in physically simulated sport games yielded benefits to cognitive and physical skills that are directly involved in functional abilities older adults need in everyday living (e.g., Hultsch, Hertzog, Small, & Dixon, 1999). PMID:22122605

  12. Objectively Determining the Educational Potential of Computer and Video-Based Courseware; or, Producing Reliable Evaluations Despite the Dog and Pony Show.

    ERIC Educational Resources Information Center

    Barrett, Andrew J.; And Others

    The Center for Interactive Technology, Applications, and Research at the College of Engineering of the University of South Florida (Tampa) has developed objective and descriptive evaluation models to assist in determining the educational potential of computer and video courseware. The computer-based courseware evaluation model and the video-based…

  13. Video games.

    PubMed

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values. PMID:16111624

  14. Using Video-Stimulated Recall to Investigate Teacher Awareness of Explicit and Implicit Gendered Thoughts on Classroom Interactions

    ERIC Educational Resources Information Center

    Consuegra, Els; Engels, Nadine; Willegems, Vicky

    2016-01-01

    Teachers believe they don't interact any differently with boys than with girls. However, an examination of the evidence base on gendered student-teacher interactions shows--at times contradicting--unequal interaction patterns for boys and girls. In this study, the videotaped lessons of 13 secondary school teachers in three schools are analysed by…

  15. Community Access Video.

    ERIC Educational Resources Information Center

    Frederiksen, H. Allan

    In the belief that "the spread of technological development and the attendant rapidly changing environment creates the necessity for multi-source feedback systems to maximize the alternatives available in dealing with global problems," the author shows how to participate in the process of alternate video. He offers detailed information about video…

  16. Deep Web video

    SciTech Connect

    None Available

    2009-06-01

    To make the web work better for science, OSTI has developed state-of-the-art technologies and services including a deep web search capability. The deep web includes content in searchable databases available to web users but not accessible by popular search engines, such as Google. This video provides an introduction to the deep web search engine.

  17. Deep Web video

    ScienceCinema

    None Available

    2012-03-28

    To make the web work better for science, OSTI has developed state-of-the-art technologies and services including a deep web search capability. The deep web includes content in searchable databases available to web users but not accessible by popular search engines, such as Google. This video provides an introduction to the deep web search engine.

  18. Caught on Video

    ERIC Educational Resources Information Center

    Sprankle, Bob

    2008-01-01

    When cheaper video cameras with built-in USB connectors were first introduced, the author relates that he pined for one so he introduced the technology into the classroom. The author believes that it would not only be a great tool for students to capture their own learning, but also make his job of collecting authentic assessment more streamlined…

  19. Learning with Technology: Video Modeling with Concrete-Representational-Abstract Sequencing for Students with Autism Spectrum Disorder.

    PubMed

    Yakubova, Gulnoza; Hughes, Elizabeth M; Shinaberry, Megan

    2016-07-01

    The purpose of this study was to determine the effectiveness of a video modeling intervention with concrete-representational-abstract instructional sequence in teaching mathematics concepts to students with autism spectrum disorder (ASD). A multiple baseline across skills design of single-case experimental methodology was used to determine the effectiveness of the intervention on the acquisition and maintenance of addition, subtraction, and number comparison skills for four elementary school students with ASD. Findings supported the effectiveness of the intervention in improving skill acquisition and maintenance at a 3-week follow-up. Implications for practice and future research are discussed. PMID:26983919

  20. Video flowmeter

    DOEpatents

    Lord, D.E.; Carter, G.W.; Petrini, R.R.

    1983-08-02

    A video flowmeter is described that is capable of specifying flow nature and pattern and, at the same time, the quantitative value of the rate of volumetric flow. An image of a determinable volumetric region within a fluid containing entrained particles is formed and positioned by a rod optic lens assembly on the raster area of a low-light level television camera. The particles are illuminated by light transmitted through a bundle of glass fibers surrounding the rod optic lens assembly. Only particle images having speeds on the raster area below the raster line scanning speed may be used to form a video picture which is displayed on a video screen. The flowmeter is calibrated so that the locus of positions of origin of the video picture gives a determination of the volumetric flow rate of the fluid. 4 figs.

  1. Video flowmeter

    DOEpatents

    Lord, D.E.; Carter, G.W.; Petrini, R.R.

    1981-06-10

    A video flowmeter is described that is capable of specifying flow nature and pattern and, at the same time, the quantitative value of the rate of volumetric flow. An image of a determinable volumetric region within a fluid containing entrained particles is formed and positioned by a rod optic lens assembly on the raster area of a low-light level television camera. The particles are illuminated by light transmitted through a bundle of glass fibers surrounding the rod optic lens assembly. Only particle images having speeds on the raster area below the raster line scanning speed may be used to form a video picture which is displayed on a video screen. The flowmeter is calibrated so that the locus of positions of origin of the video picture gives a determination of the volumetric flow rate of the fluid.

  2. Video flowmeter

    DOEpatents

    Lord, David E.; Carter, Gary W.; Petrini, Richard R.

    1983-01-01

    A video flowmeter is described that is capable of specifying flow nature and pattern and, at the same time, the quantitative value of the rate of volumetric flow. An image of a determinable volumetric region within a fluid (10) containing entrained particles (12) is formed and positioned by a rod optic lens assembly (31) on the raster area of a low-light level television camera (20). The particles (12) are illuminated by light transmitted through a bundle of glass fibers (32) surrounding the rod optic lens assembly (31). Only particle images having speeds on the raster area below the raster line scanning speed may be used to form a video picture which is displayed on a video screen (40). The flowmeter is calibrated so that the locus of positions of origin of the video picture gives a determination of the volumetric flow rate of the fluid (10).

  3. Video Instructional Development and Educational Opportunity (VIDEO) Program: Program Summary 1996.

    ERIC Educational Resources Information Center

    Missouri State Dept. of Elementary and Secondary Education, Jefferson City. Div. of Special State Instructional Programs.

    The Video Instructional Development and Educational Opportunity (VIDEO) Program encourages all public educational institutions in Missouri to supplement educational opportunities through the use of telecommunications technology, including instructional television programming and satellite broadcast instruction. Three subprograms within the VIDEO…

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

    PubMed

    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. PMID:27294452

  5. Interaction of Technology Based Classroom Innovations and Administrative Systems.

    ERIC Educational Resources Information Center

    Facciola, Peter C.; Roberts, Ken C.

    This paper explores the challenges that South Mountain Community College (Phoenix, Arizona) faced in order to take advantage of the opportunities computer technology offered in its teacher education program. Three issues are examined which were critical to the effective use of computer technology: (1) the technology itself, including the college's…

  6. Use of online clinical videos for clinical skills training for medical students: benefits and challenges

    PubMed Central

    2014-01-01

    Background Multimedia learning has been shown effective in clinical skills training. Yet, use of technology presents both opportunities and challenges to learners. The present study investigated student use and perceptions of online clinical videos for learning clinical skills and in preparing for OSCE (Objective Structured Clinical Examination). This study aims to inform us how to make more effective us of these resources. Methods A mixed-methods study was conducted for this study. A 30-items questionnaire was administered to investigate student use and perceptions of OSCE videos. Year 3 and 4 students from 34 Korean medical schools who had access to OSCE videos participated in the online survey. Additionally, a semi-structured interview of a group of Year 3 medical students was conducted for an in-depth understanding of student experience with OSCE videos. Results 411 students from 31 medical schools returned the questionnaires; a majority of them found OSCE videos effective for their learning of clinical skills and in preparing for OSCE. The number of OSCE videos that the students viewed was moderately associated with their self-efficacy and preparedness for OSCE (p < 0.05). One-thirds of those surveyed accessed the video clips using mobile devices; they agreed more with the statement that it was convenient to access the video clips than their peers who accessed the videos using computers (p < 0.05). Still, students reported lack of integration into the curriculum and lack of interaction as barriers to more effective use of OSCE videos. Conclusions The present study confirms the overall positive impact of OSCE videos on student learning of clinical skills. Having faculty integrate these learning resources into their teaching, integrating interactive tools into this e-learning environment to foster interactions, and using mobile devices for convenient access are recommended to help students make more effective use of these resources. PMID:24650290

  7. Experiences in Personal Lecture Video Capture

    ERIC Educational Resources Information Center

    Chandra, Surendar

    2011-01-01

    The ability of lecture videos to capture the different modalities of a class interaction make them a good review tool. Multimedia capable devices are ubiquitous among contemporary students. Many lecturers are leveraging this popularity by distributing videos of lectures. They depend on the university to provide the video capture infrastructure.…

  8. The flipped classroom for professional development: part II. making podcasts and videos.

    PubMed

    Smith, Charlene M; McDonald, Katie

    2013-11-01

    As described in Part I, podcasts and videos are educational technologies used to flip the classroom. This column describes the technology options for creating podcasts and videos and offers tips on developing podcasts and videos. PMID:24199640

  9. Investigating Design and Technology Students' Peer Interactions in a Technology-Mediated Learning Environment: A Case study

    ERIC Educational Resources Information Center

    Yeo, Tiong Meng; Quek, Choon Lang

    2011-01-01

    This research investigates students' peer interactions in the Design and Technology (D&T) environment supported by "Knowledge Forum". The sample comprised of 15 students who had no prior experience in using "Knowledge Forum" to mediate their D&T learning. Their interaction with peers occurred in three stages: design situation, ideation and…

  10. 78 FR 16532 - Certain Products Containing Interactive Program Guide and Parental Controls Technology...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-03-15

    ... (collectively, ``Rovi''). 76 FR 79214-5 (Dec. 21, 2011). The complaint alleged violations of Section 337 of the... COMMISSION Certain Products Containing Interactive Program Guide and Parental Controls Technology; Commission... interactive program guide and parental controls technology by reason of infringement of certain claims of...

  11. Are We Allowed to Blink? Young Children's Leadership and Ownership while Mediating Interactions around Technologies

    ERIC Educational Resources Information Center

    Arnott, Lorna

    2013-01-01

    This article describes the formation of children's social interactions around technologies in preschools. This paper presents evidence from a study that explores how 3- to 5-year-old children construct their social interactions through the mediation of their peers while using technological resources. Utilising a systematic and iterative data…

  12. Improving Undergraduate Student Satisfaction with the Consumer Behavior Course: Will Interactive Technology Help?

    ERIC Educational Resources Information Center

    Eastman, Jacqueline K.; Iyer, Rajesh; Eastman, Kevin L.

    2011-01-01

    In this paper, we measure the impact of interactive technology on student satisfaction and find support for the hypothesis that students who find a class is more interesting because of the use of interactive technology will be more satisfied with the course. The results also support the hypothesis that if students like the course, they will be…

  13. Teacher Perceptions of the Effective Implementation of Interactive Technologies in One Virginia Middle School

    ERIC Educational Resources Information Center

    Dockum, James R.

    2009-01-01

    It was the purpose of this study to determine teacher perceptions of the effective implementation of interactive technologies in one Virginia middle school. The questions that guided this study were the following: What are the Virginia middle school teachers' perceptions of effective integration of interactive technologies? Specifically: What are…

  14. Portable color multimedia training systems based on monochrome laptop computers (CBT-in-a-briefcase), with spinoff implications for video uplink and downlink in spaceflight operations

    NASA Technical Reports Server (NTRS)

    Scott, D. W.

    1994-01-01

    This report describes efforts to use digital motion video compression technology to develop a highly portable device that would convert 1990-91 era IBM-compatible and/or MacIntosh notebook computers into full-color, motion-video capable multimedia training systems. An architecture was conceived that would permit direct conversion of existing laser-disk-based multimedia courses with little or no reauthoring. The project did not physically demonstrate certain critical video keying techniques, but their implementation should be feasible. This investigation of digital motion video has spawned two significant spaceflight projects at MSFC: one to downlink multiple high-quality video signals from Spacelab, and the other to uplink videoconference-quality video in realtime and high quality video off-line, plus investigate interactive, multimedia-based techniques for enhancing onboard science operations. Other airborne or spaceborne spinoffs are possible.

  15. Infant Television and Video Exposure Associated With Limited Parent-Child Verbal Interactions in Low Socioeconomic Status Households

    PubMed Central

    Mendelsohn, Alan L.; Berkule, Samantha B.; Tomopoulos, Suzy; Tamis-LeMonda, Catherine S.; Huberman, Harris S.; Alvir, Jose; Dreyer, Benard P.

    2011-01-01

    Objective To assess verbal interactions related to television and other electronic media exposure among mothers and 6 month-old-infants. Design Cross-sectional analysis of 154 mother-infant dyads participating in a long-term study related to early child development. Setting Urban public hospital. Participants Low socioeconomic status mothers of 6-month-old infants. Main Exposure Media exposure and content. Main Outcome Measures Mother-infant verbal interaction associated with media exposure and maternal coviewing. Results Of 154 low socioeconomic status mothers, 149 (96.8%) reported daily media exposure in their infants, with median exposure of 120 (interquartile range, 60-210) minutes in a 24-hour period. Among 426 program exposures, mother-infant interactions were reported during 101 (23.7%). Interactions were reported most frequently with educational young child–oriented media (42.8% of programs), compared with 21.3% of noneducational young child–oriented programs (adjusted odds ratio, 0.4; 95% confidence interval, 0.1-0.98) and 14.7% of school-age/teenage/adult–oriented programs (adjusted odds ratio, 0.2; 95% confidence interval, 0.1-0.3). Among coviewed programs with educational content, mothers reported interactions during 62.7% of exposures. Coviewing was not reported more frequently for educational young child–oriented programs. Conclusions We found limited verbal interactions during television exposure in infancy, with interactions reported for less than one-quarter of exposures. Although interactions were most commonly reported among programs with educational content that had been coviewed, programs with educational content were not more likely to be coviewed than were other programs. Our findings do not support development of infant-directed educational programming in the absence of strategies to increase coviewing and interactions. PMID:18458186

  16. Controls-Structures Interaction (CSI) technology program summary. Earth orbiting platforms program area of the space platforms technology program

    NASA Technical Reports Server (NTRS)

    Newsom, Jerry R.

    1991-01-01

    Control-Structures Interaction (CSI) technology embraces the understanding of the interaction between the spacecraft structure and the control system, and the creation and validation of concepts, techniques, and tools, for enabling the interdisciplinary design of an integrated structure and control system, rather than the integration of a structural design and a control system design. The goal of this program is to develop validated CSI technology for integrated design/analysis and qualification of large flexible space systems and precision space structures. A description of the CSI technology program is presented.

  17. Secret Characters: The Interaction of Narrative and Technology.

    ERIC Educational Resources Information Center

    Jones, Gwyneth

    2002-01-01

    Presents an autobiographical sketch of a science fiction writer's relationship with the Information Technology revolution, from the Commodore PET to Microsoft 2000: a creator of imaginary futures privileged to observe an "imaginary future" in the act of becoming present reality. Touches on the nature of narrative and technology, the changing…

  18. Interactive Videodisc Technology and Its Implications for Education.

    ERIC Educational Resources Information Center

    Gindele, John F.; Gindele, Joseph G.

    Arguing that videodisc technology has major implications for the storage and retrieval of information and that it may meet learners' needs in ways never before possible, this paper highlights key points regarding the history and development of videodisc technology, explores its implications for education, and addresses current and future uses of…

  19. Synchronized communication between people with dementia and their volunteer caregivers. A video-based explorative study on temporal aspects of interaction and the transfer to education.

    PubMed

    Jost, A; Neumann, E; Himmelmann, K-H

    2010-08-01

    Processes of demographic change are leading to decreasing human resources in professional as well as lay care; this decrease necessitates new concepts of care, especially for the growing number of people with dementia (p.w.d.). Since the amendment to the German Care Insurance Law (2002), family carers have been entitled to regular weekly relief, provided by volunteers who have been given a thirty-hour-training. As difficulties in information processing in p.w.d. form an important part of the symptoms in dementia sufferers--with a high impact on communication as well as competent functioning in activities associated with daily life, we wanted to establish how much awareness and sensitivity voluntary attendants show in "tuning in" to the p.w.d. and her/his individual capacity to interact. In an exploratory study the authors analyzed videotaped interactions between volunteer caregivers and dementia-sufferers which were recorded in everyday situations during the process of ongoing care. Using methods of Video Interaction Analysis and Grounded Theory, we developed categories which describe how in tune the helpers are with the timing skills--or lack of them--of p.w.d.. We think that understanding the different ways in which p.w.d. structure their time can improve their communication and interaction. The categories --"speed and adjustment of speed", "mutuality" and "time control"--seemed crucial in understanding the subsequent course of the interactions. In a second step, these categories have recently been used by students and staff of the Lausitz University of Applied Sciences to provide training that sensitizes volunteer attendants to the topic and to learn about volunteers; judgement on the importance of continuing education in this field. PMID:20043817

  20. Problems of Diffusion in High Technology: Compact Disc-Interactive (CD-I)--A Case Study.

    ERIC Educational Resources Information Center

    Chamberlain, Michael A.; Hutchison, Thomas W.

    The 1992 introduction of Compact Disc-Interactive (CD-I) technology, the initial obstacles this new technology faces, and its known progress in its first year are explored, focusing on why new technologies are successful or are not adopted. Similar to a VCR, a CD-I player links directly into any television receiver, and each 5-inch disc is capable…