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. 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…

  3. 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)

  4. 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)

  5. 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)

  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 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…

  9. 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…

  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. 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…

  12. 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…

  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. 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…

  1. 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…

  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. 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,…

  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 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…

  9. 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…

  10. 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;…

  11. 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.

  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. 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.

  19. 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.

  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. 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.…

  5. 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…

  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. 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…

  19. 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…

  20. 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.

  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. 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…

  13. 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,…

  14. 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)

  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. 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

  19. 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.

  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. 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…

  9. 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…

  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. 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…

  9. 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…

  10. 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…

  11. 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…

  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. 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…

  14. 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…

  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. 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…

  1. 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…

  2. 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…

  3. 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…

  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. 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)

  11. 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.

  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. 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…

  17. 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.

  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. 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…

  20. 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…

  1. 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…

  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 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…

  6. 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…

  7. 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…

  8. 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,…

  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. 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…

  18. 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…

  19. 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…

  20. 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…

  1. 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…

  2. 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…

  3. 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…

  4. 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…

  5. 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…

  6. 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…

  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. 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…

  10. 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.

  11. 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…

  12. 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…

  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. 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)

  18. 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…

  19. 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…

  20. 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…

  1. 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…

  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. 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…

  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. 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.

  20. 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

  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. 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

  13. 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…

  14. 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.

  15. 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.

  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. 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. …

  18. 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…

  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. 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

  1. 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

  2. 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.

  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. 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…

  5. 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…

  6. 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…

  7. 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…

  8. 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…

  9. 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…

  10. 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…